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Skyfire Bow | Martial Weapon
Skyfire Bow
Weapon (longbow), rare
Martial weapon (longbow), ranged weapon, 1d8 piercing – ammunition (150/600 ft.), heavy, two-handed.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This rare magic item requires attunement. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 lightning damage.
Any attack rolls made with this weapon ignore half cover.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Lightning Strike. Once per day, the wielder can call upon the forces of nature and transform an arrow into a bolt of lightning. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. This ability recharges on a long rest.
The Skyfire Bow is a powerful weapon made of enchanted wood with gold filigree on the grip. The bowstring is made of enchanted silver that makes no sound when used.
Aria Thunderheart was a legendary ranger, known for her skills with a longbow. She used the Skyfire Bow to defend her kingdom and protect her people. Lady Aria was known for her courage, determination, and unshakable sense of justice.
Adventure Hook. The bow was stolen by a thieves group from the museum in Tanei and the party has been hired to track the item down.

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Doomblades | Simple Weapon
Doomblades
Weapon (pair of daggers), rare
Simple weapon (pair of daggers), melee weapon, 1d4 piercing – finesse, light, thrown (20/60 ft.)
You gain a +1 bonus to attack and damage rolls made with these magic weapons.
This rare magic item is a pair of magic daggers and they require attunement. A creature attuned to it gains the following two benefits. On a successful attack, a dagger deals an extra 1d6 fire, lightning, cold, or poison damage (roll a d4 to determine).
Both daggers return to the wielder’s hand immediately after they are used to make a ranged attack.
The handle features a multi-colored gem that radiants magical energy when striking down an enemy.
Adventure Hook. The players find a map leading to the ancient Tomb of the Silent Death. Traveling to a remote island the players find the tomb is hidden among rocky cliffs in a dense jungle. Inside find traps, tricks, and hungry monsters. await unsuspecting adventurers. In her final resting place, the rogue assassin Silent Death holds her Doomblades close. Any attempts to remove the daggers causes her ghost to possess the undead creatures that lurk in the tomb.

art by daniel f. walthall Related Posts
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#Dungeon23 – Week 3

Each week I will be posting my progress in creating the dungeon, NPCs, lore, and the surrounding area. My version of #Dungeon23 is to make progress every day. Most days that will mean a room description or using a dice drop to generate a section of the dungeon. Other days will include adding lore, NPC, and other descriptions needed to fill out the document to my satisfaction. The blog post each week will be a copy-and-paste directly from my personal google doc. My hope is to show how this dungeon and area evolves over the year.
Change Log. changed wandering monsters; filled out rooms 12 and 13; hallways H1, H2, and H3; info on creature tribes; two dice drop sections to add on to floor 2
Previous Entries. Week 1. Week 2.
**for the original post on Dungeon23 see the post on Sean McCoy’s blog https://seanmccoy.substack.com/p/dungeon23
**for a list of resources for Dungeon23 see https://itch.io/blog/462261/dungeon23-resources
Cover and spot art by Perplexing Ruins, I highly suggest you check out their Patreon. Maps are made with Dungeon Scrawl.


Deep in the Kyusoku Mesa hides the ancient vault of ‘Vaelving Gamles’ which holds a fabled warhammer with the power to unite the local tribes. A deep scar carves a wedge into the middle of the mesa. A lush jungle covers the scar and other portions of the mesa. The rest is an unforgiving desert. The tribes of the Resu’suteppu have called this area home for centuries.
The ancient vault was built centuries ago by the local stone giants to protect (and hide) their most sacred possessions. Long after the giants abandoned the vault local tribes of elves used parts of the upper floors as emergency shelter in times of need. Most recently it has been the focus of a foreign War Priest (with claims of local blood) to find the fabled warhammer Endbringer, and unite, and rule, the tribes of the mesa once and for all.
Hook: A retired general is hiring adventurers to map the halls of Vaelving Gamles.
Hook: A foreign War Priest is paying anyone who brings them magic items from the depths of the vault.
The town of Unrock provides many accommodations for the locals and the many adventurers that pass through the region.
Topside provides more goods and services to the area and is more affluent than Unrock.
General Features
The vault of Vaelving Gamles is made up of a combination of smooth, worked stone and hand-hewn stone, with the occasional natural tunnel or cavern. Some areas have exceptional architectural features that are noted in the text.
Ceilings. Built to accommodate many types of giants, the room ceilings are at least 35 feet at the least and as high as 50 feet in the more important spaces. Ceilings in hallways are approximately 40 feet in height.
Doors. Locked wooden doors require a successful DC 20 Dexterity check with thieves’ tools or a key found on the same floor. Large stone doors require a successful DC 15 Strength (Athletics) check.
Light. Large sconces can be found in most rooms and hallways. Whether they are lit is another question.

