Tuesday, January 31, 2023

1-31 Throg's Chamber

 


This chamber has been turned into a sort of meeting place, dominated by a large table with an equally huge wooden chair. A few other sturdy chairs are scattered about. The walls are covered with a mix of red and black curtains.

  • Archway to a side room is concealed.
  • Room b is Throg's living quarters.
  • Unless expecting a meeting, Throg's guards are in room a, while Throg himself is hidden in room b.

Monsters: 4 Orcs (Spear and shield), Throg the Ogre (Club)

Treasure: 200 gp and 400 sp in a chest in room b. Throg has a potion of healing, which he will use if needed.

Monday, January 30, 2023

1-30 The Brute's Enforcers

 


This through chamber has been set up with crude beds and cots, and looks to serve as a crude living quarters.

  • Living quarters and barracks for the orcs in service to Throg the  Brute

Monsters: 10 Orcs (spear and shield)

Treasure: Personal (Gear)

Sunday, January 29, 2023

1-29 The Pit

 


A large well descends into the ground here, with a low stone wall surrounding it. It clearly descends through the stone between levels to at least one room far below.

  • Stone wall around a well: 1' tall, 6" wide.
  • Provides access to level 2.

Monsters: None

Treasure: None

Saturday, January 28, 2023

1-28 The Brute's Guards

 


This chamber has been cleared out. There are signs it was once decorated by curtains, like other rooms on this level, but they have been long torn away. The walls have been defaced, whatever art was upon them is long gone.

  • This room has had its art stripped away.
  • It is used by the orcs in Thrug's employ to check on visitors.
  • Orcs will ask visitors for 2 gp each to pass through the room. If asked to see their boss, they will charge 10 gp to lead the party there.

Monsters: 4 Orcs (spear and shield)

Treasure: Personal (Gear)

Friday, January 27, 2023

1-27 The Side Room


 

There are many side rooms, but this one is The Side Room. Once a storage room, this room has been cleared out of whatever it contained before, and is now used to store zombies.

  • Storage room for zombies.

Monsters: 6 zombies

Treasure: None

Thursday, January 26, 2023

1-26 The Juncture Hall

 


This room has three halls that open directly into it. the floor in the middle of this room is covered with a mosaic of an elven man and two elven women, sitting on a couch in a library.

  • Mosaic of elven man and two women in a library.

Monsters: None

Treasure: None

Wednesday, January 25, 2023

1-25 The Grimfell Lair

 


A series of three linked rooms are littered with rough bedding and garbage. Connected by archways, whatever decorations might once have lined the walls have been long destroyed. A heavy wooden crank is set into the southern wall of the southernmost of these rooms.

  • Linked rooms
  • 25c contains the crank needed to retract or extend the east-west aligned bars from the grate in the main entry hall.

Monsters: 18 Grimfell goblins (6 in each room, armed with short sword, dagger, sling, and 12 stones each). Will run to each other's aid in case of battle, using archways or halls as needed.

Treasure: Personal (Gear and 2d6 ep each)

Tuesday, January 24, 2023

1-24 Grimfell Throne Room

 


A large throne of wood and stone sits in the center of this room, separated from the surrounding walls by red and black curtains suspended between four tall columns.

  • Large stone and wood throne
  • red and black curtains break room up with concealment.
  • Grimfell Goblin Chieftain and guards live here.

Monsters: Grimfell goblin chief (3 HD, thief abilities at 3rd level), Grimfell goblin bodyguards (2 HD), 12 Grimfell goblins. All armed with short sword, dagger, sling, and 12 stones.

Treasure: 5000 cp in a small box behind throne. Crown worth 1200 gp, scepter worth 1100 gp. Crown and Sceptre worn and wielded prominently by goblin chief. Personal (Gear and 2d6 ep each)

Monday, January 23, 2023

1-23 Hall of Columns

 


This long chamber is full of rows of columns, situated to cast eerie shadows when a light source is present.

  • Columns in room help break up line of sight and light.
  • Tripwires are between each pair of north-south columns. Notice on a 1 on 1d6.
  • Wires will trip an unaware character moving through them and drop them prone.
  • There are usually several Grimfell goblins hiding here.

Monsters: 6 Grimfell goblins, hiding and backstab as level 1 thieves. Short sword and dagger, and sling and 12 stones each. Will switch between as is most useful.

Treasure: Personal (Gear and 2d6 ep each)

1-22 The Fight Room

 


The middle of this room has a large circle drawn in chalk, which is surrounded by low stone benches.

