One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Monday, March 24, 2014

The Overland Hex Map: The City State of Kossuth

Heres the hex map showing the environs of the City Sate of Kossuth. This also happens to show the areas located outside of Tharzad-Dul my mega-dungeon project. Each hex is 5 miles. The red triangles are small villages, the star in the circle is the City State, and the solid red dot is Tharzad-Dul. Negrathia, Hykiria, and Bryndor are neighbouring kingdoms.
The Environs of the City State of Kossuth

Sunday, March 23, 2014

Tharzad-dul Level 1 Complete!



Artwork by Brian Leblanc
The first level of Tharzad-Dul, my mega-dungeon project is done. In a week I managed to get an entire level written. Coming in at about 4500 words. As a rough draft its not too bad. Theres still a bunch of things that I would like to fix. For one the treasures are all more than a little bland. I would also liked to have worked on some more NPCs with motivations and of course names! If I do decide to publish this one day I will defiantly go over everything with a fine tooth comb and refine stuff. It also wouldn’t hurt to play test it a little. This week coming up I'm going to take a break from the dungeon and outline some of the dungeon environs, including the city of Kossuth. After that I will focus on Level 2 of the mega-dungeon "The Farm Level". For those of you reading this I'd love to hear some of your opinions on what I've done so far and any sugggestions you might have.

Saturday, March 22, 2014

Tharzad-Dul Room Key Part 3

This is Part 3 of 3 for the first level of my mega-dungeon project Tharzad-Dul. 

Room Descriptions

19. Defaced Statue
This room contains a defaced statue. A monument to some forgotten dwarven hero.
Monsters: 4 vipers hide near or on the statue. They will try to surprise attack anyone searching near or on the statue.
Viper: HD 1d6hp; AC 5[14]; Atk 1 bite (1hp + poison); Move 18; Save 18; CL/XP 2/30; Special: Lethal poison (+2 save).
Treasure: Behind a loose stone at the base of the statue is a stash of treasure worth 360 gp.

20. The Viper Pit
This room is a shrine to the vile god the Father Hydra. Sacrifices are offered to by throwing victims into the 10 x 10 x 10 foot deep pit. The snakes then kill, devour, and take this unholy communion to their living god deeper in the mountain where they are in turned devoured by Father Hydra.
Monsters: Currently there are 2 vipers and 1 cobra in the pit. They get in an out through numerous holes and cracks in the floor and walls. More 1d4 snakes will arrive every minute someone is in the pit, or there is a ritual about to begin.
Viper: HD 1d6hp; AC 5[14]; Atk 1 bite (1hp + poison); Move 18; Save 18; CL/XP 2/30; Special: Lethal poison (+2 save).
Cobra: HD 1; AC 5[14]; Atk 1 bite (1hp + poison); Move 16; Save 17; CL/XP 3/60; Special: Lethal poison.
Treasure: There are a number of golden idols representing a hydra with snake heads,candelabra’s, and other religious paraphernalia worth a total of 360 gp

21. Rat Larder
This room contains broken furniture and other debris. All along the wall opposite of the door are the corpses of rats that have been spiked into the wall. Some of them still squirm and squeal in agony as the life bleeds out of them.
Monsters: None
Treasure: None

22. Old Barracks
These rooms once served as barracks for the dwarven soldiers that manned the fortress. Now they lie empty, save for the broken remnants of the rooms contents
Monsters: None
Treasure: None

23. The Cultist Camp
This is the main encampment for the cultists exploring the dungeon. Here they sleep, do further research, and prepare and eat their meals.
Monsters: If the cultists are not in Room 16, they will be found here, along with 6 others who are permanently stationed here.
Human Cultist: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
Treasure: The cultists have a collection of 180 gp worth of trinkets and gold between them here.

