Post by thorswulf on Apr 9, 2013 10:21:35 GMT -6
This is my attempt at filling the dungeon!
AREA 1
At first glance- This large cavern is lit by flickering torch sconces spaced around the cavern, The skeletal remains of warriors dressed in bronze helmets, rotted furs and bearing ancient weapons seem to stand at rigid attention around the perimeter of the room.
For the referee- The skeletons will not animate and attack anyone who enters the room from the main entrance. They will animate if anyone re-enters the room however! These are no ordinary skeletons either! They are the Iron sentinels HD 1/2, MV 6, AC 3! These are the ancient dead of a berserker cult who make sure none leave their ancient temple without testing their mettle in combat!
AREA 2
At first sight- The sounds of men arguing loudly are what you first notice. Two large men clad in furs and iron helms are brandishing their swords and arguing over an ancient piece of parchment. more men surround them seemingly divided over whom to follow. Behind them in a long alcove stands a massive statue of a blood red sword that seems to glisten wetly from the massive braziers burning around it.
For the referee- The two men arguing are berserkers each with maximum hit points, there are 15 other berserkers ranged around them urging them to fight for dominance. The ancient parchment is a map that leads to a treasure horde further in the dungeon, actually the lair of an adult red dragon. Hidden in the base of the statue is a small cache of gemstones-all red rubies, garnets or fire agates (like a regular agate only blood red in color). They are a ruby (100gp), two garnets (400 & 350 gp) and two fire agates (100 &10 gp). the cache is revealed by turning one of the floor braziers clockwise.
AREA 3
At first sight- This massive V-shaped chamber is devoid of any creatures or men. Several smaller passages branch off from the great chamber. Scattered about the floor are many broken blades and shafts and hafts of weapons. On several relatively smooth areas of the wall are images of massive red swords looming over scenes of battle and carnage where naked men and women do battle with hordes of foul creatures and other savage men.
For the referee- This massive chamber is quite empty of danger, however if the characters make too much noise arguing, they will attract the attention of the berserkers in area 2 or the dragons in area 4! Unless they have encountered either before of course....
AREA 4
At first glance- After climbing up to this elevated chamber, the first thing noticeable are the three large pillars that are in the middle of the room. Strange bluish fire illuminates the room from atop these pillars leaving the floor quite gloomy and shadowed. The chamber transitions from rough cavern walls to smooth worked stone. Across the room two massive bronze doors stand closed, and covered in verdigris from years of damp air.
For the referee- Two red dragon hatchlings lie hidden in the shadows. They have heard the approach of the party and are measuring up their ability to damage them. If they feel confident that they can easily kill the party they will talk and demand tribute to pass through the bronze doors. If they feel the party is too strong they will strike swiftly and fly away to hide in chamber 3 or 7. Returning to stalk the party later.
AREA 5
At first glance- This room was obviously some kind of priest's quarters. The furniture is long rotted and the rich finery of the cloth now tatterred and torn. A large sword of red stone (Jasper) seems inset into the wall and below it are two coffers filled with coins that seem to be of a red gold, or tarnished silver.
For the referee- If any of the gold coins are touched a save versus poison must be made, or the victim will begin to suffer the effects of a potion of berserkergang. This poison is an oil that is made from poisonous mushrooms that the berserkers of the ancient cult would rub into their bodies before combat. It forces the victim to fight the nearest thing to him who hasn't been affected by the effects of the poison. The poison lasts from 1-6 turns, at which time the victim collapses and must rest for at least 6 turns. While under the effects of the poison the victim gains +2 to hit in combat, but will be at -3 to their armor class. The chests contain 1000 SP and 600 GP. Washing the coins in wine will render them harmless.
AREA 6
At first glance- This chamber is roughly square with a diagonal wall in the northeast. In the center of the northwest wall is a large door with a skeleton propped up against it.
For the referee- If the skeleton is investigated it appears to covered in the remains of long fur robes. several arrows protrude from its torso, pinning it to the door. If the skeleton is disturbed, it will reach up and grab the nearest character as whisper in a haunting voice "...Die... well...." Underneath the robes the skeleton is clad in armor made of silver coins! A small corselet of 400 silver pieces giving the wearer an armor class of 6 if worn.
AREA 7
At first glance- torchlight flickers off two large pools of scummy water. and another large statue of a red sword.
For the referee- The pools have skeletons within them. Mixed humans and degenerate humanoids locked in battle to the death lie within both pools. Anyone foolish enough to drink this water will become quite ill.
