339 lines
14 KiB
Markdown
339 lines
14 KiB
Markdown
|
---
|
||
|
title: "The Dwarven Cavern - A Beginner 6E Adventure"
|
||
|
date: 2020-06-28
|
||
|
series: thesource
|
||
|
tags:
|
||
|
- 6e
|
||
|
---
|
||
|
|
||
|
# The Dwarven Cavern - A Beginner 6E Adventure
|
||
|
|
||
|
Recently itch.io had [one of the largest game bundles in history][itchbundle]
|
||
|
and one of the things in it was this humble game named [6E][6e]. Some friends
|
||
|
and I have started up a small group that meets on the weekends to spend a few
|
||
|
hours with an adventure. I've been writing a few adventures for them, and I
|
||
|
would like to start sharing their archetypes. These will all be included in a
|
||
|
small zine that describes the systems we have built on top of 6E that I'm
|
||
|
calling [The Source](https://www.patreon.com/posts/source-v0-1-38587786). This
|
||
|
PDF will be available publicly once it is closer to done (however if you really
|
||
|
want a copy early on to dig at it, let me know and we can surely work something
|
||
|
out).
|
||
|
|
||
|
[itchbundle]: https://itch.io/b/520/bundle-for-racial-justice-and-equality
|
||
|
[6e]: https://s-jared.itch.io/6e
|
||
|
|
||
|
Today, I would like to share the details that went into writing the most recent
|
||
|
adventure: The Dwarven Cavern. This was derived from One Page Dungeons by
|
||
|
[Geoffrey Cullop](https://twitter.com/cullopgeoffrey), specifically this is a
|
||
|
variant of Kobold Caverns on page 5. Please note that the experience, gold and
|
||
|
hitpoints of enemies are balanced for the group I play with, and will probably
|
||
|
need to be adjusted for other parties of adventurers. This should work for
|
||
|
players at level 1-3. By the end they should gain enough experience to level up
|
||
|
once. My group is also very stun-heavy, so that makes my job of attempting to
|
||
|
balance things really interesting.
|
||
|
|
||
|
Like most great adventures, this starts at a humble tavern, The Flying
|
||
|
Ombudsman.
|
||
|
|
||
|
## The Flying Ombudsman
|
||
|
|
||
|
The players start off in The Flying Ombudsman, a tavern in the town of
|
||
|
LAST\_TOWN\_YOUR\_PLAYERS\_WERE\_IN. There are a few people sitting at the bar
|
||
|
and drinking steamy mugs of grog. There is a salesperson sitting at one of the
|
||
|
tables fidgeting with a golden scepter head and looks like she has plenty of
|
||
|
items should people want them. There is someone rather sad sitting at another of
|
||
|
the tables, looking like he has suffered a great loss.
|
||
|
|
||
|
For extra immersion, have the NPC's speak with a slightly Irish accent. For
|
||
|
extra fun, throw in random words from scottish, english and australian accents.
|
||
|
Keeps the players thinking.
|
||
|
|
||
|
When players ask the bartender for a mug o' grog, he will sell them one for 5
|
||
|
gold (limit 4 each player). If players ask for the history behind the name,
|
||
|
explain to the players the information in The Story of Hol below.
|
||
|
|
||
|
The salesperson at the top sells the following:
|
||
|
|
||
|
| Name | Effect | Price |
|
||
|
| :---------------------- | :--------------------------------------------------------------- | :------- |
|
||
|
| 3x potion of cure poison | Cures poison and grants 2hp | 15g each |
|
||
|
| Golden Scepter head | Doesn't look like it does anything if it's not on top of a staff | 50g |
|
||
|
|
||
|
You may want to add a few more items to this list. I need to draw up a table
|
||
|
for items that salespeople like this can have.
|
||
|
|
||
|
The salesperson can also get you a room at the inn for 30g. It is big enough to
|
||
|
hold all of the party.
|
||
|
|
||
|
When players talk to the person at the bottom, they get a sad story about the
|
||
|
hoe-pocalypse that threatens the end of the village the person comes from.
|
||
|
Dwarves snuck up from underground and stole the hoe from him, making it
|
||
|
difficult to feed his hamlet. He asks the adventurers to go to the cavern the
|
||
|
dwarves live in and get them back. The players should eventually agree to do it,
|
||
|
and the NPC will progressively offer more and more gold as a reward. A charisma
|
||
|
check will get him to throw in some salted meat as a reward.
