Wandering Tavern

Spoilers ahead! Proceed at your own risk.

link to wandering tavern doc

Basic idea is to have the obelisk/engine/whatever be a giant heart at the center of a crystal mountain. The stuff the mountain is made of is destructible by a lot of sstuff but most importantly dynamite.

There's an old abandoned mine with a shop at the entrance which sells basic adventuring gear and

stuff I can have in the crystal caverns:

  • Explosives, both static and not
    • Glowing red crystals which explode if damaged (DC 13 3d6 15ft)
    • Dynamite (lots of this) (DC10 2d6 10ft)
    • Remote charges (DC10 2d6 20ft)
    • Proximity mines (DC10 2d6 10ft)
    • Fireworks (DC10 1d6 blindness 10ft)
    • explosive arrows (+1d6 5ft)
    • grenades (but they're like cartoon bombs) (DC10 2d6 10ft)
  • Magic items (explosive or otherwise demolishing)
    • Wand of fireball
    • potion of makes your fists explode (works for excavation) (plus 1d6 fire damage on unarmed in 5ft radius)
    • instant wall
    • sax-a-boom
  • Excavation items (not useful in combat)
    • Drills
    • Laser drills (can be used to cut stalactites for DC15 5d6 damage)
    • tunneller (implodes a long ass cylinder of terrain) (rare asf)
  • Environmental effects
    • Massive resevoirs of oil in the wall which is leaking into the combat arenas and covering the floor
    • stalactites (lots, see above)
    • minecarts of dynamite
    • cannons
    • explosive cannons
    • gas leak
    • loot you don't want to blow up

12 interesting arenas

  • Starter one with just some explosive crystals and a high platform :tick:
  • a series of crystal bridges over an abyss with ropes between them :tick:
  • a basin with rolling crystal balls :tick:
  • a cave with spike pits and tons of stalactices :tick:
  • a densely-packed network of rectilinear tunnels (walls can be blown up)
  • A swaying thin rope bridge
  • A room with oil spilling through the middle of it down some sort of channel (can be diverted)
  • A room with a bunch of capped-off oil wells in the walls
  • An armoury-type room with a ton of cannons around
  • A minecart storage depot but all the minecarts are filled with explosives
  • A room with a shitload of glyphs of warding (draw these on in a smiley face)
  • A room with a gas leak which starts as the players entereee

plus treasure rooms - each has some rolls on the following treasure table:

RollItem
1-201d6 Dynamite
21-301d4 Remote Charges
31-401d4 Mines
41-501d4 Fireworks
51-601d6 Explosive Arrows
61-701d4 Bombs/Grenades
71-75Wand of fireball (single-use)
76-80Potion of makes your fists explode
81-85Instant wall (throwable)
86-90sax-a-boom
91-95drill
96-99laser drill
100tunneller

ac 13 +3 2d8 2 (inop)