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