|
||
|
|
||
|
### The Story of Hol
|
||
|
|
||
|
The bartender previously ran a failing tavern, and was running out of hope and
|
||
|
money. One day, the bartender found a weird looking mug and found that it could
|
||
|
be used to talk with the gods. He eventually found a god named Hol. Hol offered
|
||
|
him the recipe for the strongest alcohol he could possibly make, for a price.
|
||
|
The bartender agreed without further thought and gained the ability to make
|
||
|
intensely strong alcohol, but lost his ability to negotiate permanently.
|
||
|
|
||
|
One day the local ombudsman got news of how strong the liquor was and decided to
|
||
|
enforce some obscure liquor control law to get the strength reduced. The bartender
|
||
|
refused to negotiate and it escalated into a situation where the bartender kicked
|
||
|
the ombudsman so hard that he flew into the wall. People started calling the
|
||
|
tavern "the place where the ombudsman flew" and that eventually evolved into the
|
||
|
name The Flying Ombudsman.
|
||
|
|
||
|
Business has been booming ever since.
|
||
|
|
||
|
## The Cave
|
||
|
|
||
|
The first part has 1 mechanical trap around the second corner, players will need
|
||
|
to work their way through it with low light or to grab a working torch off the
|
||
|
wall. The trap does 1d4 damage.
|
||
|
|
||
|
The tunnel opens into a guard station, the dwarf archers wait behind cover for
|
||
|
players to get in range of their shortbows. If they get within 10 feet of the
|
||
|
archers, they fall back to the room behind them to the left. The Archers have 6
|
||
|
hp and grant 100xp on defeat.
|
||
|
|
||
|
The room behind and to the left is a labratory that is very well-lit. Lots of
|
||
|
weird liquid in flasks, scientific equipment, etc. There is a Dwarf Grenadier
|
||
|
there and will attack you on sight. He throws alchemical grenades at range (1d6
|
||
|
damage, =6 -> random elemental effect), If the players get within melee range of
|
||
|
the Grenadier then he will use a poisoned dagger. If the guards retreated then
|
||
|
he will use them as meat shields. He has 25 hp. He drops 1d4 alchemical grenades
|
||
|
and also drops his poisoned dagger. He grants 300xp on defeat.
|
||
|
|
||
|
The bigger chamber is the dwarven living area. Plenty of beds to hide behind,
|
||
|
but there are 1d6 dwarves living in there. They attack on sight, but flee south
|
||
|
if their attack goes poorly. The dwarves each grant 100xp on defeat. There is a
|
||
|
chest in there that is actually a mimic. It drops an Amulet of Chest on defeat.
|
||
|
|
||
|
The room south is the home of Bubba the Bugbear, a hired goon of the dwarves.
|
||
|
Bubba and the remaining dwarves make their last stand here. Bubba grants 500xp
|
||
|
on defeat and has 30hp and 1d6+2 attack damage with his giant club.
|
||
|
|
||
|
The final room is the treasure room, which contains the stolen hoe, some other
|
||
|
farming equipment and 250 gold. After this the dungeon is cleared and players
|
||
|
gain experience from their journey, then go back to The Flying Ombudsman
|
||
|
victorious. The quest NPC will award them with however many gold they agreed to
|
||
|
and any items they also agreed to.
|
||
|
|
||
|
## Enemies
|
||
|
|
||
|
### Dwarf Archer
|
||
|
*Decent guard, horrible foresight*
|
||
|
|
||
|
- **Hit Points** 6
|
||
|
|
||
|
| STR | DEX | CON | INT | WIS | CHA |
|
||
|
| :---: | :---: | :---: | :---: | :---: | :---: |
|
||
|
| 0 | +1 | 0 | -2 | -2 | 0 |
|
||
|
|
||
|
- **Condition Immunities** drunk, groggy
|
||
|
- **Senses** Night-vision
|
||
|
- **Languages** Dwarf
|
||
|
- **Challenge** 2 (100xp)
