Showing posts with label Hidden Halls. Show all posts
Showing posts with label Hidden Halls. Show all posts

Monday, February 13, 2012

Megadungeon Monday: Halls of the Hidden Prince LVL 2; areas 9-15

Well its Monday here for two more minutes anyway.
Map is on the left.


 
9.  The Room of Skulls.
Illumination: None
Smell: None

This room is lined with shelves. Hundreds of skulls, from every manner of folk, crowd the shelves. Set in the face of the eastern wall, a plaque written in the script of the Minotaurs reads “Enemies of the House”

If the characters touch or otherwise disturb any of the skulls they will attract the attention of the malevolent spirits that haunt the room.


Spectral Horde
Ac 2 [17] HD 4; Attack: Telekinesis 1d6; Move 6;  Special Can attack 1d6 times a round; XP 300

A spectral horde is a conglomeration of petty ghosts who come together to combine their otherwise insignificant power. The horde cannot only be hit with magical/radiation based weapons. The horde cannot leave its source area (in this case it can not leave the Room of skulls.


10. The Orchard

Illumination: Very dim dull red glow emanating from the trees, limited visibility (see below).
Smell: Like Rotten Bacon. ST or gag for 1d4 rounds (-2 to all die rolls for duration).

This area is a natural cavern. The river runs through it, and the noise of water is loud but not overwhelming.  Bats flutter everywhere, their wings set aglow by the dull red light.

North of the river: Twelve meat trees depend from the vaulted, stalactite-covered ceiling. 
Each meat tree exists as a distended spindle of moist, pulsing ligature and flesh; clusters of faintly luminous, man-sized, scarlet, translucent, bulbous and blister-like sacs of glistening, squirming membrane are spaced unevenly along its length. Sacs that have been recently filled betray vague outlines of the bodies of animals and humanoids, writhing away their final agonizing moments as they are digested by the tree, and thus turned into food for the grublings The meat sacs provide both the room’s illumination and odor.

At any given time, 2-12 grublings will be feeding from the sacs, each thrusting its large, hairy proboscis into one of the writhing nodes and drawing forth a gory slurry of liquefied flesh and bone in a rapturous feeding trance. Feeding grublings will always be surprised if attacked and can also be stealthily avoided - see below.

If he has not appeared already, a 1-2 on a D6 indicates that two grublings are stuffing what looks to be the body of a dead Shae sorcerer into one of the sacks as the characters enter the room. This is Pheen Vox* who may or may not be alive at the referee’s discretion. His facial tattoos make him instantly recognizable.

The Bridge is thoroughly coated in sticky brown mucus, but it is open and uncluttered by meat trees.
The river running beneath the bridge has a depth of about 4 feet. The water has an oily sheen and stinks of garbage. Streams of mucus, fragments of insect chitin and offal pollute the stream. 

South of the river: Ten meat trees.1d8 grublings feedings. Three pairs of drones are stationed on this side of the river. Squad A stands before the door to room 13, and Squad b stands at the mouth of the passage leading down to room 11.   Squad C is stationed by the between the door to area 33 and the river’s point of entry in to the cavern. The squads are unable to see one another but will sound the alarm and come to one another’s aid during the second round of combat.

The Skeleton in the Lake: A giant skeleton (15’) lies supine in the lake, resting on its elbows, with its skull, thorax and right knee above the surface. A stylized star-like ruin is burned in to the middle of the forehead, and in the center of the ruin there is what appears to be a very large keyhole.

Grublings: AC 6[13]; HD 1+1; Attack Proboscis 1d6; Move 10; XP 15.

These creatures represent the larval stage of the roachmen. They are stupid and hungry.
Drone:  AC 4 [15]; HD 3; Attack Sword 1d6; Move 12; XP 40
Drones are roachmen at a more advanced, aware stage of their development. Drones will fight to defend the nest at all costs.



