And both types of stones are in the DMG valued at 50gp and 10gp respectively. I imagined a plucky xorn or two as it turns out found its way there and was slowly eating its fat, waddling way through all those precious gems. I might even throw in a few rust monsters , too, just to be really devious.
In addition to the abandoned mines, I saw as the appraisal and storage areas. This is where the pit bosses made their offices and expected everything brought to them first. Chances are they boogied once the going got tough. Side note: undead in abandoned places are always kind of a bore and done to death anyways. Sometimes vacant is scarier. Area 8 is an interesting room for sure.
I awarded the sinkhole a DC 25 Strength athletics check to climb up the mud hole, a task that none of them are really capable of. My thought was that the temple was managed by a beholder.
The two battled, and in the end, the much more powerful planetar smote the eye-ball monster so damn hard it buckled the very the earth below it, instantly creating the sinkhole and burying the aberration at the bottom of it. Once it finally kicked the bucket, the beholder continued to get buried under the mud. Eventually this spawned freaky gas spores. Deal a single point a damage and pop! Pretty nasty. Finally, I had areas to populate.
Continuing with the abandoned industry theme, I thought those caves might be the ideal breeding grounds for the steeders the duergar used as pack animals in their mining operation.
After all, the nightmare stalkers only care about duergar flesh. So left unchecked, the females probably went to town and laid a bunch of eggs. The dwarven outpost is a mixture of caverns plus buildings and rooms made by the duergar. Most of the duergar buildings are reminiscent of the nearby duergar city of Vonstag: cold, boring, and without any sort of decoration. Nothing to see here! Again, nothing out of the ordinary here. Between the steeders and the nightmare stalkers zone are the remains of slaves who fancied an escape but got ate.
By what? Probably both the spiders and the fungus, to be honest. Being slaves, they have nothing of value on them. However, this is a good chance to make PCs paranoid with hints at undead.
This is the big nasty encounter. This is where the black caps grow and the nightmare stalkers emerge from the soggy ground below. The ceilings are about 50 feet high towards the center in here, by the way. This room was where the duergar stored all their tools.
Many of the bigger tools have been taken by the duergar to use as weapons against the kruthik and nightmare stalkers. The appraiser worked out of this office. The Hematite Mines are a series of abandoned mines.
They were originally dug by the dwarves who lived in the city above. Later, the duergar of Vonstag laid claim to them and continued the operation. This is the entrance leading from the Dwarven Outpost. Water from the mine as well as the foot high natural chimney drains into this room. It pools here and is covered with a thick layer of algae. The body of a dead slave is here, chained to the wall. The deep dwarves who lived in these barracks tried to fight off the kruthik. However, the doors were ripped away and the duergar were killed, drug off and eaten.
Everything is in disarray. There is a bucket of water with extinguished torches. This north-south tunnel at the eastern edge of the Hematite Mines connects the Rumble to the huge cavern in area 9. Before the kruthik incursion occurred, the walls were stripped for hematite and bloodstone. A massive machine called a bucket wheel excavator takes up much of the center of the cavern.
Baskets full of spilled hematite lie everywhere, left behind when the kruthik came in. Iron bars were erected here to hold in roughly 25 slaves.
When the kruthik invaded, the duergar left them behind. At the behest of the Hive Lord, Udrin LE female duergar mage — Monster Manual , p works here to create flesh golems for the kruthik. Her lab is the stereotypical mad scientist lab, with vials, glass jars, prodes and electrodes. There are two flesh golems in the room.
One stands in the corner while the other is being worked on upon a large stone slab in the center of the room. This section of the Hematite Mines is known as the Rumble because of a strange quaking that occurs a few times per day. The cause of the rumble is a tiny pocket of the Elemental Plane of Earth hidden behind the stone walls. At the bend between the Nerzgo Stretch and the Rumble is a pool of stagnant water. The kruthik have done their best to avoid her, but often to no avail.
However, a group of clever kruthik trapped her and are trying to take her out at behest of the hive lord. This is where the duergar first came across the kruthik who emerged from the ventilation holes leading to His men sabotaged the way back, collapsing the tunnels, leaving hundreds of duergar behind. This is the main passageway through the Hematite Mines.
Because it is so well-traveled, there is an increased chance of a random encounter here. Also, once per hour, the entire hallway rumbles from the tiny portal from the Elemental Plane of Earth hidden in the walls. The chasm that cuts through the middle of the mine and borders the great, dwarven city above the mines is obscured in a magical blanket of fog. No wind or fire can remove it. The fog is part of the old defense systems of the nautiloid that lies feet at the bottom of the chasm.
Romana makes her home on the ledge to the east side of the chasm. Rumble Head was where most of the duergar miners congregated when not working. There is a collapsed statue of Deep Duera here, knocked over by the kruthik during the initial incursion. Hammerers waited here for orders from Udrin and the pitbosses.
This six page adventure has the players stuck in the infinite caves of the shroom goblins, needing the help of the goblin king in order to escape and return to their previous quest. Designed as a side adventure for a truly unlucky party.
The Charmed Grotto. A seven page PDF download for your adventuring pleasure. Goblin Gully. My most popular one-page dungeon. This level 1 dungeon is entirely mapped from the side view. The Sewers of Travon Area 1.
A section of the sewers under the slums that are riddled with passages and basement accesses. Includes a 2-page download with a full-page version of the map. This single-page system-neutral PDF details a small tomb now being occupied by bandits. Fortress on the Ironflow. Burial Mound of Esur the Red.
The actual item the players are looking for is in a second secret tomb behind the one where the red herring map is found. The second link is to a 4-page folder that prints on a single letter page and is then folded.
The third is to a single-page sheet that folds down into an 8-page PocketMod booklet. Both also have Labyrinth Lord versions available for download.
Dungeon Geomorphs Compilation. Biohazardous Mutant Future Character Sheet. Mutant Omega Playtest Document. A revision of the Physical and Mental mutation tables from Mutant Future to incorporate about 20 new mutations as well as Mutation Score mechanics for all of those mutations.
This particular download remains a work in progress, this is version 1. NightUlf said:.
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