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| The Garden Level |
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
Showing posts with label Tharzad-Dul. Show all posts
Showing posts with label Tharzad-Dul. Show all posts
Friday, November 21, 2014
Tharzad-Dul: Map of Level 2
Sunday, October 26, 2014
Tharzad-Dul Mega-Dungeon Update
I've updated the Tharzad-Dul Mega-Dungeon Page found HERE.
With the arrival of Dungeons & Dragons 5e and delving back in to fantasy reading (see THIS blog entry on what I'm currently reading), my mind has come back to Tharzad-Dul and the World of Aerd my mega-dungeon blog project. The three things that I feel are most important to cover in order to make this playable in terms of starting up a campaign would be doing a write up on Enderfell the starting village, the Gods of Aerd, and level 2 of the dungeon (The Garden Level).
When I started this project I was using the free Swords & Wizardry rules. I don't intend to go back and update what I've written already (at least not at this point), but going forward I will be using the D&D 5e rules. So keep your eyes peeled for new updates of the World of Aerd.
With the arrival of Dungeons & Dragons 5e and delving back in to fantasy reading (see THIS blog entry on what I'm currently reading), my mind has come back to Tharzad-Dul and the World of Aerd my mega-dungeon blog project. The three things that I feel are most important to cover in order to make this playable in terms of starting up a campaign would be doing a write up on Enderfell the starting village, the Gods of Aerd, and level 2 of the dungeon (The Garden Level).
When I started this project I was using the free Swords & Wizardry rules. I don't intend to go back and update what I've written already (at least not at this point), but going forward I will be using the D&D 5e rules. So keep your eyes peeled for new updates of the World of Aerd.
Monday, March 31, 2014
The Cosmology of Aerd: The Nine Worlds
This project
started out with the idea of writing up a bunch of dungeon levels
inspired by Erebor, the Dwarven Kingdom under the Lonely Mountain.
Writing up that first level made me want to draw up a map of the
environs outside the dungeon and fulfil another itch I've always had,
writing my own hex crawl. This thing just keeps growing. I feel like
the last two major things that needed to be covered in order for this
to be a fully functional campaign setting is address the Gods of
Aerd, and a write up of Enderfell, the starting home base for the
PC's. This post will be the first part of two on religion in the
World of Aerd.
This past summer I
watched the Avengers cartoon series on Netflix. It was a great series
and I was sad to see it end. One of the things that stuck with me was
Marvals adaptation of Norse mythology that makes up part of their
universe. I've never really been a fan of the planes and they way
they are presented in D&D. But the idea of planes as planets just
really resonated with me. I decided to hijack Norse cosmology and
twist it to my own needs.
History
According to the
Sages of the Nemitical Order, it is written that in the First Age the
Elder Gods descended from the heavens of Valtherium to the world of
Aerd. They were the progenitors of the Primordians, the first Men of
Aerd. TheElder Gods were the Lords of Law, and masters of Magic and
Knowledge. They bestowed on the Primordians many gifts, taught them
to wield magic, build fantastic cities, heal the sick, raise the
dead, and pass to this knowledge on to their own earthly children.
The celestial
children of the Elder Gods, who hailed from the heavenly realm of
Ampharion rose up in jealousy and made war with their parents. They
wanted Aerd to be theirs. This war brought about a terrible Dark Age
known as the First Cataclysm. The Primordians and their great cities
disappeared from Aerd. From the ashes of this cataclysm the
Ampharion stood victorious. Eventually after much time had passed, a
second age of peace and prosperity reigned.
The Second
Cataclysm occurred when the Lords of Chaos attacked Aerd. They
brought hulking Giants, Demons, and worst of all Dragons. They warred
with the Gods of Ampharion, The Elven Gods of Fellanthia and Elaeron,
and the Dwarven Gods of Zirquanok. It seemed for a time that the
forces of Law might win. But then the Dark Elves of Elaeron in a
surprising act of treachery and betrayal turned on the for Forces of
Law. The weapons and magic of both sides tore Aerd asunder. It seemed
all was lost until some of the Elder Gods arrived and helped to turn
the tide of the war.
