Post by derv on Feb 4, 2023 12:50:15 GMT -6
Here's a nice collection of premade maps with backgrounds and hooks to develop called Random Encounters Monthly Map Collection. It's created by Justin David Russell and Epic Werkes Studio and can be found at DriveThruRPG. The low resolution versions are PWYW.
I'm currently developing "The Oracle" found on p28-29 of Vol 1 Issue 4. Here's the link to it on DriveThruRPG
If you're interested here's the content I've come up with. There's enough for a first level party of five characters to possibly gain a level if the site is thoroughly explored and cleared. Get ready for a wall of text that you can copy and paste
1a. This was the area of the original temple which collapsed into a larger sink hole. On mounds of rocky debris and moss grows huge hallucinogenic mushrooms of florescent purple and pink with tinges of yellow. Anyone entering area 1 from above or below must save vs poison or suffer from mushrooms effects. Depth perception suffers (-1 to missile and melee rolls), judgment is impeded and paranoia sets in (-2 to subsequent saves vs poison, paralysis, and spells. -4 to morale for retainers), and players will readily accept illusion (such as goblins dressed as animals of various types in ruins). Area 8 can only be accessed by climbing the steep 20 foot embankment.
1b&c. All that remains of original temples oracle room are narrow 10 ft. ledges 20 ft. above the sink hole. Area B is strewn with rubble from a trap that has barricaded all but a door to the east which is locked from the inside of room 11.
3d6 Goblins hide among the rubble and mushrooms of 1a. They are dressed in furs, skins, and feathers of bears, apes, wolves, rats, snakes, and raptors. They will attempt to ambush any trespassers.
[AC13 HD1-1 MV9 sp: -1 to hit in daylight] armed with spears and clubs.
Treasure from the temple is scattered and hidden below the overgrowth: 2 scrolls (protection from evil & charm monster), mace +1, +2 against goblins/kobolds, 620 cp, 205 sp, 102 gp.
2a. The original entrance to the temple skirts the cliff-side that overlooks the bay 40 feet below.
2b. A large overlook contains a set of wide stairs girded by two stone statues of fey women in robes. Within the above cliff-side the ceiling is supported by 20 foot stone pillars. A double set of heavy wooden doors remain hanging open to the collapsed entryway. The upper torso of a skeletal corpse is all that remains of a small party of adventurers who were trapped in the falling debris of a Goblin trap. His outstretched skeletal hand wears a ring of poison resistance (+5 saves vs poison).
3. A concealed narrow tunnel entrance allows run off to easily drain from the caverns. It is noticeable due to the Goblin footprints left in the muddy area that lead in and out. Within the rocky passage is a 200 ft. ball of red twine tied to a tree root.
All areas within are muddy, slimy, and stink of stagnant water. The corners of these caverns are lined with stagnant pools of water where small frogs will be heard from a distance to continuously peep.
4a. This primary chamber is formed by the runoff into the caverns. Four lazy Goblins are hunched around a small smoldering fire in the north chamber making a stew of mushrooms and frog inerds.
[AC13 HD1-1 MV9] armed with crude spears. 35 sp among them.
4b. The muddy tunnel runs upward to an entryway for 5a. Shattered bone fragments litter this area. There is a 3 in 6 chance a 30 foot long water serpent is coiled up here. If not it is in 5a. Among the bone fragments can be found 25 sp and a gold bracelet worth 225 gp.
[AC16 HD5 hp16 MV12/18 swim sp: will swallow small humanoids on attack roll of 16+]
4c. A muddy pathway leads up to this partially collapsed room. It’s stone floor is covered in both Human and Goblin muddy footprints. Faded and peeling fresco covers it’s walls depicting toga dressed men and women lounging while eating grapes. A green painted door stands to the east.
5a. The Great Sink. A deep pool has formed in this area that was created by a sinkhole. If the serpent is not encountered at 4b it is within the water here. It surprises on 1-3 in 6 (see stats for 4b). A rubble strewn path is visible that allows one to cross from 4b to area 1a. The walls of the sinkhole must be climbed to access area 5b 20 ft. above to the south. This ledge is not easily visible unless the chamber is illuminated in some way. In the waters southern edge is a sparkling shield+1.
5b. Two Goblin archers over watch the Great Sink in hopes of shooting the serpent that has made a lunch of many a hapless Goblins. They will wait to engage any adventurers after the serpent is killed, shooting one round than fleeing to alert others of the adventurers presence.
