The OSR Discord Server is making a Community Cheese Dungeon for the GLOG.
These Are My Entries
The Cheese Vault (Room #6)
The Western Wall
- The first cloche is locked by purple slits and contains 1d8 bites of FireCheddar. Taking a bite out of this block of cheddar causes 1d4 fire damage, but allows the eater to breathe a 15' cone of fire once within the next 8 hours. The cone of fire deals 4d8 damage.
- The second cloche is locked by blue slits and contains a Platter of Many Cheeses. The platter contains 1d12 bite-sized cubes of various magical cheeses, Roll 1d6+1d8 below for each bite.
- The Universe implodes in Deliciousness. All is Cheese.
- Tastes like Plastic. Turn into a lifeless statue of inedible yellow cheese that no one likes.
- Holey. Gain tons of strange holes all over your body. any mundane attack that hits you has a 1 in 6 chance of passing through you, causing no harm.
- Smelly and Delicious. You now strongly smell of delicious cheese, all creatures within 30' automatically detect you and you have a higher likelihood of drawing creatures in random encounter rolls.
- Soft and Spreadable. Your body becomes smooth and squishy, gain the ability to squeeze through spaces as small as 1". Shrink down to the space of a 2'x2' box if fully liquid.
- Nutty. Gain an Insanity
- Spicy. You gain the ability to cough a small bolt of fire once per day, dealing 3d4 damage on hit. Your nose constantly smokes.
- Sour. Your lips begin to pucker up so quickly and painfully that it threatens to destroy your very existence. Make a con save or pucker yourself into another dimension.
- Sweet. Gain a level.
- Smokey. Every time you perform any particularly exhausting activity, roll a con save or spend the next 1d4 minutes coughing up smoke.
- Maggoty. A small swarm of flies will burst out of your skin in 1d4 days. You can control them as Mage Hand.
- Winey. You are now permanently intoxicated.
- Rich. 1d20 days after eating this cheese, you will defecate a diamond worth 500 GP.
- Complex. Roll Twice, and take both effects. Ignore this roll if it comes up again.
- The third and final cloche along the left wall is locked by green slits and contains a small sack of 1d20 Treasure Cheese, they appear as coins made of various cheese. After eating one, it turns into 1d100 gold coins in your gut. Roll a con save to puke them up. If it generates more than 50 coins, take 1 damage for every two coins.
The Eastern Wall
- The first cloche is locked by yellow slits and contains 1d4 Maxirella Balls. Appearing as small balls of white soft cheese. If a liquid such as a potion or poison is poured onto one of these balls, it will maximize the effects when the cheese ball is eaten. If a ball is eaten raw, it will extend any temporary magical effect that is currently affecting the eater by a day.
- The second cloche contains 1d8 small white rats and is locked by orange slits. The wizard keeps them here because he finds them amusing. They keep themselves fed with a small piece of cheese in the back of their cloche. This cheese magically regenerates every night at midnight, assuming it is not entirely eaten. The rats are trained not to finish it off.
- The third and final cloche is locked by red slits contains 1d4 B-Side Brie Balls. Appearing as small balls of black soft cheese. If a liquid such as a potion or poison is poured onto one of these balls, it will invert or otherwise corrupt the original effect when the ball is eaten. If a ball is eaten raw, it will irreversibly corrupt some aspect of the eater.
The Northern Wall
The Back Wall contains only one cloche. The Mother Cheese. The Mother Cheese squirms and pulses underneath its cloche, locked by black slits. This Keese Card is held by the wizard and if unlocked, the Mother Cheese will pounce on the nearest adventurer.
If an adventurer touches The Mother Cheese, they will irreversibly turn into cheese and absorb The Mother Cheese, it will not naturally be seen for centuries longer. This effect repeats on anyone who attempts to eat the poor Cheese-Touched adventurer. Their skin will bubble into a patchwork of every cheese they have ever eaten and the transformation will be complete. If the adventurer rolls a successful magic save, they will retain their mobility, sentience, and all other aspects of living (minus being made out of cheese) and gain a level of The Cheesen One class, detailed below.
The Cheesen One
Keese Cards and Their Locations
- Three White Keese Cards exist, One exists in Room #2 and roll 2d20 and assign by room number to discover the other two current locations.
- Black Keese Card is held onto by the Wizard.
- Red Keese Card is underneath the detritus in Room 47a.
- Blue Keese Card on display in room 48, held by Bechamel.
