Sunday, 31 December 2017

Herculon Dome on Bomar

Over the holidays I was visiting family and I brought an old laptop that can manage to run Blender. While watching a lot of hockey on television I doodled in Blender working on a project I have thought about for some time. A model of one of the domed cities on Bomar first discussed in a Stars without Number post back in early March of this year.

What's that Agribot doing out here?


To cut down on the render time I did all of the work in Blender Render rather than Cycles. I actually learned a lot about the Blender Render in the process. It does have some advantages over Cycles. For one, the images produced are a lot clearer.


Rendered using Blender Render


Once I got back to my regular computer I switched the render engine over to Cycles. Below are some images showing the results. I have a lot of work to do to detail all of the buildings and add people and vehicles.  I also plan to add agricultural domes linked to the city dome and I need to add the covered water canal. Herculon is supplied by a canal that brings water all the way from the north pole of Bomar.


I like the end result but I may have to up the population for the planet. I had set the population at 500,000 in the earlier post.There are around 500 buildings in the model I created and on average these buildings have 15-20 floors. If we assume some of these buildings are offices, factories, warehouses it still makes the population of Herculon quite high. Maybe there are 350,000 people in Herculon and not many more in other sites on Bomar. The other domes could be quite small.


Street View Near the Concert Hall
Flying Cars, Trucks and a Floating Advertisement
Herculon - Domed Living on Bomar


Lots of work yet to be done.


Monday, 25 December 2017

A Mid-Winter Tale

Presented here is a single session adventure for the holidays. I know many similar adventures have been published in the past but I wanted to do my own. Once I created an image of a snow cave in the mountains I had to either write an adventure for it or do a take on Rudolf the Red-Nosed Reindeer.

A Mid-Winter Tale

An OSR Adventure for levels 3-5.

“Twas the night before Mid-Winter, when all thro’ the valley
Not a creature was stirring, not even a goblin;
The stockings were hung by the chimney with care,
In hope that Father Yule soon would be there.”

This is a low level adventure suitable for any OSR style rules set in a fantasy setting. I have used the village of Stillwater from my own Stillwater Valley setting but any remote village in a fantasy setting will do. The time of year is mid-winter and the area has just experienced a large snowfall. I have used Swords & Wizardry Continual Light rules to detail the adventure.



Background
For the past 20-25 years, a kindly dwarf living in the foothills around Gloomy Top mountain has built amazing wooden toys and delivered them to the children of the village of Stillwater. Many years ago Yulgrunnar Icetoe was rescued by Chony Gysby from being swept away in the rapids at Stillwater ford. To show his gratitude Yul made toys for Chony’s children and delivered them at Mid-Winter. Yul enjoyed the reaction of the children so much he made an annual tradition of it and began bringing bags of toys for all the children of the village. A small mid-winter festival sprung up around the event and it brings in some inhabitants from other villages in the valley and travellers. Father Yule, as the children call him, arrives Mid-winter night and fills stockings at the Toppled Tankard Inn with toys. Bags of toys are put around a Yule tree for visitors.

This year there was a fierce snowstorm one day before the Mid-Winter festival and villagers were worried for Yul who always arrives in his sleigh pulled by two goats. On Mid-winter night Yul did not show up. A local traveller passing through offered to go check on the trail to his workshop and he also has not returned. It is now the day of the mid-winter festival and the local children and young adults are anxiously asking their parents to go look for Father Yule.

If only some brave travellers were to arrive and offer assistance.

Introduction for the Players
The players can either be regular visitors to Stillwater village or just passing through. They will see all the decorations up at the local inn, The Toppled Tankard, but the locals seem to be in a poor mood. Soon the innkeeper Walde will approach the players asking for their help.

Yul’s workshop is in a cave in the foothills of Gloomy Top mountain to the east of Stillwater. It is a mile by the main road and then another mile overland on a poorly marked trail. The overland trail to the hill is marked by a barely discernible line of tracks in the 2 foot deep snow. The tracks were made by the traveller who was asked to check on Yul.




Approaching the Workshop
From a distance of half a mile the hill above the workshop is visible. A thin stream of white smoke rises from behind the hill. About a five hundred feet from the hill the trail enters a valley. The tracks disappear, covered by drifting snow. About 200 feet from the hill there is a lump in the snow the shape of a body with a spear plunged into the snow beside it. The lump is the frozen corpse of a human traveller. His abdomen has been sliced into by large claws. The leather armor on the corpse is frozen solid to the body. There is a dagger at his hip and the spear is functional but covered in ice.