24. High Priest's Bedroom
The leader of this expedition is located here. He reports to his superiors in the city of Kossuth via a magical hand mirror made from a polished and ornately decorated dragon scale. He's been demanding that the cult send in reinforcements because they have been experiencing more difficulty than expected in dealing with the dungeons denizens. He also realizes that its only a mater of time until the truce he helped broker will soon collapse. The priest would be more than willing to hire a group of adventurers to solve this situation.
Monsters: The High Priest is found here most often.
High Priest of Mem'Dathou: HD 3; AC 7[12]; Atk 1 Staff of Blasting (1d8); Move 12; Save 13; CL/XP 4/120; Special: Spells, Charm Person x 1, Sleep x 1, Mirror Image x1
Treasure: The high priest magical mirror is worth 360 gp and can be used to communicate with any other magical mirror. The mirror gives the possessor a telepathic alert when someone wishes to communicate with them.

25. Research Station
This is wear the priests have been studying some of the more obscure relics. In particular they are trying to decipher the location of the Vrillium deposits that they know must exist further below,
Monsters: At any one time there are 3 priests here.
Priest of Mem'Dathou: HD 2; AC 5[14]; Atk 1 Mace (1d8); Move 12; Save 17; CL/XP 3/60; Special: Spells, inflict light wounds x 1
Treasure: There are 540 gp worth of dwarven artifacts here.

26. The Desecrated Chapel
This once was a chapel dedicated to the dwarven gods. It has been re-sanctified as a temple to the cult's God, Mem'Dathou. The cult's priests have been using a ritual granted to them through their God to use this area to create skeleton warriors to bolster their forces.
Monsters: There are 7 skeletons guarding the temple.
Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; Special: None.
Treasure: The cult's holy book, Mysteries of the Worm, is found here. It is worth 210 gp if the seller can find a buyer crazy enough to want it. The cult is fanatical about these books and will track down anyone who steals it and exact the proper retribution in Mem'Dathou's name. Virtually no one will buy this book in Kossuth, or the nearby villages since fear of the cult is very high.

27. Old Mess Hall
This was the fortresses mess hall. Stairs here lead down to the Farm Level (level 2).
Monsters: There are 7 serpent-men here. One of them has the key to the prison (Room 28).
Serpent-Man: HD 1; AC 6[13]; Atk 1 scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: None.
Treasure: The serpent-men have a total of 210 gp worth of jewellery and coins on their person divided between each them.

28. Serpent-men Prison
The serpent-men use this room as a prison. The entrance to this room is locked.
Monsters: Two goblins and a cultist of Mem'Dathou are shackled to the wall. They have been replaced by shape changed serpent-men who are gathering information in to aid in finally removing them from this level.
Trap: This room is guarded by a Javelin trap.
Treasure: None

29. Torture Chamber
This room is filled with a variety of torture instruments. A scarred table with manacles sits in the middle of the room. A brazier filled with red hot coals and an iron poker sit in the corner of the room. A dead and mutilated goblin lays propped up in the corner.
Monsters: None
Treasure: None

30. Old Kitchen
This room was obviously once a kitchen for the dwarven soldiers. Today little more can be found here but broken pottery useless cooking implements and broken counters and rotting cupboards. Searching this room will turn up a few gold teeth, mouldy flour, and one jar of super hot spice.
Monsters: None
Treasure: None

31. Den of Snakes
This room has a number smelly cots. Clearly the sleeping quarters of at least 10 creatures. There are a number of large cracks in the walls. Amidst the debris in the room can be found a yellowed human skull with black runes carved into it, a piss pot, and a bunch of worn out and mundane adventurering gear.
Monsters: Hiding under one of the cots is a Constrictor snake. It will attempt to grapple and then squeeze the life out of anyone searching this room. If it is wounded for a third of its hit points it will attempt to escape into one of the cracks in the wall.
Constrictor: HD 2; AC 6[13]; Atk 1 constriction (1d3); Move 12; Save 16; CL/XP 2/30; Special: Constriction.
Treasure: Scattered in the different cots is a total of 90 gp.

