Category: Gaming

  • Minotaur Lair

    Minotaur Lair

    This underground lair is home to a nasty brute: Kevin the Undead Minotaur! Kevin has been down here a looooong time and died centuries ago and is now a Mummy Minotaur.

    A one-shot for 4 level 3 characters.

    In the game I was running, I located this dungeon beneath the Onyx Hill Ruins by Dyson Logos, but of course, you can put it anywhere you want.

    Note: There are no light sources anywhere in this dungeon except for those the characters bring with them.

    Level 1

    Level 1 has a large square obsidian column in the middle which slightly tapers towards the top. It is 10 feet wide at the base. The column has an ancient script carved into its surface. If translated, the script tells a tale of ancient battles.

    The four Living Statues’ alcoves, two to the north and two to the south come to life as the party enters and start attacking.

    There is a pressure plate trap (DC 12 to spot) on the ground as the players enter the room which drops a net on anyone who triggers the trap. Effect as per Net from the PHB equipment.

    The spiral stairs at the west end of this level go down to level 2.

    Level 2

    The obsidian column is larger here, 15 feet across at its’ base. There are more statues here, running down each side of the hall. The statues look exactly like the ones on level 1, but there are 18 of them! Fortunately these just regular normal statues. The real danger here are the 5 Shadow creatures in residence here.

    At the East end of this hall is an alter, carved out of the same obsidian as the column. There’s nothing particularly interesting about the alter except for the dark stains on it. Right in front of the alter is an open pit. It’s a 40 foot drop down to the next level but the pit is the only way to get down to the next level.

    Level 3

    Level 3 is covered by a permanent darkness spell in all areas except for the room in the middle where the base of the pillar is. Lots of bones are scattered on the floors of the various caverns down here.

    Kevin The Mummified Minotaur lives (exists?) down here. Between its Blindsight and Labyrinthine Recall, it has no problem with the darkness down here. With nothing better to do, it just wanders the caverns.

    Whenever the players enter a new cavern, there is a 1 in 6 chance the Minotaur will be in this room. It isn’t very hospitable and will attack straight away, starting with its charge attack unless the players can somehow get within 10 feet of it before it attacks.

    If the Minotaur isn’t encountered by the time the players reach the central room, the Minotaur will be there waiting for them and will start attacking using its’ Dreadful Bellow and then charging them.

    The obsidian pillar is quite wide here (20 feet across at the base). There are more inscriptions on the pillar here, telling the tale of XXX. There is a secret door in the pillar which should be relatively hard to find (DC 18). Inside is a stone bench with a small golden bull statue on it. It’s a  figurine of wondrous power, and can become a bull for 8 hours but can’t be used again for 5 days. The bull can be ridden, pull a wagon, and can attack if provoked. See below for stats.

    There is also a scattering of coins of different denominations on the bench worth 223gp

  • Chapel

    Chapel

    An old chapel lost in the woods. Only ruins of the ground floor remain.

  • Korenia

    Korenia

    Here is a selection of 3D-rendered images that I played around with quite some time ago. I think they were done with E-on Vue. It was fun to play around with 3d rendering software, but very time-consuming and with a steep learning curve.

    The location is a town called Korenia in a harsh desert. It’s built around a freshwater spring and is the only water source for some distance. A wicked ruler has monopolised the water supply and controls the small population by rationing the water.

    He lives in a palace with a golden dome that shines brightly in the desert sun. The palace is surrounded by a lush lawn. To keep people away, the lawn is actually blades of grass and will cut people who try to walk on it.

    A covered market bisects the town with the newer, wealthier part of town to the north, closest to the palace. The older, grittier part of the town lies to the south of the market.

    There is a cistern system beneath the town which could be used to covertly access the dome.

    Rough sketch of the town.

    View of the palace, looking back at the town across the killer lawn.

    Cutaway view of the cisterns under the town.

    Cisterns from a different angle.

    View of the market, sans buildings.

    Interior of the market, sans buildings.

  • Mummy Monk

    Mummy Monk

    Zombie Monk
    Zombie Monk, AI generated image

    Mummy Monk

    Medium Undead, Lawful Evil

    Armour Class 15
    Hit Points 58 (9d8+18)
    Speed 40 ft.

