

This is where I post (generally) system-neutral content from the games I run, lore for the fantasy setting of Tero, and whatever else I feel like
This post is part of my take on the dungeon 23 challenge, the Old Gritville Mine. The premise and explanation for everything can be found in this post and this post, but those should be the only required reading to figure out what's going on here.
Introduction: So this was the first reality bubble for this project, and the random generator ended up giving me Broken Cafeteria, which I took in the direction of undead. The idea is that because the people are dead and don't need food, the endless cycle of mimicking lunch time comes off as broken to me. I don't know, maybe it's a reach. Whatever.
This is the first post with maps and such for my dungeon 23 challenge, the Old Gritville Mine. It includes a map of some of the local area, but most of the details are found in this post on Gremland as the focus of this post is really the dungeon. For convenience, I will also repost the introduction text.
This adventure was a side quest from the main campaign and took place directly after this adventure, although this adventure is more-or-less standalone.
The Setup
One of the characters' parents have been kidnapped by modrons for violating the rules of the cosmic plane of law. After several weeks of research, the party has discovered a way to teleport themselves to where the parents are being held. This place, the Department of Modron Violations, is in the middle of what appears to be an endless field of grandfather clocks, and looks like a single-story brick building, although it also has a basement. Outside the main entrance are two modrons wearing security guard uniforms and standing around a weird grey arch.
The DMV
The Department of Modron Violations, or the DMV for short, is the place on Mechanus, the cosmic plane of law, where spirits of law and mortals that have broken the rules of Mechanus are sent as punishment. Most of the building is devoted to bureaucratic tasks, and there are not many cells due to the low rates of crime on Mechanus. When the party arrives, pretty much all of the staff in the building are in a meeting in the conference room. The only modrons not in the meeting are the receptionist, the injured file jockey, and whatever guards are posted around the building. Only the receptionist is upset about not being at the meeting, everyone else is too busy with their work to care.This adventure was originally made as a direct sequel to this adventure, although this one probably won't matter much to a party who has not gone through several adventures in service to Polip before.
The Setup
After finding out that the kobold invasion of Polip was coming, the day has finally come. Hopefully, the party has had enough time to gather forces and prepare defenses, because the kobolds outnumber the people of Polip 6 to 1. It is unknown what direction the kobolds will attack from, how their forces will be divided, or what they will be armed with, so whatever was done to prepare will have to do.
The Battle
When the battle begins, about 1/3 of the kobold forces will be above ground, barely visible in the distance, and then the other 2/3 will come out of tunnels in the ground about 100 feet from the walls of Polip. The kobolds are armed with spears and swords, but they are highly determined to take back the valley they view as their ancestral homeland. The kobolds will most likely fight to the last man unless one of their leaders can be convinced to negotiate.
Run this battle using whatever mass combat rules you are comfortable with. I ran mass combat rules that only barely gave the effect I wanted, so I don't really feel like sharing them here. What is important is that the goal of the battle is to defend the town from the enemy forces. I gave the town walls and the town itself hit points and if both pools got depleted I would've considered that a win for the kobolds. The party was able to build extra defenses and do special training to get various bonuses during the battle, but that was highly improvised based on what the players came up with for defenses.
Running Notes
When I ran this adventure, I ran it basically as described above. The party had been able to gather several groups of allies that they could use to fight the kobolds and was able to prepare several different defenses that added to the hit points of the wall and gave their allies bonuses to things like perception. I also ruled that characters could train with their armies to give the troops better stats during the battle. As I said, I wasn't super satisfied with the mass combat system I used for this, but I think I could tweak it for a better experience. I'll make another post if I ever do run a more effective mass combat encounter.
This adventure was originally made as a direct sequel to this adventure, but does not necessarily require that the party play the previous content.
The Setup
After successfully convincing two companies of mercenaries to assist them in their fight against the invading kobold army, the party returns to Polip ahead of their new allies. Upon their return, the party discovers that Mayor Octavia has been kidnapped by a cult that worships octopuses. Enraged by the way the party treated the Octopus Queen, the cult has demanded the release of their captive god or they will destroy the town.
Most people in Polip weren't even aware that there was an octopus cult in the valley, but 1 in 10 will have heard rumors. Nobody has seen Oswald, the leader of the Arboreal Octopus Hunting Guild, since the mayor was kidnapped, and most people will say he was generally a private man who spent a lot of time at home. The town guards will say that he would leave just before the town gates closed once a month and not come back for 24 hours, never explaining what he was doing.