11. Lair of the Duchess:
Illumination: Bioluminescence 
Smell: Acrid, chemical

This large cavern is the lair of the Insectress’ chief lieutenant and queen of the roachmen, the Duchess: a bloated, egg-producing arthropod monstrosity. The cavern floor is covered with a crusty landscape of dried secretions, from which the acrid chemical smell noted above emanates. Half eaten carcasses of people and animals protrude from the crusted slimy nightmare-scape. The Duchess lolls atop a raised dais at the west end of the room, the disarticulated remains of her most recent lovers scattered carelessly about her.  

The Duchess: AC 2 [17]; HD 6; Attack: Tentacles, Fangs 1d6; Move 18; Special:  See below    XP 500 l
This huge beetle-like arthropod is covered with a bulbous and ruin marked carapace. A glowing orange-red tentacle sprouts from the top of the Duchess’ head. During combat the Duchess may attack with both its fangs and one tentacle each round. Any character hit by a tentacle attack must roll a d6 and add in either their strength or dexterity bonus. If the roll with bonuses equals a 6 or more the character manages to avoid being immobilized and takes no damage, but they are still caught within the grasp of the tentacle. If the character remains conscious through the next round they make attack or make another roll to try to get free (1d6 + Strength or Dexterity bonus. A roll of 6 or greater results in the character escaping from the Duchess’ grasp.  Once a day the tentacle can cause petrifaction (negated by a successful ST).


Treasure: Two large amphorae are leaned against the far western wall of the cavern (on the far side of the river from the entrance). These can only be seen easily from the west side of the river, they remain invisible from the other side unless a superior light source is in use.
Amphora 1 contents: 1500 sp; 1 neutron knife ( Standard rules:1d12 damage, functions as a magical weapon; Metal Earth House Rules: wounds on a successful hit, unless target makes a successful ST, in which case 1d6 damage).
Amphora 2 contents: 2500 GP and assorted gems equaling roughly 4000 GP in value.



12: The Robot Shrine
Illumination: Faint and flickering orange light from a dying wall-mounted glowstrip.
Smell: Rust and oil.

Shelves laden with all manner of mechanical hardware line the walls of this room. There is a break between the shelf rows along the southern wall of the room; here, hidden behind a veil of burlap, sits the rusted out body of an old mining robot upon a throne made from twisted metal wreckage. Candles have been placed around the figure, and ruins drawn on the floor at its feet. An altar made of discarded machine parts stands before the throne, at the center of the ruin marked space.



13. Roachmen Ready Room
Illumination: None
Smell: Shit
This room is meant to serve as a buffer between the egg chamber and the dungeon beyond the area controlled by the Duchess. 4 Drones wait here they are asleep and hanging upside down. The floor is a trash heap of bones and insect casings.

Drone:  AC 4 [15]; HD 3; Attack Sword 1d6; Move 12; XP 40




14. Holding Pen
Illumination: None.
Smell: Shit and Blood.

This heavy iron-bound door is locked with two chains. 8 slaves wait within. Two shae; a sasquatch; three minotaur and two lizardmen. They will all make promises of how much they can pay if they are helped out. 1d4 of them are beyond help and cannot be moved, although given constant care and successful STs they might recover in 1d6 weeks. All of the prisoners  are adventurers and the group may make a good pool from which to draw henchmen and/or new PCs.


15. Nursery:
Illumination: Green glow emanating from egg bioluminescence
Smell: Ammonia

Any signs of this room's original purpose have long since been obliterated. Each about the size of  a grown man’s head, hundreds of green glowing, gently pulsating translucent eggs cover every available surface of the room. The eggs are grouped together in clusters. Three Matrons move amongst the eggs, tending to them and will respond to any threat with immediate and violent action.

Matron: AC 4 [15]; HD 4; Attack Claws; Move 12; XP 120 




*Pheen Vox is an 3rd level Shae Sorcerer who entered the Halls of the Hidden Prince in search of treasure. His family has offered to pay 10k GP for his safe return 0r 5k for his corpse. I will flesh out this hook when I revise the dungeon. 

