Posts Tagged “Mapping”

1 Hour DungeonRemember when you told your mom that you were leaving food out “as an experiment?” but really you just didn’t want to clean it up? No? That was just me? Well that’s pretty much what I’ve been doing with my GMing lately. I’ve been shamefully avoiding preparation, and justifying my laziness by calling it an experiment in improvisation. But unlike my childhood self, I’m legitimately interested in how the experiment will turn out. So after working on being a better improvisor for the last few weeks, I thought it would be an interesting change of pace to sit down and give myself a single hour to create an entire dungeon adventure. The idea is to simulate the time crunch I experience while improvising a dungeon for my players, while still actually preparing something in advance of the game.

This is what I came up with, all within 60 minutes, which includes the map. I have cleaned up the text a bit, though. I don’t want to ask anyone to understand my sketchy shorthand.

Note that my thought is that this would be used with a game system similar to the one I wrote about last Wednesday. The idea is that the players begin with no classes at all, similar to The Funnel of DCC RPG. As they play through this dungeon, they will seek to define their character.

General Info:

Old man Herst recently pulled down a bunch of trees at the end of his property. His onions were profitable last year, and he’d like to increase his crop this year. While tilling the soil, though, he discovered the most peculiar thing: a stone stairway! Leading right down into the earth! It was the damndest sight he ever done seen, and when he was telling the tale down at the pub that evening, you overheard him.

It’s perhaps 2 in the morning now, and you and your friends have gathered around the stairs. You’ve heard it said that treasures can sometimes be found beneath the earth–treasure enough that a bunch of farm hands like yourselves could buy a better life for yourselves.

Mouse PersonRoom 1: The walls and floor are a moss-covered flagstone. Stones are missing here and there, exposing the earth. The ceiling is almost entirely exposed earth, supported by stone arches which criss-cross the ceiling. Roots poke through here and there, and it looks as though it wouldn’t take much for the dirt to collapse into the room. These conditions persist throughout the dungeon, unless otherwise indicated.

There’s also a good deal of timber in this room, stacked in piles against the east and western walls. It is clearly old and rotten, perhaps part of the structure which originally stood over these stairs.

Exits to the North and South are visible upon entering the room. The secret exit to the West can be revealed by moving the timber aside.

There are 6 mouse-folk here, huddled in the corner and clutching their clubs. Their fur is mottled, and they appear to be malnourished.

Room 2: The walls have corpse shelves here, though most of these are empty. There are 12 shelves in all, but only three bodies remain. Close examination of any of the empty shelves will reveal a small pressure plate in roughly the same spot on each shelf. Pressing the plate does nothing. Close examination of the wall across from any shelf will reveal a small hole, the purpose of which is unclear.

Moving any of the three bodies which remain releases the pressure plate under their heads, and a crossbow bolt is fired at the player’s back from across the room. Also under each of these bodies, roughly where the small of the back would be, is a small ovoid piece of amber. Each is worth 10gp.

Room 3: Some of the floor stones here have been pulled free, and water from above has formed into a pond which is 2ft deep at its deepest point. There are six mouse people here, drinking the water. Two more stand guard.

Aside from the water, there are three shelves in the room which were once filled with books. The shelves have now been knocked over, and the books scattered about the floor. Most are torn to pieces, and nearly all of them are covered in black mildew and small mushrooms. Thoroughly searching through the books will reveal only one book which is still in good condition. It is written in an odd script, but anyone who makes a successful intelligence check will strangely be able to read it.

Studying the book from cover-to-cover takes 8 hours. Once completed, the reader’s mind will be awakened to magical power. The player may immediately become a 1st level wizard, and may use this book to prepare a 5lb Mage Hand spell.

Once someone has been awakened in this manner, the book must rest for 100 years before it can awaken another.

Room 4: Most of the stones from the walls and ceiling have been piled in the center of the room in a 4ft high mass. Mouse folk have burrowed small nests in the dirt here. There are 14 adult mouse people here, and 26 young.

Beneath the pile of stone is a small chest containing the treasures of the mouse people: 16 gp, 42 sp, 317 cp, and 1 ruby worth 25gp.

The secret door in this room is opened by pushing on a hidden stone, and can only be discovered by performing a search check on the appropriate wall.