    STRDEXCONINTWISCHA
    12161561112
    +1+3+2-2+0+1

    Saving Throws Wis +5

    Damage Resistances Bludgeoning, Piercing, and Slashing

    Damage Immunities Necrotic, Poisoned

    Condition Immunities CharmedExhaustionFrightenedParalyzedPetrifiedPoisoned

    Senses Passive Perception 10, Darkvision 60 ft.

    Languages Enarian

    Proficiency Bonus +3

    Challenge 4

    Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

    Spike Growth (Recharge 5-6): As a bonus action, the Animata can cast Spike Growth. The effect spreads rapidly out from where the Animata is standing and can’t be cast at range. The Animata is not affected by the spell and can move freely and without taking damage while in the affected area. If the Animata moves, the Spike Growth area remains where it was. The Animata does not need to concentrate to maintain the spell, but it only lasts 1 minute.

    Actions

    Multiattack. The mummy can use its Dreadful Glare and make one attack with its rotting fist, or make two rotting fist attacks.

    Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage plus (3d6)necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be diseased with mummy rot. The disease target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The disease lasts until removed by the lesser restoration spell or other magic.

    Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.

    Shadow Step The mummy has the ability to step from one shadow into another. When it is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The mummy then has advantage on the first melee attack it makes before the end of the turn.

    Darkness As an action, the mummy can cast Darkness without providing material components. This can only be done once per day.

    Silence As an action, the mummy can cast Silence without providing material components. This can only be done once per day.

  • Kevin the Minotaur

    Kevin the Minotaur
    Kevin the Minotaur, AI-generated image

    Kevin the Minotaur

    Large Monstrosity, Chaotic Evil

    Armour Class 14 (natural armour)

    Hit Points 76 (11d10 + 33)

    Speed 40 ft.


    STRDEXCONINTWISCHA
    18 (+4)12 (+1)16 (+3)6 (-2)14 (+2)10 (+0)

    Skills Perception +7

    Damage Vulnerabilities Fire

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Necrotic, Poison

    Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

    Senses blindsight 60 ft., Passive Perception 17

    Languages Abyssal

    Challenge 4 (700 XP)

    Proficiency Bonus +2

    Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone

    Labyrinthine Recall. The minotaur can perfectly recall any path it has travelled.

    Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

    Actions

    Multiattack. The minotaur mummy can make two attacks per round. It can use its Greataxe twice. Or it can make one Greataxe attack and one of either Dreadful Bellow or Gore attacks.

    Dreadful Bellow. The minotaur mummy targets one creature it can sense within 60 feet of it. If the target can hear the minotaur mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the minotaur mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Bellow or Gaze of all mummies (but not mummy lords) for the next 24 hours.

    Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

    Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

  • Living Statue

    Living Statue

    Living Statue

    Medium Humanoid, Unaligned

    Armour Class 12 (Natural Armour)

    Hit Points 25 (5d8+5)

    Speed 20 feet

    SRTDEXCONINTWISCHA
    16 (+3)12 (+1)12 (+1)8 (-1)6 (-2)12 (+1)

    Senses Passive Perception 2

    Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Poison

    Condition Immunities Charmed, Poisoned, Exhaustion, Paralysed, Petrified, Frightened.

    Languages —

    Challenge 1/2 (100xp)

    Proficiency Bonus +4

    Actions

    Hammer Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 9 (1d12+3) bludgeoning damage.

  • Giant Zombie Snake

    Giant Zombie Snake

    (AI Generated Image)

    Giant Zombie Snake

    Huge Beast, Chaotic Evil

    Armour Class 12 (Natural Armour)

    Hit Points 70 (10d12 + 10)

    Speed 30ft, Swim 30ft.

    SRTDEXCONINTWISCHA
    19 (+4)14 (+2)12 (+1)3 (-4)10 (+0)3 (-4)

    Senses Passive Perception 2, Darkvision 60ft.

    Damage Immunities Poison

    Condition Immunities Poison

    Languages —

    Challenge 3 (700xp)

    Proficiency Bonus +2

    Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

    Actions

    Multiattack. This creature can attack twice per round

    Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one creature. Hit 11 (2d6 + 4) piercing damage.

    Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

  • Cult of the Evil Snake Dudes

    Cult of the Evil Snake Dudes

    In a mosquito infested swamp where the Cotton Mouths slither, there lies an abandoned temple. Nobody knows what happened to the Snake Cult that lived here and there is little left to mark their passage.