- Yellow Keese Card is also held in Room #2.
- Orange Keese Card is held in Room #34.
- Green Keese Card is held inside the Stinking Bishop Statue in Room #5.
- Purple Keese Card is held in Room #23.
The Moon Portal (Room #38)
The Entrance to this 40'x30' rectangular room is blocked off by a solid obelisk of basalt. The outside of the basalt faces the hallway and is inscribed as such
"This place is not a place of honor... no highly esteemed deed is commemorated here... nothing valued is here. What is here was dangerous and repulsive to us. This message is a warning about danger."
Removing this basalt block takes 4 hours, (halved for each consecutively successful strength check when making the action). Removing the block is loud and messy, it automatically triggers random encounters every 30 minutes. Goblins that witness people messing with the door will stay away in fear. Cheese Imps that witness people messing with the door will watch from the shadows, accumulating until the door is free and open at which point they attack and claim the room as their own.
Behind the Basalt Block is a heavy iron door, it is unlocked.
The room appears to be covered in various metal grates and switches.
The Western Wall
The Northern Wall
The Southern Wall
This wall holds all of the main switches for this room. There are two levers, a wheel, a big red button, a little green button, and a knob. This room has not been used in centuries and things are on the verge of a breakdown, every time something is pressed or flipped, it has a 1 in 6 chance to break and be unable to be used again.
The First Lever: The first lever locks the door when flipped either direction, cannot unlock it. This lever will be stuck if the door is open
The Second Lever: The second lever starts down, when it is flipped up, a door in the ceiling opens up, dropping 1d4 airtight suits on the ground.
Airtight Suits: Wearing these suits gives +1 defense and protects against airborne threats as well as providing its own magical supply of air. They are rendered unusable when the user takes any damage.
The First Wheel: The first wheel controls the air in the room, it is currently turned all the way to the left, turning it to the right begins to drain the air out of the room.
The Big Red Button: This opens the Moon Portal. Resolve Below
- If the air is not drained: Explosive decompression. Roll a strength save or be sucked through the portal, roll a dexterity save for every loose object, or take 1 damage per failure.
- If the door to the hall is unlocked: The door is ripped off and the portal attempts to consume all. There is a 3 in 6 chance that the door blocks the portal entirely and gets stuck there.
- If the occupants are not wearing airtight suits or their suits have been punctured from taking any damage: Lungs collapse and blood boils, For every round exposed take 2 vacuum damage, once this damage exceeds Con roll a save every round or die.
- After everything above is resolved: The Moon Portal is open and the party can travel to Room #25 (The Moon)
The Oil Pumps (Room #26)
The Iron Door
The Oil Pool
- Three turns right: The oil is completely shut off, this disables the trap in room #27
- One turn left: The oil flows more freely, the room #27 trap is much more dangerous, and a shield will only lessen and not prevent injury
- Two turns left: extremely loud creaking noises are audible from the piping
- Three turns left: the oil line bursts from here to room #27, everything in the hallways and rooms from #26 to #27 is temporarily coated in hot oil and takes 2d20 damage immediately, dex save for half
The Imps
The Golem Workshop (Room #7)
The Western Wall
- The Metal Box opens to a large cheese slicer, impossibly sharp. Sharp enough to slice a block of moon cheese into the proper thickness for a Keese Card
- The Paper Box contains 1d6 presliced, unpainted, and unpunched.
- The first punch station labeled "Function" has three possible punches to select from, each one labeled with a pictogram.
- One punch is labeled with a Sword will cause the golem to aggressively attack whoever the "Target" is
- One punch is labeled with a Shield will cause the golem to passively protect whoever the "Target" is
- The Final Punch for this machine is labeled with a wrench, this punch is used to tell the golem to use utility functions. The wizard normally uses magic to code in the specific utility function, and thus the actual command given will be whatever he used last (roll on the table at the bottom of the room)
- The second punch station, simply labeled "Target" has a single punch with a large funnel on the top of the machine. If someone drops in matter, it will code in their sequence as the target. The punch station is only limited to genetically sequencing human DNA, so any other genetic material dropped in is only tracked by species rather than the person, it can sequence all nonliving matter. If this punch is not used, then the card treats the target as "All"
- The third and final punch station labeled "Location" has a single punch with a keypad attached to the machine, entering a number or series of numbers will restrict the golem to those rooms, if this machine is not used on a keese card, then the golem defaults to following its "Creator". Note that characters wouldn't know the room numbers in character unless they stole the map from the wizard first.
