Stoneholm Dungeon
1. Speaking of guests, markedly of the unwanted variety, I'm tired of having to speak to needy villagers directly. DM, can we add a thick wall and equally stout door across room 1 cutting unwanted visitors off from the rest of the compound? We can pull down the garish statue there to make room. Maybe the head could be implanted in the wall above the door and enchanted to throw insults at would-be intruders. Of course, wanted guests should have some recourse. How about a rope and bell for callers bold enough to request a face-to-face and a slot for others to drop their requests?
- Size Cost: 1 room point.
- Construction Cost: 2,500 gp (-500gp if use stone from room 23, -1,000gp if statue head enchanted in room 12)
- Upkeep cost: if Ghull is taken on as keeper of the keys 10gp for 1st week, then 1gp/ week
- Construction Time: 3-5 weeks.
- 1 week to find and recruit masons from nearby town, less if personal contacts
- 1 week to deconstruct room 1/ acquire supplies for the wall and door. if stone supplied from room 23 costs 0gp but takes +1 week.
- 1 week to construct a thick wall and stout door.
- 3 weeks to find/ enchant/ and return statue head. 1 week if you do it yourself in room 12- results may vary.
- Also, Ghull (a goblin miner) keeps talking back to Mr. Easyhammer and he wants her gone. She is clever, quick witted, and likes to argue; however, the servants really like her and recommend you put her in charge of the front gate.
- Anyway, the idea is for room 3. As you lead your followers/visitors towards the main hall (rm22) this would be a perfect place to showcase trophies from vanquished foes, or perhaps statues/busts of fallen PC friends or NPCs.
- Indeed, it is highly suitable to be converted into a dining hall. Using the goblin staff to clean-up the room & bring in the new furniture, the room can be fitted with a single long table that can support 8 chairs on each side & 2 at the heads (18 chairs in total). The pillars can be decorated with masterwork candle holder. This also means that we must have a kitchen nearby, might I suggest room #13 as a good candidate. Goblins can be trained as butlers & musicians to be utilized in this hall. But I doubt that any of them would be a suitable chef.
- Size Cost: 1 Room Point
- Construction Cost: 800 gp
- Construction Time: 7 days
- This room belongs to a monk that the party came across in their travels who ultimately found it in their best interest to stay with the party. She originally wanted to stay closer to the danger room, and gave room 18 a try, but moved all the way to room 5 due to the traffic in the area. Her new quarters are relatively low on cost, she is not much for material things. Now, finally, she can focus on her meditation without the constant bustling, if only she could have a room closer to the danger room!
- Benefit: The players can train as a pupil under the monk in their particular discipline to gain class levels as a monk of her distinct style, or simply spar without cross leveling to gain temporary unarmed strike damage of 1d4+DEX.
- This ancient hall is one of the five original temples of Asmodeus. It is clearly known to the PCs that as long as the 5 temples exist, they can be used as an enormous pentagram to summon Asmodeus into the world. (The 4 other ones are a minimum of 100 miles away or something)
- The cleric pc seeks to purge the evil from the location and redeem the space for pelor (adding a much needed sun roof). However, the location is still much needed by the cult of Asmodeus and are making plans to kill the pcs and reclaim their profane home.
- Lodgings seem the nearest analog, but this seems significantly smaller and only in need of furnishings.
- Size Cost: 1 room point.
- Construction Cost: 1,000 gp
- Construction Time: 5 days
- Should provide a nice place for receiving guests who have earned a modicum of trust, as well as taking a short respite before retiring to your individual rooms.
- A cozy little side room not to far away from the Arcanists Study and Enchanting Room. Furnished with a few plush chairs, the room is bathed in a warm yellow glow thanks to the arcane lights installed into small grooved alcoves along the wall. In between the lights are long shelves carved into the wall itself, and its surfaced polished and smoothed to a marble smoothness. A couple of these shelves have had slated wooden cupboard doors installed which the more valuable items can be locked behind. On the far side of the room is a lavish painting of an oak tree atop of a green hill. This painting is actually a one way portal to the surface of a similar location directly above this room. Directly below this painting is a modest writing desk, with a small stand alone wooden bookshelf to store notes and journals on.