[AC13 HD1-1 hp 3,4 MV9] armed with short bows.
6. A Grey Ooze clings to the wet rock. It is easily outran once engaged. The passage continues to travel under area 8 where there are no alternative exits.
[AC11 HD3 hp8 MV1 sp: immune to spells, heat, and cold damage]
7a-c. These caverns are quickly flooded during rain storms. All sorts of things flush into their recesses.
7a. The bloated blue green bodies of three adventurers lay here. These zombies will animate if disturbed in any way.
[AC11 HD1 hp 4,4,6 MV6]
Treasure: a rotten leather bag burst at the seem with 320 gp and 3 gems worth 100gp each sits in a corner pool.
7b. The Goblins have set a primitive swinging spiked log trap in this area (sprung on a 1 in 6).
7c. Swarm of 50 rats. [AC12 HD1/2 hp25 MV12 sp: disease] successful hit does 1 hp damage and 1 in 10 chance of disease. When swarm loses 50% hp’s it will check morale at -2, if it fails they will flee into the rocky crevices.
Treasure: 58 sp are scattered in the recesses of this cavern.
8. The Goblin stronghold. This area can only be accessed by climbing embankment from area 1a. Parts of the great temple hall still stand here. Large stone pillars line the 60 foot wide room and a set of wide stairs lead to a central throne where the Goblin Chief sits. Stone statues of warrior priests sit on both sides of the throne. Before the throne are two large copper braziers with glowing red coals. Chained to one of the central pillars is an Ogre who guards the stairs that lead to the throne. An additional 4d6 Goblins dressed in leather, feathers, and furs protect the Chief.
Goblin Chief [AC14 HD1+1 hp6 MV9] armed with scimitar+1, he also carries the magical Horn of the Rat. It will call a d100 rat swarm [AC12 HD1/2 MV12 sp: disease].
Ogre [AC14 HD4+1 hp12 MV9]
Goblin Warriors [AC13 HD1-1 MV9] armed with spears and clubs
Treasure: chest hidden behind the throne contains 1800 sp 400 gp and 5 large pearls worth 100 gp each.
9. Washroom. A shallow pool of fetid water sits between four narrow pillars. Moldy and rotten towels hang from pegs on the walls and lay on the floor. 3d6 large centipedes have made a nest here.
[AC10 HD1/2 MV6 sp: poison bite]
Treasure: hidden on a peg behind a towel is a gold necklace with a moon medallion worth 50 gp.
10. Lounge. This room is partially collapsed only containing overturned benches and a broken couch.
11. Lounge. This room is well maintained in contrast to room 10. Dusty drapery hangs from the southern wall, couches and benches line the edges of the room, and an oval rug lies at the center of the floor. The door to the west that leads to area 1b is bolted shut from inside this room. The door to the east leads to a short hallway. At its end is a life sized portrait of the Oracle that hides a secret door to room 12b.
12a-c. A remnant of radical cultists are holed up in this area. They have succumbed to the effects of the mushroom spores and are awaiting the return of the Oracle. In paranoid fashion they violently defend what remains of this part of the temple while hiding from the interloping Goblins.
12a. Four cultists armed with spears stand guard in alcoves. They will surprise anyone entering on a 1-3 in 6. If subdued they might reveal the location of the secret door to room 12b.
[AC11 HD1 hp5,4,4,2 MV9] each wears a gold medallion of the moon worth 50 gp.
12b. Cultist holdout. This room is hidden behind a secret door. Five paranoid cultists and a wayward priest lay prostrate on the floor meditating.
Priest [AC13 HD2 hp9 MV9] armed with mace+1
spells: cause light wounds and curse
Cultists [AC11 HD1 hp3,3,2,4,1 MV9] armed with clubs
Treasure: all wear gold moon medallions worth 50 gp each. Priest has a belt pouch containing 25sp.
12c. The Temple Treasure Room. Two chests sit at the center of this room. They are surrounded by a series of concentric circles of yellow mold as if spores burst in a number of wide clouds. Florescent hallucinogenic mushrooms grow along the western wall and moss hangs from the ceiling. The chests themselves are unaffected.
Yellow Mold [AC n/a HD n/a MV0 sp: poisonous spores]
Chest #1: three Cleric scrolls: cure light wounds, cure disease, bless, and a wand of fireballs with 6 charges.
