The Dungeon under the Bridge

Balak's Weapons Horde

 In his youth, Huetchun Balak found an abandoned dwarf mine where he dug up silver and gold.  He paid workers to secretly dig out stairs on either side of the river's 30' cliffs so he could ford the river at the base of the stairs.  Succesful mining made him richer and he built the great bridge.  A mere 100' down stream of the bridge he built a dock that, with careful planting and pruning of white alder and weeping willow trees, in a mere 8 years was completely hidden by the trees, with a neat little tunnel of branches that gave access to small boats. When the wizard Cabel visited, one of the great hallways was hidden with clever secret doors.   He dug and expanded the rooms, and used simple tricks to hide a room on his own.  When Heutchun Balak found his own town of One Gap being run by no good ruffians, he began to stock pile weapons, food, and arms.  He had gathered quite a hoard when he was secretly observed by a Knight.  The Knight did not betray his secret right away but harbored the information to himself.
  Not long after, in a drunken stupor at a local tavern, the Knight betrayed his secret to Rowan Farsii, and Rowan made plans to rob Balak right away.  Huetchun Balak wanted to stir up a rebellion in his home town of One Gap.  He wanted to free his people from the rule of those terrible ruffians and bandits.   Because of Roman Farsii and the Melsahog, he never got the chance.

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Balak's Weapons Horde

General Description
Dungeon Walls
Dungeon Roof
Dungeon Floors
Temperature
Illumination
Smell

Smooth and Jagged stone reinforced with wood beams (climb DC 15)
Smooth and Jagged Stone supported by wood planks (cling DC 15)
Smooth Stone
Cool, breezes come in and out and they can be both cool and heated
Dim to moderate. Rush light hung on sconce every 20'
Pleasant in the summer from the many wild plants near the river. Can get a bit dank in winter, but it's a great place to store perishables.

Inside the dungeon
Room
Description
Entry
Difficulty Class
Monsters

10' x 65' stone corridor supported by wood beams
First South Entrance
Secret Locked Double doors. Made to look like the stone and wood around it. Leads to secret hall a.
DC 20 to locate. DC 20 to pick lock. DC 18 to break down door
2 - giant rat, just put here by bandits, and though it looks like they rush to attack, they are just trying to escape out the door.
Second South Entrance
Open passage way, stone opening supported by wood beams. Leads to hallway b.

25' x 25' stone walled room supported by wood beams and the roof is held up by large wood beams.
East Entrance
Normal locked wood door. Opens out to hallway a.
DC 20 to pick lock. DC 18 to break down the door
Here are the bandits, Zreg, Tubb, and Ostiq, they each have the stats of bandit but if the players sneak up and listen, they will hear the three bandits arguing that they haven't been paid in two weeks (12 days) and they haven't eatin in 2 days (72 hours). So they be bribed with food or money if the players try.
South Entrance
Hidden locked wood door. Hidden by tapestries. Opens to 5' x 10' hallway to room 3's locked wooden door.
DC 13 to locate. DC 20 to pick lock. DC 18 to break down door

30' x 25' stone room supported by wood beams and lit up by a chandilier of rush light
North Entrance
Hidden Locked wood door. Leads to 5' x 10' hallway to room 2's locked wood door.
DC 13 to locate. DC 20 to pick lock. DC 18 to break down door
No monsters. But a great weapons cache is here. Twenty spears in 2 bundles of ten, twenty daggers in a large wood box, 20 shortswords in five bundles of four, 21 crossbows in seven bundles of three, and a large wood box of over 500 bolts for the crossbows. There are also 50 medium wood shields stacked in two piles, and three pouches with 200 gp a piece.
South Entrance
Hidden locked wood door. Leads to 5' x 10' hallway to room 4's locked wood door.
DC 13 to locate. DC 20 to pick lock. DC 18 to break down door.

25' x 25' stone walled room supported by wood beams and the roof is held up by large wood beams.
North Entrance
Hidden locked wood door. Opens out to 5' x 10' hallway to room 3's locked wood door.
DC 13 to locate. DC 20 to pick lock. DC 18 to break down the door
Here are the acolytes, Darik and Durn. They each have the stats of acolyte but they are fiercely loyal to Rowan, so they will be resistant about being bribed with food or money if the players try.
South Entrance
Normal locked door. Opens to small alcove looking into room 5.
DC 20 to pick lock. DC 18 to break down door

40' x 40' stone walled room supported by wood beams and the roof is held up by large wood beams and pillars. On the south west corner of the room is a 30' x 40' foyer with two wooden double doors that opens out onto a dock on Balak's stream.
First North Entrance
Secret locked door. Made to look like the surronding rock and wooden beams. Opens out to secret corridor b.
DC 20 to locate. DC 20 to pick lock. DC 20 to break down the door
Here is a great stash of rations and a great many kegs of drink. All ready to be loaded on horse cart and transported away.
Second North Entrance
Normal locked door in a 5' x 5' alcove. Opens into room 4.
DC 20 to pick lock. DC 18 to break down door