Room 5: In the center of this room is a wooden chair with skulls piled up around the base of it. Several skulls are nailed to the sides and legs of the chair as well. A young man in black robes with skulls haphazardly sewn onto the shoulders is nervously pacing here. He is Hezaphezus the Malevolent Bringer of Doom and Unlife. An inept necromancer of 18 years. He already cast all of his spells for the day, but carries a dagger and a Wand of Cold, which deals 1d6 damage and has 1d10 charges. Also on his person are 30 gp.

Room 6: Eight shambling corpses are here, banging on the door which leads to room 5. If zombies can show emotion, these zombies are angry. They’re so intent on getting through the door that they will not pay attention to the players unless they are attacked.

The flagstones on the floor of this room make a spiral pattern which twists towards the center of the room. At the center of the floor is a glass lens, about 1ft in diameter. If you look through it, you will see the plane which your soul would be bound for if you died today.

Room 7: This is the lair of the Spidersnake. The room has no obvious features upon entering. However, it is bisected by the web of the spidersnake, and anyone attempting to move from one door to the other will become tangled.

The spidersnake itself rests in a web funnel it made in the ceiling of the room. Among the bodies in this funnel the players can find 40 sp, 8gp, and a sword whose blade always seems to be covered in a thin layer of green slime. This is a Sword of Rotbane, which sets fire to any undead it successfully strikes.

Room 8: A statue on the Western wall stretches an arm straight out, pointing at a spot on the floor. The statue wears a crown. If the base of the statue is inspected, the players will find writing which reads only “The Pretender.”

Any player who kneels before the statue will cause a crossbow bolt to fire from the tip of the pointing finger.

Stairs: The dungeon descends further down…though to what I have not yet determined.

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TheSteelBeastThroneRoomNote: This room is near the entrance of Castle Nalew, a central adventuring location in my monthly ToKiMo campaign. While the players have been through this room, they have not yet discovered all of its secrets. I would advise not reading this post if you play in that campaign.

Note 2: One of this room’s features was re-used in the The Midas Chest room. I prefer not to post a room with the same element twice, but here it is not central to the room’s challenge.

The room is massive, with a high arched ceiling and numerous steel doors around its edge. It is heavily dilapidated, with weeds growing through the cracks on the floor, bits of rubble on the ground, and even a few small holes in the ceiling where dirt, light, or rain can filter through. In the room’s center is a shallow pool of water. At one time this was obviously a rather elegant water feature, but now the water is stagnant and fills the room with a putrid stench. Characters will not be able to see the bottom simply by looking in, but the water is in fact only about 1ft deep.

The western wall is almost entirely dominated by a massively wide archway, around which is carved an elaborate depiction of a spiritual battle. An army of celestials charge from the northern end of the arch, while an army of devils charge from the southern end. The armies rise up the wall, and across the arch, meeting in the middle with brutally gory results depicted masterfully in stone. If characters choose to investigate the artwork on this arch more thoroughly, they may notice that there is a small demon, far from the front ranks, depicted as dying. Closer examination of this demon will reveal that the gash from which he is bleeding is in fact an actual slit in the stone wall, just large enough to fit the tip of a dagger into. Doing so will open a secret door within the room. (On the map above it is placed between the throne and the lion statue, but it might be placed anywhere.)

Directly above the archway is a stylized stone scroll, upon which has been carved the following words:

“Atop the world I stand, beneath the world I will lie. Home will always find me.”

In the east of the room is a large brass half-sphere, the apex of which rises to about 5ft off of the ground. It has been expertly crafted to demonstrate the continents, oceans, and even rivers and forests, of the known world. Fused to the top of the world is a heavy chair, also of brass. The chair has been cracked and several pieces of it hang askew, but despite being mangled, it appears to be intact. There are no chunks of brass on the ground, and it seems as though some bending would get the chair back in shape–though it is not so broken that it cannot be sat in without fixing it. Under the edge of the chair is a switch. If toggled, this will release 3 of the chair’s legs from their mounting on the half-sphere, allowing the chair to swivel around on the rotating fourth leg. This will reveal a small alcove, within which is a platinum facemask with three pieces of obsidian mounted under each eye. The pieces has no lips or mouth, and is worth 2,000gp as an art piece.