Searching Oswald's home will reveal that no one is home and it seems like Oswald left in a hurry several days ago, leaving behind a lot of essential items for long-distance travel. Close inspection of his writing desk will reveal a locked drawer. The drawer is trivially easy to break open or pick, and contains a map leading to the ancient kobold outpost that the cultists live in.
The Dungeon
The ancient outpost, called a fort by the cultists, was built by the kobolds and was one of the first buildings taken by the colonists several hundred years ago. While the building is still sound, it is weathered and has not been well-maintained. The cultists have done their best to improve the long-abandoned outpost, but none of them have the skills of the ancient kobold builders.
There are about 20 regular cultists in the fort, 4 regular octopus priests, including Oswald, their leader, Otto, and 6 mutated arboreal octopuses that have become feral and vicious through magic. During the day, about half of the cultists will be on level 1 (L1), and the other half, as well as the priests, Otto, and the mutated octopuses, will be below ground on level 2 (L2). At night, all cultists will be in the dormitory, all priests will be in their room, and Otto will be roaming the halls restlessly. Otto has done a lot to transform himself to be more like his objects of worship. He has extended his torso to make room for 2 extra pairs of arms, half of which have been turned into tentacles, and can summon waves of salt water or ink to attack his enemies. Despite his monstrous form, Otto is still and intelligent and charismatic, having strong control over his cult.
The Mayor is tied up on the altar of the ritual room. There is a 50% chance that the cult is in the process of sacrificing her for a ritual when the party first arrives at the fort. If this is the case, the party has about 1 hour before the mayor is killed. If she dies, the ritual is complete and the Octopus Queen gains much more power and grows to the size of a house so she can destroy Polip. This problem may be more or less of an immediate issue depending on where the Octopus Queen is and her relationship with the town. It should be noted that the cult sees any direct interaction with the Octopus Queen as a heresy worthy of their current action, which the party probably did if they played the first set of adventures.
L1: This is the level that is above ground. Without knowing of the level built into the hill, the outpost looks like 3 buildings. There are 2 watchtowers and a larger hall. The towers are three stories tall and each one provides a good view of the Slimewater's Headwater Valley as well as the valley beyond the rise of the end moraine, the Great Joinder Valley. These towers are guarded during the day because they contain stairs to the lower level. The main hall contains the room where sermons are held, a room with a large statue of a golden octopus. The guarded room has at least 2 cultists in it at all times who only allow other cultists in. One of the books in the library is a book that teaches one a spell that sprays ink out of the caster's hands.
L2: This is the level below the ground, built into the hill at the end of the valley. The guarded rooms have 2 cultists inside at all times who are tasked with making sure only cultists are on the lower level. If the cult has managed to take back the Octopus Queen as well, she will be in the same room as the mutated arboreal octopuses. The room that the priests sleep in has 4 beds in it, and above each bed is a ceremonial mask made of gold. High Priest Otto's room contains a spell book that teaches one how to cast a spell that permanently turns a human arm into an octopus-like tentacle and requires the use of an altar like the one in the Ritual Room. The Ritual Room is where Mayor Octavia is being kept, tied up, on the altar. The common room has several tables with chairs around them, upon which are two magic items. The vault is not only locked, but has a heavy metal door that has been added by the cultists, making it very hard to get into without the key.
Running Notes
When I ran this for my group, the overall context was the result of the party ignoring a threatening note left by the cult before they left to hire mercenaries in Jointown. Because they were gone for half a week, the cultists not only kidnapped the mayor, but took the Octopus Queen with them as well. They decided to split the party and ended up leaving one character to deal with almost all of the cultists alone. Otto was a tough fight for them because I meant for the party to work together to beat him, but they instead had only like half the party in the room for the fight. I had described the cultists as masked and robed so that it would be easy for the party to disguise themselves before starting a huge fight, but they ran in guns blazing which was also fine.
This adventure was originally made as a direct sequel to this adventure, but does not necessarily require the party to play the previous scenario.
The Setup
After discovering that an army of kobolds is going to descend upon the town of Polip, the players have been asked to go one day downriver. There, over the point where the Slimewater River meets its first major tributary, is Jointown. Jointown is built up on stilts and boardwalks and marks the end of the navigable portion of the Slimewater River, making most of its money by charging for the use of the docks. That is starting to change as the new mayor, Martin Quimbly, has decided to start marketing Jointown as a tourist destination with easy access to the Little Ooze Valley and a lively entertainment district. It is popular with mercenaries from the wars in the flatter lands south of the Cephalus Mountains.