The entrance to the workshop is a large cave mouth (10 feet wide by 10 feet tall). The roof of the cave mouth is blocked by icicles that descend 6 feet making the entrance only 4 feet high. Just before the entrance a sign post sticks out of the snow. If the players approach it they will see Dwarven and Common characters saying “Father Yul’s Workshop”.

There is a 1 in 6 chance that an icicle will become dislodged and crash to the ground doing 1-6 points of damage. This chance increases to 2 in 6 if a character does not state he is avoiding the icicles.

Game Masters Map of the Workshop

Workshop Key

(1). Natural Tunnel
The cave mouth leads down (10 feet) a natural tunnel to an intersection. An orange glow comes from the west and it gets steadily warmer as you move to the west. It is actually hot at the door to area 2. To the east the tunnel is cold and dark. It actually gets colder as you near the door to area 6.

(2). The Forge
The door to this chamber is barred from the inside. This chamber is dominated by a blazing forge in the center of the room. The forge is putting out a huge amount of heat. Yul has stacked it high with charcoal. He is almost out. Some of the wooden stalls in area 3 have been dismantled and tossed into the fire. Yul is busy dismantling the doors to areas 4 and 5 for firewood.

Yulgrunnar Icetoe (Dwarf Fighter)
Str 14 Int 13 Wis 9 Con 8 Dex 7 Chr 17. HD 2 HP 6(10) AC 8 (11) Attack: 1 club (1-6) Move 9
Special Abilities
+1 find and remove traps, +1 to hit goblinoids, +1 save vs magic, death and poison
Yul is a big (round) dwarf with a long white beard. He is wearing his red fur coat with white fur trim belted at the waist with a large black belt. He normally has 10 hit points but he was attacked and only barely made it to the heat of the forge where he has been safe.

(3). Stable
Double doors lead into the stables. Two, large, unhappy goats are in the two stalls in the stable. They have been kept inside for more than a day and on top of that can smell the snowbeasts. A large pile of hay rests in the northeastern corner. There is a pair of pitchforks on the wall.

(4). Workshop
This is the woodworking shop where Yul makes his toys. A large red sack rests on the floor full of wooden and metal tools. All recently built and painted. Wood and woodworking tools line the walls.

(5). Bunker
This room is normally full of charcoal for the forge. But only a few shovels of charcoal remain.

(6). Living Quarters
The door to this area is ajar. An unpleasant, musky scent grows as the players move up the tunnel toward the door. Once in the room it becomes overwhelming. This area is Yul’s living quarters. There was a kitchen, comfortable chairs about the table, a corner with a bed, bookshelves full of books and a cozy fireplace. Now the entire room is a mess. The bed is flipped on its side, the bookshelves emptied of books and the fireplace is cold. The room is uncomfortably cold. Hiding behind the overturned bed are six snowbeasts. Observant players will see tufts of fur along the edges of the bed.

Snowbeasts (6) AC 5 (14) HD 3 HP 20, 19, 19, 17, 17, 16 Attack 2 claws (1d6/1d6) Move 9. The creatures will move to attack immediately.

(7). Storeroom
This room was full of neatly stacked crates on the north wall and shelves full of cans and boxes on the south wall. Now it has all been torn apart and flung on the floor. There are 2 more snowbeasts in this room. They will move to area 6 in two rounds.

Snowbeasts (2) AC 5 (14) HD 3 HP 20, 16 Attack 2 claws (1d6/1d6) Move 9. The creatures will move to attack immediately.

(8). Latrine
This area has a his and hers latrine separated by a wooden partition. Behind the partition are two more snowbeasts.

Snowbeasts (2) AC 5 (14) HD 3 HP 18, 17 Attack 2 claws (1d6/1d6) Move 9. The creatures will move to attack immediately.

New Creature Details


Snowbeast (Snow Goblin)
AC 5 (14) HD 3 Attack: 2 claws (1d6/1d6) Move 9
The snowbeast is a distant cousin of goblins. They are thought to have been breed by the Ogre Lords in the distant past. They are covered with matted, dirty fur that is brown in the summer and white in the winter. They radiate cold and cause all attacking them to do so at -1 if they are within melee range. They surprise on 1-2 on 1d6 in the wilderness. However, they do have a distinctive smell that can give away their presence, especially underground or indoors (negate surprise chance). The snowbeast is uncomfortable in the presence of heat (-1 to hit).