|
||
|
|
||
|
***Keep-away.*** Will flee at the first sign of trouble.
|
||
|
|
||
|
#### Actions
|
||
|
***Crossbow.*** *Ranged Attack:* 1d4 damage
|
||
|
|
||
|
### Dwarf Grenadier
|
||
|
*Mad scientist, crazier inventions*
|
||
|
|
||
|
- **Hit Points** 25
|
||
|
|
||
|
| STR | DEX | CON | INT | WIS | CHA |
|
||
|
| :---: | :---: | :---: | :---: | :---: | :---: |
|
||
|
| 0 | +1 | -2 | +2 | 0 | +1 |
|
||
|
|
||
|
- **Condition Immunities** drunk, groggy
|
||
|
- **Senses** Night-vision
|
||
|
- **Languages** Dwarf
|
||
|
- **Challenge** 6 (300xp)
|
||
|
|
||
|
***Insane.*** Will do things that normal enemies would not.
|
||
|
|
||
|
#### Actions
|
||
|
***Alchemical Grenade.*** *Ranged Attack:* 1d6 damage plus elemental effect if
|
||
|
6 damage. See table for Alchemical Grenades.
|
||
|
|
||
|
***Poisoned Dagger.*** *Melee Attack:* 1d4 damage. On hit player must roll for
|
||
|
constitution. If the check fails they get _disadvantage_ for their throws the
|
||
|
next 1d3 turns.
|
||
|
|
||
|
### Dwarf
|
||
|
*Underground folk that love digging*
|
||
|
|
||
|
**Hit Points** 6
|
||
|
|
||
|
| STR | DEX | CON | INT | WIS | CHA |
|
||
|
| :---: | :---: | :---: | :---: | :---: | :---: |
|
||
|
| 0 | +1 | 0 | -2 | -2 | 0 |
|
||
|
|
||
|
- **Condition Immunities** drunk, groggy
|
||
|
- **Senses** Night-vision
|
||
|
- **Languages** Dwarf
|
||
|
- **Challenge** 2 (100xp)
|
||
|
|
||
|
***Short and Stout.*** Easily able to hit enemies below the belt.
|
||
|
|
||
|
#### Actions
|
||
|
***Dagger.*** *Melee Attack:* 1d4 damage
|
||
|
|
||
|
### Mimic
|
||
|
*Just an ordinary chest, don't question it*
|
||
|
|
||
|
- **Hit Points** 14
|
||
|
|
||
|
| STR | DEX | CON | INT | WIS | CHA |
|
||
|
| :---: | :---: | :---: | :---: | :---: | :---: |
|
||
|
| 0 | 0 | -2 | 0 | 0 | -1 |
|
||
|
|
||
|
- **Condition Immunities** burn, poison
|
||
|
- **Languages** None
|
||
|
- **Challenge** 5 (250xp)
|
||
|
|
||
|
***Unsuspicious.*** Come on, the chest wouldn't be alive, would it?
|
||
|
|
||
|
#### Actions
|
||
|
***Omnomnom*** *Melee Attack:* 1d6 piercing damage, gets advantage if the player
|
||
|
tries to open the chest.
|
||
|
|
||
|
### Bubba the Bugbear
|
||
|
|
||
|
*From Bubba with Love*
|
||
|
|
||
|
- **Hit Points** 30
|
||
|
|
||
|
| STR | DEX | CON | INT | WIS | CHA |
|
||
|
| :---: | :---: | :---: | :---: | :---: | :---: |
|
||
|
| +2 | +2 | +1 | -2 | 0 | -1 |
|
||
|
|
||
|
- **Condition Immunities** blinded
|
||
|
- **Languages** Dwarf
|
||
|
- **Challenge** 10 (500xp)
|
||
|
|
||
|
***Unreasonable.*** Does not respond well to trickery.
|
||
|
|
||
|
#### Actions
|
||
|
***Whomp.*** *Melee Attack:* 1d6+2 damage, piercing if the player fails a
|
||
|
constitution check.
|
||
|
|
||
|
## Items
|
||
|
|
||
|
These are the unique items specific to this quest.
|
||
|
|
||
|
### Mug of Grog
|
||
|
|
||
|
A wooden/iron mug full of the barkeep's grog. Consuming it gives you the
|
||
|
following stat boosts for 3 turns:
|
||
|
|
||
|
| STR | DEX | CON | INT | WIS | CHA |
|
||
|
| :---: | :---: | :---: | :---: | :---: | :---: |
|
||
|
| +0 | -1 | +0 | -1 | -1 | +3 |
|
||
|
|
||
|
This bonus does not stack. When you drink the grog, you keep the mug and can use
|
||
|
it to bludgeon people for normal attack damage. It can also be used as a tool to
|
||
|
check for traps.
|
||
|
|
||
|
Does not sell, purchasable for 5g.