In the aftermath
of the God War, Aerd underwent a second dark age. It is from the
shadows of this latest dark age that the people of Aerd are slowly
creeping out from under. The majestic time when the Gods walked and
communicated directly with the people of Aerd are no more. Some say
the Gods are dead, or at the very least have abandoned their people.
The great cities and epic magic of that time can no longer be
reproduced. Ruins and relics of the last two ages lay scattered about
the land, a legacy of a better time.
The Nine Worlds
There are nine
main worlds that make up the Cosmology of the campaign setting.
Others obviously exist by these are the ones that hold the most
importance for the setting. There are two factions, the Lords of Law,
and the Lords of Chaos. The Lords of Law hail from Valtherium,
Ampharius, Zirquanok, and Fellanthia. The Lords of Chaos hail from
Elaeron, Yotaurus, Antenoria, and Fyrrion.
Aerd
Aerd is the jewel of the nine worlds it
is at the centre of all the other Worlds, and the main setting for
the campaign world.
Valtherium
This is the home world of the pantheon
known as the Elder Gods. Few of the Elder Gods are worshiped any more
on Aerd though there are cults, or lone worshipers that can be found
scattered across the world.
Ampharion
This is the home world of the of the
current pantheon of Gods that are worshipped on Aerd. They grant
their clerics power but rarely interact directly with their
worshippers. Instead they send angelic emissaries. These Gods do tend
to meddle in the affairs of the men in order to achieve their own
goals. The Gods of this pantheon are always in conflict with one
another.
Yotaurus
This is the true home of all Giant
Kind.
Antenovus
This is a world of water and ice. All
manner of creatures of this type originate from here. Cold hearted
Gods of storms and chaos live here.
Elaeron
This is the world of all dark fey. The
court of the cruel Goddess of the Dark Elves rules here.
Zirquanok
The red and mountainous home world of
the Dwarves and gnomes.
Fellanthia
This is green forest world, home of all
the Light Fey. The Gods of the halflings and Light Elves hail from
here.
Fyrrion
The hot ash filled home world of Earth
and of Fire creatures. Foul devils serve cruel masters. This is the
Hell that all men fear. Ruled by the Lord of the Pit.
Sunday, March 30, 2014
The Golden Plains of Afzhaal and Beyond
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| Artwork byJohn Avon |
The Plains of Afzhaal
These fertile plains are the
breadbasket of the City-State. Here farms dot the land. Scattered
acroos this land small villages sit admits vast golden fields of
wheat and fruit trees and grazing beasts of burden. The nomadic
Afzhaali ride their six legged reptilian Gorlax, while they trade
with the local villages and hunt wild Trinoceros and Lions. Dactyl
Raiders will swoop down from the mountains to raid and quickly fly
off.
Plains Encounters
Roll 1d10
1. Bloody Paw Goblins
2. Afzhaali Gorlax Rider's
3. Trinocerous
4. Wild Gorlax
5. Lions
6. Knights of Bryndor
7. Farmers
8. Legionnaire Patrol
9. Dactyl Raiders
10. Prairie Scorpions
Sites of Interest
The City-State of Kossuth (Hex 0515)
The City-State has fallen on dark
times. Once a prosperous city the shadow of the Cult of Mem'Dathou
has fallen over Kossuth. The young King is kept distracted by those
that seek to use him and the kingdom for their own ends. Greed and
corruption runs rampant and most people stay indoors at night for
fear of disappearing never to be heard from again. Caravans and trade
have gradually began to stop travelling to the city. The God King of
Negrathia looks south towards the City-State with hunger while
Bryndor looks from the south with the eyes of expansion and
protecting their own kingdom from the depredations of the north.
The Town of Durnwich (Hex 0520)
The Village is about a days travel from
Kossuth. The town acts as the hub for river trade in the south and
the villages on the plains. Often this is the farthest north traders
will travel these days as rumours of the rising evil in Kossuth
spreads. Adventurers will often use the town as a launching pad for
the exploration of dungeon ruins of Ghadira.
Ruins of Ghadira (Hex 0218)
The origin of this ancient ruin has
been lost to time. The upper levels find themselves cleared and
refilled time and time again. Adventurers and explorers come
searching it for whatever treasures they can. Access to the lower
levels is blocked by a strange door.
