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The dwarven cavern (#172)

* blog: add The Dwarven Cavern

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Christine Dodrill and committed by
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blog/the-dwarven-cavern-6e-2020-06-28.markdown
··· 1 + --- 2 + title: "The Dwarven Cavern - A Beginner 6E Adventure" 3 + date: 2020-06-28 4 + series: thesource 5 + tags: 6 + - 6e 7 + --- 8 + 9 + # The Dwarven Cavern - A Beginner 6E Adventure 10 + 11 + Recently itch.io had [one of the largest game bundles in history][itchbundle] 12 + and one of the things in it was this humble game named [6E][6e]. Some friends 13 + and I have started up a small group that meets on the weekends to spend a few 14 + hours with an adventure. I've been writing a few adventures for them, and I 15 + would like to start sharing their archetypes. These will all be included in a 16 + small zine that describes the systems we have built on top of 6E that I'm 17 + calling [The Source](https://www.patreon.com/posts/source-v0-1-38587786). This 18 + PDF will be available publicly once it is closer to done (however if you really 19 + want a copy early on to dig at it, let me know and we can surely work something 20 + out). 21 + 22 + [itchbundle]: https://itch.io/b/520/bundle-for-racial-justice-and-equality 23 + [6e]: https://s-jared.itch.io/6e 24 + 25 + Today, I would like to share the details that went into writing the most recent 26 + adventure: The Dwarven Cavern. This was derived from One Page Dungeons by 27 + [Geoffrey Cullop](https://twitter.com/cullopgeoffrey), specifically this is a 28 + variant of Kobold Caverns on page 5. Please note that the experience, gold and 29 + hitpoints of enemies are balanced for the group I play with, and will probably 30 + need to be adjusted for other parties of adventurers. This should work for 31 + players at level 1-3. By the end they should gain enough experience to level up 32 + once. My group is also very stun-heavy, so that makes my job of attempting to 33 + balance things really interesting. 34 + 35 + Like most great adventures, this starts at a humble tavern, The Flying 36 + Ombudsman. 37 + 38 + ## The Flying Ombudsman 39 + 40 + The players start off in The Flying Ombudsman, a tavern in the town of 41 + LAST\_TOWN\_YOUR\_PLAYERS\_WERE\_IN. There are a few people sitting at the bar 42 + and drinking steamy mugs of grog. There is a salesperson sitting at one of the 43 + tables fidgeting with a golden scepter head and looks like she has plenty of 44 + items should people want them. There is someone rather sad sitting at another of 45 + the tables, looking like he has suffered a great loss. 46 + 47 + For extra immersion, have the NPC's speak with a slightly Irish accent. For 48 + extra fun, throw in random words from scottish, english and australian accents. 49 + Keeps the players thinking. 50 + 51 + When players ask the bartender for a mug o' grog, he will sell them one for 5 52 + gold (limit 4 each player). If players ask for the history behind the name, 53 + explain to the players the information in The Story of Hol below. 54 + 55 + The salesperson at the top sells the following: 56 + 57 + | Name | Effect | Price | 58 + | :---------------------- | :--------------------------------------------------------------- | :------- | 59 + | 3x potion of cure poison | Cures poison and grants 2hp | 15g each | 60 + | Golden Scepter head | Doesn't look like it does anything if it's not on top of a staff | 50g | 61 + 62 + You may want to add a few more items to this list. I need to draw up a table 63 + for items that salespeople like this can have. 64 + 65 + The salesperson can also get you a room at the inn for 30g. It is big enough to 66 + hold all of the party. 