The Giant Archway, Vkhod Arku, Floor 1
Wandering Monsters. Check for wandering monsters if the players move to a new area, make a lot of noise, spend too much time in one area, or at the dungeon master’s discretion. Also, an encounter can occur at the dungeon master’s discretion without a roll. Check for wandering monsters by rolling a d20. On a roll of 17-20, an encounter takes place. Roll a d6 and consult the wandering monsters table. On a 20, roll twice on the table and use both results.

Roll Result 1 1d4 + 2 Giant Rats 2 1 d4 + 2 Giant Centipedes 3 1d4 + 2 Skeletons 4 2d4 Goblins 5 1d6 Kobolds 6 1 Grey Ooze Wandering Monsters Table Floors 1 & 2 Giant Rats. An oily smell precedes the sight of rats gnawing on bat carcasses.
Giant Centipedes. The skittering of hundreds of legs on the floor approaches slowly out of the darkness.
Skeletons. Undead skeletons can be found repeating echoes of ancient actions of their past lives like standing guard, patrolling a hallway, or playing cards. The dark energy that animates their bones compels them to attack any living creatures on sight.
Troglodytes. A group of troglodytes is scouting the vault for a possible new lair.
Swarm of Bats. Screeches pierce the air as a group of bats erupt from the darkness above flying around chaotically.
Gray Ooze. Blending in with the stonework, the gray ooze waits for the perfect moment to strike unsuspecting adventurers.
- The Vkhod Arku
A giant archway built into the mesa holds an alcove that nature re-claimed long ago. Faded murals dedicated to the giant god Annam All-Father. Small scripts in ancient elvish provide directions beyond the stone doors. Two giant-sized stone doors require a successful DC 13 Strength (Athletics) check to open. There is a chance this room is occupied. 1d6: 1d4 kobolds and 1 giant goat; 1d4 kobolds; 1 giant goat; nothing; Spy, Priest, Knight fighting 1d4 kobolds; Spy, Priest, Knight resting after a bad fight.
2. Armory
Rotten wood, cobwebs, and rusted weapons lie scattered around. More elven writing marks the two doors. The south corner of the room ceiling has collapsed causing the floor to rise to a ledge in the corner. In the north corner, Goblins and Kobolds are fighting each other over some treasure. In the south corner of the room, a Goblin Boss and a couple Goblins are harrying an adventurer perched on the ledge protecting a large chest. The Scout cries for help as soon as they see the characters. Treasure. 210 sp, 80 gp, black velvet mask, gold vestments, potion of climbing, dust of dryness, and a key to the stairwell in room 4.
3. Antechamber
The floor is partially collapsed in the southeast corner. Several Kobolds are attempting to dig through to access a room 4 floors below. They rigged an old well to be a hidden pit trap that fills with poisoned water over 1 minute. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of the floor that forms the pit’s cover.
4. Main Stairwell
This main stairwell room was originally used as a staging area for going deeper into the vault. Touching any of the small doors causes the character to take 1d10 poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. There is a chance this room is occupied. 1d6: goblins, empty, kobolds, empty, adventurers, empty.
5. Guard Room
The heavy stone door is slightly ajar. Once used as a base for the guards of the vault now the room serves as a camp for adventurers. Written on the wall are instructions on how to seal the room from the inside for safety. An almost empty wooden cask holds travel rations and waterskins. Attached inside is a parchment with dates written on it indicating when the rations were last restocked.
6. Empty Vault
The secret door to this chamber was found long ago and was fully pillaged shortly after. All that remains are scraps of broken storage and furniture that have been used here over the centuries. There is a chance that the room is occupied. 1d6: goblins, empty, empty, empty, empty, kobolds.
7. Fake Barracks