Tuesday, January 24, 2012

Halls of the Hidden Prince LVL Area 8 & 9



7. The Audience Chamber
Illumination: Shimmering ball of ghostly blue energy at the room’s center.
Smell: Dust and ozone

The broken remnants of furniture and art objects cover the floor of this large chamber. A rusted throne of wrought iron sits on a dais of crumbling limestone in the center of the room’s north wall. 1d4 rounds after the room is entered. The shimmering blue ball will explode (no damage). Ghostly energy will disperse about the room and two spectral armies will form, a force of Lizardmen and another of quite ones and stone dead. These armies will engage in a savage battle, complete with screams and the clang of weapons that last for 3 rounds, after which the armies will be sucked back in to the newly formed ball. This process repeats itself every 4 rounds.

A secret compartment in the rear of the throne (found on a roll of 1 on a 1d4) contains an energy pistol with three charges. [Using conventional rules the pistol does 3d6 damage]. Metal earth house rules it does 1d6 if the target makes a saving throw or a roll on the wound table if they do not.

8. The Faux Bedroom
Illumination: very dim yellow light from a ceiling mounted crystal
Smell: Dust with a hint of oil

The noise of snoring can be heard immediately upon entering this room- or before that if someone listens at the door.
This chamber is an obviously an ornate bedroom. It is full of fine furnishings, including a large writing desk; a beautiful wardrobe with gold inlay and (beneath the dust) a painting of the Cloelle the minotaur corn goddess (think of a really hot chick, but with a cow’s head); and a four poster canopy bed.  The room is, of course, as cobweb and dust covered as all the rest, however it appears that someone is sleeping on the bed. If the sleeper is disturbed (or 3 rounds after the room is entered if ‘he’ is not)  the door will slam closed and lock of its own accord. At this point the sleeper will rise and attack the party.

The room is actually a trap for would be assassins and the sleeper is, in reality, a techo-magical construct set there to lure in and destroy said assassins.

Magical Minotaur Robot
AC 4 [15]
Hit Dice 4+4
Attacks: Blade 1d6/Gore 1d8+1
Move: 8
XP: 400
Special +2 to hit with Blade

The construct is a mass of gears and widgets held together by glowing ruin inscribed brass and stone plates. It has the shape of a minotaur.
The construct will fight until it is destroyed and is immune to all magic.

A sword is welded into the robot’s left hand at the beginning of combat. This is a +2 magical weapon and if the MMR is defeated the sword can be removed in 1d6 turns.

The MMR’s horns are made from strange luminous blue crystal. If removed they will fetch ~ 250 gp each.

Sunday, January 22, 2012

Hiddeln Halls, level two area 4, 5 & 6

Map is on the the left.



4. Spy Hall I
Illumination: Dull green radiance, emanating from an ancient glow strip mounted in the ceiling.
Smell: Dust.

The stonework here is rough and functional. No allowance is given to artifice and the entire length of the passage is bare- with one exception. A 15’ long stone bench is situated along the last twenty feet of the south wall of the corridor’s southernmost east-west extension. Opposite the bench  [on the wall contingent with Area 3] a brass disk, just a bit larger than a human hand, is inset into the stone. If anyone touches the disk, the corridor’s glowstrip dims and the wall becomes transparent, providing a complete view of Area 3’s main chamber. The wall remains opaque on the Area 3 side.

The only way out of this area is through the secret door leading to area 5, or through the portcullis leading back to Area 3.

5. Spy Hall II
Illumination: None 
Smell: Dust

A second brass disk, identical to that located in Area 4, is set in the wall contingent with the short corridor connecting Areas 3 and 4. If anyone touches the disk an arrow/gun slit opens in the wall, providing a perfect vantage point over the passageway between the two portcullises.

The door leading to area 6 is unlocked.
The secret door adjacent to the door leading to Area 6 is extremely obvious and can be found on a roll of 1 through 5 on a d6. The door’s ‘hidden’ seams don’t quite line up with the wall in which it is set and it juts out a bit. It can be ‘opened’ by moving a small light hued stone. Doing this does not actually open the door, it triggers a rock fall- 4d6 damage. The trap is slow and leads off with an ominous rumble. Who ever opens the door is allowed to roll two separate saving throws. If both saves are successful the character takes no damage; if one save is successful the character takes ½ damage. The rock fall will block the opening it will take 1d6 turns to clear the way.

