Dungeon: Shrine of the Last Badger

Dungeon Notes

  Solo Dungeons
 
NOTE: This dungeon is NOT meant to be completed in one sitting. It is composed of around 10 encounters. Please visit the link above or bug Cohor to learn how to stop your session at a particular point, effectively creating a "Save Game/Checkpoint" that you can return to in a later session.
 

Dungeon Encounter Summary

This dungeon is composed of 3 Easy Encounters, 3 Medium Encounters, 4 Hard Encounters, and 1 Boss Encounter.   The Shrine of the Last Badger is a medium dungeon. The average encounter difficulty (of 10 encounters) is medium.  

Dungeon Pre-requisites

The Badger Shrine is one day's travel east from the waypoint. You must complete the following before attempting the dungeon.
  • Roleplay your PC having a dream about a bipedal badger statue summoning you to it in a mountain meadow
  • Successfully complete an easy social/investigation skill challenge to hear rumor of this shrine
  • Successfully complete a moderate tracking skill challenge to know how to get there; each failure adds 12 hours to your journey
  • For every 24 hours you are traveling to the Badger Shrine (minimum of 24 hours), you must make 6d100 rolls (4 during the day, 2 at night)
  • For every roll of 25 or below, you have a random wilderness encounter !table wilderness
   

Dungeon Rewards

  This dungeon is under no one's jurisdiction. You receive two minor potions determined by the reviewing DM upon clearing this dungeon.   At the completion of the dungeon (all encounters complete), a DM will roll two Treasure Hoards for you and your name will be added to the Completionist List. This will count as two of your seven Tier I treasure hoards. You will not be able to benefit from this dungeon on this character again (you may continue to gather Abyss Flowers or tackle the special encounters, however).   There is a hidden chest in this dungeon. You must beat the listed DC with either a perception or investigation check. Failure the first time means you do not find it. If you wish to continue to seek for it, you must complete any combination of four hard skill challenges or combat encounters to try again.  

Dungeon Icons & Map Link

  Throughout the dungeon, you will stumble across icons. Tall grasses offer places to hide. Stones and brown ground are difficult terrain (if any part of a stone is touching the square, it is difficult terrain).   You must first add a token to initiative before you can assign the map to it.  
!i add 50 dm -p 100
 
Then run the following:
!i add 50 Rune -pn9
  Map Commmand:  
!map -bg https://i.ibb.co/vxXYdvL/badgershrine.png -options c5 -mapsize 31x31 -fow u1:z6 -view u1:z6
 
Then run the following:
!map -under circle,10,c,n9 -t Rune
  You can see the entire map view by running !view reset and focus in on an area by running !view x#:y#.   You can expand your fog of war by running !map -fow x#:y#. For both of these, x is the top left corner of the area you want to view/reveal and y is the bottom right corner.  

Long Resting

  In order to long rest, you must follow the requirements listed on the Shrine of the Last Badger's page.    

Wandering Monsters

When you enter a room, these monsters may also be there. If the room is empty, there's a 50% chance the wandering monsters are present. If the room already contains a monster, there's a 10% chance the monsters are present.   As this dungeon is built for anyone between level 1 and level 4, you must use the !rEncounter command to determine what you face. You will choose monsters based off the solo encounter list.   These encounters show up in the following order; once they are defeated, they cannot bother you again.  
  1. Wandering Medium Encounter 1
  2. Wandering Easy Encounter 2
  3. Wandering Hard Encounter 3
  4. Wandering Hard Encounter 4
  5. Wandering Hard Encounter 5
  6. Wandering Hard Encounter 6
 
!embed -title "Wandering Encounter 1" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Medium"
 
!embed -title "Wandering Encounter 2" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Easy"
 
!embed -title "Wandering Encounter 3" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Hard"
 
!embed -title "Wandering Encounter 4" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Hard"
 
!embed -title "Wandering Encounter 5" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Hard"
 
!embed -title "Wandering Encounter 6" -desc "Are there monsters in the room you just entered? If so, roll a d100. On a 10 or less, these wandering monsters will attack you immediately after you clear the room. If there are no monsters in the room description you just entered, roll a d100. On a 50 or less, these wandering monsters are presently in the room." -f "Difficulty | Hard"
 

Rooms

  Below every room description is an embed command. You can copy and paste this into your discord solo channel to help keep track of which rooms you've entered.  