    A one-shot adventure for 4 level 2 characters.

    In addition to the main temple building, there was once a dorm building where the acolytes lived together and four smaller dwellings where the priests each had their own space.

    As the swamp waters rose, the dorm and the individual dwellings became partially submerged in the waters. The doors are swollen shut but are rotted to the point that it wouldn’t take much effort to break them down. Anything inside these buildings of any interest rotted away many years ago.

    The main temple had been built well up from the ground and is still above the water level and is currently home to 5 Giant Poisonous Snakes that are concealed in the leaves and debris that litter the floor, and they are very territorial.

    At the back of the main temple, behind the altar, are some stairs leading down to the underground level. The stairs exit into area 4 in the below ground map.

    The floor in this area is flooded with murky water about 1 foot deep. The water is deepest in the “tail” end of the map (near room 1). The floor level raises a bit towards the “head” end of the map (room 13) where it is only a few inches deep.

    Since this dungeon has been long abandoned, the only inhabitants of this place are the undead and some snakes.

    Room 2 is a library but all the books are rotted away. There is a secret door (DC 10 to spot) to room 1. The door triggers a poison arrow trap (the cultists were fond of their poison) that fires when the secret door is opened (DC 15 to find the trap. Dex save DC 12 to dodge. If hit, DC 12 Con save. On a failed save, applies Poisoned status for 1 hour. Successful save means no poison). There are more library books in room 1 as this was where the priests kept their more valuable books. Again, most of them are rotted away, but there might be a few salvageable books or scrolls here suitable for the characters level.

    There is a pit trap at location 3. Keep in mind that nearly 1 foot of murky water covers the trap, so is very difficult to spot (DC 16). Fortunately, being underwater means that the pit is full of water and you only have to swim to the other side. Just watch out for the 4 Poisonous Snakes that come out to say “hi”.

    Area 4 is the staircase to the temple above. There is 1 foot of murky water at the bottom of the stairs.

    Rooms 5, 6, and 7 are old studies and bedrooms for the highest-level priests. This would make great spots for some skeleton priests.

    (I honestly forget what I had planned for the trap at location 8. Another pit trap would be boring, so maybe a Gelatinous Cube living here instead of a trap.)

    The trap at location 10 (DC 14 to spot) is a combination alarm and Net trap. The net falls from the ceiling covering the 5ft by 10ft area indicated on the map. The net restrains anybody under it when it falls, while the alarm bell alerts some skeletal warriors in room 11 who come out to attack while the party is distracted by the net. If the players enter room 11, more skeleton warriors emerge from rooms 9 and 12, attempting to surprise the party (DC 12 stealth).

    Room 13 is where the treasure is, on the raised platform in the centre of the room. The water is only an inch deep here and the platform is raised above the water level and is dry.

    The trap in room 13 is another water-filled pit trap, but since the water is much shallower here, it’s easy to spot (DC 11). Spotting the trap might help because it is where a Giant Zombie Constrictor Snake lives. The snake is not a pretty sight, with layers of skin peeling off and snake rib bones poking out.

    Map of the above ground temple. Note the insert in the top right of the map also shows the location of the dorms.

    Underground map

    Underground Snake Cult Lair
  • Palace Court

    Palace Court

    My sons D&D game is now in a Fey palace for a while. A curious thing about this palace is that depending on which door you go out of, it’s a different season outside. This map is the main courtyard inside the palace. There is no roof over the court (the unshaded part of the map) which is sunken about 1 foot below the level of the surrounding walkway. Regularly spaced columns support a balcony above. There are 4 low shrubberies, about 3 feet high. A central sunken pool collects rainwater and the overflow drains into a cistern below. The floor here is polished stone. The floorplan is based on Burghley House, and the court is inspired by the Court of Lions.

    This map is 300 dpi. It should fit most VTT systems at 27 columns by 33 rows.

    Pencil and pen. Fill in colours done in Photoshop.

  • Stables

    Stables

    My son’s D&D game is now in a Fey palace. A curious thing about this palace is that depending on which door you go out of, it’s a different season. The Stables are outside the east door, where it is Summer. An ambush has been set here with some archers on the top level of the stables, and more evil doers on the ground level to harass the party when they are distracted by the archers.

    Map of the ground floor and mezzanine. Each square is 5 feet.

    Stables