6. Ornate Hallway
Illumination: Flashing glowstrip, alternating from very bright to absolutely pitch black two or three times a second. Unless the characters make use of a good light source, all combat rolls will be made at a -2. 
Smell: rotten carpet (dry) and dust

Note- The secret door leading to Area 5 is trapped- see above.

This corridor is more elegant than Areas 4 and 5 the threadbare remains of a moldered carpet trail across the polished marble floor. Like everywhere else a thick layer of dust covers everything.

A huge sculpted human face covers the location of the secret door. If anyone touches the face, it animates and attacks the party.

Stone Face
AC 5 [14]
Hit Dice 3+3
Attacks: Expectorate (1d12), Bite (1d8)
Move: 8 (See Below)
XP: 200

The stone face can levitate. At the commencement of hostilities it lifts away from the wall and bites the closest enemy. The Face cannot leave the corridor.

The stone face will expectorate a huge wad of stinking acidic phlegm in the second round and once every two rounds thereafter until the end of combat. The first time a character is hit with the loogie, a saving throw must be made, failure results in the loss of one combat round; this round is spent vomiting.

If the Stone Face’s hit points are brought to 0, it immediately returns to its place on the wall, releases a horrific wail and crumbles away to dust, revealing a small alcove lined with shelves. Most of the room is empty, but an ornate vase and a strange looking pair of goggles sit side by side on a shelf near the door.

The Vase: Covered with a finally detailed depiction of what might be a wrestling match between two over muscled male minotaurs, this item is worth 400 gp.

The Goggles are made of brass and encrusted with strange, glowing gemstones.  The wearer of this eyewear can see any secret door (on level 2 only) within 50’- regardless of lighting condtions.

Monday, December 12, 2011

The Hidden Halls Lvl 2, Area 3

The map is on the left


3. Ante Chamber:
Illumination: Pale green crystal, gently pulsing on the ceiling.
Smell: Dust and Mildew

The noise of rushing water is very loud here; it’s cold and the floor is coated in a very thin layer of frost.

A rusted portcullis blocks the easternmost entrance to this room.  A character with 14 or greater strength has a 1 in 6 chance of being able to lift the portcullis. A character with an18 or greater strength has a 2 in 6 chance. Two characters may pool their efforts, but the space is too constrained for more. Unless it is propped up by something, the portcullis will close immediately after it has been released. A metal pole will hold it indefinitely, a wooden staff will hold for 1d4 rounds.

Beyond the first portcullis lies a reception area. The walls are painted in a flaking pastel yellow. The decayed remains of a wardrobe lie in a heap against the south wall; broken fragments of what may once have been a table and chair are strewn across the northwest corner. A search through the wreckage of the wardrobe will yield 200 GP contained within a purse of rotten leather.  The remains of the desk conceal a gold pen and a matching inkbottle cut from onyx; the workmanship on these items is exquisite and if sold as a set they may yield up to 100 GP.  What appears to be a broken gearbox of some sort is situated on the west wall, north of the exit. Presumably its function related to the portcullises. It is rusted, smashed and in no way reparable.

The corridor exiting the room to the west is blocked by a set of portcullises separated by a 10’ passage. An assortment of bones are scattered across the floor of this passage. Any one who cares to examine the bones will note that they are exclusively phalanges, ulna, radius, carpals and metacarpals (bones of the hand and forearm). The portcullises both operate under the same principles listed above.

Two rounds after the portcullis set in the west wall is raised the skeletal hands on the floor will become suffused in a sickly green glow, reassemble themselves and attack; there are 20 of them in all.

Guard Hands
AC 8 [11]
HD 1 hp (attack as 1hd monster, can not score a critical hit)
MOVE: 6
ATTACK: Gouge 1d4-1
No more than 5 hands can attack a human sized target at once.
If the bones are not destroyed (burning is the only way to be certain) the trap will reset itself in 6 hours.