Epilogue
If the players can rescue Yul and drive away the snowbeasts he will thank them profusely and ask their help in delivering the toys to Stillwater. Unfortunately, he burned the sleigh already but the toys can be parcelled out into a number of backpacks and hauled to Stillwater. There are enough toys to fill four backpacks. Yul will promise a special toy for each of the players regardless. After the Mid-Winter festival is over Yul will invite the players back to his workshop and present each of them with a single low level magic item. These items were hidden in a secret compartment in his living quarters.

Suggested Gifts

Sword +1, Shield +1, Ring of Protection +1, Ring of Fire Immunity, Endless Torch, Boots of Silence.

Tuesday, 19 December 2017

Once More Into the Void - Session 19

“You guys scout out the area, I’ll check out this door!”

Talrek silently edged up to the wooden door set in the wall of the cave. A flickering light was shining around the edges of the door. Reaching out he was surprised to find the surface of the door was a little wet and sticky.

Something must be dripping from the ceiling he mused.

Pressing his ear to the door, Talrek listened intently. Nothing to hear. In the distance he could hear Mukah scouting the rest of the cave.

“Talrek, Let’s scout down this tunnel”.

Talrek could hear Mukah calling for him in the distance. Pressing his ear against the door Talrek listened carefully, once more. Nothing. Oh well, time to move on.

As he went to move his ear stuck firmly to the surface of the door. Looking quickly at the door Talrek stared incredulously into an eye forming in the surface of the door and staring directly at him.

Once more into the Void - Session 19. When is a door not a door?


Previously, in the last session, the heroes again fought off the attacks of the ettercaps and their spiders. After fighting the ettercaps to a standstill they moved back to a safer location.

The heroes moved north again, passing quickly through the caves where they fought their previous battles with the ettercaps. Moving down a side passage they find another cocooned corpse. This corpse appears to be a Dwarven merchant. Talrek checks the body and finds a pouch with some gold and some copper coins. Moving along the main passage, the cautious delvers note more holes in the tunnel ceiling, like those the ettercaps attacked them from earlier.

Coming to a choke point in the passage, which Otrivush is not certain he can squeeze through, Talrek gets out his mining gear and deftly smashes a stalagmite blocking the passage. A few steps into the new tunnel Mukah is unlucky enough to trigger yet another poison dart trap. The dart hits him squarely in the arm. Moments later giant spiders led by one ettercap appear from the webs and attack.

Almost immediately, Talrek and Alcor are bitten by the spiders. Alcor is poisoned and paralyzed but manages to utter his Hellish Rebuke on a spider. Then Alcor falls to the ground unconscious. Talrek incinerates one of the spiders with Guiding Bolt and his Spiritual Hammer crushes in the head of the ettercap. The last spider retreats into the webs and through a hole in the ceiling.

Talrek manages to revive Alcor with Lesser Restoration and the heroes pause for a short rest to catch their breath.

Continuing to walk to the north, the heroes are thrilled to finally leave the web-choked caves behind. They enter a large cave marked by a crude sign in goblin that helpfully warns “Spiders”. The cave has seen the passage of many booted feet, there are some broken wooden benches lying on the floor and to the south there are two wooden doors set into the cave wall. A flickering, dim light can be seen around the edges of the doors. Talrek stations himself at one door and listens intently but hears nothing.

Mukah moves further into the large cavern followed by Thyrell and Tinda scouting ahead. Otrivush moves to a raised ledge that gives him a good view of the cave. During his scouting, Mukah finds a natural dias with a broken wooden throne upon it. He finds the corpses of three goblins hidden behind the throne. The goblins appear to have been pummeled to death. The corpses look to have been here for a few months.

Finding a passage continuing to the north, Mukah calls for Talrek to leave his post listening at the door. Talrek attempts to move, but finds his ear is firmly stuck to the door! Talrek sees the door transform into the teeth and eyes of a Mimic. A pseudopod extrudes from the “door” and strikes Talrek in the head.

That's not a Door!