This chamber is set up like a small barracks but is a trap to thwart intruders. As soon as the characters enter the room scything blades emerge from the ceiling and walls. DC 11 to detect the trap and the same DC to disable the trap via a panel in the doorway. Each creature in the doorway must make a DC 11 Dexterity saving throw, taking 5 (1d10) slashing damage on a failed save, or half as much damage on a successful one. A mimic disguises itself as a fancy door with no traps. The room guards a chest containing a bag of gems (tiger eye, 2 rhodochrosite, 3 moss agate, malachite, lapis lazuli, 3 hematite, and azurite), a scroll of greater restoration, a scroll of protection (undead), and a potion of frost giant strength.
H1. Gas Trap Hallway
The hallway between rooms 6 and 7 contains a poison gas trap. When triggered small holes appear in the walls hissing out a purple noxious gas and causing the area to be lightly obscured. DC 13 to detect the trap and the same DC to disable the trap via a panel in the floor. Each creature in the area must make a DC 13 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
The Giant Archway, Vkhod Arku, Floor 2

8. Cistern
Many kobolds and a couple goblins fight over the water contained in the cistern. The kobolds are looking for the goblin who sabotaged their water supply. The goblins are fleeing a bad situation with their tribe. Part of the ceiling has collapsed creating partial cover and difficult terrain. A secret door in the southwest corner reveals a secret staircase that goes up and down one floor each.
9. Audience Chamber
Three tiers separate this room. Some furniture still lingers in the far east corner where a historical text can be found in an unknown language (ancient giant). A secret door in the far west corner leads to a hidden hallway. A rotten skeleton can be found in the secret hallway with 6 gp, a dead mouse, a page torn from a spellbook, and a ring of iron keys.
10. Goblin Museum
What was once a torture chamber in ages past has been turned into a gallery for some of the goblin clans’ prized possessions. Ancient slabs of stone are now pillars for trinkets. 1d4 + 1 Goblins are making simple repairs to some furniture and cleaning up after a scuffle with some kobolds. The goblins are willing to help the PCs in exchange for wealth of any kind. Among the items on the pillars are a small mirror set in a painted frame, a giant gold locket, a silver pitcher, a black velvet mask, a potion of animal friendship, and a potion of greater healing.
11. Goblin Game Room
The Goblins turned this old barracks into a game room. Broken wood, scraps of fabric, and a makeshift toy ball lay scattered about amongst odd markings on the floor and walls. A fancy painting depicts a small black line emanating a shaded blend of reds, oranges, and yellows. When touched a wall of force is created splitting the room in half. Any attacks made by magic weapons bounce off and cause 1d6 force damage on the wielder. Normal weapons and physical attacks do damage as normal. The force wall disappears after it takes 10 total damage.
12. Goblin Campsite
An old guardroom has been turned into a campsite and training room for the defenders of the goblin clan. A large patch of green slime clings to the ceiling above a raised platform guarding an enchanted treasure chest. Inside the chest is 15 cp, about 450 gp in gemstones, and a seamless rectangular obsidian box. The only way to open the box is to ask it nicely to open. Any attempt to damage it destroys the contents. The obsidian box contains a potion of animal friendship, a potion of poison, and a potion of greater healing.
13. Ritual Chamber
The magic circle used for rituals can still be seen etched into the floor. Ancient basreliefs depict giants fighting enormous beasts. The north section of the room contains a variety of glass humanoids in several poses. A greater restoration spell or equivalent reverses the glass curse. Using the magic circle triggers a wild magic surge. A group of Kobolds are trying to help one of their friends stuck in a paralyzing mushroom field in the southeast corner of the room.
H2. Collapsed Hallway
The entrance to room 8 has a 1 in 6 chance in being blocked by a collapsed ceiling.
H3. Vaelving Chasm
This hallway features a chasm approximately 20ft wide and 80ft deep. The rooms below are in view and accessible.
Appendix
NPCs
Spy, Priest, Knight
Adventuring group that can be found from time to time in the vault or general area.
Scout
Adventurer lost from her party.
The Stonewalker Goblins
This tribe of goblins has been living in the ancient vault for generations. They call the sprawling vaults their home and most of them have never been outside. The kobolds that have recently moved in have been causing havoc to the supplies and resources of the tribe.
Skrax the Goblin King is looking to end the fighting with the kobolds soon so he can go back to breeding his prized hunting rats.
1d8 Goblin Names. Biks, Jorg, Leechbrain, Gnatface, Jhibi, Igugg, Mudleg, Belch.
The Sharpsnout Kobolds
In the past few months one of the kobold leaders has led them into the depths of the vault in search of ancient artifacts. They tell the kobolds not of what they seek but just to bring them anything they believe is valuable and shiny. Deadly encounters with the goblins have caused some dissent among some of the tribe.
A young sapphire dragon called Jharthanach is using them to begin building their hoard that’s located in another section of the giant vault.
1d8 Kobold Names. Kirg, Kloh, Erla, Then, Scuz, Trig, Chroma, Tema.
The Broken Crown Troglodytes
Having been chased out of their home this group of troglodytes is looking for a new lair. Their name comes from the obsidian and ruby broken crown worn by the patriarch, Zarm. The trogs have knowledge of the evil that lurks below due to the years they lived there. The trogs also want to find out why more adventurers have shown up in recent months.
1d6 Troflodyte Names. Silk, Skriss, Koldar, Grist, Lid, L’gronk
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Necro-thorn | Magic Item
Necro-thorn
Necro-beam. While holding this rose you can speak a command word as an action to cause a beam of crackling energy to streak toward a creature within range. Make a ranged spell attack against the target using your Charisma bonus. On a hit, the target takes 1d10 necrotic damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
This jet-black rose made of obsidian sparkles with necrotic magical energy.
Long ago a powerful necromancer imbued an obsidian rose with dark magic that allowed it to shoot bolts of necrotic energy. When they were defeated the Necro-thorn was sealed away and lost to time.
Adventure Hook. The last known user of the Necro-thorn was a dwarf named Isudan Oakenshield. The rose is rumored to be buried with him in the family tomb high up in the Cliffs of the Dead. If you want a map see the Dyson Logos page The Tomb of Durahn Oakenshield or the updated version.

