Wednesday, August 27, 2025

GLAUGUST 2025 - Train dungeon

Glaugust time, I got wizard tower dungeon (must have a gimmick) OR train dungeon (NOT too linear), we doin the train dungeon. 

 

From Monster Train 2


The train is made up of 13 rooms, one for the locomotive at the front of the train and the other twelve found in the four cars of the train, with each car being 3 stories tall. 
Characters can move between levels via staircases and between cars by rickety (but safe) metal bridges. The dungeon is therefor just a 3x4 grid (not counting the locomotive).
For each room other than the locomotive select a random room from the list of rooms below, each room appears only once. 
The party is intended to start at the last car on the top floor. 

 

Rooms

 

Horned Demon barracks
In this room
: 3 red skinned demons one drinking from a mug, four blazing torches
Red skinned demons: 2 HD each, punch or gore for 1d6, ac as leather, massive horns and muscles, very reckless and macho, two of them fight while a third drinks lava from a mug (he could splash someone with it for like 3d6 damage but he is loath to give up his drink)
The mug: is made of wood and fireproof
Blazing torches: made of infernal wood, burn supernaturally hot and bright, last for an hour once removed
If the party leaves without interacting: when they return one of the demons will be dead, the second will be crying, and the one drinking will be consoling the survivor 
Room interactions: if this room is adjacent to the angels incursion the two fighting demons will instead be almost done breaking down the barricades when the pcs make it here

Hobby garden
In this room: dirt covers the floor, a large bonsai tree grows in a corner, an old watering can on the floor
The dirt: has grass and small flowers growing from it
The bonsai tree: is around person sized and has 6 spiky fruit growing from it, one for each color, 
The spiky fruit
: eating a fruit grants +1d6 points to a stat for the rest of the day but causes you to lose 1/3 of your health, the fruit rot rapidly if you try and pull off the spikes, red boosts strength, orange boosts constitution, yellow boosts wisdom, green boosts dexterity, blue boosts intelligence, and purple boosts charisma
The watering can: is actually silver and worth 20 gp
Room interaction: if adjacent to the lunar conservatory silver lunar grass will be creeping into this room in the direction of the conservatory

Aquarium
In this room: water fills it completely, a giant moray eel sleeps at the bottom
The water: is bound to the car and will not leak out if the door is opened, it is also cursed, unnaturally cold and clouds your mind with dread, each round spent in the water deals 1 damage and the victim must save or mistrust their allies until the end of the day or their allies do something genuinely nice to them
The eel: 4 HD, bite for 1d12, ac as chain, just swimming through will not wake it up but blood in the water or messing with it will, runes tattooed on it grant it +5 to save against spells, intelligent and cruel, its favorite prey is wizards

Waxwork
In this room: wax and candles cover everything, a wax covered person paces around
The wax and candles: cover the floor, walls, and ceiling, if you move uncarefully through this room while wearing flammable clothing there is a 50% chance you catch on fire
The wax covered person: 3 HD, claw for 1d6, ac as unarmored, she can vomit a cone of melted wax (damage + slows), if the massive candle covering her head is snuffed she moves at half speed, if slain she reforms in 10 minutes, this can only be prevented if all the wax is melted off of her 
Secret: hidden within the wax is a treasure chest, within is 2d6*10 gp and a hand of glory.
Room interactions: if the horned demon room is above or below this one the wax of the room is melting, this also reveals the treasure chest

Chamber of shadow
In this room: there is only darkness like mist and heat like an oven
The darkness and the heat: is the body of DARK BURN HUNGER (which is its name and its nature), 6 HD, ac as unarmored, moves as fast as a limping man, everything within its bulk must save or take 1d6 damage as they are burned and 1d6 damage as they are bitten, if it kills something it spends a whole round doing nothing but eating, can only be harmed by light, cold, or true satisfaction, will only pursue the weak
If you manage to see the walls: they will be covered in soot and bite marks

The nursery 
In this room: is a horrible insect thing coiled on the ceiling and a pile of pink gems
The insect: 4 HD, ac as leather, bite for d8/claw for d6/sting for d4 + mind poison (save or forget a childhood memory), it can speak and will try to bargain with you for your soul, looks like a cross between a spider, a centipede, and a wasp, if you mess with it or the gems it will attack
The gems: are actually eggs though this is only apparent if you look close at the small shape within or if you break them, smashing them releases a swarm of horrible insect things, a handful of eggs can also be substituted for a soul in all kinds of dark rituals