Upon arriving in town, the players will find that the mercenaries tend to hang out in a bar called the Three Rocks Inn, run by a red-haired gnome named Fuoco who seems to be eternally stressed out by her rowdy clientele. Upon arriving at the bar, the party will find the banners of four different mercenary companies in the four corners of the room.
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ignore the checks and the x, those are notes from when I ran this |
The Complication
These mercenaries are used to being hired out by kings and generals so it is unlikely the party can afford to hire them with gold. The mercenaries are on vacation and are looking more to spend gold than earn it as well. This means that if the party wants any of the mercenaries to help them fight the kobolds, they will probably have to get on their good sides. To get one of the mercenary leaders willing to help the party, they'll need to either give or guarantee the future giving of at least two of the things that the leader in question wants, as written under their name in the above image.
On top of all of this, none of the companies have enough soldiers to stand up to the kobold army alone, so the party is going to have to figure out how to get two different leaders on their side. The leaders have their own friendships and rivalries, some even want each other dead, so they will have to figure out which leaders are both compatible and want things the party is willing to get for them.
The mercenaries seem to split their time between drinking at the inn and sleeping on their docked rafts, so it is fairly easy to track them down at their most vulnerable. It is also worth noting that murder is illegal in Jointown so the party is going to have to get around that as well, depending on the choices they make.
Running Notes
When I ran this for one of my groups, they seemed to key into the fact that I made two of the leaders much nicer than the other two, and that I made the two nice leaders start out as friends. Erik and Amelia are certainly the most harmonious pairing of the 6 possible combinations. We had a great time roleplaying for this adventure, and it ended with the murder of one of the mercenary leaders. As a result, the party is still wanted for questioning in Jointown and what's left of Tony's mercenary company wants to have them killed. Definitely one of the better endings that a quest can have. There's also an optional encounter table I made for the upper Slimewater Watershed.it's a 2d6 table, since I forgot to write that on the page
This encounter had an... interesting resolution when I tried to run it, but I had fun coming up with it so I'm going to write up the original version and how I envisioned it going.
The Setup
Belfor the Wizard has left some sort of flyer in a place the party can find it that invites adventurers and skilled people. Belfor lives a few days' walk away from where the flyers are posted, in an ancient temple complex. The temple has been abandoned for some time, so Belfor has had to make some repairs to be able to use the space. There are three rooms that he has converted for his use, the machine room, the lab, and the storage room.
The Rooms
The machine room is the largest of the three and contains what appears to be a massive brass cylinder covered in LED lights. The lights blink randomly in many colors, and the cylinder itself is hollow. There are several large red arrows on the floor that appear to guide people into one end of the cylinder. There are also several tables and a chair in the room covered in books and notes. If the party arrives during the day, this is where Belfor will receive them. Belfor also keeps several oozes under his command hidden behind the cylinder in case he needs them.
The lab is full of shelves, a desk, notebooks, writing materials, magical ingredients, and Belfor's bed. This is where Belfor sleeps, and he keeps the door to the lab locked at all times with a key that he keeps on his person at all times. This lab is very well-stocked and players have 50/50 odds of finding pretty much any magical ingredient or spell component. This lab also has notes which explain what the machine does and what Belfor's plan is.
The storage room is full of sealed jars, each of which contains a single green ooze monster. In total, there are 60 of these jars with room for 40 more. The door to this room, like the lab, is always locked and can be opened by a key that Belfor keeps on his person at all times.
Belfor's Request
Belfor, who is surprisingly kind and charming for a hermit living in an ancient temple, asks the party to go out to find and capture any living animals they can find, bring the animals back to Belfor, and then help him force the animals through the brass cylinder. Belfor explains that this will turn the animals into green ooze monsters, which he can then control. Belfor will be vague about how he controls the oozes, but if pushed he will admit that he found a magic wand that allows him to command the green ooze monsters at the same time that he found the cylinder. Belfor also mentions that he will pay the party a moderate sum of money for each animal successfully converted to an ooze, with a goal of converting 40 animals.
How the party goes about getting these animals is up to the game master and what makes the most sense to them, as well as what ideas the party comes up with on their own. Of note is that other people count as living animals, so there is certainly a much darker route people can take with finding victims. Initially I thought it would be fun to have Belfor request other people specifically, but I think he has a bit more guile than to ask random adventurers to kidnap people to be turned into ooze monster slaves.