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The Best Supplement For Your Session Zero (for any game system)
A blog post on B/X Blackrazor has one of the best supplements that you should be using for every session zero. Use it for your one-shots as well. You’ll thank me, and the creator too.
‘100 Reason Characters Are Together’ is pretty straightforward. Each player rolls a d100 to determine the relationship of their character with that of the player to their right. If the result is not appropriate or you just don’t like it you can re-roll. As with any random table, you can pick and choose your own. Results range from various family members, former lovers, or even apprenticed to the same master.
If you’re reading this right now our characters are cousins, though distant with a little history (03). The person to the right of you? Yours and their characters met in prison and escaped together (52). Those two rolls alone lay the groundwork for many great roleplay moments to come.
As you can see, using this during a session zero gives your players immediate connections to each rather than randos meeting in a tavern. You can even use this with a few NPCs to establish their player characters’ ties to the world. For one-shots, this table gives a good starting point as the players can get into character while they discover their relationships with one another.
I printed this out and put it in my DM folder. It’s been used four times so far to great success each time. If you use it leave me a comment and let me know how it goes!
Find the original blog post here. For the download link click here.
Credit to Jonathan Becker’s ‘The Complete B/X Adventurer.’
Find my free updated version here:
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Ring of the Vanquisher | Ring
Ring of the Vanquisher
Ring, rare (requires attunement)
Turn Undead. As an action, you speak a command word censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw (DC = 8 + PB + WIS BONUS). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. You can this feature up to proficiency bonus times per day.
Path to the Grave. When you hit a creature with an attack you can curse it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends. This ability recharges on a short or long rest.
The Ring of the Vanquisher was created long ago by a powerful necromancer wishing to turn the tide of war against the undead. Not only can the wearer turn undead but they can also make them temporarily vulnerable to any damage. After being passed down for generations it has become a coveted magic item for any hero fighting the undead.
Adventure Hook. A powerful undead sorcerer called the Gravemaster has infiltrated the kingdom intending to unleash an army of the undead and wreck havoc on the land. The players are hired to stop the Gravemaster and are given the Ring of the Vanquisher to aid in their quest.

