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


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

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