Chest #2: 5000 sp, 1500 gp, and 5 gems worth 100 gp each
I'm currently developing "The Oracle" found on p28-29 of Vol 1 Issue 4. Here's the link to it on DriveThruRPG
If you're interested here's the content I've come up with. There's enough for a first level party of five characters to possibly gain a level if the site is thoroughly explored and cleared. Get ready for a wall of text that you can copy and paste
The Oracle
1a. This was the area of the original temple which collapsed into a larger sink hole. On mounds of rocky debris and moss grows huge hallucinogenic mushrooms of florescent purple and pink with tinges of yellow. Anyone entering area 1 from above or below must save vs poison or suffer from mushrooms effects. Depth perception suffers (-1 to missile and melee rolls), judgment is impeded and paranoia sets in (-2 to subsequent saves vs poison, paralysis, and spells. -4 to morale for retainers), and players will readily accept illusion (such as goblins dressed as animals of various types in ruins). Area 8 can only be accessed by climbing the steep 20 foot embankment.
1b&c. All that remains of original temples oracle room are narrow 10 ft. ledges 20 ft. above the sink hole. Area B is strewn with rubble from a trap that has barricaded all but a door to the east which is locked from the inside of room 11.
3d6 Goblins hide among the rubble and mushrooms of 1a. They are dressed in furs, skins, and feathers of bears, apes, wolves, rats, snakes, and raptors. They will attempt to ambush any trespassers.
[AC13 HD1-1 MV9 sp: -1 to hit in daylight] armed with spears and clubs.
Treasure from the temple is scattered and hidden below the overgrowth: 2 scrolls (protection from evil & charm monster), mace +1, +2 against goblins/kobolds, 620 cp, 205 sp, 102 gp.
2a. The original entrance to the temple skirts the cliff-side that overlooks the bay 40 feet below.
2b. A large overlook contains a set of wide stairs girded by two stone statues of fey women in robes. Within the above cliff-side the ceiling is supported by 20 foot stone pillars. A double set of heavy wooden doors remain hanging open to the collapsed entryway. The upper torso of a skeletal corpse is all that remains of a small party of adventurers who were trapped in the falling debris of a Goblin trap. His outstretched skeletal hand wears a ring of poison resistance (+5 saves vs poison).
3. A concealed narrow tunnel entrance allows run off to easily drain from the caverns. It is noticeable due to the Goblin footprints left in the muddy area that lead in and out. Within the rocky passage is a 200 ft. ball of red twine tied to a tree root.
All areas within are muddy, slimy, and stink of stagnant water. The corners of these caverns are lined with stagnant pools of water where small frogs will be heard from a distance to continuously peep.
4a. This primary chamber is formed by the runoff into the caverns. Four lazy Goblins are hunched around a small smoldering fire in the north chamber making a stew of mushrooms and frog inerds.
[AC13 HD1-1 MV9] armed with crude spears. 35 sp among them.
4b. The muddy tunnel runs upward to an entryway for 5a. Shattered bone fragments litter this area. There is a 3 in 6 chance a 30 foot long water serpent is coiled up here. If not it is in 5a. Among the bone fragments can be found 25 sp and a gold bracelet worth 225 gp.
[AC16 HD5 hp16 MV12/18 swim sp: will swallow small humanoids on attack roll of 16+]
4c. A muddy pathway leads up to this partially collapsed room. It’s stone floor is covered in both Human and Goblin muddy footprints. Faded and peeling fresco covers it’s walls depicting toga dressed men and women lounging while eating grapes. A green painted door stands to the east.
5a. The Great Sink. A deep pool has formed in this area that was created by a sinkhole. If the serpent is not encountered at 4b it is within the water here. It surprises on 1-3 in 6 (see stats for 4b). A rubble strewn path is visible that allows one to cross from 4b to area 1a. The walls of the sinkhole must be climbed to access area 5b 20 ft. above to the south. This ledge is not easily visible unless the chamber is illuminated in some way. In the waters southern edge is a sparkling shield+1.
5b. Two Goblin archers over watch the Great Sink in hopes of shooting the serpent that has made a lunch of many a hapless Goblins. They will wait to engage any adventurers after the serpent is killed, shooting one round than fleeing to alert others of the adventurers presence.
[AC13 HD1-1 hp 3,4 MV9] armed with short bows.