32. Lavatory
This room is full of garbage and reeks of sewage.
Monsters: None
Treasure: None

33. The Master's Room
This is the throne room of the Hooded Master. He is the leader of the serpent-men on this level. The Hooded One looks like a humanoid snake person, but with the hooded head of a cobra. Like a select few of his type he can polymorph himself to assume the identity and voice of another person or creature. He has been charged by his superiors to gain control of this level and to use this area as a base of operations to complete other missions in the surrounding lands. Agents and spies in the city of Kossuth and other neighbouring villages report to him. The room contains a variety of stuffed beast, iron bars,
Monsters: Sitting at a ornate table in a large throne like chair sits the “Hooded One”. He is working on plans or 50% chance discussing various matters or plans with x serpent-men. An Iron Cobra is coiled by the door to this room waiting for a command to attack.
Iron Cobra: HD: 1+1 Armor Class: 1 [18] Atk: Bite (1d4 plus poison) Saving Throw: 17 Special: Find target, poison, magic resistance 10% Move: 15 Challenge Level/XP: 3/60
The Hooded Master: HD 4; AC 6[13]; Atk 2 scimitar (1d8); Move 12; Save 14; CL/XP 4/120; Special: Polymorph Self, Hypnotizing Gaze: as Charm Person.
Treasure: The master has a hidden cache of treasure hidden under a loose flagstone totalling 540 gp. In addition he has a bunch of notes listing, plans, informants and other secrets all written in the ancient serpent-men language.


Friday, March 21, 2014

Tharzad-Dul Room Key Part 2

This is the second part of three for the first level of my mega-dungeon project Tharzad-Dul. 

Room Descriptions

1. The Mountain Gate
The gates to the city stand permanently open now. Debris and cobwebs wreath this room as a warning to all that enter here that nothing but death awaits them.
Monsters: 2 Vipers hide in the debris here, they will try to surprise attack unwary searchers.
Viper: HD 1d6hp; AC 5[14]; Atk 1 bite (1hp + poison); Move 18; Save 18; CL/XP 2/30; Special: Lethal poison (+2 save).
Treasure: A small ruby worth 250 gp is laying on the floor near where one of the vipers is hiding.

2. Outer Ward
This was the last defensive position a walkway rings this room from which the defenders could fire down arrows from in case of attack. The balcony can be accessed from stairs in the corners.
Monsters: 9 Goblin warriors, ostensibly on guard duty, play a game of knuckle bones by lamplight up in the balcony.
Goblin: HD 1d6hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
Treasure: Hidden in this room is a cache of treasure an adventurer hide behind a broken statue. The cache contains 5 gems worth 80 gp each plus 50 gold coins stamped with the mark of Tharzad-Dul. The goblins in the balcony have a pot worth 5 gp and 10 sp.

3. Ogre Lair
Monsters: A ogre with a bad temper makes his lair here. He is affiliated with no one faction in the dungeon but can be bought with food and gold.
Ogre: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); Move 9; Save 13; CL/XP 4/120; Special: None.
Treasure: The ogre has a collection of jewellery and coins worth 240 gp. One piece is a dwarven family heirloom emblazoned with the clan's crest that if returned would be worth 250 gp alone.

4. Water Well
This was the well room. Fresh water can still be brought up in the bucket attached to a thin chain. The well leads down to a small fresh water pool on the Farm Level located below on Level 2.
Monsters: 50% chance of some random monster climbing up the well shaft.
Treasure: None

5. Botho's Lair
This room was once divided up into smaller offices. The room is two levels but the stairs up have been destroyed. On the second floor the were-rat Botho makes has a hidden lair while he spies on the factions of the dungeon. His bed is behind a mouldy curtain, along with a book case filled with odd knick-knacks. He gets to the second floor with a ladder he keeps hidden and pulls up with him when he's up there. He has created a murder hole looking directly towards the door.
Monsters: There are 8 giant rats here and a 25 % chance that Botho will be found here.
Giant Rat: HD 1d4 hp; AC 7[12]; Atk 1 bite (1d3); Move 12; Save 18; CL/XP A/5; Special: 5% are diseased.
Botho (wererat) : HD 3; AC 6[13]; Atk 1 bite (1d3), 1 weapon (1d6); Move 12; Save 14; CL/XP 4/120; Special: Lycanthropy, Control Rats: Wererats can control rats , Surprise: Surprises opponents on 1-4 on a d6.
Trap: Botho set an arrow trap to defend the entrance to the second floor.
Treasure: Botho has a sum of treasure in his lair that comes to 320 gp.