If the party does collect 40 animals for Belfor, he will congratulate them and then reveal his true plans with his new army of oozes. Belfor is going to invade and take over the nearest town, and then convert the population into oozes, growing his army even more so that he can eventually establish an entire kingdom of oozes with him as the leader. Animals keep their minds through the process of ooze conversion, horrifyingly enough, so Belfor believes that once he has taken control of enough places, he will only need to directly control a small cadre of elites and all the new ooze people will have no choice but to serve his kingdom and go on with their regular lives, just as oozes. Whether or not this plan could succeed is questionable, but Belfor is clearly much less stable than he initially appeared. He offers to let the party become his generals, not needing to become oozes until the final stages of creating Belfor's ooze kingdom when they will take their places as the aristocracy of Belfor's new ooze kingdom.
If the party is into Belfor's plan, well then they have just created an epic campaign for themselves, even if it is a bit evil. If the party is not into Belfor's plan, he will have his bodyguard oozes reveal themselves and attack the party. Belfor himself will try to stay out of the way of the combat until he gets hit, at which moment one of his defensive spells will activate and he will immediately teleport away to plot his revenge, leaving the now feral oozes behind for the party to deal with.
Notes
When I ran this encounter, one of the characters immediately tried to stab Belfor, skipping ahead to the part of the encounter where they fight Belfor's bodyguard oozes and he teleports away. The way things worked out, one of the other characters was able to grab Belfor's wand before he teleported away, allowing that character to stop the combat by controlling the oozes Belfor had tried to attack the party with. After this combat, the character who attacked Belfor began investigating the brass cylinder, but without finding any of the information that explained what it was, he followed the arrows into the ooze converter and became an ooze, after which he was immediately enthralled by the character with the ooze control wand. Obviously, the player of the ooze character needed to make a new character.
If I'm being real, I think I want to try to run this encounter again sometime with a different group, because I think there are a few interesting ways it could play out. At the very least, I want to hear the conversations that arise about the ethics around the whole situation, and the looks of horror and disgust upon realizing what exactly is going on.
General Description
Polip is a small town in a high mountain valley of the Cephalus Mountain Range. The valley is a flat-floored glacial valley about 20 miles long with a stream, the Slimewater, that meanders along the center. Polip is situated along the stream in about the center of the valley, surrounded by the Tentacled Woods on all sides, with a cleared area around Polip. The primary industry of Polip is the trapping and harvesting of Arboreal Octopi, endemic to the Tentacled Woods, for their ink and tentacle meat, both of which have magical properties. The ink can be made into a potent potion of invisibility and eating the meat grants the ability to squeeze through any opening that is at least one square inch in width for a short time. People in the town trade these materials with merchants for most supplies, although there are a few farmers and tradesmen to provide some services. Most of the ~1,000 residents live inside the wooden wall, called the Mantle, that surrounds the town and which has one gate called the Siphon. The town is led by the mayor, Octavia of Polip, who inherited the position from her mother and directly commands the 12 town guards who operate the gate and enforce the laws. Lately, there have been concerning reports that kobolds, once thought extinct in the valley, have been seen in the woods, as well as reports of trading caravans going missing after they leave Polip, only to be discovered days later, skewered on the tree tops.
Adventure Hook
The session begins with the player characters, along with the rest of the townsfolk, being addressed by Mayor Octavia in the town square. She explains that the town is going to experience hardships if the trade caravans continue to be destroyed because no one will want to make the trip if it is dangerous. She also explains that kobolds have been sighted and she needs someone to go to the Kobold ruins at the head of the valley to investigate. Because town guards need to stay in town to do their jobs, she asks for volunteers to come forward to try to deal with each issue. Another group will take whichever job the party doesn't.
What is Actually Going On
The Queen Octopus, ruler of all of the arboreal octopi, is enraged that her subjects are being rounded up and killed en masse by the people of Polip, so she has been ambushing merchant caravans, resulting in the missing and skewered wagons. At the same time, the queen has been feeding rumors to the local kobolds, never fully removed from the valley, that the people of Polip are making plans to drive the kobolds out of the mountains, prompting them to start planning a preemptive strike against the town.