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#Dungeon23 – Week 2

Each week I will be posting my progress in creating the dungeon, NPCs, lore, and the surrounding area. My version of #Dungeon23 is to make progress every day. Most days that will mean a room description or using a dice drop to generate a floor or section of the dungeon. Other days will include adding lore, NPC, and other descriptions needed to fill out the document to my satisfaction. The blog post each week will be a copy-and-paste directly from my google doc. My hope is to show how this dungeon and area evolves over the year.
Previous Entries. Week 1.
**for the original post on Dungeon23 see the post on Sean McCoy’s blog https://seanmccoy.substack.com/p/dungeon23
**for a list of resources for Dungeon23 see https://itch.io/blog/462261/dungeon23-resources
Cover and spot art by Perplexing Ruins, I highly suggest you check out their Patreon. Maps are made with Dungeon Scrawl.

Deep in the Kyusoku Mesa hides the ancient vault of ‘Vaelving Gamles’ which holds a fabled warhammer with the power to unite the local tribes. A deep scar carves a wedge into the middle of the mesa. A lush jungle covers the scar and other portions of the mesa. The rest is an unforgiving desert. The tribes of the Resu’suteppu have called this area home for centuries.

The ancient vault was built centuries ago by the local stone giants to protect (and hide) their most sacred possessions. Long after the giants abandoned the vault local tribes of elves used parts of the upper floors as an emergency shelter in times of need. Most recently it has been the focus of a foreign War Priest (with claims of local blood) to find the fabled warhammer Endbringer, and unite, and rule, the tribes of the mesa once and for all.
Hook: A retired general is hiring adventurers to map the halls of Vaelving Gamles.
Hook: A foreign War Priest is paying anyone who brings them magic items from the depths of the vault.
The town of Unrock provides many accommodations for the locals and the many adventurers that pass through the region.
Topside provides more goods and services to the area and is more affluent than Unrock.
General Features
The vault of Vaelving Gamles is made up of a combination of smooth, worked stone and hand-hewn stone, with the occasional natural tunnel or cavern. Some areas have exceptional architectural features that are noted in the text.
Ceilings. Built to accommodate many types of giants, the room ceilings are at least 35 feet at the least and as high as 50 feet in the more important spaces. Ceilings in hallways are approximately 40 feet in height.
Doors. Locked wooden doors require a successful DC 20 Dexterity check with thieves’ tools or a key found on the same floor.
Light. Large scones can be found in most rooms and hallways. Whether they are lit is another question.

The Giant Archway, Vkhod Arku, Floor 1
Wandering Monsters. Check for wandering monsters if the players move to a new area, make a lot of noise, spend too much time in one area, or at the dungeon master’s discretion. Also, an encounter can occur at the dungeon master’s discretion without a roll. Check for wandering monsters by rolling a d20. On a roll of 17-20, an encounter takes place. Roll a d6 and consult the wandering monsters table. On a 20, roll twice on the table.