Alcor is the closest to Talrek, he realizes Talrek is in trouble and runs back but is blocked by a second Mimic disguised as the second door. His spear and then his foot become stuck to this second mimic. Alcor falls and gets tangled up with the mimic stuck to it upside down as it lurches toward Talrek and the first mimic. After some desperate pulling, Talrek manages to pull his ear off of the first mimic and move away from it.

By now everyone has become aware that Talrek and Alcor are under attack. Otrivush cast Magic Missile striking the mimic holding Alcor. Mukah runs to the scene and hurls his javelin, missing completely, bouncing it off the cave wall. Thyrell fires arrows at the mimic. Tinda manages to bite a Mimic and gets stuck to the creature. The wolf is stuck at the shoulder and head. Alcor struggles and gets one hand free which he promptly punches the creature with and gets stuck again. Alcor kills the first Mimic with Guiding Bolt, the creature splits open and a vile, sticky liquids pours onto the cave floor. Mukah strikes the creature holding Tinda and Alcor with his longsword and immediately lets go of it, knowing it will get stuck. Tinda yelps and manages to break free losing a lot of fur, but a pseudopod extrudes from the creature and grabs Tinda again. Throwing caution to the wind, Thryell charges and stabs the creature with both his short swords, both of which become stuck. Finally, Talrek hits the creature with Guiding Bolt, burning a hole completely through it and the creature deflates into a sticky puddle on the cave floor. The mimics are done.

The heroes pick up and clean their weapons. Mukah scouts the cave beyond the two “doors” which were actually mimics. The cave looks to be a former campsite or rest area. There is an illusion of a fire pit in the center of the cave, some broken chairs and debris. A narrow tunnel leads to a cave in. Mukah finds a goblin crushed beneath the stone. Leaving the cave by a tunnel to the north, the heroes emerge into the sunlight on the side of mountain. A path leads from a ledge and forks into two paths. One path leads down the mountainside. The other path leads to a plateau on the side of the mountain. A ruined castle sits on the plateau.

The heroes move back into the caves and set up camp to prepare for entering the ruins of the castle. Could this be the lair of the Necromancer?




Wednesday, 13 December 2017

reMarkable Map

I posted the Dungeon of Malice adventure yesterday along with the 3D map I decided
to use as the GM Map. Maybe not entirely practical but I enjoyed creating it. My favorite
maps are probably in the style of the classic blue maps.


The original map of the Dungeon of Malice was sketched out on my reMarkable tablet.
Which is a sort of art tablet. Quite useful for putting down your ideas and hand scrawling
a map.




Tuesday, 12 December 2017

Dungeon of Malice

I planned to do a quick Blue Map Friday two week ago - but then I decided it needed some art created in Blender that took a few days, then I wanted a unique map. In the end it took a while to put this post together. Probably one of the reasons why I do not post as often every week.

The placeholder name was "Dungeon of Malice" from a random dungeon name generator. I grew to like the name and decided to stick with it.

I used Labyrinth Lord rules for the statistics but it could easily convert to almost any fantasy rule system. The setting is my own Stillwater setting, Hex 0106.



Dungeon of Malice

D&D Adventure for levels 3 - 5


Strange occurrences have been happening on the Tlast road to the south of Gimwell.  Travellers disappearing, caravans ambushed, and odd lights in the sky in the direction of Mrorg Hall. Will you investigate the abandoned ruin?


The players may hear rumours while in Stillwater related to the trouble on the road. The Tlast road or North road connects Stillwater to towns to the north. The connection is vital to the survival of the village.


Rumours 1d10
Heard at the Toppled Tankard, or from travellers on the road.


  1. Goblins are behind the attacks on the road, they live in caves on the slopes of Gloomy Top (partially True).
  2. An Evil sorceress has taken up residence in the Hall and is capturing travellers to use in experiments (False).
  3. The Hall is long abandoned and devoid of the living (False).
  4. There was a dungeon beneath the old Hall. It is still there and full of monsters (True).
  5. The Hall was destroyed fifty years ago when angry local peasants burned it to the ground to put an end to the evil lord (False).
  6. Bandits are holed up in the Hall yet again (False).
  7. A group of monks tried to set up a seminary in the ruins of the Hall but were chased away by phantoms (False).
  8. A nice young mage has taken up residence in the old Gatehouse, he has been seen buying supplies in Grimwell (partially True).
  9. The Ogre overlords have returned and are using the Hall as a staging area for attacks (False).
  10. A goblin leader was forced to leave Gloomy Top after losing control and has moved to the Hall (True).