  • Chalk circle in middle of the room.
  • Benches for onlookers.
  • An orc by the name of Grunter has organized a fighting ring, where challengers from various factions may face each other in one on one combat, while others bet on outcomes.
  • Visitors may try their hand if there are fighters here.
  • It is not unknown for factions to break out into brawls, but instigating such will face action from all present, as will interfering with fights.
  • 20% chance that Grunter and 4 orcs are present on any visit, meaning the fight ring is active.
  • If fight ring is active, roll 2d4 times on encounter table, discarding any non-intelligent results. These represent current visitors. Fighters may be from any faction present.

Monsters: None or Various. See Details.

Treasure: If Grunter is present, he and his orcs will have 200 gp plus 10 gp per other encounter group present to cover bets.

Saturday, January 21, 2023

1-21 The Receiving Room

 


This room is largely empty, although stone benches are mounted along both the north and south walls, providing a place to rest.

  • Stone benches along walls.

Monsters: None

Treasure: None

Friday, January 20, 2023

1-20 The Pool Room

 


A long, shallow pool fills the middle of this room. It is bordered all about by a small, 1' tall and 6" wide wall of stone. The pool itself is only two foot deep. 

  • Shallow pool in room. Water is cool and will be refreshing to drink.
  • Those who drink from the pool must make a poison save 1 minute afterwards or fall asleep for 2d6x10 minutes, from which they may not be awakened except via magic.

Monsters: None

Treasure: None

Thursday, January 19, 2023

1-19 The Dining Hall

 


A large dining hall here is dominated by four long tables, each with long benches beside them. There are crude sleeping cots and mats that line the walls.

  • This is where most of the cult assembles when not on patrol, a number of them even sleep here.

Monsters: 12 Bandits.

Treasure: None.  Personal (gear and 2d6 ep each)

Wednesday, January 18, 2023

1-18 The Boar Pen

 


This room has been converted into a pen.

  • This is where the trained boars the cult raises are kept.
  • At any one time there are several boars here.

Monsters: 6 boars, 25% chance of 1 bandit.

Treasure: None. Bandit will have personal (gear and 2d6 ep).

Tuesday, January 17, 2023

1-17 Secret Chamber

 


This small room is dusty and full of cobwebs. It clearly hasn't been entered in years. The skeletal remains o a long dead  adventurer lie here,  clad in rusted mail. The boney hand still clasps a sword that gleams as if new.

  • Remains are of a human fighter named Rofnir. He has been dead for a century, untouched here.

Monsters: None
Treasure: +1 sword.

Monday, January 16, 2023

1-16 Erdis's Bedroom

 


This is a richly appointed bedchamber. There are bookshelves along the walls, and an ornate bed. A heavy chest lies in one corner. The room is neatly kept.

  • The chambers of Erdis. If Erdis is not in the chapel, she may be here. At night, she may be asleep.
  • A secret door behind a bookshelf can only be opened if the bookshelf is slid aside.
  • Erdis is not aware of the secret door.
  • The chest is locked by a key owned by Erdis.

Monsters: Erdis (Lvl 3 Cleric. Plate, Morningstar, Shield)

Treasure: 400 gp, 800 sp, potion of healing in chest.

Sunday, January 15, 2023

1-15 North Chapel

 


This chapel room is in good condition, with well kept pews and walls covered with red curtains, decorated with red and black embroidery. An altar flanked by candelabras sits upon the raised northern section of the room, behind which looms a mural of a boar with red eyes standing on its hind legs.

  • Pews in good condition.
  • Mural of a black boar with red eyes on hind legs behind the altar.
  • Candelabras flank the altar.
  • Ysdrx the imp dwells here when not out spying, usually invisible, or in boar form.
  • Usually contains a few acolytes and berserkers.
  • 10% chance also contains Edris performing a sermon, and some bandits.

Monsters: 2 acolytes, 2 berserkers, Imp "Ysdrx". 10% chance of Erdis (from room 1-16) and 6 bandits (From room 1-19).

Treasure: 5 gems in a soft pouch on the altar (3 x 10 gp, 2 x 500 gp), Personal gear.


Saturday, January 14, 2023

1-14 Preparation Room

 


This room appears to be used to store clothing, or to prepare for meetings. There are black robes and cloaks hung from the walls and set on shelves.

  • Usually Empty.

Monsters: None

Treasure: None

Friday, January 13, 2023

1-13 Fountain Room

 


This oddly shaped room has two fountains on the western wall. These fountains trickle clear, clean looking water into two basins, each of which has a scattering of various coins along the bottom, udner the water's surface. The wall is decorated with a mural of an elven woman, her hands outstretched and gesturing to each of the fountains.

  • Two fountains, elven woman as a mural on the wall.
  • Drinking from fountain on left restores 1d8 hp, but may only be used effectively by any one character once per day.
  • Drinking from fountain on right restores 1 expended first level spell or equivalent, either divine or arcane, but may only be used effectively by any one character once per day.
  • Each fountain may only operate if it has coins of any sort dropped into it. Removing all coins prevents that fountain from working until at least one coin of any type is added.