Roll Result 1 1d4 + 2 Giant Rats 2 1 d4 + 2 Giant Centipedes 3 1d4 + 2 Skeletons 4 2d4 Goblins 5 1d6 Kobolds 6 1 Grey Ooze Wandering Monsters Table Floors 1 & 2 - The Vkhod Arku
A giant archway built into the mesa holds an alcove that nature re-claimed long ago. Faded murals dedicated to the giant god Annam All-Father. Small scripts in ancient elvish provide directions beyond the stone doors. Two giant-sized stone doors require a successful DC 13 Strength (Athletics) check to open. There is a chance this room is occupied. 1d6: 1d4 kobolds and 1 giant goat; 1d4 kobolds; 1 giant goat; nothing; Spy, Priest, Knight fighting 1d4 kobolds; Spy, Priest, Knight resting after a bad fight.
- Armory
Rotten wood, cobwebs, and rusted weapons lie scattered around. More elven writing marks the two doors. The south corner of the room ceiling has collapsed causing the floor to rise to a ledge in the corner. In the north corner, Goblins and Kobolds are fighting each other over some treasure. In the south corner of the room, a Goblin Boss and a couple Goblins are harrying an adventurer perched on the ledge protecting a large chest. The Scout cries for help as soon as they see the characters. Treasure. 210 sp, 80 gp, black velvet mask, gold vestments, a potion of climbing, a dust of dryness, and a key to the stairwell in room 4.
- Antechamber
The floor is partially collapsed in the southeast corner. Several Kobolds are attempting to dig through to access a room 4 floors below. They rigged an old well to be a hidden pit trap that fills with poisoned water over 1 minute. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of the floor that forms the pit’s cover.
- Main Stairwell
This main stairwell room was originally used as a staging area for going deeper into the vault. Touching any of the small doors causes the character to take 1d10 poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. There is a chance this room is occupied. 1d6: goblins, empty, kobolds, empty, adventurers, empty.
- Guard Room
The heavy stone door is slightly ajar. Once used as a base for the guards of the vault now the room serves as a camp for adventurers. Written on the wall are instructions on how to seal the room from the inside for safety. An almost empty wooden cask holds travel rations and waterskins. Attached inside is a parchment with dates written on it indicating when the rations were last restocked.
- Empty Vault
The secret door to this chamber was found long ago and was fully pillaged shortly after. All that remains are scraps of broken storage and furniture that have been used here over the centuries. There is a chance that the room is occupied. 1d6: goblins, empty, empty, empty, empty, kobolds.

- Fake Barracks
This chamber is set up like a small barracks but is a trap to thwart intruders. As soon as the characters enter the room scything blades emerge from the ceiling and walls. DC 11 to detect the trap and the same DC to disable the trap via a panel in the doorway. Each creature in the doorway must make a DC 11 Dexterity saving throw, taking 5 (1d10) slashing damage on a failed save, or half as much damage on a successful one. A mimic disguises itself as a fancy door with no traps. The room guards a chest containing a bag of gems (tiger eye, 2 rhodochrosite, 3 moss agate, malachite, lapis lazuli, 3 hematite, and azurite), a scroll of greater restoration, a scroll of protection (undead), and a potion of frost giant strength.
The Giant Archway, Vkhod Arku, Floor 2