Room 1

Features: Aside from heavily mounded and rough (difficult terrain, marked by the dark brown splotches), several rocks can be seen on the southern portion of the room. Tall grasses are present. This is a large, open area, with pathways leading to the east, southwest, west, and north.  
!tembed -title "The Badger Shrine - Room 1" -f "Features | Aside from heavily mounded and rough (difficult terrain, marked by the dark brown splotches), several rocks can be seen on the southern portion of the room. Tall grasses are present. This is a large, open area, with pathways leading to the [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room2), [southwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room3), [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room9), and [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room7)." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<50 else 'All clear!'}}"
  Map View
!map -view j16:x28 -fow j19:x24,l17:x19,p22:w28
 

Room 2

Monster: Medium Encounter
Features: Nothing of note aside from tall grasses on the southern edge of the clearing. There's a large clearing to the west. and webbed section of the cleared forest to the south.  
!tembed -title "The Badger Shrine - Room 2" -f "Features | Nothing of note aside from tall grasses on the southern edge of the clearing. There's a large clearing to the [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room1) and webbed section of the cleared forest to the [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room5)." -f "Monsters | Medium Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
  Map View
!map -view x16:ae25 -fow y14:ae25
 

Room 3

Features: Spirals of green stones cover the floor, and several rotten apples are scattered throughout the area. The large clearing is to the northeast. There's a large rock in the room, in addition to to rough terrain on the northeastern edge (marked by splotchy dark brown spots). Another path heads to the northwest.  
!tembed -title "The Badger Shrine - Room 1" -f "Features | Spirals of green stones cover the floor, and several rotten apples are scattered throughout the area. The large clearing is to the [northeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room1). There's a large rock in the room, in addition to to rough terrain on the northeastern edge (marked by splotchy dark brown spots). Another path heads to the [northwest](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room9)" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<50 else 'All clear!'}}"
  Map View
!map -view d23:s31 -fow i23:s31,f31:h23,f31,h31
 

Room 4

  Description
The exit to the Badger Shrine lies to the north. Another path leads to the west. The brown earth is difficult terrain.   Monster: Easy Encounter  
!tembed -title "The Badger Shrine - Room 4" -f "Features | A group of demonic faces have been carved into the east wall, and a cube of solid stone stands in the south-east corner of the room. The brown earth is difficult terrain. The exit to the Badger Shrine lies to the north. Another path leads to the [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room6)." -f "Monsters | Easy Encounter" {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<11 else 'All clear!'}}"
  Map View
!map -view u4:ac12 -fow u4:ac12
 

Room 5

Features: The floor is covered in square tiles, alternating white and black, and the surrounding woods are covered with cobwebs. The path north is the only way out.
Monster: Boss Encounter

Boss Encounter: Sseskrit the Venomous. Sseskrit is "one" creature that you fight in one deadly encounter. Sseskrit is a conglomerate of all the creatures that compose a deadly encounter for your character (if !rEncounter deadly yields more than one monster). So if a deadly encounter for me was 2 CR 1/2, Sseskrit would be composed of two black bears (damage type changed to piercing and an additional 1d4 poison damage, DC 10 constitution saving throw to take half damage). As you kill these "parts" of Sseskrit, that monster contribution will no longer apply to the encounter, thus weakening Sseskrit as his parts "die."   Hidden Treasure: Hidden (DC 20 to find) Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)  
!tembed -title "The Badger Shrine - Room 5" -f "Features | The floor is covered in square tiles, alternating white and black, and the surrounding woods are covered with cobwebs. A path leads [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room2)." -f "Monsters | Boss Encounter" -f "Boss Encounter Details | Sseskrit the Venomous. Sseskrit is "one" creature that you fight in one deadly encounter. Sseskrit is a conglomerate of all the creatures that compose a deadly encounter for your character (if !rEncounter deadly yields more than one monster). So if a deadly encounter for me was 2 CR 1/2, Sseskrit would be composed of two black bears (damage type changed to piercing and an additional 1d4 poison damage, DC 10 constitution saving throw to take half damage). As you kill these 'parts' of Sseskrit, that monster contribution will no longer apply to the encounter, thus weakening Sseskrit as his parts 'die.'" -f "Hidden Treasure | Hidden (DC 20 to find) Locked Iron Chest (DC 20 to unlock, DC 30 to break; 60 hp)" 
  Map View
!map -view v13:ae31 -fow t27:ae31,ad1:ae26
 