Enemy Factions
The Slimewater Kobolds
Driven into the high mountains at the head of the valley over 200 years ago, the Slimewater kobolds have been living a hard life in a difficult environment. Despite this hardship, their population is recovering and they have sent a group of soldiers, led by a kobold named Kassius, and a priest, named Kubuldikin, to reoccupy the ruins of their ancient headwater city. Most of the city was looted and then destroyed during the initial conquest, so the soldiers have attempted to rebuild and shore up what is left, although they do not appear to have excavated many rooms yet, and what they have done appears to be relatively crude. Kassius' orders are to scout out Polip and hold the forward location for the larger army that will be coming down from the mountains in several weeks' time.
The Queen Octopus
The Queen lives in a particularly dense patch of trees which she has cultivated into several rooms and tunnels leading to a clearing where she keeps her nest. The Queen Octopus must return to this location for at least one hour out of every 12 in order to tend to her eggs. She will defend these with her life. The Queen is horrified at the way her species is being treated, although it is worth noting that only her and the octopuses that hatch from her eggs are intelligent and have the ability to get to her size. She still feels a strong kinship with the smaller arboreal octopi and although she is open to a compromise where she is given offerings in exchange for more humane and regulated octopus harvesting, killing her would also work just fine.
Locations
Polip
Tentacled Woods
Kobold Tunnels
Queen Octopus' Lair
The Kobold Tunnels
Room A: Entrance Chamber: The intended entrance to the tunnels that the kobolds use. The tunnel leading outside is blocked by a big, heavy gate that takes 4 kobolds to open and at least 2 normal sized people. The gate is made of wood and iron and is locked unless it is being used. To be able to open the gate, there are always at least 4 but usually 5 or 6 kobolds stationed in this room. In the center of the room is a big obvious trap door with no obvious way to open it. There is a lever in the tunnel behind the left barricade that will cause the trap door to fall open when flipped. Beneath the trap door is a 10 foot drop onto wooden spikes. If the players are exploring the tunnels after another group that failed, this trap is responsible for the deaths of all of the previous party's members.
Room B: Bridge Chamber: In this chamber, a small bridge crosses over the slimewater, completing the path between the entrance chamber and the mess hall. The slimewater itself has a tunnel leading outside from the headwater shrine. There is an iron grate with bars 1 inch thick preventing people from getting directly to the headwater shrine from this room.
Room C: Mess Hall: This room has several tables, a long counter for preparing and serving food, and a big oven. The oven almost always has at least a few embers in it, making this room relatively warm but also smoky and hazy, giving everything that sees with conventional vision disadvantage on checks involving sight. If the alarm has not been called, there are usually half a dozen kobolds in here plus the cook.
Room D: Sleeping Quarters: One of the most protected rooms in the area, there are probably a dozen kobolds sleeping peacefully in the various mats and piles of hay scattered in here. Kobolds are very heavy sleepers and these kobolds will only wake up if the fighting spreads to this room or if they are woken up by an alarm.
Room E: Headwater Shrine: The center of the tunnels and a place of worship for the kobolds. There is always one kobold priest in here to give guidance to the tribe, tend the three fires on columns that surround the spring, and use the spring for regular divination rituals to hopefully figure out the future.
Room F: Kassius' Office: This is where Kassius will be no matter what happens in the rest of the tunnels. He will sit at his desk working on his plans. If the alarm has not been called, there will be two lieutenants in here with him, discussing plans. Kassius has a huge desk with a table behind it, both are scattered with bits of paper, notes, and even a few tools and scraps of metal. Among the notes is a summary of all of the rumors the Octopus Queen has been spreading. Kassius is carrying a note from the main force in the mountains detailing the timeline for their attack on Polip.
The Octopus Queen’s Lair
Room A: Broken Carriage: This small clearing has a mostly destroyed merchant's wagon in it. Nothing of value is left of the wagon, although most of the planks of the wagon are still intact and it could theoretically be repaired.
Room B: Refuse Pile: This clearing has a pile of waste from the Octopus Queen, her children, and the remains of the caravans she has been attacking. There are 4 of the Octopus Queen's babies fighting over a human femur in here, although they will attempt to run to the nest if anyone walks in on them.
Room C: Treasure Clearing: The chest in this clearing contains 6 vials of octopus ink invisibility potion and 10 servings of arboreal octopus jerky.
Room D: The Nest: This is where the Queen Octopus rests and tends to her eggs, which hang in large mucus-y sacks that hang from the branches of the trees. There are usually about a half dozen of the queen's babies hanging out in these trees, they will try their best to hide from strangers.