67 + 68 + When players talk to the person at the bottom, they get a sad story about the 69 + hoe-pocalypse that threatens the end of the village the person comes from. 70 + Dwarves snuck up from underground and stole the hoe from him, making it 71 + difficult to feed his hamlet. He asks the adventurers to go to the cavern the 72 + dwarves live in and get them back. The players should eventually agree to do it, 73 + and the NPC will progressively offer more and more gold as a reward. A charisma 74 + check will get him to throw in some salted meat as a reward. 75 + 76 + ### The Story of Hol 77 + 78 + The bartender previously ran a failing tavern, and was running out of hope and 79 + money. One day, the bartender found a weird looking mug and found that it could 80 + be used to talk with the gods. He eventually found a god named Hol. Hol offered 81 + him the recipe for the strongest alcohol he could possibly make, for a price. 82 + The bartender agreed without further thought and gained the ability to make 83 + intensely strong alcohol, but lost his ability to negotiate permanently. 84 + 85 + One day the local ombudsman got news of how strong the liquor was and decided to 86 + enforce some obscure liquor control law to get the strength reduced. The bartender 87 + refused to negotiate and it escalated into a situation where the bartender kicked 88 + the ombudsman so hard that he flew into the wall. People started calling the 89 + tavern "the place where the ombudsman flew" and that eventually evolved into the 90 + name The Flying Ombudsman. 91 + 92 + Business has been booming ever since. 93 + 94 + ## The Cave 95 + 96 + The first part has 1 mechanical trap around the second corner, players will need 97 + to work their way through it with low light or to grab a working torch off the 98 + wall. The trap does 1d4 damage. 99 + 100 + The tunnel opens into a guard station, the dwarf archers wait behind cover for 101 + players to get in range of their shortbows. If they get within 10 feet of the 102 + archers, they fall back to the room behind them to the left. The Archers have 6 103 + hp and grant 100xp on defeat. 104 + 105 + The room behind and to the left is a labratory that is very well-lit. Lots of 106 + weird liquid in flasks, scientific equipment, etc. There is a Dwarf Grenadier 107 + there and will attack you on sight. He throws alchemical grenades at range (1d6 108 + damage, =6 -> random elemental effect), If the players get within melee range of 109 + the Grenadier then he will use a poisoned dagger. If the guards retreated then 110 + he will use them as meat shields. He has 25 hp. He drops 1d4 alchemical grenades 111 + and also drops his poisoned dagger. He grants 300xp on defeat. 112 + 113 + The bigger chamber is the dwarven living area. Plenty of beds to hide behind, 114 + but there are 1d6 dwarves living in there. They attack on sight, but flee south 115 + if their attack goes poorly. The dwarves each grant 100xp on defeat. There is a 116 + chest in there that is actually a mimic. It drops an Amulet of Chest on defeat. 117 + 118 + The room south is the home of Bubba the Bugbear, a hired goon of the dwarves. 119 + Bubba and the remaining dwarves make their last stand here. Bubba grants 500xp 120 + on defeat and has 30hp and 1d6+2 attack damage with his giant club. 121 + 122 + The final room is the treasure room, which contains the stolen hoe, some other 123 + farming equipment and 250 gold. After this the dungeon is cleared and players 124 + gain experience from their journey, then go back to The Flying Ombudsman 125 + victorious. The quest NPC will award them with however many gold they agreed to 126 + and any items they also agreed to. 127 + 128 + ## Enemies 129 + 130 + ### Dwarf Archer 131 + *Decent guard, horrible foresight* 132 + 133 + - **Hit Points** 6 134 + 135 + | STR | DEX | CON | INT | WIS | CHA | 136 + | :---: | :---: | :---: | :---: | :---: | :---: | 137 + | 0 | +1 | 0 | -2 | -2 | 0 | 138 + 139 + - **Condition Immunities** drunk, groggy 140 + - **Senses** Night-vision 141 + - **Languages** Dwarf 142 + - **Challenge** 2 (100xp) 143 + 144 + ***Keep-away.