6. Elevator to Hell
This room was the elevator room down to the Farm Level (2nd level) and the Workshop Level (3rd level). It was used as an efficient way of transporting goods between the levels. The elevator is now destroyed and only a black pit remains.
Monsters: xdx goblins on patrol are standing at the edge of the elevator shaft throwing rocks and spitting down into it. Theres is a 75% chance that an angry monster will climb out of the pit and attack anything it sees.
Goblin: HD 1d6hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
Treasure: None

7. The Sally Port
The dwarves used this area for their cavalry. If the main gate was under attack they could send out a mounted attack from here. Now this room reeks of goblins and worg fur. Scattered through out the room can be found an old whetstone, gnawed on bones, a jar of war paint, and numerous clay mugs.
Monsters: 1worg and 6 goblin worg riders are here going about various tasks.
Goblin: HD 1d6hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
Worg: HD 4; AC 6[13]; Atk 1 bite (1d6+1); Move 18; Save 13; CL/XP 4/120; Special: None.
Treasure: Spread out in in riding bags and hidden in sleeping mats are 360 gp in coins, gems, and jewelry.

8. Kitchen
This is the goblins kitchen. It is full of things goblins like to eat. However the food is nothing civilized folk would consider edible. A spring fed well is here and the water is safe to drink.
Monsters: Theres a 50% chance that there are 1d6 goblins in here eating, passing through, or cooking some horrible version of dungeon rat stew.
Goblin: HD 1d6hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
Treasure: None

9. Latrine
This room is the garbage dump and latrines for the goblins.
Monsters: There is a 50% chance that 1d6 goblins can be found here throwing out garbage, doing their business or passing through.
Goblin: HD 1d6hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
Treasure: In one of the dung filled latrines is a potion of healing that is still usable despite its vial being covered in feces.

10. Goblin Barracks
This area is used as barracks by the goblins on this level. It is full of bunk beds beat up tables. It is full of debris, old food, broken weapons and armour, mouldy sheets, knuckle bones, empty kegs, and clay mugs are everywhere.
Monsters: there are 1d6 + 10 goblin warriors in this room at most hours of the day.
Goblin: HD 1d6hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
Treasure: scattered throughout the barracks is a total treasure equalling 400gp.

11. Tunnel Down
A giant sized tunnel big enough for a full grown man to walk standing straight up has been created in this room and leads down to the Farm Level (2nd level) and gives access to the true goblin and orc warrens. This tunnel was created by a Spawn of Mem'Dathou, a giant purple worm-like creature.
Monsters: There is a 50% chance of 1d6 goblins or orcs entering or leaving this tunnel.
Treasure: None

12. Goblin Shaman's Quarters
This is the shaman's quarters. He is the tribes spiritual leader and the War Leader's chief advisor. This room is full of all manner of arcane and bizarre things. Roots and plants hang to dry, jars of strange substances, totems, skulls, and tiny caged vermin and reptiles are among the few things that can be found here.
Monsters: 50% chance of goblin shaman being here.
Goblin: HD 1d6hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
Treasure: There is 1 potion of cure light wounds, 1 potion of animal control, 2 scrolls of cure light wounds one of which is cursed. The healed person has an aversion to being underground for the next 24 hours. 1 scroll of light, and 1 scroll of protection from evil.

13. Spider Den
The goblins don’t use this room for much. It is filled will cob webs, old crates and barrels.
Monsters: A monstrous spider lairs here.
Giant Spider (1ft diameter): HD 1+1; AC 8[11]; Atk 1 bite (1hp + poison); Move 9; Save 17; CL/XP 3/60; Special: lethal poison (+2 saving throw)
Treasure: None

14. Goblin Guard Post
The door to this room is protected by an inflict light wounds trap. It was set by the goblin shaman. The goblins have set up a guard post here in case of an attack from the serpent-men, cultists or annoying adventurers.
Monsters: 5 Goblin warriors are on guard duty here.
Goblin: HD 1d6hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
Treasure: None

