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.
No comments:
Post a Comment