|
||
|
|
||
|
### Golden Scepter Head
|
||
|
|
||
|
A golden scepter head that looks like The Grand Nagus from Star Trek. It has no
|
||
|
effect outside of when it's put on a staff. When it is on a staff it gives you
|
||
|
25% more gold when you collect gold from places. This has 5 charges and cannot
|
||
|
be refreshed.
|
||
|
|
||
|
Sells for 50g, purchases for 50g.
|
||
|
|
||
|
### Alchemical Grenades
|
||
|
|
||
|
Standard grenades that look like they are made out of wood, metal, insanity and
|
||
|
magic. They do d6 damage normally, but when you crit with one it also causes one
|
||
|
of the following status effects (roll a d4):
|
||
|
|
||
|
|
||
|
#### Alchemical Effects
|
||
|
|
||
|
| Roll | Effect |
|
||
|
| :----: | :------------- |
|
||
|
| 1 | Acid makes the entity take off their armor |
|
||
|
| 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. |
|
||
|
| 3 | The entity is burned for 1d4 damage every turn they fail a constitution check. |
|
||
|
| 4 | The entity is stunned for 1d3 turns. |
|
||
|
|
||
|
Sells for 25g each, unpurchaseable.
|
||
|
|
||
|
### Poisoned Dagger
|
||
|
|
||
|
A standard dagger that gives no distinct bonuses. However when you use it as a
|
||
|
normal dagger, you need to roll for constitution in addition to rolling for
|
||
|
strength. If you fail the constitution check (but pass the strength check), you
|
||
|
get poisoned from the poison streaking out of the dagger.
|
||
|
|
||
|
The poison has 5 charges.
|
||
|
|
||
|
Merchants do not want to take the risk buying it and will you pay them for its
|
||
|
disposal. This cannot be purchased.
|
||
|
|
||
|
### Bubba's Clubba
|
||
|
|
||
|
A rather large mace that does +2 damage. It is a giant thing designed for a
|
||
|
9-foot tall centaur. It takes up three slots in your inventory. It looks
|
||
|
imposing and may require a lot of strength to use properly.
|
||
|
|
||
|
Sells for 25g.
|
||
|
|
||
|
### Amulet of Chest
|
||
|
|
||
|
This cursed amulet lets the holder transform into a harmless looking treasure
|
||
|
chest, but also grants them advantage if an enemy tries to open it. After 4
|
||
|
transformations, they need to roll a charisma check when they try to turn back.
|
||
|
If that fails, they stay a chest for an hour (with arms/legs/a mouth/etc). After
|
||
|
4 more transformations, they turn into a mimic permanently. The transformation
|
||
|
count stays persistent until someone becomes a mimic, then it resets to zero.
|
||
|
|
||
|
Merchants will pay 100 gold for it, but will only accept it after the player
|
||
|
rolls for charisma.
|
||
|
|
||
|
## Dungeon Map
|
||
|
|
||
|
![](https://xena.greedo.xeserv.us/6E/img/kja4u2A.png)
|
||
|
|
||
|
## Adventure Highlights
|
||
|
|
||
|
When I ran this yesterday, the following amazing things happened:
|
||
|
|
||
|
- The players used a crossbow from a previous adventure and a torch to hit the
|
||
|
grenades held by the grenadier, vaporizing it from 5 grenades exploding at once.
|
||
|
- The Artificer shield-bashed one of the dwarves so hard that it ricocheted into
|
||
|
the other dwarves like pool balls. That caused a lot of damage to all of the
|
||
|
enemies.
|
||
|
- The Monk critted a Ki art and shredded an archer with their claws, making the
|
||
|
other archer flee.
|
||
|
- The Thief straight up banished a dwarf to the shadow realm with a slingshot
|
||
|
hit.
|
||
|
|
||
|
I still wonder how they are going to use that Cursed Amulet of Chest though.
|
||
|
|
||
|
---
|
||
|
|
||
|
Thank you [@infinite_mao](https://twitter.com/infinite_mao) for making 6E. I can
|
||
|
only hope that my buying your stuff separately and making this content for 6E
|
||
|
can help give back to the community.
|
||
|
|
||
|
Feedback on the balance of this is very welcome. I openly welcome any and all
|
||
|
feedback about how this quest could be rebalanced to be a bit less lopsided in
|
||
|
favor of the players. I also wanted to err on the side of balancing towards the
|
||
|
players to avoid an unwanted party death.
|