*** Will flee at the first sign of trouble. 145 + 146 + #### Actions 147 + ***Crossbow.*** *Ranged Attack:* 1d4 damage 148 + 149 + ### Dwarf Grenadier 150 + *Mad scientist, crazier inventions* 151 + 152 + - **Hit Points** 25 153 + 154 + | STR | DEX | CON | INT | WIS | CHA | 155 + | :---: | :---: | :---: | :---: | :---: | :---: | 156 + | 0 | +1 | -2 | +2 | 0 | +1 | 157 + 158 + - **Condition Immunities** drunk, groggy 159 + - **Senses** Night-vision 160 + - **Languages** Dwarf 161 + - **Challenge** 6 (300xp) 162 + 163 + ***Insane.*** Will do things that normal enemies would not. 164 + 165 + #### Actions 166 + ***Alchemical Grenade.*** *Ranged Attack:* 1d6 damage plus elemental effect if 167 + 6 damage. See table for Alchemical Grenades. 168 + 169 + ***Poisoned Dagger.*** *Melee Attack:* 1d4 damage. On hit player must roll for 170 + constitution. If the check fails they get _disadvantage_ for their throws the 171 + next 1d3 turns. 172 + 173 + ### Dwarf 174 + *Underground folk that love digging* 175 + 176 + **Hit Points** 6 177 + 178 + | STR | DEX | CON | INT | WIS | CHA | 179 + | :---: | :---: | :---: | :---: | :---: | :---: | 180 + | 0 | +1 | 0 | -2 | -2 | 0 | 181 + 182 + - **Condition Immunities** drunk, groggy 183 + - **Senses** Night-vision 184 + - **Languages** Dwarf 185 + - **Challenge** 2 (100xp) 186 + 187 + ***Short and Stout.*** Easily able to hit enemies below the belt. 188 + 189 + #### Actions 190 + ***Dagger.*** *Melee Attack:* 1d4 damage 191 + 192 + ### Mimic 193 + *Just an ordinary chest, don't question it* 194 + 195 + - **Hit Points** 14 196 + 197 + | STR | DEX | CON | INT | WIS | CHA | 198 + | :---: | :---: | :---: | :---: | :---: | :---: | 199 + | 0 | 0 | -2 | 0 | 0 | -1 | 200 + 201 + - **Condition Immunities** burn, poison 202 + - **Languages** None 203 + - **Challenge** 5 (250xp) 204 + 205 + ***Unsuspicious.*** Come on, the chest wouldn't be alive, would it? 206 + 207 + #### Actions 208 + ***Omnomnom*** *Melee Attack:* 1d6 piercing damage, gets advantage if the player 209 + tries to open the chest. 210 + 211 + ### Bubba the Bugbear 212 + 213 + *From Bubba with Love* 214 + 215 + - **Hit Points** 30 216 + 217 + | STR | DEX | CON | INT | WIS | CHA | 218 + | :---: | :---: | :---: | :---: | :---: | :---: | 219 + | +2 | +2 | +1 | -2 | 0 | -1 | 220 + 221 + - **Condition Immunities** blinded 222 + - **Languages** Dwarf 223 + - **Challenge** 10 (500xp) 224 + 225 + ***Unreasonable.*** Does not respond well to trickery. 226 + 227 + #### Actions 228 + ***Whomp.*** *Melee Attack:* 1d6+2 damage, piercing if the player fails a 229 + constitution check. 230 + 231 + ## Items 232 + 233 + These are the unique items specific to this quest. 234 + 235 + ### Mug of Grog 236 + 237 + A wooden/iron mug full of the barkeep's grog. Consuming it gives you the 238 + following stat boosts for 3 turns: 239 + 240 + | STR | DEX | CON | INT | WIS | CHA | 241 + | :---: | :---: | :---: | :---: | :---: | :---: | 242 + | +0 | -1 | +0 | -1 | -1 | +3 | 243 + 244 + This bonus does not stack. When you drink the grog, you keep the mug and can use 245 + it to bludgeon people for normal attack damage. It can also be used as a tool to 246 + check for traps. 247 + 248 + Does not sell, purchasable for 5g. 249 + 250 + ### Golden Scepter Head 251 + 252 + A golden scepter head that looks like The Grand Nagus from Star Trek. It has no 253 + effect outside of when it's put on a staff. When it is on a staff it gives you 254 + 25% more gold when you collect gold from places. This has 5 charges and cannot 255 + be refreshed. 