Background
Mrorg Hall was built by the Mrorg family 90 years ago to defend the newly opened road connection to the northlands. The hall was surrounded with a defensive wall with four towers and a gatehouse. Forty-five years ago a fire that began in the Great Hall burned out of control destroying most of the buildings. Only the shell of the gatehouse remained. The ruins were abandoned and reclaimed by the forests. Ten years ago a local bandit group set up camp in the ruins and repaired the gatehouse.  The bandits were captured while spending their loot in Grimwell. The hall was abandoned again.


Two years ago a mage arrived at the abandoned gatehouse and claimed it as his own. The mage Caudimirus chose the site so he could go about his research in secret. The gatehouse was easily repaired and perfect for the mage if a little far from civilization.  He goes to Grimwell monthly for supplies. Six months ago a small group of hobgoblin appeared on Caudimirus’ door. Rather than start a fight, Caudimirus struck a deal with the goblins and suggested they could occupy the dungeons.


Six months ago the hobgoblin Gnash Longreach was deposed as leader of his tribe by his nephew Grimpath. He wandered until arriving at the ruins and striking a deal with the wizard. Now he has used the gold acquired in his raids to hire mercenary ogres and bugbears.  Once he has built a large enough band he is headed home to fight for leadership of his tribe.


Dungeon key


The Gatehouse
The only remaining structure of Mrorg Hall is the Gatehouse. It has been recently repaired by Caudimirus. There is a pile of lumber near the open gate and another pile in the overgrown courtyard.  The forest has completely reclaimed the remaining ruins.


The wizard resides on the second floor of the gatehouse in what is one, large room (25 by 15 feet) holding worktables, sleeping area and kitchen. A wood stove provides heat and a surface to cook food upon.


Caudimirus: Warlock 6, Str 16, Dex 16, Con 10, Int 15, Wis 12, Cha 13, AC 6, HD 6, HP 17, MV 30’, #AT 1 Dagger+3 or spell, DMG 1-4+2, SAVE M6, AL Neutral.
Spells: Shield, Charm Person, ESP,  Mirror Image, Lightning Bolt (2).


Caudimirus is a slim, brown skinned bald man with a short dark black beard. He is 49 but looks younger. He wears robes, has a dagger +1, and a Ring of Protection+1.


He is likely to hear and then see approaching players. The goblins have been useful to Caudimirus, but he is not a staunch ally. If the players are an intimidating group he will not get involved. He will defend his workshop unless clearly overwhelmed. His spellbook and research notes are his most important treasures, but he also has a pouch holding 12 rubies worth a total of 2,500 gold coins. A wizard reviewing the notes will find that Caudimirus has been doing questionable research into demon summoning.

Meeting the Warlock.

The Dungeon
The entrance to the dungeon is a recently constructed stone structure with a flat wood roof. It is located in a depression in the forest that marks the location of the old Hall’s cellar. The entrance to the dungeons was just a collapsed shaft for decades but the goblins cleared the debris and roofed the entrance to help keep the dungeons from flooding.


The stone structure covers a square five foot shaft that enters Room 1 below. A wooden ladder descends 20 feet to the floor of the dungeon.


Entrance to the Dungeon

Dungeon key


Wandering Monsters


(01) Entry (30 by 30’)
The floor of this chamber slopes slightly toward a covered drain in the southeast corner. There is forest debris covering the stone floor.


(02) Goblin guards (30 by 30’)
There are six hobgoblins in this chamber seated on wooden crates about a crude table. They are enjoying a meal of poorly cooked rabbit, but their spears are close at hand. The door to the room from room 1 has an open eyelid and is barred from the inside.


Hobgoblins (6): AC 6, HD 1+1, HP 8, 7, 6x3, 5, MV 30’, #AT 1 spear, DMG 1-6, SAVE F1, ML 8, AL Chaotic. They each have a small pouch with 1-6 silver coins. Total for the group is 24 silver coins.


(03) Storage (30 by 30’)
Wooden crates are stacked up along the West wall of this room concealing the barred door to room 4. The bar is on this side. It is possible to scramble over the crates and reach a 2 foot open area in front of the barred door. The crates contain stolen merchandise the goblins could not use or sell (wooden toys, human clothing, hammer, tiles, etc.). There are unlocked doors to the north and east.