Legionnaire Outpost (Hex 0524)
This Legionnaire Outpost has been
overtaken by an alien presence. A sentient black ooze lives inside
the troops and officers of the post. The legionnaires body's are all
that remain and acts in symbiosis with the alien intelligence. For
now no ones seems to notice that anything is wrong as the aliens use
the memories of their hosts. What plans they have remains to be seen.
The Star Crater (Hex 0923)
This crater was made by a meteorite
that crashed her some time ago. The star metal is magical and already
has been harvested by prospectors. Those who spend too much time in
this area are transformed and mutated by the radiation.
The Lands Beyond
These are the lands that border the City-State of Kossuth.The Wastelands of Negrathia
To the North is the desolate land of Nergrathia full of beastmen,
Skrael barbarians, and demons. It is lorded over by powerful tyrant known as the God-King of the
North. In time he plans to invade the City-State and claim it's
riches for himself.
The Empire of Hykiria
To the West is the expansive and decadent land of the Hykirians that can
trace its origins back to the Age of the First-Men, a time before the First Cataclysm. This
Empire of Man is dominated by powerful noble houses and the Holy
Church of Nabanadon.
The Kingdom of Bryndor
To the South sits Bryndor. This militaristic kingdom is controlled and dominated by a secretive order of knights. They are aggressive and expansionistic and are planning on annexing the
City-State and its lands. They are aware of the Negrathia's designs on the City-State, and are in fact engineering things to encourage the country to invade. They will then offer aid, move in troops and then once entrenched take full control of the country.
The Yoshan Empire
Little is known of this Empire to the West and over the Everdusk Mountains. The Jade Emperor rules This vast Empire. It has an oriental
flavour combining Chinese and Japanese traditions.
Saturday, March 29, 2014
Bones of the Earth & River of Blood
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| Artwork by Ray Bender |
Rubyrun River
The Rubyrun is a wide and deep fresh
water river rich in iron giving it it's ruby red look. The water is
fresh and clean. There is much river traffic. The river acts as a
major trade route to the south west into the lands of Hykiria and
Bryndor. Most halflings in the City-State are river folk. They live
on barges, and fishing boats traveling up and down the length of the
river. Two major threats exist on and below the water. The first is
the river pirates that plague boat traffic and raid riverside
villages. Despite an increase in the City-State's naval presence the
pirates always seem to be one step ahead. The second, and less
frequently encountered threat is the Crayfish-men that live in
villages below the river. Something has been causing them to be more
active recently, though what that might be is anyones best guess.
River Encounters
Roll 1d10
1. River Pirates
2. Halfling River Barge
3. Fishing Boat
4. Crayfish-Men
5. City-State Naval Patrol Boat
6. Funeral Pyre Boat
7. Giant Pike
8. Goblin War Raft
10. Floating Debris
The River Road Encounters
Roll 1d10
1. Human Merchant Caravan
2. Gnomish Merchants
3. City-State Legionnaires
4. Highway Bandits
5. Elven Blockade
6. Bloody Paw Goblins (see Tharzad-Dul,
Mountain Door)
7. Farmers
8. Woad Barbarians
9. Broken Down Carriage
10. The Black Rider (See the Witchmire)
Everdusk Mountains
The Everdusk Mountains act as a natural
border for the City-State and divides it from the Yoshan Empire to
the East. These mountains hold many mysteries and have yet to be
fully explored. Like the underworld of Aerd, the high places of the
world tend be have thin borders to other worlds and gateways to the
weird. Giants and Yeti crawl the mountains as well as other more
bizarre creatures hailing from from far away lands.
Everdusk Mountains Encounters
Roll 1d10
1. Dreaming Monk
2. Yeti
3. Giants
4. Dusk Drake
5. Prospectors
6. Explorers
7. Shantank
8. Mountain Goats
9. Moon-Beast
10. Black Sky Barge
Sites of Interest
Hydra Mountain (Hex 1716)
Hydra Mountain, a place of power,
riddled with caves, dungeon levels, and secrets. Location of the
mega-dungeon of Tharzad-Dul.
The Dungeon of Tharzad-Dul (Hex 1716)
The eponymous mega-dungeon. Once the
home of the dwarves.