Room 6

  Description
A path leads to the southeast and another leads to the west.   Features: A stair ascends to a balcony hanging from the north wall, and a fountain of water sits against the south wall.  
!tembed -title "The Badger Shrine - Room 6" -f "Features | A stair ascends to a balcony hanging from the north wall, and a fountain of water sits against the south wall. A path leads to the [southeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room4) and another leads to the [west](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room7)." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<50 else 'All clear!'}}"
  Map View
!map -view j3:u12 -fow j3:u8,q8u12
 

Room 7

  Description
A path leads to the north and to the south and large boulders fill this area (grey spots = difficult terrain). Tall grasses also make for good hiding and concealment.   Trap: Rune of Paralyzation: DC 15 Investigation/Perception check to find (if you fail this check, you trigger trap immediately upon entering the room), DC 20 Thieves' Tools check to safely approach and disable it; affects all targets within 10 ft., DC 10 Wisdom save or become paralyzed for 1d4 rounds.
  Monster: Easy Encounter  
!tembed -title "The Badger Shrine - Room 7" -f "Features | A path leads to the [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room1) and large boulders fill this area (grey spots = difficult terrain). Tall grasses also make for good hiding and concealment." -f "Encounter | Easy Encounter" -f "Trap | **Rune of Paralysis**
DC 15 Investigation/Perception check to find (if you fail this check, you trigger trap immediately upon entering the room), DC 20 Thieves' Tools check to safely approach and disable it; affects all targets within 10 ft., DC 10 Wisdom save or become paralyzed for 1d4 rounds." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<6 else 'All clear!'}}"
  Map View
!map -view j8:v17 -fow i6:v13,o14v17
 

Room 8

Features: Tall grasses (heavily obscured) impede your vision as you enter this clearing. Nothing can be found in the main area, though a small pathway leads through thick growth to an obelisk-like natural stone, some 15-feet tall. A path leads to the south back the way you came.  
!tembed -title "The Badger Shrine - Room 8" -f "Features | Tall grasses (heavily obscured) impede your vision as you enter this clearing. Nothing can be found in the main area, though a small pathway leads through thick growth to an obelisk-like natural stone, some 15-feet tall. A path leads to the [south](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room9) back the way you came." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<50 else 'All clear!'}}"
  Map View
!map -view a12:l18 -fow a12:l18
 

Room 9

Features: A magical pool in the east side of the room restores youth to whomever drinks from it (but only once), and someone has scrawled "Ale's well that ends well" in dwarvish runes on the west wall. A path leads to the north through 6-foot tall grasses, back to the main clearing to the east, or to the clearing's foyer to the southeast.  
!tembed -title "The Badger Shrine - Room 9" -f "Features | A magical pool in the east side of the room restores youth to whomever drinks from it (but only once), and someone has scrawled 'Ale's well that ends well' in dwarvish runes on the stone on the western part of the room. A path leads to the [north](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room8) through 6-foot tall grasses, back to the main clearing to the [east](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room1), or to the clearing's foyer to the [southeast](https://www.worldanvil.com/w/new-world---dragonsmoke-archipelago-mortambo/a/dungeon3A-shrine-of-the-last-badger-article#room3)." {{wand=vroll("1d100")}} -f "Wandering Monster|{{wand}} - {{'That\'s a Monster! Consult WorldAnvil for the Wandering Encounter #.' if wand.total<50 else 'All clear!'}}"
  Map View
!map -view b19:l25 -fow a19:n31
 

Completionist List

Date Character Quest Link
1 April 2021 Isse Edellhein Completed
6 April 2021 Mieledrian Entislamorae & Clarence Completed
9 April 2021 Sa'jaq Sournua Completed
21 April 2021 Dao Ban Completed
8 July 2021 Atundas and Eshehtia Completed
10 July 2021 Triyuk Zlodey and Bad Luck Brayen Completed

The Badger Shrine Solo Encounters

  CR 0: Badger
CR ⅛: Giant Weasel
CR ¼: Giant Badger
CR ½: Black Bear
CR 1: Brown Bear

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