(04) Crypt (50 by 30’)
This stone chamber feels unnaturally cold. There are dozens of lone stone biers in rows along the floor about one foot tall. Cobwebbed skeletons lie on many of the biers and some skeletons are sprawled on the floor. The skeletons will attack as soon as they are disturbed or players reach the midpoint of the room.


Skeletons (24): AC 7, HD 1, HP 5 each, MV 20’, #AT 1 sword, DMG 1d8, SAVE F1, ML 12, AL Chaotic. They have no possessions.


(05) Well (30’ diameter)
This circular room has a domed ceiling 15 feet above. Tree roots have pushed through the ceiling and dangle down into a ten foot in diameter well hole in the center of the floor. The roots completely block the well. The walls of the well glisten with moisture. This is actually a gray ooze. The well hole drops 10 feet to cold, clear water.


Gray Ooze (1): AC 8, HD 3, HP 22, MV 3’, #AT 1, DMG 2d8, SAVE F2, ML 12, AL Neutral. It is about 6 feet in diameter. It attacks with a snake-like projection. The skin of the ooze is acidic destroying armour in 1 turn. After that it does the damage listed each round.


(06) Tomb of the Wight (50 by 20’)
This is a large chamber with four elaborate carved stone tombs. The tombs are inscribed with the names of four ancestors of the Mrorg family.  Hiding from view in the alcove to the east is an undead Wight.


Wight (1): AC 5, HD 3, HP 12, MV 30’, #AT 1 touch, DMG Energy Drain, SAVE F3, ML 12, AL Chaotic. A wight drains one level of experience per successful attack. It can only be hit by magical or silver weapons.


One tomb lid is slightly ajar and is empty. The other three tombs contain skeletal remains. One skeleton has a necklace made of gold disks worth 1,600 gold and holds a Cursed Sword -1.


(07) Hobgoblin area (30 by 30’)
This chamber is the beginning of the area Gnash‘s hobgoblins have claimed as a living area. Several wooden crates are scattered about all empty. A group of eight hobgoblins are gathered in the southwest corner throwing colored pebbles against the wall in some sort of game. They should not be surprised by players coming from the West corridor. Above the hobgoblins is a 20 foot in diameter net made of heavy rope. If attacked the hobgobins will retreat south triggering the trap. Once players are caught in the net (treat as a web spell) they will come back to attack.


Hobgoblins (8): AC 6, HD 1+1, HP 7x3, 6x3, 5x2, MV 30’, #AT 1 spear, DMG 1-6, SAVE F1, ML 8, AL Chaotic. They each have a small pouch with 1-8 silver coins. Total for the group is 50 silver coins.


(08) Hobgoblin quarters (60 by 20’)
This area is the general sleeping area for the hobgoblins. Ten male hobgoblins and 4 females are currently resting here (treat as the same statistics). The room is warmed by two braziers holding hot coals. There are piles of old clothes and blankets that have been tossed on the floor to create sleeping pallets.


Hobgoblins (14): AC 6, HD 1+1, HP 7x3, 6x6, 5x2, 4x3, MV 30’, #AT 1 spear, DMG 1-6, SAVE F1, ML 8, AL Chaotic. They each have a small pouch with 1-6 silver coins. Total for the group is 60 silver coins.


(09) Crossroads (10 by 10’)
There is an archway in the west entrance to this crossroad of passages. A tripwire extends across the opening at the height of 1 foot. If the tripwire is triggered a deadfall of rocks will tumble down from above doing 1-6 damage to all characters in the intersection.


(10) Goblin Chief (30 by 30’)
This chamber is lit by a pair of burning torches and warmed by two braziers holding hot coals. A thin, older-looking hobgoblin with no hair sits on a large chair that is draped with furs. A metal bowl full of gems sits on a stand at his right hand. Six bugbears stand at attention in the shadows of the chamber.


Gnash: AC 5, HD 3, HP 16, MV 30’, #AT 1 sword (as 4HD), DMG 1-8, SAVE F4, ML 9, AL Chaotic. He has a sword and wears Chainmail. He has a pouch containing 12 gold coins and 24 silver coins. Gnash is willing to talk first to intruders. If attacked he will yell loudly bringing the hobgoblins from area 7 in 2 rounds and the hobgoblins in area 8 in 4 rounds.