256 + 257 + Sells for 50g, purchases for 50g. 258 + 259 + ### Alchemical Grenades 260 + 261 + Standard grenades that look like they are made out of wood, metal, insanity and 262 + magic. They do d6 damage normally, but when you crit with one it also causes one 263 + of the following status effects (roll a d4): 264 + 265 + 266 + #### Alchemical Effects 267 + 268 + | Roll | Effect | 269 + | :----: | :------------- | 270 + | 1 | Acid makes the entity take off their armor | 271 + | 2 | The entity rolls a constitution check, if it fails they get poisoned and need to roll for constitution before every action, passing removes the poison, failing makes them not have any action. | 272 + | 3 | The entity is burned for 1d4 damage every turn they fail a constitution check. | 273 + | 4 | The entity is stunned for 1d3 turns. | 274 + 275 + Sells for 25g each, unpurchaseable. 276 + 277 + ### Poisoned Dagger 278 + 279 + A standard dagger that gives no distinct bonuses. However when you use it as a 280 + normal dagger, you need to roll for constitution in addition to rolling for 281 + strength. If you fail the constitution check (but pass the strength check), you 282 + get poisoned from the poison streaking out of the dagger. 283 + 284 + The poison has 5 charges. 285 + 286 + Merchants do not want to take the risk buying it and will you pay them for its 287 + disposal. This cannot be purchased. 288 + 289 + ### Bubba's Clubba 290 + 291 + A rather large mace that does +2 damage. It is a giant thing designed for a 292 + 9-foot tall centaur. It takes up three slots in your inventory. It looks 293 + imposing and may require a lot of strength to use properly. 294 + 295 + Sells for 25g. 296 + 297 + ### Amulet of Chest 298 + 299 + This cursed amulet lets the holder transform into a harmless looking treasure 300 + chest, but also grants them advantage if an enemy tries to open it. After 4 301 + transformations, they need to roll a charisma check when they try to turn back. 302 + If that fails, they stay a chest for an hour (with arms/legs/a mouth/etc). After 303 + 4 more transformations, they turn into a mimic permanently. The transformation 304 + count stays persistent until someone becomes a mimic, then it resets to zero. 305 + 306 + Merchants will pay 100 gold for it, but will only accept it after the player 307 + rolls for charisma. 308 + 309 + ## Dungeon Map 310 + 311 + ![](https://xena.greedo.xeserv.us/6E/img/kja4u2A.png) 312 + 313 + ## Adventure Highlights 314 + 315 + When I ran this yesterday, the following amazing things happened: 316 + 317 + - The players used a crossbow from a previous adventure and a torch to hit the 318 + grenades held by the grenadier, vaporizing it from 5 grenades exploding at once. 319 + - The Artificer shield-bashed one of the dwarves so hard that it ricocheted into 320 + the other dwarves like pool balls. That caused a lot of damage to all of the 321 + enemies. 322 + - The Monk critted a Ki art and shredded an archer with their claws, making the 323 + other archer flee. 324 + - The Thief straight up banished a dwarf to the shadow realm with a slingshot 325 + hit. 326 + 327 + I still wonder how they are going to use that Cursed Amulet of Chest though. 328 + 329 + --- 330 + 331 + Thank you [@infinite_mao](https://twitter.com/infinite_mao) for making 6E. I can 332 + only hope that my buying your stuff separately and making this content for 6E 333 + can help give back to the community. 334 + 335 + Feedback on the balance of this is very welcome. I openly welcome any and all 336 + feedback about how this quest could be rebalanced to be a bit less lopsided in 337 + favor of the players. I also wanted to err on the side of balancing towards the 338 + players to avoid an unwanted party death.
+5
go.sum
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