6. A Grey Ooze clings to the wet rock. It is easily outran once engaged. The passage continues to travel under area 8 where there are no alternative exits.
[AC11 HD3 hp8 MV1 sp: immune to spells, heat, and cold damage]
7a-c. These caverns are quickly flooded during rain storms. All sorts of things flush into their recesses.
7a. The bloated blue green bodies of three adventurers lay here. These zombies will animate if disturbed in any way.
[AC11 HD1 hp 4,4,6 MV6]
Treasure: a rotten leather bag burst at the seem with 320 gp and 3 gems worth 100gp each sits in a corner pool.
7b. The Goblins have set a primitive swinging spiked log trap in this area (sprung on a 1 in 6).
7c. Swarm of 50 rats. [AC12 HD1/2 hp25 MV12 sp: disease] successful hit does 1 hp damage and 1 in 10 chance of disease. When swarm loses 50% hp’s it will check morale at -2, if it fails they will flee into the rocky crevices.
Treasure: 58 sp are scattered in the recesses of this cavern.
8. The Goblin stronghold. This area can only be accessed by climbing embankment from area 1a. Parts of the great temple hall still stand here. Large stone pillars line the 60 foot wide room and a set of wide stairs lead to a central throne where the Goblin Chief sits. Stone statues of warrior priests sit on both sides of the throne. Before the throne are two large copper braziers with glowing red coals. Chained to one of the central pillars is an Ogre who guards the stairs that lead to the throne. An additional 4d6 Goblins dressed in leather, feathers, and furs protect the Chief.
Goblin Chief [AC14 HD1+1 hp6 MV9] armed with scimitar+1, he also carries the magical Horn of the Rat. It will call a d100 rat swarm [AC12 HD1/2 MV12 sp: disease].
Ogre [AC14 HD4+1 hp12 MV9]
Goblin Warriors [AC13 HD1-1 MV9] armed with spears and clubs
Treasure: chest hidden behind the throne contains 1800 sp 400 gp and 5 large pearls worth 100 gp each.
9. Washroom. A shallow pool of fetid water sits between four narrow pillars. Moldy and rotten towels hang from pegs on the walls and lay on the floor. 3d6 large centipedes have made a nest here.
[AC10 HD1/2 MV6 sp: poison bite]
Treasure: hidden on a peg behind a towel is a gold necklace with a moon medallion worth 50 gp.
10. Lounge. This room is partially collapsed only containing overturned benches and a broken couch.
11. Lounge. This room is well maintained in contrast to room 10. Dusty drapery hangs from the southern wall, couches and benches line the edges of the room, and an oval rug lies at the center of the floor. The door to the west that leads to area 1b is bolted shut from inside this room. The door to the east leads to a short hallway. At its end is a life sized portrait of the Oracle that hides a secret door to room 12b.
12a-c. A remnant of radical cultists are holed up in this area. They have succumbed to the effects of the mushroom spores and are awaiting the return of the Oracle. In paranoid fashion they violently defend what remains of this part of the temple while hiding from the interloping Goblins.
12a. Four cultists armed with spears stand guard in alcoves. They will surprise anyone entering on a 1-3 in 6. If subdued they might reveal the location of the secret door to room 12b.
[AC11 HD1 hp5,4,4,2 MV9] each wears a gold medallion of the moon worth 50 gp.
12b. Cultist holdout. This room is hidden behind a secret door. Five paranoid cultists and a wayward priest lay prostrate on the floor meditating.
Priest [AC13 HD2 hp9 MV9] armed with mace+1
spells: cause light wounds and curse
Cultists [AC11 HD1 hp3,3,2,4,1 MV9] armed with clubs
Treasure: all wear gold moon medallions worth 50 gp each. Priest has a belt pouch containing 25sp.
12c. The Temple Treasure Room. Two chests sit at the center of this room. They are surrounded by a series of concentric circles of yellow mold as if spores burst in a number of wide clouds. Florescent hallucinogenic mushrooms grow along the western wall and moss hangs from the ceiling. The chests themselves are unaffected.
Yellow Mold [AC n/a HD n/a MV0 sp: poisonous spores]
Chest #1: three Cleric scrolls: cure light wounds, cure disease, bless, and a wand of fireballs with 6 charges.
Chest #2: 5000 sp, 1500 gp, and 5 gems worth 100 gp each