10' x 110' stone walled corridor supported by wood beams.
North Entrance
Secret Double doors. Made to look just like the wood and stone around them.
DC 20 to locate. DC 20 to pick lock. DC 20 to break.
Here is the second weapons cache in Balak's weapons horde. There are twenty spears in 2 bundles of ten, twenty daggers in a large wood box, 20 shortswords in five bundles of four, 21 crossbows in seven bundles of three, and a large wood box of over 500 bolts for the crossbows. There are also 50 medium wood shields stacked in two piles, and three pouches with 200 gp a piece.
South Entrance
Secret Double doors. Made to look just like the wood and stone around them.
DC 20 to locate. DC 20 to pick lock. DC 20 to break.

5' x 120' stone walled corridor supported by wood beams.
First West Entrance
Open hallway. Opens to 5' x 10' hallway to room 2's locked door.
DC 20 to locate. DC 20 to pick lock. DC 20 to break down the door
Second West Entrance
Open hallway. Opens to 5' x 10' hallway to room 5's locked wooden door.

Rowan Farsii and the Figurines of Melsahog

Roman Farsii
 Rowan Farsii, acolyte of of the prophet named Acreator the Harbinger of Doom, stole the Figurines of Melsahog and took off to seek his fortune.  With him came two fellow acolytes, Darik and Durn, brothers, and three bandits, Zreg, Tubb, and Ostiq, that they picked up along the way.  With the figurines, Rowan controls a Melsahog, a weaker type of ash golem (It's definately for low level players, it could be a dirt golem or a clay golem if the players are higher in level) made by aligning the figurines in a circle.  Inside the circle the Melsahog is invunerable and resistant to everything but magic and silver, but outside the circle it becomes vunerable.   At the center of this circle Rowan must burn something so that there are ashes (wood will do), and from the ashes is where the Melsahog is created.  Only one Melsahog at a time is created, but if it is defeated, its body crumbles to ash, and, in 2d6 minutes another Melsahog rises from the original ashes.  They just rise up out of a pile of ashes, and they look like summerian or babylonian statues, all demon looking with barbs and hooked teeth.
 When Rowan Farsii first stole then ran from his leader, he, Darik, and Durn, blundered their first attempt to use the figurines in a robbery and two city watch guards got hurt for a robbery that earned them under 100gp.  Rowan, Darik, and Durn got away, but after that, Rowan swore he would not harm innocent people again, and the brothers readily agreed.  Rowan calculated cirlces and practiced with the figurines until he got control of the Melsahog and the next robbery job was a breeze.  No one got hurt, but the Melsahog subdued all resistance and they made over 500gp.  With the big pay off, they were able to hire Zreg, Tubb, and Ostiq.  Now Rowan knows how to use the figurines well, and can set them up in a large area (over 300 sq ft) in under 15 minutes.  It is quite a technical set up, requiring angles of exactly sixty degrees starting thirty degrees from the bisector of a circle. Each figurine has a unique angle number etched on it in a primordial script: 30 90 150 210 270 330. But, as it happens, Rowan was the best mathematician of Acreator the Harbinger of Doom, and learned much geometry and trigonometry to figure out how to place the figurines in large circles.

Rowan Farsii's men kill Balak

 When Rowan Farsii took Darik and Durn and stole and ran from his mentor, they blundered their first attempt at robbery by not using the figurines correctly.  The Melsahog wasn't under total control and two city watch guards got hurt but Rowan, Darik, and Durn got away.  After that, Rowan swore he would not harm innocent people again, and he got control of the Melsahog and the next robbery job was a breeze.  With the big pay off, they were able to hire Zreg, Tubb, and Ostiq.  Now he knows how to use the figurines well, and can set them up in a large area (over 300 sq ft) in under 15 minutes.  It is quite a technical set up, requiring angles of exactly sixty degrees from the bisector of a circle. Each figurine has a unique angle number etched on it in a primordial script: 30 90 150 210 270 330.  But, as it happens, Rowan was the best mathematician of Acreator, the Harbinger of Doom, and learned much geometry and trigonetry to figure out how to place the figurines in large circles.
 While drinking in a foreign tavern, a Knight told Rowan about Balak's weapons horde.   For long weeks, Rowan and the others spyed on Balak until at last they saw him disappear under the bridge he built over the stream with his name.  Another long time passed until they completed their plan to capture Balak, rob the weapons, food, and money, and get away with no one getting hurt.  What they didn't know was that Balak had eight other men with him.  Young men, capable fighters, for he had trained them to fight himself, and together they put the Melsahog down twice, but by then, Rowan had widened the circle of the figurines and the Melsahog became nearly impervious inside the circle, and Balak, knowing they were overmatched, ordered a retreat.  That was when the bandits disregarded Rowan's orders and killed Balak from behind.  Rowan was plenty mad and Darik and Durn were on his side and tensions rose sharply between the three bandits and the three acolytes, and in the confusion all eight of Balak's young men escaped.