The Eastern Wall
The Northeastern Corner
The Southwestern Corner
A Note on Keese Cards and Power Cores
- White - Sword, All, Creator
- Black - Utility (Haul), Wizard, Room #6
- Red - Utility (Any), All, Room #3
- Blue - Shield, Goblin, Room #18
- Yellow - Utility (Any), All, Room #10
- Orange - Sword, Rat. Creator
- Purple - Sword, Dragon, Creator
- Green - Shield, Gold, Creator
What was the Wizard's last Utility Program? (1d6)
- Haul, the golem will pick up the target and move them randomly about the dungeon.
- Clean, the golem will relentlessly clean the target
- Companionship, the golem will immediately return to the dining room (room #10) and begin pretending to eat (read as shoving cheese into its face and making a mess)
- Corrupted Program: golem gains mock sentience as a wild beast, cannot speak, will immediately try to escape the dungeon.
- Dig, the golem will dig out new dungeon space wherever the target commands it to
- Worker Bot, the golem will be of a random job position listed in room #2 and #17
What Golem Molds are laying around? (1d12)
- Caterpillar Tracks (Legs), golem moves at half speed but can ignore difficult terrain
- Fins (Legs), the golem cannot move on land but can move at full speed in liquids
- Spider (Legs), the golem can walk on walls and other vertical surfaces at half speed, twice as creepy looking.
- Normal (Legs)
- Drill (Arms), the golem can no longer pick stuff up but has a drill attack that does 1d10 damage
- Cannon (Arms), the golem can no longer pick stuff up but can fire a cheese wheel cannon (determine randomly from room #18), must be reloaded manually as the golem cannot do so.
- CheeseWeb (Arms) can fire a cheese web of melted moon cheese to restrain foes or grab items from afar, causes everything it touches to get super sticky and gross.
- Shield (Arms), the golem can use its action to protect nearby creatures, redirecting any attack at them to itself.
- Normal (Arms)
- Hollow (Chest), has a hollow space to be filled up with various things such as loot or explosive cheese wheels, has -1 HD.
- Normal (Chest)
- Normal (Head)
The Goblin Gourmet (Room #9)
The Cabinets
- One Extremely Sharp Cleaver (As +1 Sword)
- One Extremely Strong Pan (As +1 Shield)
- 1d20 Shiny Knives (Worth 1 Silver each)
- 1d6 Plates of Fine China (Worth 1 Gold each intact, but very fragile and worthless if broken)
- One Goblin Recipe Book, filled with strange garbled text that no one can understand (Including the goblins). Rumored to contain rare and fantastical recipes created by The One True Chef, Goblin Ramesses The Twenty-Eighth, of the Country Basil, it has since been sullied, but could possibly be salvageable with the right Restoration Techniques.
- 1d10 Magic Sausage Links (Restore 1 HP when eaten)
- 1 Bottle of Mage Wine (Restores 1 MD per gulp, starts with 1d6 gulps remaining inside)
- 1d20 Chunks of Various Cheeses (All delicious, but nonmagical, valuable to the right people)
- Careful inspection of the bottom of this cabinet reveals a small box inset into the floor, containing a captured Ice Sprite, that functions much like the Fire Sprite talked about below
The Appliances
The Goblins
Bonus: 1d10 Dungeon Graffiti
- Do you brie-lieve in magic?
- Béchamel stole my cheese!
- T̵͜͝h̡͢͏͜e͢͠͞͠ ̴̡̢̧C͟͞͏h̴҉҉e͜҉ę̸̨̨͢s̨̡̕e̶̢͘͢ ҉̴́͜i̡͞s͏͏ ̨͘͟͞A̕l̴̷̸̢̀i͠͞҉v̵̷̵̢ȩ̵
- I hear the wizard read "50 Shades of Gruyere"
- Soft cheese? More like... uhhh, bad cheese.
- Hard cheese is for lards!
- Friendly Reminder: DO NOT SOIL THE MILK!
- Beware the Halloumi!
- S͏k̨͝ḩ̴́'͏̶M̢o͏͞҉̀ŗ̷͜z͡͏̛ą̵̧͠ ̶̵̢̛̕H̵́͞͡u͠͡n̸̸͘͢͝g̶̀è͢͠͠ŗ͡s̴͡
- Do Not Trust The Imps.
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