Friday, November 4, 2011

Halls of the Hidden Prince areas 15-20

I'll probably add to all these descriptions when I do the final version, so please consider this a draft. I encourage you to make comments and suggestions below. Furthermore, feel free to make use of the map[s] in your home campaign without saddling yourself with the burden of my substandard key. As usual, I'm not sure what I'll be posting next. And lets face it, I'm batting near zero with such predictions anyway.

For those of you that are interested, I'm on track with the novel- or rather I will be if I finish today's entry. I'd link you, but really, I don't dislike any of you nearly enough to point you in the direction of my first draft fiction.

Reminder: the map for this level is on the left and the tag at the bottom of the post will bring up the other entries in this series.

Carry on-

15. Wide Corridor

Illumination: Glow Strip Gold (Mellow, but very bright).

The floors are made of polished marble. Both double doors are of the same stuff, and ornately carved with the visages of serious looking minotaurs. The floor is cracked and fractured. The cracks radiate off a pair of large divets that appear to have been made by the impact of giant fists. Three desiccated bodies are pinned to the west wall with spears, about five feet above the floor. Once again everything herein is covered in dust and cobwebs.


16. The Garden

Illumination: Artificial Sun Yellow

Smell: Green growing things.

A crackling ball of orange energy hangs about 10 meters in the air above the center of the floor. The walls are covered in vegetation and the ceiling is lost in the mist above. A gentle rain drizzles down from overhead.

There are no animals in this room, and the only noise is that of dripping water and the sputtering artificial sun.

Although the room appears to be a healthy garden comprised of many different sorts of plant- there is actually only one plant: the huge, aggressive, and semi-sentient club moss.

Club moss.

AC 10[9] HD: 6 Move:0 [but can reach anywhere within the room]. Attack: Bash 1d6 (3 X round) XP: 600

The club moss will attack 1d6 rounds after the characters enter the room or when they reach an area far from the door- whichever occurs first. It takes ½ damage from fire.

If the characters decide to probe the artificial sun, any object (e.g. sword, pole) that touches it is instantly consumed and the wielder must make a saving throw or take 2d6 damage. Any living being that touches the artificial sun is instantly consumed.


17. The Processional

Illumination: none

Smell: Dust and mildew

It appears the walls in this room were once covered with tapestries. These have long since decayed and fallen to the floor, as evinced by the several piles of ragged remnants. Two of these piles are actually Raglings, and will reconfigure themselves into giant mummy like creatures 3 rounds after the room has been entered. AC 4 [16] HD 2+2 Move:12


18. Library.

Illumination: Ever burning fire in the room’s center

Smell: Moldering books

The books in this room have mostly fallen to dust. A loaded (4 chamber) revolver and spell book [contents referee’s discretion] lay on a writing desk in the NW corner of the room A wheelbarrow loaded with a pile moldering foodstuffs, four bottles of fine wine and a moth eaten sack containing 200gp rests beside the table.


19. Stairs down to level 3.

Illumination: Dull green glowstrip to the end of the corridor, the stairs are dark

Smell: Hot metal and excrement

There are fresh bloodstains smeared along the floor, ceiling and walls of corridor and trailing on down the stairs. The noise of dripping water can be heard faintly, coming up from far below.


20. Stairs to level 2.

Illumination: Spill over from area 15, which fades away to darkness near the bottom.

Smell: A rank, but unidentifiable odor.

The staircase is a wide affair of polished limestone, cut from the living rock. There is no noise or motion.

Wednesday, November 2, 2011

Halls of the Hidden Prince Area 11-14

Just a little warm up as I begin today's novel plod. I've put a direct link to the map on the left, just click on the image and it will expand and shit. Furthermore, the tag at the bottom of this post should take you to the other entries.


I'm thinking of doing a new drawing for the header, if anyone has any ideas please share them in the comments.



11. The Coat Room.

Illumination: Glow Strip Yellow.

Scuff marks on the floor lead to both secret doors. They can be found in 1d6 rounds each of searching.