Giant Fortress (Hex 1720)
In the days before the first cataclysm
this was was a might fortress from which the giants ruled the
surrounding lands. Today it stands in ruins and is held by the most
powerful and charismatic of the Giant Warlords. Their is a faction of
these giants that seek to overthrow the current leader. They plan to
do this by brining back a powerful giant warlock from the grave. All
of Giant-Kind ounce hailed from the world of Yotaurus. Their history
tell of a time when they were much more than the barbaric tribes that
they are today. Prophecy speaks of a future day when the glory of the
giants will return.
The Valley that Time Forgot (Hex 1723)
This valley has remained hidden from
the world. This is because an enchantment on it acts as a temporal
trap. Creatures and people can go into this jungle paradise, but cant
leave. This powerful enchantment was placed on the valley in order to
trap a terrible God and imprison it here forever.
The Demonsbreath Pass (Not shown)
This dangerous pass is used by bold
travellers to navigate the mountains in order to have a quicker route
to the Yoshan Empire beyond.
The Monastery of Orsoom (Hex 1808)
This difficult to reach monastery
teaches martial arts, meditation, and other mysteries to those that
they deem worthy. Usually this involves the potential acolyte to
perform some sort of dangerous mission. Even then success does not
necessarily mean entry. The library here contains many rare texts and
histories.
Yotarian Gate (Hex 1805)
This deactivated gate leads to
Yotaurus, the home world of the Giants. It is protected by yeti and
other monsters. Some time in the near future the gate will open and
the true Giants armed with powerful magic and weapons will arrive
bent on conquest. They will use their barbarian brethren as shock
troops and do not consider them to be true giants, but some pathetic
throwback.
The Thule Mountains
High in the Thule mountains lives the wizard Lhurwyn, his magic is powerful and many come to him for advice. Deep below the Mountains lies the ruins of a once glorious city of minotaurs who's barbaric descendants war with a race of ogres and orcs augmented with a variety of body enhancing implants.Thule Mountain Encounters
Roll 1d10
1. Xarlum Minotaur
2. Steelspine Ogre
3. Pilgrim
4. Shriek Hawk
5. Silverfoot Faun
6. Night Gaunt
7. Goat Shepard
8. Ironhand Orc
9. Crag Monkey
10. Lhurwyn the Mad
Sites of Interest
Xarloon Minotaur City (0214)
The Xarloon minotaurs are another race
from Yotaurus. At their peak they were great magicians and warriors.
Now few if any of this race can cast the simplest of spells.
Tower of Lhurwyn the Mad (Hex 0613)
Lhuryn the Mad, can see into the future
and perform great feats of magic. He is a lewd and disagreeable old
man. He has no need for money and will only aid those who bring him
young nubile women and men for him to sate his lusts. He is served by
enchanted crag monkeys who perform a variety of tasks including
spying, cleaning and fetching things for him. His tower is guarded by
magical guardians and traps.
True Lair of Khysophax (Hex 0711)
The true lair of Kysophax is located
deep in the mountains here. It can be reached by descending a deep
fissure in the mountain, or by long twisting cave tunnels back to the
Shadowheart forest.
Vault of Ersetu Sheen (Hex 0313)
Ersetu Sheen is a hybrid of machine, man, and centaur. He is obsessed with creating and augmenting life. His two greatest creations are the Ironhand Orcs and the Steelespine Ogres. The Orcs all have their right hands removed and replaced with a random weapon, including circular saw blades, flamethrowers, shock-flails, or a iron fist mounted on a chain that can retract back into the arm. The Steelspine ogres have a reinforced spine surgically implanted on their backs. They typically have regenerating steel spikes that can be launched at targets at range.Thursday, March 27, 2014
The Shadowheart Forest
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| Artwork by Helen Khrustalyova |
In a past age a magnificent city stood
at the woods centre. The origins of this city began with two races of
elves, the Elaeron, and Fellantir, who came to this world at about
the same time. When they first encountered each other a great war
occurred. At the end of this war a peace treaty was signed at the
site chosen to build a marvellous city that would honour the dead and
showcase the wisdom, magic and ingenuity that both races shared. This
golden city of peace prospered for hundreds of years until, like
things, its glory began to fade and crack. Eventually civil war
ripped the city apart and destroyed the magical Gates to their home
worlds. The city was abandoned and the two races of exiled elves
founded knew, if less glorious homes. The Elaeron fled into the
hollows and veins of the Earth, while the Fellantir took to the tops
of the highest trees. The animosity and hatred still burns strong
between the two races.