Elsewhere in the dungeon/castle/world, the players may learn that this are was built by an ancient king named Barj Volik, who was born far away on Stonespear Isle. These islands are well known, and can be found on any sufficiently detailed map of the world. If the players examine the brass world-sphere, searching for Stonespear Isle, they will find it easily enough. If the island is pressed, then seams will appear in several of the world’s larger rivers, and the brass will slide away, revealing a staircase into the tomb of Barj Folik.

Finally, there are four strange statues in this room. They are made to vaguely resemble a bear, a bull, a lion, and a gorilla. However, rather than depicting these creatures as they would appear in the wild, these steel statues instead depict what those creatures would look like if they were outfitted in full-plate armor. If any character sits in the throne atop the world, these four creatures will become animated. The sitting player may then attempt a save versus magic (or will save DC 25). If they succeed, then the creatures will obey them for 1d6+1 days. (after which another save must be made). If the save is failed, the statues will attack immediately and without mercy.

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Battlefield ExecutionThere is only one way in or out of this room, which is largely empty. The walls splay outward, causing the room to widen further from the entrance. The back wall of the room is a gentle curve, upon which has been painted a detailed mural which has become chipped and faded with age, but not so much as to make the its subjects unclear.

The mural depicts a large army of of hardened warriors stretching halfway to the horizon. The figure’s shadows are long, indicating that the scene is either early morning, or late evening. Rather than doing battle or raising their voices in a cry of war, the fighters are depicted as bloody and beaten. Some even lie dead on the ground amongst their fellows. Their faces are forlorn, and every one of them faces out of the painting, with eyes downcast. Several standards blowing in the wind depict a black cloven hoof wrapped in green thorns, on a red field.

In front of the mural is a kneeling statue of a man who appears similar to the warriors behind him. Like his bretheren, his eyes are downcast. With both hands he grips the blade of a sword with the hilt held out in a deferential gesture. The statue has clearly been painted to match the mural, but like the mural much of the paint has been chipped away. In addition, the statue appears to have been brutalized. Chips and slices cover its surface. It appears as though someone brutally attacked the statue with a sword or axe. Closer inspection will reveal that some of these cuts have undisturbed red paint in them, indicating that these marks are intentional.

The nature of the sword being offered is up to the individual GM. For my use, it is a magical artifact sword of great power. If that were not to your liking, however, it can merely be a sword of great artistic and historical value. Regardless of the sword’s exact nature, though, it is a marvelous and tantalizing treasure to behold. The blade is of unblemished mithril. The crossguard is styled to resemble a lion, and the hilt itself is carved with depictions of 6 spearmen thrusting their weapons up into the lion’s belly. These carvings are heavily stylized, and beautiful in their simplicity.

However, the sword will not budge from the statue’s hands. What’s worse, powerful magics ward the statue against being smashed. The magic which holds the blade in place is also powerful, and cannot be affected by spells designed to loosen or release an object. Furthermore, these wards cannot be dispelled, though they might be overcome by a wish or similarly powerful effect.

The key to this puzzle is knowledge of a battle which occurred 300 years ago. Any characters with knowledge of warfare, history, or nobility will have heard of it. A sage will be able to offer information about it if they are given some relevant information about the scene depicted. Additionally, a room not far from this one in the dungeon should contain a history book detailing the battle and its aftermath.

It was called The Battle of Braeon Ridge. The combatants where the House of Krephis (or noble house relevant to your world), and the unstoppable armies of Fulnaf Thornfoot. It was a monstrous battle which lasted days and killed thousands. At its end, Fulnaf Thornfoot was killed, leaving his father to surrender to the conquering Krephis. Famously, while Fulnaf’s father offered the conquering leader his son’s sword, the patriarch of House Krephis (who had lost his own son in the battle) reached down from his horse and buried a dagger in the back of the old man’s neck. House Krephis rose from being only a minor noble house to being one of the more powerful families that existed at the time.

If the players take a dagger and begin pressing it against the areas where the stone has been cut on the back of the statue’s neck, they will discover that one of these slices was illusory. It in fact hid a large slot, which the dagger fits into nicely. Once the dagger is planted in the back of the statue’s neck, the sword will slide freely from his hands.

Note that the illusion covering the dagger slot is not warded as the statue’s other protective magics are. It can be discovered, and dispelled, by normal means.

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