Area 8
At first glance- This small room contains rows of neatly stacked bones surmounted by a helmet clad skull. It appears that the skull is held up by a weapon of some kind and the bones stacked neatly around the weapon.
For the referee- If these bones are disturbed in any way, they will reform themselves into skeletal warriors and attack! There are 22 skeletons who attack, but use the statistics of berserkers! They are enraged to be disturbed in such a manner! If a warrior or cleric does not disturb the bones, and offers a prayer for for the deceased they will receive the effect of a bless spell from the spirits of the dead!
AREA 9
At first glance- This lower passage opens up into a small chamber that bends around a corner in the distance. One side of the chamber is noticeably taller than the other.
For the referee- If the characters skirt the chamber on the taller side all will be well. If not they will set off a pit trap in the middle of the room on a roll of 1-2. regardless of the size of the party the fifth person to walk here will set off the trap. The pit is 20 feet deep (2d6 damage). The small grotto at the end of the passage is a natural spring that has very cold but safe water.
AREA 10
At first glance-The cavern gives way to an open chamber of worked stone. Frescoes of ancient warriors raising their bloodied swords to a giant red sword adorn the walls. Many of the frescos are damaged from moisture however. There is a stout looking door in the east wall.
For the referee- The door is wedged tightly shut and will need to be broken down. An observant character (roll to detect secret doors-even elves) will notice that the door is recently splintered on it edges indicating something or somebody forced it open recently.
AREA 11
At first sight- This long hall is crowded with the debris of a feasting hall. Overturned, and broken tables littler the floor and lead into a dormitory of wrecked pallets and chests.
For the referee- If the characters force the door the party of adventurers inside will douse their lights and wait in the darkness. They will confront the party and demand their intentions while turning on the light of the orb of illumination that the priestess, Tagmara bears.
NPC: Tagmara priestess of the Illumining One Cleric lvl 1, Alignment Law, HD1, HP 5, AC 4 (Chain and shield), +1 to hit in combat with her mace, no spells, she has 3 vials of holy water as well. She carries the orb of illumination a minor magic item that produces light as per continual light spell. The item has 40 charges remaining. Tagmara also has the following servants with her:
7 bodyguards: HD 1+1, MV 9" AC 4 armed with maces.
2 light bearers HD 1/2, MV12" AC 9 noncombatants with lanterns, and backpacks containing extra food, bandages, and several wine skins. Each also wears a simple wooden holy symbol.
If the party attacks she will defend herself. If the party decides to parley instead, she will treat lawful types well, including other clerics of different lawful deities. She will not suffer chaotics and will tell them to be gone for she will have no doings with chaos! Tagmara knows nothing about the berserkers or why they have come here, but she suspects the worst as her temple sent her here to discover the whereabouts of a group of savage raiders who have terroized the countryside. IF the characters have a charismatic leader who is lawful she may offer to join them (5-6 on a d6).
AREA 12
At first glance- This long and crescent shaped chamber has an elevated walkway tha runs along its southern side. Below the walkway are the very damp and muddy ground that edge away from a large puddle. The steady drip of water can be heard throughout the chamber. Small passages seem to lead off from the floor of the chamber
For the referee- 3 large spiders make their home here, waiting above and below the walkway for their next victims. The small passages lead to small caves littered with the bones of their victims. Not that the floor of the chamber is very slick and muddy, reducing movement in half.
AREA 13
At first glance- these small rooms contain the skeletal remains of women who served the ancient cult. All wear simple iron collars, and scant remains of what little clothing they did wear in their former lives. Some of these skeletons are chained to brackets in the wall.
For the referee- Two of the skeletons are wearing a silver torc worth 500 SP, and a golden and garnet torc worth 1000 GP. If anyone takes the golden torc they will fall under the curse of the captive maiden: If male then the character will lose all interest in women, if female the character will never suffer any woman to be enslaved or abused. This curse can be negated if the character does some noteworthy deed rescuing, or saving a women of importance.
AREAS 14 &15
At first glance- these chambers and room are made of dressed stone or smoothed stone, but the doors have been broken and splintered apart somewhat recently. A very unpleasant stench emenates from the southern room.
For the referee- These rooms were investigated by the dragons, and since they contained no treasure they defaced them. Room 15 is the dragons privy, hence the foul stench.... The stiars down from area 14 lead to the second level of the dungeon.
