Dungeon Map Key
Brown Square- Standard Door
Red Square- Trap door, roll for a random trapped door
Purple Square- Secret Door/Wall
Chambers of Boaldelm
General Atmosphere
Square
hallways and rooms carved into soft stone of the mountain. Diagonal
ovoid depressions in the walls are a constant pattern, occasional
candle or other object set into wall niche.
Room Descriptions
[a]
Old underground church room. Horse skull on center of floor, ruined
alter. Silver candlestick underneath rotted table, covered by stained
tablecloth.
[b]
Empty room. Rat tracks leading to d follow and stops at hidden wall
from d to i
[c1]
Empty.
[c2]
Contains a broken floor, glowing Shock Flower growing there.
[c3]
Appears empty, secret door leads to tunnels.
[c4]
Dead adventurer. Has one piece of equipment; 1d4- helmet, shield,
poison vial, magic rod.
Shock
Flower:
Minor Magic Rod. Deals 1d4 + Int modifier shock damage. The players
can always tell how many charges are left by counting the petals, as
a petal falls off each use. 6 charges.
[d] One
Porthole Warrior
guards this room. Patrols between d and e
[e]
Rocky outcrops contain places to hide.
[f]
Darkness in this room coalesces to create 2d6 Ghasts.
[g]
Decadent painting on far wall. Before it is a line in red chalk.
Crossing the line curses the target, making them break their weapon
on a roll of 1 or 2. The painting is an image of a blacksmith,
forging a glowing ember. Worth 1d6x10 coins.
[h]
Boiled bones liter the floor.
[i]
Rat men warren. Scared party found their way here, as the rat men use
the T1 traps and the secret doors to try and stay hidden. Roll
reaction checks with 2d6 as normal, but -1 if you intrude on their
home. Rats have carved out small spaces into wall from the niches,
live in tents.
[j]
Small room containing the golden candelabra. Automatic random
encounter is rolled.
[k]
Secret room. Contains an Shock Fruit. Whoever eats it gains +1
permanent
lightning resistance. It is guarded by a Fat
Ghast.
Fat
Ghast
(2 HD, 1d6 flabby claw, soul spew move hits all within cone and deals
1d4 damage, clerics immune to this ability)
AC- 12
[m1]
Contains a key, unlocking the door to h
[m2]
Contains a lever, which ends T2
[n]
Pit leading down into further caverns. Implied that monsters crawl up
from here.
Trap Descriptions
[T1]
Steam diamonds. Set in the floor, metal diamonds that shoot a jet of
steam around the target who steps on them. As long as you stand
still, the steam doesn't hurt you. 1 in 6 chance that the steam
diamond depresses instead and the steam fires directly at you,
dealing 1d6 damage.
[T2]
Walking through this room activates spinning weight traps, which spin
lead weights on chains around each of the four pillars really fast,
dealing 1d6 damage each round you're next to one. Must pull a lever
at m2 to turn them off, have to save to move through the threatened
area.
[T3]
Swinging spike door trap. If you turn the corner here the door swings
to slam you into the wall and deals 1d8 damage. Easy save.
Wandering Encounters -
1d6
[1]
Ghasts
(1 HD, undead, 1d4 ghost claws, anything that gives off light counts
as a +2 magic weapon vs them)
AC-
12
Number
Appearing- 1d6
Ghasts
are the lowliest form of spirit, nothing more then animal instinct,
rage, and hate forming into ghosts from pure darkness. Physically
very weak.
[2]
Porthole Warrior
(3 HD, undead, +1 to hit, 1d8-1 rusted longsword, glass window on
chest can be smashed with a blunt attack, then stabbed for instant
kill)
AC-
14
Number
Appearing- 1 or 2
Large
Porthole zombie creature, its still beating heart glows red with
unholy vigor. Its movements are somewhat mechanical, and its arms
bend weakly when they swing the sword's weight.
[3]
Porthole Marksman
(3
HD, undead, +1 to hit, 1d6-1 creaky crossbow, glass window on chest
can be smashed with a blunt attack, then stabbed for instant kill)
AC-
13
Number
Appearing- 1 with 50% chance to be accompanied by 1 Porthole
Warrior
Smaller
then the Porthole Warrior, but with a faster beating heart. Seems
mildly more intelligent then the Porthole Warrior, as it can reload
and fire a crossbow. The bolts it uses are stuck in its thighs.
[4]
Mechanical Attendant
(2 HD, 2 shredding claw attacks at 1d4, deals 1 bleeding damage per
turn after combat equal with duration of turns equal to number of hit
point damage inflicted by claws)
AC-
14
Number
Appearing- 1d4
Morale-
12
Nonhostile
creatures, crawl up from [n] to look over the traps in this part of
the dungeon. Don't seem capable of communication or intelligence but
use chest claspers to interact with machines.
[5]
Heart Removing Tools
(1 HD, animated objects, 1d6 surgical implements)
AC-
11
Number
Appearing- 1d8
Tools
used for ancient ritual and sacrament. Now animated with the same
power that envelopes this place. Tends to attack people's chest.
Sometimes can be found removing hearts from a corpse.
[6]
Rat Men Scouts (1 HD, 1d4 clubs or 1d6 spears, once per combat may
avoid one attack)
AC-
11
Number
Appearing- 1d6
Morale-
10
These
rat men come from i and are exploring to make sure everything is
alright, as well as potentially foraging for food from the outside
world. The rats raise their weapons when they first meet you, but
don't seem to want to fight. Roll reaction checks.
Good-
Rats will invite you back to their camp, but will not show you secret
door, instead helping you navigate steam diamonds [T1]. Don't have
much of value, but will give a hint about the silver candlestick in
[a] and secret caves around [n]. They are incredibly desperate for a
new home and would love more then anything to be able to live in the
basement of a lord or in a human town's underbelly.
Neutral-
Rats disengage back wherever they came, all the while giving warnings
despite clearly being outmatched.
Bad-
Rats run to [i] as fast as they can, try to lead party into steam
diamonds if they can, otherwise they rally their forces for immediate
relocation.
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