Bugbear guard (6): AC 5, HD 3+1, HP 18 each, MV 30’, #AT 1 morningstar, DMG 1-6+1, SAVE F3, ML 9, AL Chaotic. Each has a pouch containing 2-8 gold coins. They have a 50% chance of surprising players entering the chamber who will likely be focused on Gnash.


The bowl of gems holds 26 small glass gems in a multitude of colours. They are worth about 5 silver coins.


(11) Goblin Treasure (30 by 20’)
This room is the private chamber of Gnash. There is a large pile of furs and blankets on the floor for his bed. Two tapestries hang crookedly on the walls (worth 300 and 150 gold coins). There are two locked chests in the room. One contains Chainmail Armour+2, Scroll of Protection from Magic, and 1 potion of Giant Strength. The second contains 800 silver coins, 200 gold coins, and 4 jewelry - 1,500 gold each.


(12) Spider Web (40 by 30’)
The doors to this area are unlocked but huge spider webs cover the entrances and hang thickly from the ceiling. Some large objects can be seen in the webs but they are difficult to discern. Once a web is disturbed motion will be seen in the webs as six giant Black Widow Spiders move to attack. Their tactic is to drop from the ceiling and bite intruders.


Giant Black Widow spiders (6): AC 6, HD 3, HP 12 each, MV 20’, Web 40’, #AT 1 bite, DMG 2d6 + poison (save vs poison or die in 1 turn), SAVE F2, ML 8, AL Neutral.


There is a mummified corpse in the webs of an elf. The elf is wearing chainmail+1 and has a necklace about his neck worth 1,500 gold.


(13) Storage (30 by 30’)
This chamber is full of wooden crates that have all been broken open. Most of the crates are empty but there are some blankets and clothes in some of the crates. A careful search can turn up 6 iron spikes, 1 storm lantern and 50 feet of rope.


(14) Kennel (30 by 30’)
The doors to this chamber are barred from the outside. Inside the room is a mess of gnawed corpses, offal, leaves and dirty clothes and blankets. The ogres in league with the hobgoblins keep their two trained owlbears here. The owlbears will furiously attack any intruders. If given a clear passage they will loup off to the south heading for the exit.


Owlbears (2): AC 5, HD 5, HP 22, 28, MV 40’, #AT claw/claw/bite, DMG 1-8/1-8/1-8, SAVE F3, ML 9, AL Neutral. An owlbear can grasp a player in a bear hug if both paws hit the same target in the same round doing 2-8 additional damage.


(15) Guardroom (30 by 20’)
Three ogres sit in this room playing a game with finger bones on an overturned wooden crate. The ogres are supposed to be on guard but they have become bored (unless the players have made a lot of noise in area 12).


Ogres (3): AC 5, HD 4+1, HP 25 each, MV 30’, #AT 1 club, DMG 1-10, SAVE F4, ML 10, AL Chaotic. Each has a pouch with 12 gold coins.


(16) Refuse (30 by 20’)
This chamber is full of piles of garbage. Food, soiled blankets and clothing are heaped on the floor. A large number of giant rats are hiding amongst the garbage. Due to the number of rats they will be spotted moving about from the archway entering the room.


Giant rats (20): AC 7, HD 1-1, HP 10x2, 10x3, #AT 1 bite, DMG 1-3 + disease, SAVE F1, ML 8, AL Neutral. Players bitten by a rat have a 5% chance of contracting a disease. The disease if fatal unless they make a successful save vs poison.


(17) Ogre Quarters (30 by 20’)
Gnash is busy paying for mercenaries to re-establish himself as leader of the tribe. Among those mercenaries is this group of Ogres. The Ogres were given chambers far away from the hobgoblins in the area of the dungeon once used as a trash heap. The ogres have searched through the trash to furnish this chamber. Mismatched and broken chairs, tables and pallets of clothes for beds.


Ogres (9): AC 5, HD 4+1, HP 25x3, 24x3, 22x3, MV 30’, #AT 1 club, DMG 1-10, SAVE F4, ML 10, AL Chaotic. Each has a pouch with 9 gold coins.


Leaving the Dungeon

Should the players leave the dungeons and are clearly significantly weakened, and should Caudimirus still be alive he will ambush the characters looking to steal their treasure.


Dungeon Map