- Cistern
Many kobolds and a couple goblins fight over the water contained in the cistern. The kobolds are looking for the goblin who sabotaged their water supply. The goblins are fleeing a bad situation with their tribe. Part of the ceiling has collapsed creating partial cover and difficult terrain. A secret door in the southwest corner reveals a secret staircase that goes up and down one floor each.
- Audience Chamber
Three tiers separate this room. Some furniture still lingers in the far east corner where a historical text can be found in an unknown language (ancient giant). A secret door in the far west corner leads to a hidden hallway. A rotten skeleton can be found in the secret hallway with 6 gp, a dead mouse, a page torn from a spellbook, and a ring of iron keys.
- Goblin Museum
What was once a torture chamber in ages past has been turned into a gallery for some of the goblin clans’ prized possessions. Ancient slabs of stone are now pillars for trinkets. 1d4 + 1 Goblins are making simple repairs to some furniture and cleaning up after a scuffle with some kobolds. The goblins are willing to help the PCs in exchange for wealth of any kind. Among the items on the pillars are a small mirror set in a painted frame, a giant gold locket, a silver pitcher, a black velvet mask, a potion of animal friendship, and a potion of greater healing.
- Goblin Game Room
The Goblins turned this old barracks into a game room. Broken wood, scraps of fabric, and a makeshift toy ball lay scattered about amongst odd markings on the floor and walls. A fancy painting depicts a small black line emanating a shaded blend of reds, oranges, and yellows. When touched a wall of force is created splitting the room in half. Any attacks made by magic weapons bounce off and cause 1d6 force damage on the wielder. Normal weapons and physical attacks do damage as normal. The force wall disappears after it takes 10 total damage.
Appendix
NPCs
Spy, Priest, Knight
Adventuring group that can be found from time to time in the vault or general area.
Scout
Adventurer lost from her party.
Goblin Tribe
Kobold Tribe
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Snake Knife | Simple Weapon
Snake Knife
Weapon (dagger), uncommon
Simple weapon (dagger), melee weapon, 1d4 piercing – finesse, light, thrown (20/60 ft.)
This simple-looking dagger appears to be made of ordinary steel, but when thrown and it makes contact with a surface, it transforms into a venomous snake. The snake will remain for 1 minute before turning back into a dagger, or until it is killed. The snake will automatically attack the nearest creature to it.
Venomous Snake. 12 AC. 2 HP. Bite (melee), +5 to hit (1d4 piercing + 1d4 poison damage).
Optional. Can only be attuned to a creature that speaks the Yuan-ti language.
Adventure Hook. A Yuan-Ti Pureblood has been hired to track down an item currently in the players’ possession. The Snake Knives are a favorite weapon of the assailant.
Pathfinder 2e. The Snake Knife has the following traits: Agile, Finesse, Thrown 10ft., Versatile S, Bulk L.

art by perplexing ruins and dean spencer. Related Posts
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#Dungeon23 – Week 1