15. Goblin War Leader's Room
This room is empty.
Monsters: 50% chance of the goblin war leader and his Worg being here, otherwise hes out on a raid. If the goblin shaman was not in his room then he will be here as the acting leader of the tribe till the war leader returns. In addition there will be 5 goblin warriors here.
Goblin War Leader: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 9; Save 17; CL/XP 2/30; Special: +2 to hit in berserk state, -1 to hit in sunlight.
Worg: HD 4; AC 6[13]; Atk 1 bite (1d6+1); Move 18; Save 13; CL/XP 4/120; Special: None.
Goblin: HD 1d6hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight.
Trap: The war leaders chest is protected by poison needle trap.
Treasure: The war leaders chest contains a mix of treasure adding up to 940 gp.

16. Cult Research Post
The cult has set up a research post here to examine items they find and don’t want to bring back to their main base. Tables have been set up here full of lamp, pottery shard, an old pair of combat boots, a ornate hourglass, and dwarven tools of varying degrees of quality.
Monsters: there is a 50% chance that there are 8 cultists here doing research while at least one member of the group stands on guard.
Cultist Team Leader: HD 3; AC 5[14]; Atk 1 weapon (1d8); Move 12; Save 15; CL/XP 3/60; Special: None.
Human Cultist: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
Treasure: Various trinkets, statues, and other dwarven relics are scattered on this table are valued at a total of 720 gp.

17. Cult Guard Post
This room shows scorch marks on the floor and walls nearest the door leading to the stair well in room 18. Humanoid bones litter the floor, and a goblin corpse lays burnt and dead on the ground. A small backpack lays on the floor beside him. This room is a guard post set up by the Cult of Mem'Dathou to protect their access deeper into the dungeon.
Monsters: there are 6 skeletons on guard duty here. They will attack anyone who dose not show a cult amulet.
Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; Special: None.
Trap: The cult set a burning hands trap on the door leading into the stairwell.
Treasure: None

Thursday, March 20, 2014

Tharzad-Dul: Level 1 Room Key Part 1

The Mountain Door

The Mountain Door was built as a fortress to defend the city of Tharzad-Dul from attack. It was also used as a border control. Goods, and people could be checked for disease and merchants goods could be verified and taxed. Today it serves as one of the most well known entrances into the dungeon.

There are three main factions on this level. A tribe of goblins, the enigmatic Cult of Mem'Dathou, and the Serpent-men. Rooms 7 to 15 are claimed by the goblins. Rooms 23 to 26 belong to the cult, and rooms 22 to 33 are claimed by the serpent-men. Rooms 1 to 6 and 16 to 19 are high traffic routes used by creatures entering or leaving the dungeon and are claimed by no one. Currently there is a moderate peace between all three factions. However minor skirmishes occur from time to time.

The Factions

The Bloody Paw Goblin Tribe
The goblin tribe uses this level as the main entrance to the orc and goblin warrens below on level two. The worgs and their riders are the main occupants that can be found on this level. The goblins main goal here is to make sure they can hold this level for easy access to their warrens below. They hate the other factions but are being forced to maintain the uneasy truce. It probably wouldn’t take much to incite them to attack the others.

Cult of Mem'Dathou
The cult has come to the dungeon from the nearby City of Kossuth. The short term mission of the cult in the dungeon is to explore and plunder whatever valuables and magic they can. In the long term they want to gain control of the Vrillium mines deep below. In the City of Kossuth the cult is well known and feared. Those who cross the cult here can expect brutal reprisals. The priests have been animating skeletons to act as servants and shock troops against the other factions and monsters of the dungeon. It was the cult that was the main arbitrator of the current truce, however they would be more than happy if an outside group unaccountable to the cult were to clear the level of some of their enemies.