Forest Encounters
Roll 1d10
1. Elaeron Elves
2. Fellantir Elves
3. Ghostweb Spiders
4. Bandits
5. Bloody Paw Goblins (see Tharzad-Dul,
Mountain Door)
6. Xanophid (Biologically engineered
plant creature)
7. Shadowheart Rangers (mix of humans
and Fellantir elves)
8. Flying Skink (small reptile with
wings)
9. Moth-Man
10. Khysophax (Ancient Dragon)
The Forest Road Encounters
Roll 1d10
1. Merchant Caravan
2. City-State Legionnaire Patrol
3. Farmers
4. Bandits
5. Goblins
6. Villagers
7. Leucrotta
8. Gypsy Caravan
9. Village Militia Patrol
10. Cultists
Points of Interest
The Village Enderfell (Hex 1116)
This is a small village would be of
little significance if it wasn’t so close to not one but two major
dungeons! The ruins of Erithhador, the failed City of Peace lies to
the north within a hard days march. The fallen dwarven city of
Tharzad-Dul lies a day to the east directly on the Forest Road. This
is a great place for adventurers to rest and relax, in between
missions. The town caters to adventurers and probably would have been
razed by goblins if it hadn’t been for the timely aid of a friendly
sword or spell from a passer through.
The Ruins of Erithhador (Hex 1410)
The City of Peace is no more. But even
in ruin she is still a magnificent sight to behold. Many relics and
treasures can be found here. In particular the Elves were known for
their magic and there is plenty of that to be found here in the form
of weapons, tomes, and other artifacts that can no longer be made. Of
special note are the two Elf-Gates. These gates can be found at the
centre of the city. Niether one works anymore, but if they could
somehow be repaired then they could be used to travel to the original
elven home worlds. It is common knowledge that the outer edges of the
city are the least dangerous. A low level party could expect to
survive here. While the deeper one gets into the city the more
dangerous it becomes.
The Lair of Kysophax (Hex 0610)
The Dragons of Aerd (the world in which
the City-State of Kossuth is located) are not colour coded like
traditional D&D. These dragons are all unique and possess a
variety of magical abilities and powers. Kysophax has not been seen
in some time, but when he does appear it is heralded as a sign of
apocalypse. This is the entrance to the dragon's lair, his true lair
lies within the Thule Mountains.
The Mouth of Madness (Hex 1218)
The foolish believe that this pit
descending into bowels of the earth is just a regular cave entrance.
That it connects to a confusing network of regular tunnels and
caverns extending below the entire surface of the City-State. The
wise man knows better. The truth of the matter is that this entrance
leads into another realm all together. A place where the rules of the
surface world no longer apply. Eventually, if one survives long
enough before going insane they will discover the new home of the
Elaeron Elves. It will also become clear why the Elaeron Elves are so
not quite right in the head anymore. If one where to travel even
deeper they would eventually reach the city of a vile race of albino
men known as the Azgarthians.
Fellantir Village (Hex 0913)
The Fellantir are live in a village
located in the trees. They are not particularly welcoming of others,
but those that they do allow into their circle tend to become very
trusted allies or very great enemies. There is a faction here that
wishes to return to their home world of Fellanthia, while there are
others that argue that this is their one true home now. In an effort
to battle their ancient nemesis the Fellantir created a magical race
of plant creatures called Xanophids. These creatures have rebelled
against their creators and now are an ever growing plague in the
forest.
Mothmen Lair (Hex 1518)
The enigmatic Moth-men lair here high
in the trees. They only come out at night to hunt. What they want no
one knows. Whatever it is the secrets they hide will be pivotal in
the coming days.