A cast of Characters

Giant Rat
small beast, unaligned
Armor Class:
12
Hit Points:
7 (2d6)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
7(-2)
15(+2)
11(+0)
2(-4)
10(+0)
4(-3)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Dark Vision 60', Passive Perception 10
Languages:
Challange:
1/8 (25xp)
Actions:
Bite
Melee Weapon Attack:
+4 to hit, reach 5', one target. Hit: 5 (1d4 + 2) piercing damage
Keen Smell

The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics

The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5' of the creature and the ally isn't incapacitated.

Bandit
medium humanoid (human), chaotic evil
Armor Class:
12 (leather armor)
Hit Points:
11 (2d8 + 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
11(+0)
12(+1)
12(+1)
10(+0)
10(+0)
10(+0)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 10
Languages:
Common
Challange:
1/8 (25xp)
Actions:
Scimitar
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 4 (1d6 + 1) piercing damage
Light Crossbow.
Ranged Weapon Attack:
+3 to hit, range 80/320', one target. Hit: 5 (1d8 + 1) bludgeoning damage

Acolyte
medium humanoid (human), chaotic good
Armor Class:
10
Hit Points:
9 (2d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
10(+0)
10(+0)
10(+0)
14(+2)
11(+0)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 10
Languages:
Common
Challange:
1/8 (25xp)
Actions:
Club
Melee Weapon Attack:
+2 to hit, reach 5', one target. Hit: 2 (1d4) bludgeoning damage
Spell Casting

The acolyte is a 1st level spellcaster.  Its spellcasting ability is Wisdom (spell safe DC12, +4 to hit with spell attacks).  The alcolyte has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy

1st level (3 slots): bless cure wounds, sanctuary

Rats run out the door
Zreg, Tubb, and Ostiq
Darik, Rowan, and Durin
The Melsahog
Melsahog
large construct, unaligned
Armor Class:
13
Hit Points:
43(10d8 + 5)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
9(-1)
18(+4)
3(-4)
6(-2)
1(-5)
Damage Immunities:
Poison, Psychic
Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silver
Conditioned Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses:
Passive Perception 10
Languages:
Understands creator's language
Challange:
1 (200xp)
Actions:
Multiattack
The Melsahog makes two slam attacks.
Slam
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 7 (2d6 + 2) bludgeoning damage
Immutable Form.

The Melsahog is immune to any spell or effect that would alter its form so long as it is inside the circle of figurines.

Magic Resistance.

The Melsahog has advantage on saving throws against spells and other magical effects so long as it is inside the circle of figurines.

Magic Weapons

The Melsahog's weapon attacks are magical so long as it is inside the circle of figurines.

Treasure

Inside Room 5

Inside Hidden Room 3 and Hallway a.   
So times two for everything

  • 50 - boxes of rations
  • 50 - barrels of beer
  • Iron and Steel Equipment
    • Forge
    • Hammers
    • Anvils
    • Tongs
    • Charcoal
    • Rags
    • Whetstone
  • Carpentry Equipment
    • Saw
    • Hammer
    • Nails
    • Square
    • Ruler
    • Adze
    • Plane
    • Chisel
  • 6 - Spare Wagon Wheels
  • 12 - Potion of Healing - heals 1d4 - 50gp/vial - 600gp
  • 20 - Spear (wrapped in 2 bundles of 10) - 3 lbs - 1d6 piercing damage - 1gp/each - 20gp
  • 20 - Dagger in a wood box - 1 lb - 1d4 piercing damage - 2gp/each - 40gp
  • 20 - Short Sword (wrapped in 5 bundles of 4) - 2 lb - 1d6 piercing damage - 10gp/each - 200gp
  • 1250 - gold pieces - 25 lbs in a locked wood chest
  • 1250 - copper pieces - 25 lbs in a locked wood chest
  • 1250 - silver pieces - 25 lbs in a locked wood chest
  • 21 - Crossbow - (wrapped in 3 bundles of 7) - 5 lbs - 1d8 piercing damage - 25gp/each - 525gp
  • 50 - Wooden Shields - +2 AC - 6 lbs - 1d4 bludgeoning damage - 10gp/each - 500gp

Next Adventure

Hit Counter: 376

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