Treasury
In this room: a pedestal with a golden egg on it, four statues of dragon men
Pedestal: made of stone, the egg is made from dragon gold, it is worth 500 gp but if owned for a month you become incredibly greedy and scales start to cover your body until you turn into a dragonborn after a full year
Dragon men statues: each has a hand held out with a gold coin on it, one of the statues wears a crown, the statues animate if the golden egg is taken unless the statue with the crown holds all four coins, when animated 3 HD, ac as plate, claw for 1d8/claw for 1d8, things that aren't meant to harm stone deal minimum damage, they will only harm the thief and will not leave the room unless the egg does

Conversion chambers
In this room: is an angel in chains, two faceless figures in black robes 
Chained angel: 4 HD, ac as chain, shattering touch for 2d6, one of his wings is like that of a bat, the other is having feathers plucked off of it by one of the figures revealing more bat-like flesh beneath, two small horns poke out of his head, he is currently being converted into a fallen angel by his own choice and will be very mad if you kill the black robed figures
Faceless figures: 1 HD each, ac as unarmored, curvy dagger for 1d4, one uses a metal tool to pluck the feathers from the angels wing, the other chants an unsettling mantra and waves its hands about, they have no face, only two glowing red eyes, when slain only their robes remain
Room interactions: if adjacent to the angels incursion the chained angel will be unchained and talking through the barricade trying to convert the wingless angels within

Lunar conservatory
In this room: silver grass grows from the ground, neon butterflies flutter about, a miniature moon floats in the center
Silver grass: is an invasive species from the moon, will out compete most other grasses if planted on the earth, though it feels like grass it also counts as actual silver for magical purposes 
Neon butterflies: in the color of the aurora borealis, emit a soft glow, they are the children of the moon and will one day grow into powerful wizards, for now the swarm can only cast magic missile if they all work together
Miniature moon: if you offend the moon (by insulting the moon, praising the sun, crushing one of the butterflies, etc) it will open to reveal an eye underneath and attack, 4 HD, ac as leather, will spend one turn charging up before firing a purple pink laser that deals 5d6 damage 

The clot
In this room: is nothing but mycelium
The mycelium: takes up the entire room, impassable unless you spend half an hour hacking through it, if you do every 10 minutes you need to save or take 1d4 damage from ejected poison 

The lab
In this room: a medical table with a massive corpse on it, a scientist, and a rack full of medical tools 
Medical table
: standard issue, on it a massive corpse made of different body parts sewn together, it is missing a right arm 
The scientist: clad in a white labcoat, she will ask the pcs with the highest constitution or charisma of the party if they would be willing to give up an arm for her monster, 1 HD, ac as unarmored, bonesaw for 1d6, will try to negotiate before resorting to combat
Rack of medical tools: contains an extra bonesaw, a syringe with two needles and two spaces for liquid, and a thermometer full of blessed mercury (measures your sin, a fever means you need to repent)
If this room is on the top floor: there is no roof and next to the medical table is a massive Tesla coil, there is a big switch on the wall and if pulled lightning strikes the corpse animating it, 5 HD, ac as leather, slam for 1d10, can slam twice if it has both arms, follows the commands of anyone who looks like a scientist

Angels incursion
In this room: are 3 wingless angels, a massive hole, and barricades 
Wingless angels: 3 HD each but currently at a third of their max health, ac as chain, holy halberd for 1d8 damage or double against any of the trains other inhabitants, wear gold trimmed armor, stubs where their wings were still bleed, don't want to be here, don't want to be in heaven either
Massive hole: on the side of the room, quite large and fills the room with howling wind, you can see the landscape fly by
Barricades: cover all entrances into this room, made out of wood, they could be noisily broken down in a minute or so
Room interactions: if adjacent to the horned demons room the horned demons will be almost done breaking through the barricades when the pcs make it here, if adjacent to the conversion chamber one of the wingless angels has been converted by their corrupted brethren and is waiting for a good opportunity to switch sides

 

By Dante Alighieri

 

 

The Locomotive
In this room: a weary looking man, a box of coal, a roaring firebox
The man: his name is Dante, he has no abilities and only 1 hp remaining, currently he is shoveling in coal into the firebox, he wants to leave this horrible place and get back to his wife
The coal: is in the shape of human skulls, made out of condensed sin they can be used to run infernal machines 
The firebox: must be constantly fed with the coal otherwise the train will come to a stop in 5 minutes, then in a further 5 it will explode into magical slag

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