The Shadowheart Stone (Hex 1017)
The Shadowheart Stone is a rune encrusted stone monolith that comes from an age before the cataclysm. Today a Circle of Druids called the Guardians of the Heart gather here to perform rites and rituals. Failure to perform these rituals, the druids believed that a great evil will be released into the world. The truth is that they are right. A stairway into the earth below the stone leads deep into the dungeon prison of the ancient wizard named Kardath and his Gug servitors.Wednesday, March 26, 2014
The Witchmire
Located in the north-western portion of the City-State of Kossuth is the Witchmire, a land reputed to be haunted by witches and other horrors.
The Witchmire was not always a fetid and diseased swampland. According to legend, the land was once a fertile valley full of trees and wildlife.
A great warlord came, claimed the area and built his castle in what is believed to once be at the centre of the swamp.
This brutal and cruel man had sexual appetites to match his bloodlust and many a young woman was forced to endure horrible atrocities before finally succumbing to death.
Then came a fateful day. While the latest of the Warlords victims lay dying, her heart filled with anger, a Devil approached her and offered her revenge if she gave him her immortal soul for all eternity. Soon after agreeing to this a blight fell on the land. Cattle and the people of the land began to waste away from disease. The crops failed as the ground transformed into mud and water. Finally, the young woman, with a ghostly army of the Warlord's past victims cornered the Warlord near the mountains and inflicted on him tortures culminating in his death.
The Witchmire was not always a fetid and diseased swampland. According to legend, the land was once a fertile valley full of trees and wildlife.
A great warlord came, claimed the area and built his castle in what is believed to once be at the centre of the swamp.
This brutal and cruel man had sexual appetites to match his bloodlust and many a young woman was forced to endure horrible atrocities before finally succumbing to death.
Then came a fateful day. While the latest of the Warlords victims lay dying, her heart filled with anger, a Devil approached her and offered her revenge if she gave him her immortal soul for all eternity. Soon after agreeing to this a blight fell on the land. Cattle and the people of the land began to waste away from disease. The crops failed as the ground transformed into mud and water. Finally, the young woman, with a ghostly army of the Warlord's past victims cornered the Warlord near the mountains and inflicted on him tortures culminating in his death.
Random Encounters
Roll 1d10
1. Bog Wight (Intelligent zombie)
2. Witchfire (Will-o-wisp)
3. Lhokrug Hunters (lizard-men)
4. Mire Trolls
5. Tar Pit
6. Octadile (eight armed crocodile)
7. Ambush Frog
8. Deaths Head Stirge
9.Carnivorous Plant
10. Stuffed Horror (Golem stitched
together from canvas and filled with sand)
Points of Interest
The Devil's Fork (Hex 1307)
This site is reputed to be haunted by
devils seeking to make a deal for your soul. The reality is that
River Pirates have a secret hideout here. They encourage the rumours to keep this place safe from Legionnaires and anyone else.
Castle Wyrmfall (Hex 1403)
The ruins of the Warlords castle now
serve as a home to a family of witches. They venerate their founding
matriarch's devil saviour. Few monsters living in the Witchmire are
willing to cross the witches. The Stuffed Horrors that wander the
swamp are the witches creations. They are golems stitched together
with buttons and canvas and filled with mud and sand. It is believed
that there are extensive dungeons below the surface ruins full of
treasure and magic.
The Lhokrug Village (Hex 1604)
The Lhokrug are a primitive and
superstitious people similar to lizardmen. According to legend, they
are all that remains of the descendants of the people who once lived
in these lands before the Devil's Blight cursed the land and it's
people. This may or may not be true, but they can often be found in
the service of the witches. The Lhokrug worship their own primaeval
reptilian God in bizarre and bloody rituals.
The Tomb of the Black Rider (Hex 1507)
This unremarkable cave network is the
location that the female victims had their revenge on the Warlord.
The Warlords heart was ripped from his chest and a curse put on him
to be the the devil touched girl and her descendants slave for as
long as his magically preserved heart still beat. Now the Black
Rider, as he is known rides the land on his ghostly war horse and
performs whatever task a family member has demanded of him. This
usually entails murder and mayhem of some type. In the dungeon below
Castle Wyrmfall, the black heart of the Warlord still beats...