Each week I will be posting my progress in creating the dungeon, NPCs, lore, and the surrounding area. My version of #Dungeon23 is to make progress every day. Most days that will mean a room description or using a dice drop to generate a floor or section of the dungeon. Other days will include adding lore, NPC, and other descriptions needed to fill out the document to my satisfaction. The blog post each week will be a copy-and-paste directly from my google doc. My hope is to show how this dungeon and area evolves over the year.
**for the original post on Dungeon23 see the post on Sean McCoy’s blog https://seanmccoy.substack.com/p/dungeon23
**for a list of resources for Dungeon23 see https://itch.io/blog/462261/dungeon23-resources
A Promise of Ancient Power: the Hunt for Endbringer
Deep in the Kyusoku Mesa hides the ancient vault of ‘Vaelving Gamles’ which holds a fabled warhammer with the power to unite the local tribes. A deep scar carves a wedge into the middle of the mesa. A lush jungle covers the scar and other portions of the mesa. The rest is an unforgiving desert. The tribes of the Resu’suteppu have called this area home for centuries.
The ancient vault was built centuries ago by the local stone giants to protect (and hide) their most sacred possessions. Long after the giants abandoned the vault local tribes of elves used parts of the upper floors as an emergency shelter in times of need. Most recently it has been the focus of a foreign War Priest (with claims of local blood) to find the fabled warhammer Endbringer, and unite, and rule, the tribes of the mesa once and for all.
Hook: A retired general is hiring adventurers to map the halls of Vaelving Gamles.
Hook: A foreign War Priest is paying anyone who brings them magic items from the depths of the vault.
The town of Unrock provides many accommodations for the locals and the many adventurers that pass through the region.
Topside provides more goods and services to the area and is more affluent than Unrock.
General Features
Being made by giants the dungeon has the following features unless otherwise noted.
Ceilings.
Doors.
Walls.
Floors.
Light.
Wandering Monsters.
made with dungeonscrawl The Giant Archway, Vkhod Arku, Floor 1
- The Vkhod Arku
A giant archway built into the mesa holds an alcove that nature re-claimed long ago. Faded murals dedicated to the giant god Annam All-Father. Small scripts in ancient elvish provide directions beyond the stone doors. Two giant-sized stone doors require a successful DC 13 Strength (Athletics) check to open. There is a chance this room is occupied. 1d6: 1d4 kobolds and 1 giant goat; 1d4 kobolds; 1 giant goat; nothing; Spy, Priest, Knight fighting 1d4 kobolds; Spy, Priest, Knight resting after a bad fight.
- Armory
Rotten wood, cobwebs, and rusted weapons lie scattered around. More elven writing marks the two doors. The south corner of the room ceiling has collapsed causing the floor to rise to a ledge in the corner. In the north corner, Goblins and Kobolds are fighting each other over some treasure. In the south corner of the room, a Goblin Boss and a couple Goblins are harrying an adventurer perched on the ledge protecting a large chest. The Scout cries for help as soon as they see the characters. Treasure. 210 sp, 80 gp, black velvet mask, gold vestments, potion of climbing, dust of dryness, and a key to the stairwell in room 4.
- Antechamber
The floor is partially collapsed in the southeast corner. Several Kobolds are attempting to dig through to access a room 4 floors below. They rigged an old well to be a hidden pit trap that fills with poisoned water over 1 minute. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of the floor that forms the pit’s cover.
- Main Stairwell
This main stairwell room was originally used as a staging area for going deeper into the vault. Touching any of the small doors causes the character to take 1d10 poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. There is a chance this room is occupied. 1d6: goblins, empty, kobolds, empty, adventurers, empty.
- Guard Room
The heavy stone door is slightly ajar. Once used as a base for the guards of the vault now the room serves as a camp for adventurers. Written on the wall are instructions on how to seal the room from the inside for safety. An almost empty wooden cask holds travel rations and waterskins. Attached inside is a parchment with dates written on it indicating when the rations were last restocked.
- Empty Vault
The secret door to this chamber was found long ago and was fully pillaged shortly after. All that remains are scraps of broken storage and furniture that have been used here over the centuries. There is a chance that the room is occupied. 1d6: goblins, empty, empty, empty, empty, kobolds.
- Fake Barracks
This chamber is set up like a small barracks but is a trap to thwart intruders. As soon as the characters enter the room scything blades emerge from the ceiling and walls. DC 11 to detect the trap and the same DC to disable the trap via a panel in the doorway. Each creature in the doorway must make a DC 11 Dexterity saving throw, taking 5 (1d10) slashing damage on a failed save, or half as much damage on a successful one. A mimic disguises itself as a fancy door with no traps. The room guards a chest containing a bag of gems (tiger eye, 2 rhodochrosite, 3 moss agate, malachite, lapis lazuli, 3 hematite, and azurite), a scroll of greater restoration, a scroll of protection (undead), and a potion of frost giant strength.
Appendix
NPCs
Spy, Priest, Knight
Adventuring group that can be found from time to time in the vault or general area.
Scout
Adventurer lost from her party.
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Potion of Personal Growth | Potion
Potion of Personal Growth
Potion, very rare
When you drink this potion, you permanently increase in age by 3d6 years. Your Intelligence, Wisdom, and Charisma increase by 1, to a maximum of 20. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Reversing the aging effect reverses the ability score increases.
A stone bottle features flowing filigree of flowers, vines, and leaves. The metallic liquid inside seems to add years to the reflection of any who peer into its depths.
Adventure Hook. The elves of the Resu’suteppu speak of a lost wellspring purported to contain the blood of their god. Over the centuries only one has been able to return from their journey deep into the Kyusoku Mesa. Many years after she set off on her trip, Wildrose the Hopeful returned with two stone bottles filled with a liquid she found at Orasyth’s Fountain. One filled with a reflective liquid and the other consumed by Wildrose on her quest.

This work features art by Daniel F. Walthall, found at: drivethrurpg.com/product/181517, available under a CC BY 4.0 license: creativecommons.org/licenses/by/4.0/ Related Posts
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Recent Posts
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Support the Blog
- Support me on Ko-fi! Ko-fi.com/craigofinspiration
- Save 10% on your order from Dice Legion with code INSPIRAT10N at checkout
- As an Amazon Associate, I may earn from qualifying purchases https://amzn.to/4bg50tj