Monsters: None

Treasure: 3d12 cp and 2d12 sp in each fountain.

Thursday, January 12, 2023

1-12 Curtains and Archways


Red curtains with red and black decorative embroidery line the east and west walls. The flanked by  two archways along the north wall is a mosaic of an elven man in arcane robes, his piercing gaze staring at the southern doorway. The mosaic very much resembles the statue of the elven man in the main entry room.

  • Red curtains with red and black embroidery.
  • Two archways flank an image of an elven man in robes. Resembles statue in main entry.
  • Serves as watch room for Cult of the Black Boar.

Monsters: 1 Acolyte, 2 brigands, 2 boars.

Treasure Personal (Gear)

Wednesday, January 11, 2023

1-11 Jaggedblade Barracks

 


This set of rooms has been converted into a sort of barracks. The central room still possesses a series of red curtains along the eastern wall, with red and black decorated embroidery. Scattered about the room are various boxes and bags of straw, suitable to be used as furniture for small individuals.

---

This northern room is a sort of crude armory. There's stacks of small, crudely made leather jerkins, ten or so rough wooden shortbows and shields,  some barrels of arrows, and about a dozen crude, small handaxes.

---

This southern room serves as a sort of general storage room, and contains shelves and boxes with a paltry mix of stale, barely palatable food, bread, and moldy cheese, unidentifiable heavily salted meat, as well as some barrels of filthy water.


  • Room serves as a barracks. At any time, about a dozen goblins are present either resting, practicing, or working in the adjacent rooms.
  • The small room to the north has been converted into an armory and holds some extra goblin gear.
  • The small room to the south has been converted to a pantry and holds food and supplies suitable for goblins.

Monsters: 12 Jaggedblade Goblins (6 w/ hand axe and shield, 6 w/ short bows and 12 arrows each)

Treasure: Personal (Gear and 2d6 ep each), goblin quality rations and weapons.

Tuesday, January 10, 2023

1-10 Access Stairs

 


In the corner of this room, an old stone spiral staircase descends steeply through the floor. The walls are undecorated, the floor smooth and plain, and the area seems to be dust free and relatively well used.

  • Stairway to the 2nd floor.
  • An encounter check may be made immediately when entering the room, to see if anything is coming or going from the stairs. Use the first floor encounter table.

Monsters: None

Treasure: None

Monday, January 9, 2023

1-9 Makeshift Feasthall

 


This ordinary meeting hall has been converted into a crude feasthall. While the vaulted ceiling supported by ancient columned arches still appears grand, the room is dominated by crude, low wooden tables laid out beneath. The tables are littered with discarded cutlery and garbage.

  • Middle of the room littered with low tables and garbage, which may make movement difficult.
  • At any time, there's probably several goblins here.

Monsters: 8 Jaggedblade Goblins (hand axe and shield)

Treasure: Personal (gear and 2d6 ep)

Sunday, January 8, 2023

1-8 Maiden's Crossroads

 


This juncture room is dominated by an old statue of a human maiden, clad in simple robes. Her expression is kind, and the statue is oriented facing east, where a mural depicts a hall leading to a doorway, on the only wall that doesn't have an actual physical hall and doorway.

  • Maiden statue dominates room.
  • Empty wall possible gate arrival point from further in dungeon.

Monsters: None

Treasure: None

Saturday, January 7, 2023

1-7 The Southern Gate Crank

 


Beyond the secret  door, a dusty room  has a heavy wooden crank mounted on the wall, with large wooden handles to allow for a firm grip.

  • This crank may be used to retract or extend the north-south aligned bars covering the staircase in Room 1-1.
  • When turned, it produces a grinding, clanking noise that may trigger an encounter check.
  • If an encounter is triggered, it is likely to happen on the way back out through Room 1-6.
  • The Jaggedblade Goblins know about this room, and may be willing to turn the crank to open the stair grate for a fee.

Monsters: None

Treasure: None

Friday, January 6, 2023

1-6 Jaggedblade Throne

 


This is a relatively cozy room, dominated by an ancient wood and metal throne. Four columns reach to the ceiling, while the walls are covered with battered mosaics, depicting monsters of various sorts being held at bay by arcane warding symbols. The tiles that make up the symbols glow a soft blue, casting the entire room in an eerie, muted light.

  • Room with wood and  metal throne in the center.
  • Mosaics depict monsters held at bay with warding symbols.
  • Light from the symbols lights the room in a shadowy blue light.
  • Tiles of one symbol holding a demon back, on the east wall, open a secret door when depressed.
  • Allies of anyone seated on the throne gain a +1 to morale and +1 to saving throws while within the room.
  • Initially used as the throne room of the Jaggedblades on this level. May not immediately be hostile unless party is threatening.