Troll Warrens (Hex 1703)
Mire trolls live here and wander the swamp in an endless hunger. They can sometimes be found pressed into the service of the witches.Tuesday, March 25, 2014
The Beacon Hills
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| A Woad warrior attacks Kossuth Legionnaires - By Gianluca Pagliarani |
Random Encounters
Roll 1d10
1. Gnomish Patrol
2. Merchant Caravan
3. Woad Hunters
4. Hill Giants
5. Mi-Go
6. Barrow Wights
7. Beast-Men Raiders
8. Hill Drake
9. Chupacabra
10. Ankheg
Points of Interest
The Village of Beacon Hill
Much of this gnomish village lies
underground, including the gem mines. Potato, squash, pumpkin, and
corn crops surround the village as well as sheep and goat farms. The
Gnomes and the Woads are on friendly if distant terms and both are
willing to come to the others aid in times of trouble.
Woad Village
The Woads are short, brown skinned
barbarians. They paint their bodies with a striking blue paint in
amazing patterns. This paint is said to have magical properties that
can act as armour and camaflouge a woad warrior until he is right on
top of you. They have lived in these hills for as long as they can
remember. The current leader murdered his way to the top. He has an
evil heart and is preparing to bring war to the gnomes and the
City-State. Not everyone in the tribe feels the way he does but those
that speak out disappear in the night, or die in hunting accidents.
Barrows
These barrows can be found all over in
the hills. The newest ones belong to the Woad barbarians. They are
protected by traps, and barrow wights that defend the tomb from grave
robbers. Some of them have been broken into are are used as lairs for
other monsters.
The Rune Spikes
This circle of rune covered standing
stones is actually a deactivated gate to the true home world of the
Gnomes. The Gnomish home world is one of 8 worlds connected to this
one via magical gates located in the region of the City-State of
Kossuth. Another of these World Gates is the Dynost Bridge located
somewhere in Tharzad-Dul. Yet another one is located in the
Shadowheart Forest. Below the Rune Spikes lies a dungeon thats
lowest depths holds the broken power generator. The dungeon is far
from empty, but if explorers could repair the generator then this
gate could be used to transport anyone to the gnomes original home
world.
Mi-Go Outpost
This interstellar race from Yuggoth
have an outpost here. They mine for minerals and perform bizarre
research experiments on cattle and the intelligent races alike. They
worship foul Gods and have established relations with a variety of
humanoid races to work for them. Whatever plans they have they can
not be good for anyone.
Hill Giant Village
The brutish Hill Giants have their village here. Built in the ruins of a much older settlement. The leaders of this tribe still possess some of the magical powers the giants once easily wielded in a different age. A prophecy sacred to all giants speaks of a time when their glorious empire will return.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.
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| The Environs of the City State of Kossuth |
Sunday, March 23, 2014
Tharzad-dul Level 1 Complete!
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| 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.
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| 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
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| 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...
Monday, March 17, 2014
Mega-Dungeon Project: Tharzad-Dul
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| Tharzad-Dul-Level 1: The Mountain Door |
Before I started working on my most
recent project, the Digital Dark Age, I spent some time collecting
artwork. I did this because I wanted to find aliens that were
different from the norm and quite frankly I needed some inspiration.
I didn’t want to just make space orcs, space elves and so on. I
found that these images really helped inspire me. They made putting
word to the blank page a little easier.
Another thing I've discovered while
working on this project is how much of a joy it is to work with such
a rules light system. Stating up new aliens and monsters takes next
to no time.
All this got me back to thinking about
one of my long time obsessions, the mega-dungeon. So I thought to
myself, hey theres plenty of maps to be found on the internet, why
don’t you grab a few and stock those suckers to the gills with
traps, monsters and treasure?
So I started writing a background for
an old dwarven citadel and how it had fallen to their ancient nemesis
of goblins and orcs. Nothing too original. But, then I came upon the
secret reason that the goblins and orcs had finally been able to take
the mountain fortress.
Thats when I knew that I had something
special. To me at any rate. I needed this thing to be mine. Something
that if I decided I wanted to, I could publish it.
So heres the first level of Tharzad-Dul
another writing project I'll be posting up in between the Digital
Dark Age stuff, and whatever else I feel like writing about. While
you can use your favourite fantasy rpg, I'll be using Swords &
Wizardry as my base line rules set.
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