The Serpent-Men
Hydra Mountain once belonged to the serpent-men long ago. Today they seek to reclaim their lost land and glory. Currently they are out matched by the two other forces for a head on confrontation. In particular, the goblins numbers are too high and are too ferocious. Fortunately the goblins have an irrational fear of snakes and the ancient serpent-men magics. The serpent-men are also patient and cunning. They have spies everywhere. They have used this current truce to slip shape changed imposters as spies into the ranks of both the cult and the goblins on this level. Currently the actual victims are being held in the serpent-men prison and tortured for information before they will be ritually sacrificed to Father Hydra.

illustration by Marie and John Severin for "The Shadow Kingdom."

Random Encounters

There is a 1 in 6 chance for a random encounter. Roll once for each hour the characters are in the dungeon. Roll each time the group makes excessive noise. This includes combat, breaking down doors etc. Roll every time the characters enter an empty room, or enters one of the high traffic rooms (1 to 6) and (16 to 19).

Roll 1d10
  1. Goblin Raiders
  2. Worg Patrol
  3. Cultists
  4. Vipers
  5. Dire Rats
  6. Cult Patrol
  7. Were-Rat
  8. Orcs
  9. Serpent-men
  10. Bandits/Explorers

1. Goblin Raiders: 2d6 goblins preparing to raid one of the other factions for food, booze and treasure. They're more interested in eating, drinking and general mayhem than fighting and will flee as soon as the tide of battle turns against them.

2. Goblins and Worgs: 1d3 worgs and 2d6 goblins are on patrol. They will question anyone before they attack not wanting to upset the current peace. If they realize that the group is not affiliated with a faction they will attack.

3. Cultists: 2d6 cultists on some kind of mission for the priests. They worship Mem'Dathou a local God in these lands. Little more than thugs they will want to bring anyone they find to their leaders for questioning, but not before they have a little fun themselves first.

4. Vipers: 1d3 Diamond backed pit vipers. The serpent-men presence on this level has attracted snakes of all kinds to this level. In particular have been the most common. They have a habit of hiding and then attacking. Favourite hiding places include prime treasure hiding spots, back packs, under rocks, cracks in floors and walls. Trap and treasure searchers beware!

5. Giant Rats: 1d6 giant rats. Friends of the were-rat Botho, they will attack if threatened, otherwise they spy and report whatever they happen to learn.

6. Cult Patrol: This group of 1d6 skeletons and a cult priest is on patrol. They question anyone they meet and will not attack anyone allied to one of the other groups unless first provoked. They will attempt to bring adventurers to their base for further questioning. Resistance is met with violence.

7. Were-Rat: Botho is a were-rat from the city Kossuth. He works for the Thieves Guild in the city. Initially his mission was spying on the cult of Mem'Dathou, but has expanded to gathering info on all the groups. He can speak with rats of all kinds and has pressed them into his service. He really hates the serpent-men because they seem to particularly enjoy eating rats. He avoids getting into a fight if he can and may help the group if he thinks they can help him. If they betray him he will make sure his friends in the thieves guild run into them.

8. Orcs: 1d6 orcs, either on the way out of the dungeon to raid, or on some kind of diplomatic mission with one of the other groups. They come from level two. They boss the goblins around.

9. Serpent-Men: 1d6 serpent-men, either on patrol or on some kind of mission for the “Hooded One” their leader. They will avoid a fight if possible. They will lie and tell half truths if they think it will help them gain an advantage. They will try to lead groups into an ambush if they have to fight or spy on the party if they have not been noticed yet.


10. Bandits/Explorers: Theres a 50% chance that this is a group ( 1d6 + 3) of explorers, in which case they might not try to out right kill the characters and take their stuff. This group might be Dwarves seeking to reclaim a lost heirloom from the city, or a standard group of adventurers. Bandits might be searching out a new base of operations or making a deal with one of the other factions. Either way they don’t play nice with others.

Wednesday, March 19, 2014

Tharzad-Dul Design Thoughts

Tharzad-Dul: The Mountain Door Level 1
Heres a slightly fixed up version of the level 1 map I posted previously. I added in the stairs down to the lower levels. I also hatched in a section that I missed when I first inked the map. I should have the map key posted up in instalments through the week. I might come back to this map again but for now it does the job.

My experience working on this project has been a very different process from how I normally work.I'm an obsessive compulsive planner. Everything needs to go according to plan. I've been trying to break free from those shackles and let the dice fall where they may, both in gaming and in life.