Whew! Well that's that. Hope you all enjoy it. I did. Nice to flex the old creativity.....
AREA 1
At first glance- This large cavern is lit by flickering torch sconces spaced around the cavern, The skeletal remains of warriors dressed in bronze helmets, rotted furs and bearing ancient weapons seem to stand at rigid attention around the perimeter of the room.
For the referee- The skeletons will not animate and attack anyone who enters the room from the main entrance. They will animate if anyone re-enters the room however! These are no ordinary skeletons either! They are the Iron sentinels HD 1/2, MV 6, AC 3! These are the ancient dead of a berserker cult who make sure none leave their ancient temple without testing their mettle in combat!
AREA 2
At first sight- The sounds of men arguing loudly are what you first notice. Two large men clad in furs and iron helms are brandishing their swords and arguing over an ancient piece of parchment. more men surround them seemingly divided over whom to follow. Behind them in a long alcove stands a massive statue of a blood red sword that seems to glisten wetly from the massive braziers burning around it.
For the referee- The two men arguing are berserkers each with maximum hit points, there are 15 other berserkers ranged around them urging them to fight for dominance. The ancient parchment is a map that leads to a treasure horde further in the dungeon, actually the lair of an adult red dragon. Hidden in the base of the statue is a small cache of gemstones-all red rubies, garnets or fire agates (like a regular agate only blood red in color). They are a ruby (100gp), two garnets (400 & 350 gp) and two fire agates (100 &10 gp). the cache is revealed by turning one of the floor braziers clockwise.
AREA 3
At first sight- This massive V-shaped chamber is devoid of any creatures or men. Several smaller passages branch off from the great chamber. Scattered about the floor are many broken blades and shafts and hafts of weapons. On several relatively smooth areas of the wall are images of massive red swords looming over scenes of battle and carnage where naked men and women do battle with hordes of foul creatures and other savage men.
For the referee- This massive chamber is quite empty of danger, however if the characters make too much noise arguing, they will attract the attention of the berserkers in area 2 or the dragons in area 4! Unless they have encountered either before of course....
AREA 4
At first glance- After climbing up to this elevated chamber, the first thing noticeable are the three large pillars that are in the middle of the room. Strange bluish fire illuminates the room from atop these pillars leaving the floor quite gloomy and shadowed. The chamber transitions from rough cavern walls to smooth worked stone. Across the room two massive bronze doors stand closed, and covered in verdigris from years of damp air.
For the referee- Two red dragon hatchlings lie hidden in the shadows. They have heard the approach of the party and are measuring up their ability to damage them. If they feel confident that they can easily kill the party they will talk and demand tribute to pass through the bronze doors. If they feel the party is too strong they will strike swiftly and fly away to hide in chamber 3 or 7. Returning to stalk the party later.
AREA 5
At first glance- This room was obviously some kind of priest's quarters. The furniture is long rotted and the rich finery of the cloth now tatterred and torn. A large sword of red stone (Jasper) seems inset into the wall and below it are two coffers filled with coins that seem to be of a red gold, or tarnished silver.
For the referee- If any of the gold coins are touched a save versus poison must be made, or the victim will begin to suffer the effects of a potion of berserkergang. This poison is an oil that is made from poisonous mushrooms that the berserkers of the ancient cult would rub into their bodies before combat. It forces the victim to fight the nearest thing to him who hasn't been affected by the effects of the poison. The poison lasts from 1-6 turns, at which time the victim collapses and must rest for at least 6 turns. While under the effects of the poison the victim gains +2 to hit in combat, but will be at -3 to their armor class. The chests contain 1000 SP and 600 GP. Washing the coins in wine will render them harmless.
AREA 6
At first glance- This chamber is roughly square with a diagonal wall in the northeast. In the center of the northwest wall is a large door with a skeleton propped up against it.
For the referee- If the skeleton is investigated it appears to covered in the remains of long fur robes. several arrows protrude from its torso, pinning it to the door. If the skeleton is disturbed, it will reach up and grab the nearest character as whisper in a haunting voice "...Die... well...." Underneath the robes the skeleton is clad in armor made of silver coins! A small corselet of 400 silver pieces giving the wearer an armor class of 6 if worn.
AREA 7
At first glance- torchlight flickers off two large pools of scummy water. and another large statue of a red sword.
For the referee- The pools have skeletons within them. Mixed humans and degenerate humanoids locked in battle to the death lie within both pools. Anyone foolish enough to drink this water will become quite ill.
