![]() |
| The Environs of the City State of Kossuth |
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.
Sunday, March 23, 2014
Tharzad-dul Level 1 Complete!
![]() |
| Artwork by Brian Leblanc |
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
- Goblin Raiders
- Worg Patrol
- Cultists
- Vipers
- Dire Rats
- Cult Patrol
- Were-Rat
- Orcs
- Serpent-men
- 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...
Subscribe to:
Posts (Atom)