Typically I start off with the a basic concept of what the dungeon level was originally intended for. In this case I knew that this level was first built by the dwarves as a fortress to defend the rest of the city from invasion and act as a check point for those entering and leaving the city.

Normally when I draw my maps I do them on graph paper. This time however I started off with the idea to just create room nodes connected by lines. I took a regular blank sheet of white paper and just drew a bunch of squares and circles and then connected them with lines. This didn’t sit with me very well. I wanted a sense of scale and more traditional feel. I will say the process did help to give me an idea of what the level was all about before I did too much work drawing.

I got another sheet of paper and used a sheet of graph paper underneath to use as a guide for drawing rough rooms and halls. Once I was satisfied with I inked the rooms with a big sharpie, and the halls and hatching with super thin black and brown markers and finally numbered the rooms.

Even when writing up my key stocking the dungeon has been a very random and organic process. Normally I like to have planned static encounters that need to be worked through. This time I just used the random tables from the 3.5 Dungeon Masters Guide to help stock the monsters, traps, and room contents. I made a few adjustments here and there, but otherwise I just tried to brainstorm up reasons to explain some of the weird combinations of room contents and creatures that came up.


It's been a fun and liberating experience. I'm not sure why I've never done it before now but I'm glad I did.    

Tuesday, March 18, 2014

The Fallen Stronghold of Tharzad-Dul

“There are older and fouler things than Orcs in the deep places of the world.”
-J.R.R Tolkien, The Fellowship of the Ring

Background

200 years ago, drawn by legends of untold wealth that lay within the depths of the mountain, Dwarves came to Hydra Mountain to establish a new kingdom. Before they could establish their new mountain kingdom they needed to drive a race of serpent-men and slay their terrible god, a primaeval Elder Hydra, thought to be the progenitor of all Hydra.

In the end, the dwarves stood victorious and they claimed Hydra Mountain and surrounding lands as their own. Without wasting any time the fledgling Kingdom of Tharzad-Dul was established and soon began to flourish.

Over time the deeper into the depths of the mountain they dug, the greater the dwarves fortunes became. Then came an amazing discovery. A new mineral was discovered. The ore was a fascinating shade of lustrous purple that seemed to hold an inner fire. They named this new discovery Vrillium. Through research and experimentation it was discovered that Vrillium held magical properties and could be worked like other precious metals. Soon the forges were producing Vrillium weapons, armour and other objects. Word began to spread and the fame and fortunes of Tharzard-Dul grew even greater.

But these fortunes would not to last, and tragedy was about to strike. Within this wonderful new ore hide malevolent properties. Those who spent too much time in it's presence began suffer from sickness that twisted the minds and body. The miners were the first to be affected, followed by those who worked the forges. At first, minor arguments and fist fights began to occur throughout the Stronghold. Paranoia, greed and anger began to spread and then escalate at an alarming rate. Newborns began to be born with horrible mutations, as the cancerous sickness began to spread.

While the stronghold attempted to deal with this terrible blight, a new crisis appeared. From the deepest depth of the Earth a strange race of invaders attacked. This decadent race of albino men known as the Azgarthians had a voracious hunger for Vrillium. The dwarves would hardly have been the first race they had broken and enslaved in order to claim the precious commodity.

Even in the wake of the chaos caused by the Vrillium sickness, it's possible the dwarves might have been able to defeat the Azgarthians. Yet it seemed that Fate was not yet through with the dwarves. Orc's and goblin tribes, jealous of the Dwarven Kingdom's prosperity and seething with hatred discovered the Dwarves weakened state and attacked.


Today, the once glorious stronghold of Tharzad-Dul lies in ruins. It is now the home of Orcs and Goblins, and other more bizarre creatures. Deep in the depths below, the slaves of the Azgarthians mine their precious Vrillium, and the scaly shadow of the serpent-men returns. Yet hidden throughout the mountain hold lay the undiscovered treasures of the fallen Dwarven Kingdom. Waiting to be claimed by adventurers bold enough to brave the time worn halls...