If you’ve missed the previous posts about a snowflake dungeon, you can find them here.
I went back and forth on if this should be a dungeon or not. It seemed easiest for me (and whoever may theoretically run this in the future) if it was. Let’s get into it.
Traditionally, in old school adventures, there’s the dungeon and there’s the town. In the one I’m currently working on (untitled), the Monastery takes the place of the safe bastion. It’s a source of info, potential help, and rest.
But I’d put some secrets into it. Things that had to be uncovered. While it could still provide all of the above, I wanted it to be another source of exploration. I decided to key it like a dungeon. Was that the correct decision? Only time will tell.
I spent yesterday hammering the rooms into the proper keying. As I added more rooms, I had to create a few more. This email will make the most sense if paired with the one I wrote about keying the dungeon. Here’s what I got – it hasn’t seen an editor yet. Hell, I haven’t even read it over, so prepare for mistakes.
M1 Monastery Garden
SOUND of trickling water, Feel of stale air, Scent of dirt
Sister Avoire: Tending the monastery garden, wary of anyone who approaches. Paranoid over being abducted.
Vibrant Garden: Turnips, potatoes, carrots, leeks, onions, salad greens, and tomatoes dominate the plots. A smaller herb garden exists near the front door.
Turnips that appear to… wiggle?: The very tops of them are visible above the dirt. They are spread out amongst the other plants. They are little turnip shaped men. If touched, they shriek and try to run away.
Sister Avoire can explain that they are considered pests in the region. If they are attacked, the attack succeeds and they die.
Sidebar: Turnip Shaped Men
Sidebar: Sister Avoire
I need to write both of these yet
M2 Infirmary
SOUND of pain moans, SCENT of antiepic and bitter herbs.
Four Beds: One of which is occupied (Sister Catrina)
Sister Catrina: Wounded, but recovering. Hungry for real food. Escaped from ghouls in Hex XXX.
Rack of Jars: Various herbs. 3 x Bitter Mint (Apply to wounds to heal 1d6 hp per day of rest), 2 x Cold Mountain Rose (Ingest. Save vs Poison or sleep for 2d4 turns), 3 x Elder Iron Root (Lasts for one day. Ingest to gain +4 to all saves vs Poison).
Brother Bobina: Monastery healer. No magical powers, but is skilled in the administration of herbs (and knows where to find them).
Sidebar: Brother Bobina and the healing herbs
Brother Bobina and the healing herbs: Brother Bobina is hesitant to collect more herbs due to the dangers of the wild. He can direct to PCs to where they are found, however.
Bitter Mint: Hex XXX
Cold Mountain Rose: Hex XXX
Elder Iron Root: Hex XXX
SIdebar: Sister Riccosso
Sister Riccosso (XX)
AC 0 [19], HP 45, Att 1 × spectral birch rod or spectral touch (life drain), THAC0 11 [+8], MV 90’ (30’), SV D6 W7 P8 B8 S10, ML 10, ML Lawful, XP 3000
Mundane Damage Immunity
Life Draining Touch (Lose 1d4 CON)
Spectral birch rod: Save vs spell or stunned with pain 1 round.
M3 Library
SCENT of old books.
For each watch spent searching the library, roll on the table below to see what type of info the PCs find.
Add
A table
Here
Rumor stuff
Research time!
Probably a d6.
M4 Reliquary
Locked Door: The door the the Reliquary is locked. It can be opened by the key in M9.
The Ghost of Sister Riccosso: A ghost appears of an elderly sister. She protects the Reliquary.
Red Leather Bound Book : Titled “101 Tenents of St. Vaciscous”. A boring read, but it mentions that priests of the saint are forbidden to take a partner. A letter falls out of the book (Handout 1, XXX)
Wooden Cudgel w/ red leather wrapped handle: A skull is carved in the top. The rod does 1d6 damage. When used against a ghoul, +3 to hit and damage.
Four Incense Cones: If someone stands in the smoke of this quick burning incense, it acts as a potion of invisibility. Each cone provides enough smoke for one person.
M5 The Church
SOUND of silence, SCENT of burnt incense and must, FEEL of power in the air
Rows of genuflexorio: Unadorned. The areas where the knees kneel are quite worn. Many more than needed by the current Monastery’s inhabitants.
Tapestries hung about the walls: Richly woven. Seem out of place in this rustic setting. They depict the following –
Western Wall #1 – Chamomile flowers growing out of a skull.
Western Wall #2 – Steel faced men and women on a boat atop a sea of green waters.
Northern Wall, above the altar – A woman swings a bronze mace at a demonic toad with curving horns and red eyes.