Area 8
At first glance- This small room contains rows of neatly stacked bones surmounted by a helmet clad skull. It appears that the skull is held up by a weapon of some kind and the bones stacked neatly around the weapon.
For the referee- If these bones are disturbed in any way, they will reform themselves into skeletal warriors and attack! There are 22 skeletons who attack, but use the statistics of berserkers! They are enraged to be disturbed in such a manner! If a warrior or cleric does not disturb the bones, and offers a prayer for for the deceased they will receive the effect of a bless spell from the spirits of the dead!
AREA 9
At first glance- This lower passage opens up into a small chamber that bends around a corner in the distance. One side of the chamber is noticeably taller than the other.
For the referee- If the characters skirt the chamber on the taller side all will be well. If not they will set off a pit trap in the middle of the room on a roll of 1-2. regardless of the size of the party the fifth person to walk here will set off the trap. The pit is 20 feet deep (2d6 damage). The small grotto at the end of the passage is a natural spring that has very cold but safe water.
AREA 10
At first glance-The cavern gives way to an open chamber of worked stone. Frescoes of ancient warriors raising their bloodied swords to a giant red sword adorn the walls. Many of the frescos are damaged from moisture however. There is a stout looking door in the east wall.
For the referee- The door is wedged tightly shut and will need to be broken down. An observant character (roll to detect secret doors-even elves) will notice that the door is recently splintered on it edges indicating something or somebody forced it open recently.
AREA 11
At first sight- This long hall is crowded with the debris of a feasting hall. Overturned, and broken tables littler the floor and lead into a dormitory of wrecked pallets and chests.
For the referee- If the characters force the door the party of adventurers inside will douse their lights and wait in the darkness. They will confront the party and demand their intentions while turning on the light of the orb of illumination that the priestess, Tagmara bears.
NPC: Tagmara priestess of the Illumining One Cleric lvl 1, Alignment Law, HD1, HP 5, AC 4 (Chain and shield), +1 to hit in combat with her mace, no spells, she has 3 vials of holy water as well. She carries the orb of illumination a minor magic item that produces light as per continual light spell. The item has 40 charges remaining. Tagmara also has the following servants with her:
7 bodyguards: HD 1+1, MV 9" AC 4 armed with maces.
2 light bearers HD 1/2, MV12" AC 9 noncombatants with lanterns, and backpacks containing extra food, bandages, and several wine skins. Each also wears a simple wooden holy symbol.
If the party attacks she will defend herself. If the party decides to parley instead, she will treat lawful types well, including other clerics of different lawful deities. She will not suffer chaotics and will tell them to be gone for she will have no doings with chaos! Tagmara knows nothing about the berserkers or why they have come here, but she suspects the worst as her temple sent her here to discover the whereabouts of a group of savage raiders who have terroized the countryside. IF the characters have a charismatic leader who is lawful she may offer to join them (5-6 on a d6).
AREA 12
At first glance- This long and crescent shaped chamber has an elevated walkway tha runs along its southern side. Below the walkway are the very damp and muddy ground that edge away from a large puddle. The steady drip of water can be heard throughout the chamber. Small passages seem to lead off from the floor of the chamber
For the referee- 3 large spiders make their home here, waiting above and below the walkway for their next victims. The small passages lead to small caves littered with the bones of their victims. Not that the floor of the chamber is very slick and muddy, reducing movement in half.
AREA 13
At first glance- these small rooms contain the skeletal remains of women who served the ancient cult. All wear simple iron collars, and scant remains of what little clothing they did wear in their former lives. Some of these skeletons are chained to brackets in the wall.
For the referee- Two of the skeletons are wearing a silver torc worth 500 SP, and a golden and garnet torc worth 1000 GP. If anyone takes the golden torc they will fall under the curse of the captive maiden: If male then the character will lose all interest in women, if female the character will never suffer any woman to be enslaved or abused. This curse can be negated if the character does some noteworthy deed rescuing, or saving a women of importance.
AREAS 14 &15
At first glance- these chambers and room are made of dressed stone or smoothed stone, but the doors have been broken and splintered apart somewhat recently. A very unpleasant stench emenates from the southern room.
For the referee- These rooms were investigated by the dragons, and since they contained no treasure they defaced them. Room 15 is the dragons privy, hence the foul stench.... The stiars down from area 14 lead to the second level of the dungeon.
Whew! Well that's that. Hope you all enjoy it. I did. Nice to flex the old creativity.....