12. Narrow passage of natural stone.

Illumination: None.


13. Jail.

Illumination: none.

Rats and small lizards scurry away at the first sign of light. There is nothing to see here but the skeletal remains of several unfortunates.


14. Main Dining Room

Illumination: Magical torches (6)

Smell: Dust and Carnivore droppings

Despite the cheery torchlight, this room is as dusty and unused as the others. Here too, there is evidence of a struggle. Chairs and tables are overturned. Dark stains, visible even beneath the thick coat of dust, mar the walls and floor. Faded murals of Minotaurs engaged in all manner of activities, ranging from feasting to copulating, adorn the walls.

Anyone who bothers to look can see many paw prints of a medium sized quadruped trail through the dust, on the floor and up the walls.

The door in the west wall leads only to a wall of natural stone.

Three ceiling sloth live in the ornate chandelier. They have acid for blood and live in near continual state of pain. As a result they hate everything that lives.


AC: 6 [13] HD: 1+1 Move: 6 (can walk on walls and ceiling at same rate) Attack: Tail stinger 1d6 Special: on a hit from the tail stinger ST or paralyzed for 20 rounds – Constitution score. XP 100. The ceiling sloth’s preferred tactic is to drop down on individuals from above as they cross the center of the room. They will however, attack within 1d4 rounds after the room is entered.

Sunday, October 30, 2011

The Hidden Halls rooms 1-10 keyed.

MAP AND INTRODUCTION HERE


This is pretty text heavy. I know some of you don't dig that, so, you know, sorry and all. This level has actually been play-tested; although, it was a spur of the moment incident and not a a planned event. So don't like get to thinking I've got my shit together. I've got the rest of this level keyed waiting a proof read and some stat block additions; the other two are in varying stages of completion; when it's all done I'll do some drawings and make a pdf. I'll probably make two more levels in addition to what I've drawn already, and then i'll get back to Madling Isle, or, maybe, I'll do it the other way around. Or start something else. Who knows? I'm not to be trusted.


Anyway, it's been like 2 months since the last post, where the hell have you been?



1. Entrance point.

Illumination: Dim and flickering red.

Smell: A musty and cloying cocktail, comprised of one part sulfur and two parts stagnant water.

Details: A large, circular teleportation pool is located at the center of this room. The pool is only partially functional. It can be used to enter the complex, but not to exit. Once the players emerge from the water the pool appears to be nothing but a mundane cistern of algae covered water. The floor is covered in carpet of broken bones. A mural of two minotaurs wrestling decorates the north wall, the other walls are covered in floral patterns rendered in flaked pastel paint. A flickering crystal mounted in the ceiling (5 meters above the floor) casts an inconstant blood red light over the room There are no obvious exits. A search of the osseous detritus strewn across the floor will yield a three sided, 30cm long, finger-width sliver of silvery metal, which is taped at the ends and marked by runic etchings. Any character touching the object with bare flesh takes one point of damage per round of contact. This damage will take 4days to heal/point, and the character so inflicted will experience sleep sweats and disquieting nightmares all the while.

The room contains two secret doors. The door on the east wall can be found with a roll of a 1 or 2 on a d6; if this door is opened it will release a blast of frosty, fetid and stale air, the character opening the door and anyone else adjudged to be standing within five feet of the door must make a saving throw. Failure results in 1d4 rounds of unconsciousness, but no further ill effect. The door on the south wall can be found on a roll of a 1 on a d8.


2. Rough hewn passageway

Illumination: None

Smell: Musty and stale

Details: The corridor is very cold; breath turns into mist and spots of frost mark the walls. A heavy door of rusted iron terminates the eastern passage. The door is jammed.


3. Freezer

Illumination: None

Smell: Bad meat; very bad meat.

This room is freezing cold. Any characters that are wet will take 1 hit point of damage every round they remain in the room.

Barrels, casks and crates of ancient foodstuffs line the walls. Many of them are full, or nearly so. Roughly a dozen cleaned and dressed carcasses hang by hooks in the room’s center.