Monsters: Goblin King (3HD), 4 Goblin Bodyguards (2HD), 6 goblins, 2 wolves.

Treasure: 9000 cp in a small chest under the throne.

Thursday, January 5, 2023

1-5 South Chapel

 


This chamber is dominated by rows of pews, facing an old stone altar on a dais. The walls are covered with murals of elves from various walks of life, clad in ancient styles, all in procession leading up either side of the room toward the altar. Whatever may have been depicted on the wall behind the altar has been lost to time and vandalism. The wooden  pews themselves are in passable condition, despite their age.

  • Room lined with pews facing an altar.
  • Walls covered with murals of elves, mural behind altar is destroyed.
  • Altar has long since been desecrated.
  • There may be a few dead goblins laying on the floor here and there.
  • Hidden behind the altar is a stirge nest.

Monsters: 8 Stirges. Will only attack if disturbed, room is entered past second row of pews, etc.

Treasure: The stirge nest is built around and over an old silver offering bowl (50 gp value). Bowl may not be immediately evident unless nest is searched.

Wednesday, January 4, 2023

1-4 Room of Curtains

 


This long room is flanked on either side by rows of heavy curtains. The blood red fabric is patterned with simple designs of black and lighter red embroidery. The heavy curtains serve well to mute sounds that would ordinarily echo off of the cold stone walls.

  • Archways into southern room treated as concealed doors, but may be automatically discovered if the curtains are moved.
  • Curtains also make it harder to detect noise beyond them, by 1 in 6.
  • Southern room initially occupied by ten Jaggedblade goblins.  It is their living space. If they have been alerted from another room, may contain the runners from that room as well.
  • Goblins will keep an eye on the party through small gaps in the  curtain fabric, may attack if they believe they can get a clear win.

Monsters: 10 goblins (5 w/ hand axe and shield, 5 w/ short bow and 12 arrows each.)

Treasure: 100 silver in a small wooden box in the southern room, among the goblins' bedding. Curtains may be worth 15 gp per 10' if   successfully removed. Goblins have gear and personal money (2d6 ep each).

Tuesday, January 3, 2023

1-3 Jaggedblade Watch Room

 


An old juncture room connects these halls, with two simple archways as entrances, and a sturdy wooden door leading off to the east. The ceiling is fifteen foot high, and the floor shows signs of heavy traffic over the course of centuries.

  • Initially, a set of six Jaggedblade goblins watch from the southern half of the room.
  • Goblins will watch intruders warily, but do nothing if they head east through the door. If intruders try to move toward them or the southwest arch, they will warn them off, and attack if ignored.
  • In the event of combat, 1 runner will try to head west for assistance or to warn the next group, leaving 5 to actually fight.
Monsters: 6 goblins (5 will stay), 2 w/ hand axe and shield, 3 w/ short bow w/ 12 arrows each and hand axes as backup melee. Runner will have hand axe and shield if stalled or prevented from leaving.

Treasure: Gear and Personal 2d6 ep

Monday, January 2, 2023

1-2 Old Meeting Room

 


Between two doors, the passage widens into a room that was perhaps once a meeting chamber. Four columns stretch to the ceiling some twenty foot above, and between them hang a number of ancient tapestries. More cobwebs and dust than fabric, it is impossible to tell what they once depicted.

  • Empty by default, can be a decent place to use as a mission target, or to camp.
  • Once every so often, may host a sort of rough market and gathering from dungeon factions looking to trade, as a sort of meeting ground. Maybe once a week or so.
Monsters: None
Treasure: None

Sunday, January 1, 2023

1-1 The Grand Entryway


A set of stairs descends to a landing, which then extends down into the chamber below via a pair of sweeping, curved staircases. Four columns reach up into arches that support the vaulted ceiling some 20-30 feet above the floor below. On three of the cold stone walls, pairs of archways lead off into passages. Cradled within the arms of the grand staircase is a large stone statue, easily some twelve foot tall, of a sharp featured elven man, clad in ornate robes. His piercing gaze stares down at a stone stairway leading down in the center of the room. Access to the stairway is blocked by two sets of steel bars set perpendicular to one another, with a gap of a mere six inches from bar to bar.

  • Curved stairs lead up to the dungeon exit.
  • Archways have no doors to block sight or sound from side corridors.
  • Statue is affixed to the floor by large bolts, bolts must be destroyed if statue is to be moved.
  • Bars preventing access  to the stairway can be drawn back by two cranks located further in the dungeon.
Monsters: None
Treasure: None

12-31 The Treasury

  Herein lies a secure chamber, with what remains of the elflord’s treasure. Monsters: None Treasure: 30,000 sp, 6,000 gp, ring of wishes...