- As for the trap, the door swings both ways. However, if you push the door open (from the hallway) a blinding flash will fill your vision and temporarily blind you for 1d3 min.
- Size cost: 1 room point
- Construction cost: 6,000 (mainly for the magical enchanting costs)
- Construction time: 7 days
- Benefits: This room gives a bonus to anyone who is studying or researching anything history or lore based, and a place to store information if you discover something interesting.
- Basically this is where the groups wizard camps himself, making items for the group.
- "Make this they said, don't do that they said, I'll show the academy nimkompoops! I'll make the most powerful items and make my mark on this world!"
- Size Cost: 1 Room Point
- Construction Cost: 2,500 gp
- Construction Time: 15 days
- Default of it: Doubled duration and halved material costs for spells cast within the school of magic that the room is specialized in.
- size cost : 1 room point.
- Construction cost 2.500 gp
- time: 15 days
- default benefit: allows the creation of magical items, except potions and artifacts, can be made here. DM ruling on the power of the items.
- This is actually a great place to have a cellar meant for brewing, as this once covered well has a some of the coolest clearest mountain water in the land. The brews created using this water give the drinker a clear head. The ales made here are so clear and light that choosing to fill your water skins with this would give you 1d4 extra healing when being healed on a short rest. The brews made here also generate a small amount of money, following the rules from Matthew Collville's template a person tending the brewery would be able to make 1d10 Kegs worth 5gp each, or 2d10 if the person tending it is proficient in brewers tools.
- Size Cost: 1 Room Point
- Construction Cost: 1500 gp (constructing keg racks and buying the right ingredients)
- Construction Time: 10 days
- Size Cost: 2 Room Points
- Construction Cost: 3,000gp (bunks, cots, chests of drawers, personal effects, etc.)
- Construction Time: 7 days
- 3 servants can bed per bunk, 1 per cot, each must have no less than two drawers and clothing/uniforms for three days. Price per servant based on basic amenities lies around 5gp.
- This old pocket cavern has been used for storage and smuggling, but now lies dilapidated and alone. Remnants of the storage room can be found in the loose soil under foot.
- This is the "Battle Ring" Template but reskinning it as "Danger Training"
- Size Cost: 1 Room Point
- Construction Cost: 2,500 gp
- Construction Time: 15 days
- The default benefit of "Battle Ring": Those who would spend 1 hour training here gain an extra 1d4 damage to attack rolls until their next long rest.
- Since it is a danger room, filled with traps and gadgets I assume that you want to train to dodge, detect and avoid?
- Alternate Benefit: Danger Zone There can be an alternate benefit that those that train here at least 1 hour get advantage on 1 Dexterity saving throw that can be used until they take their next long rest.
- The room is only accessible via a crawlway from room #22. This small cave seems to be naturally formed & no work has been done to unearth its mysteries. A dwarf archeologist\miner (goes by the name Borhan Easyhammer) can be hired from the nearest major city to excavate the site. He is going to bring two more assists & will reserve 2d4 goblins for dumb labor. Borhan refuses to stay in the same room with goblin staff & will journey to the nearby town to rest everyday.
- Size cost: 0 room points (it is considered an expansion & not part of the main dungeon)
- Construction cost: 500 (constructing support pillars & a mining cart) + 25gp weekly upkeep (salary for hireling, buying new tools)
- Construction time: 7 days
- Benefits: once per two weeks, roll on the table to find out what surprises the team dug up (if Borhan was convinced to stay within the base, when roll once per week instead)
- D20 Results
- 20 Full skeleton of an unknown creature
- 19 Mana stones: 5,000 gp that can be used for crafting magical items. Can be sold for half it's worth in gp.
- 18 Partial skeletal remains
- 17 Entrance to a new tunnel system. No initial threat.
- 11-16 500 gp worth of gemstones
- 4-10 Nothing new to report
- 3 Entrance to a new tunnel system. A subterranean hostile creature attacks the digging crew or PCs if present.
- 2 Water is struck & the site is flooded. Work will be suspended for 1 month unless the PC deals with it sooner.
- 1 Dangerous gases started to leak in & the location had to be sealed off (by breaking a few of the support pillars). PCs intervention is required.
Type
Dungeon
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