Three corpses, two minotaurs and a shae, hang amongst the frozen meat. Judging by their wounds, all three died in the midst of a savage battle. The shae has a pouch containing ten 10 GP coins. One of the minotaurs has a parchment stiff with ice crystals and frozen blood. It has a cluster of untranslatable ruins upon it that cannot be translated by any means, magical or otherwise (subject to the referee’s discretion).


4. Smooth walled passage.

Illumination: dull green glow (mold)

Smell: Dank, sulfurous.

Noise: Dripping

Huge loops of cobweb hang across this hallway. A wide crack mars the ceiling; viscous purple ichor of unknown origin drips slowly in from above, and vanishes in to a black edged hole in the floor. Anyone who ingests the ichor must make a saving throw or die. The ichor can be used to coat weapons with poison. However, the venom will burn through all substances besides glass. If a glass vial is used, enough ichor for 10 doses can be collected in an hour. The ichor has a strong sulfurous stink, known to the living creatures of the complex.


Note the doors to rooms 5 and 6 are difficult open.

5. Dry Storage (stuck door)

Illumination: None

If the door is forced it will disintegrate into a puff of foul smelling wood rot, and thousands upon thousands of black roaches will explode out of the opening. They will swarm about, flying and crawling all over anyone in the hall for 1d6 rounds. ST or scream like a girl. The room beyond is completely empty, except for some broken crates.


6. Wine Cellar:

Illumination: None

The door to this room is wedged shut with two spikes identical to the one located in area 1. A skeleton, clutching a pistol in one hand and an empty wine jug in the other, occupies the southwest corner. A large collection of empty bottles is spread out around the remains. There are 27 small, regular scratches on the adjacent portion of the western wall. A small sack containing 300 gp in gems lies beneath the bones. The pistol is old and rusted beyond repair or even recognition.

The wine racks lining the room are predominately empty, but there are 1d6 bottles of wine each worth 1d4 X100 GP. There is also a bottle of Dream Oil (worth 1000GP).


7. The Kitchen:

Illumination: none.

Smell: Dust.

Several long stone stables stretch across this room situated along the east/west axis.

Four gigantic cauldrons line the north wall of the room. There is a large Kexoke (feathered serpent) hidden in the eastern-most cauldron. AC:8 [11] HD: 4 Attack Beak 1d6 +venom attack. Move 12. Venom attack: slow poison 3x daily, only works once per victims. Save or move and attack at ½ normal rate for 1d4 hours. The Kexoke will lie in wait and attack any character searching the cauldrons. If the combat lasts more than three rounds, the 3 quite ones from Area 8 will become roused, enter the kitchen and attack the PCs.

There is a dumbwaiter in the NE corner of the room; the shaft leads down to levels two and three.

A fire pit dominates the center of the north wal; the chimney shaft leads up out of the complex. The vent is far above, and in shadow; subsequently, no light enters the room through this channel. The climb up the chimney shaft could be accomplished in roughly two hours. A Rock worm patrols the chimney. It will attack midway through the climb.


8. Office of the Chef

Illumination: None

As the PCs enter this room, four Quite Ones (AC 5[14] HD:1 Move: 8 Attack: Spiked limbs 1d6 Special quite ones project a 10’ sphere of silence) shamble towards them out of the darkness- unless they have already attacked during the fight with the feathered serpent in area 7.

Countless spikes (each identical to the one found in on the floor of area 1) pierce these desiccated rotting corpses of these undead Sasquatch zombies. The shimmering remnants of their defiled souls flicker and flash over their skin like unholy lightning.

A large writing desk dominates the southern wall.

A rack of gold and silver pots and pans lines the entire length of the eastern wall. It is rickety. If any one attempts to remove a single pot or pan the entire rack will fall across the entire room, inflicting everyone within with 2d6 damage; save for ½ damage.


9. Short Passage

Illumination: Glowstrip green (flickering).

The floor is covered in an eight inch layer of dead bugs and their desiccated casings. Walking over and through the insects generates a sticky sounding crunch.