Eastern Wall #1 – A burning field of mushrooms
Eastern Wall #2 – A man holding grinding herbs with a mortar and pestle
Altar: Made of fine marble. Holds a silver chalice (300 gp), 2 x Silver candlesticks (250 gp each), and a small wooden box holding dried chamomile flowers. The back of the Altar is patched with crumbling plaster. Digging out the plaster reveals the Mace of St. Vaciscous inside.
Side Bar: The Mace of St. Vaciscous
The wielder of this mace is immune to all diseases. Once per day, they may touch the mace to a creature to heal 1d6 hp. The Mace provides a +2 to hit and damage.
M6 Meeting Room
SCENT of lemon oil.
Long Wooden Table:** Polished and gleaming. Eight seats. A scroll is rolled up on top of it.
The Scroll: Scroll of Cure Disease
M7 Dining Hall
SCENT onions, SOUND of a wet mop slopping upon the floor..
Long Wooden Tables:** Pitted and worn, but clean.
Sister Boebi: Mopping the floor. Bald headed, a tattoo of a hand with an eye in it on her head. Incredibly nice. Worried about Brother Benadrine. Despite the danger, he will not stop making his rounds to care for the Shrine of the Watcher. He headed that way this morning.
Sidebar: Brother Benadrine
The PCs might try and wait for Brother Benadrine to return or something. This is fine. He’ll return the next day and attempt to have Sister Boebi follow him back to the shrine “for safety’s sake”. More information on Benadrine can be found on XX.
M8 Kitchen
SOUND of metal clanging against metal, FEEL of thick, steamy air, SCENT of frying onions and Garlic
Pots, pans, knives, etc: Things you’d expect to find in a kitchen.
Brother Polpette: Rotund. Chest hair long enough to poke out of his habit. Red faced. Rolling out noodles for the monk’s dinner. No deliveries have come from town since this started – he would pay 6gp for a pint of wine and a silver for some wild garlic. If given these items, he would also be more likely to mention the Reliquary.
If he sees the PCs heading toward the Pantry (M8), he’ll warn them of the scurrying noises he’s heard in there recently.
Side Bar: The Reliquary
Brother Polpette knows that some of the most powerful artifacts of the monks are kept in the Reliquary, but only Father Agor is allowed to go there. He’s heard rumors that the room is also haunted – all of the monks hurry by the room if walking at night.
M9 The Pantry
SOUND of scurrying amidst the sacks of food, SCENTS of musk, stale urine, and slightly fermented apples
Large Prep Table: A dull kitchen knife (1d2) lays on top of the table. There are a few large pellets of rat droppings.
Various sacks of Food: Apples (some are starting to rot), cabbages, and grains. If disturbed, three Giant Rats will spring from their hiding places amidst them and attack.
Shelves of Jars and Bottles: Jars of fermented greens such as sauerkraut, canisters of dried herbs, jugs of olive oil and vinegar.
M10 Father Agor’s Room
SCENT of lemon oil and malt
Feather Bed: Piled with warm blankets. Incredibly comfortable. The key to the reliquary (M3) is underneath it.
Polished Wooden Desk: One drawer (locked, Father Ago keeps the small key on him) Paper and quill on top. An ink well has been knocked over. Ink trails down the side of the desk. A scroll lays on the ground. Anyone inspecting anything on the ground will see the key under the bed.
The Drawer: The Drawer is easy to break into, but it’s unlikely that Father Agor won’t notice the break-in. Inside is Father Agor’s journal (Handout 2, XXX)
Closet: Two more habits like Father Agor’s, small wooden box under a cloth. Has old, dry pipe weed in it.
M11 Sleeping and Guest Quarters
The sleeping contain simple straw mattresses and a chest for personal belongings. The larger ones contain a small dresser instead of a chest..
M12 Brewery
SOUND of slurred singing, SCENTS of boiling wort and yeast.
Brewery Equipment: Large brick fireplace topped with large metal cauldron full of bubbling wart. Sacks of barley. Hops drying from ceiling. Jugs and barrels.
Beer: Three barrels of lager (36 gallons/10 gp each).
Sister Ubrisha: Rail thin. Always a bit drunk. Believes god shows himself through the lager. Sipping from her jug of barley wine (1gp) and eating cured meats. Swears she’s heard unearthly howling from the {direction of the cemetery} at night, spooking the donkeys in the stable.
M13 The Stable
SOUND of breying donkeys and meat ripping, Scent of hay and manure
Six Stalls: Three on each side of the stable. The middle stall on each side contains a panicked Donkey (Buttercup and Tilly), tethered to the stall. The rest are empty except…
Two human feet: Protruding from the back left stall. They belong to a Mutant who is eating the monastery’s final donkey (Soldier).
That’s it! As always, if you have thoughts, share ‘em with me. Either hit reply or post in the discord.
Talk soon,
-James
TAGS: Game Theory, GM Tips, Dungeons, Snowflake Dungeon