Jaws of death: Each character has a 1 in 4 chance of triggering the man trap that is hidden beneath the insect carcasses. If the trap is activated, the character must make a saving throw. Failure results in a roll on the wound table.


10. Scullery

Illumination: Glow strip orange (pulsing)

The door latch is broken and the door swings gently open. A thick layer of dust covers everything herein, but cannot conceal the fact that, long ago, a violent struggle raged through this room.

Shelves are down; smashed dishes are everywhere. A minotaur in rich robes lies twitching on the floor transfixed by a bone bladed sword. The sword called "Bane" is a relic of the Wars of Unreason. Its victims cannot die while the blade remains embedded in their flesh. If someone removes the sword from the minotaur will scream out “no” right after the sword is free, and then vanish in an explosion of black dust. Attempts to communicate with him will most likely prove fruitless, as he has been on the edge of death- in unimaginable agony- for thousands of years, and his mind is essentially gone.

Monday, August 1, 2011

Hidden Halls Levels 2 & 3 [maps] of 4 or 5.




I'm not sure what there is to say really. I've finished keying level 1. I think I'd like to play it before sharing it here. I'd do so via one of those funky google+ games that are all the rage right now, but I'm in the middle of organizing a state to state move.

Wednesday, July 27, 2011

Halls of the Hidden Prince, level one [map] and a word about my favorite blog


My favorite blog these days, is without a doubt, Dyson Logos' A Character for Every Game it is all gaming, all the time. Dyson generates tons of awesome content- much of which I haven't even gotten to yet. He avoids pretty much every OSR kerfuffule, and his underground maps have made me aware of something that I'd never given much thought to before. I'm not certain if I can articulate this properly, but players need to get a groovy dungeon vibe from the referee; the ref's descriptions, the way he runs encounters and traps; what encounters, traps and dungeon dressing are included in the first place and so on. However, before she can share it, the referee also needs to get this groovy dungeon feeling. The problem, of course, for the ref is finding it. Dyson's maps give me that feeling. Also, they kick ass, and there are like seven million of them. Thanks man.

So, anyway, as an example of the sincerest form of flattery, here is my impoverished attempt to emulate his style (I've stolen the cross hatching technique wholesale), combined with some of my own notes (which were previously posted here in a slightly altered form back in 2010). A key will be forthcoming. This stuff actually does tie in to the current Madling Island project, because these levels are situated beneath the Tower of the Changer.



The Halls of the Hidden Prince

The combined cavern/room complex beneath the Tower of the Changer was constructed in stages. During the waning epoch of the Minotaur Empire, a disgraced imperial aristocrat and his retinue came to the Crumbled Mountains looking to create a new summer labyrinth far from the intrigues at court. Unfortunately, the aristocrat in question, whose name has long since been forgotten by history, had in his employ a shae sorcerer, who, not long after the completion of the complex, manifested an unexpected desire for power, coupled with a previously unexpressed talent for necromancy and a rather excessive amount of bloodlust. Anyway, good times ensued, which ultimately resulted in an empty complex- empty of the living, that is.

The next to come were a group of agrarian Lizardmen from Ssaur who were trying to create a utopian colony. Although, they installed many grow-vats and laid the foundations for a bitchen’ subterranean ecosystem, they were eventually, after a years long battle, driven out or destroyed by the undead. The undead, however, were decreased in number by this conflict, and since that time, as a result, several attempts have been made to re-inhabit the complex; a few groups, as well as many animals (eager to access the food that grows within) have made some headway, but no one controls the space.

There are four basic varieties of Architecture- natural, lizardman, minotaur and lich; although, some other groups and individuals have made modifications as well. Minotaurs like to decorate, so there are a lot of minotaur busts, murals, busts bas-reliefs. Minotaurs also like to bathe, so there are lots of baths, some of which were converted into vats or something else by the lizardmen. Furthermore, the lizardmen planted a lot of food fungus and algae on the walls, they also seeded pools with plankton, algae, fish and other stuff. They constructed mostly with metal and plastic, their machines are everywhere. Strangely, enough they were also fond of murals.



Click for larger image.