Showing posts with label City Map. Show all posts
Showing posts with label City Map. Show all posts

Wednesday, 30 May 2018

Town of Pirn

For adventurers’ in a Stillwater Valley campaign, most of the places they can go for goods and services are limited. Padotan is the largest settlement in the valley and it only has a population of 200. Even with Padotan’s reputation as a place to buy and sell goods with no questions asked, the three or four merchant shops located in the village can only provide the bare necessities.

However, the town of Pirn, located just off my Further Afield Map to the east is an ideal location for adventurers to spend their hard-won gold on goods and services including a fair amount of simple magic.

Pirn Map


PIRN

Pirn is a small town with a population frequently in flux but rarely dipping below 1,200 or more than 1,600. There are about 200 buildings on a hill surrounded by a 25 foot stone wall. The town is at the westernmost terminus of the King’s Road and is the furthest extent of the reach of the Kingdoms known as the Realms. The Lord Mayor of Pirn is appointed by the King but the King makes his choice from a list of candidates sent to the King by the guilds of Pirn. Usually, the list has only one name on it. The Lord Mayor of Pirn is in complete control of the town in all but name.

Development

I envisioned a town laid out similar to late medieval towns in Tuscany. Situated on a hill for protection with a number of merchants maintaining lofty towers. The towers were originally built for defense before the stone walls were constructed. Now the towers are built for prestige. Each merchant wants to have the tallest tower. The towers on the town map are represented by the dark blue squares.

The area where the town is located is on the edge of the wilderness. Stillwater valley is relatively safe but goblin warbands have still be known to attack Pirn. The most recent unsuccessful attack occurred just 8 years previous. For this reason, there are few farmhouses located outside the walls of the town. Most farmers live in the town and maintain a small shack on their plot of land. There are also some farms located inside the walls of the town.

Modeling

I started off with a render of a market square. I was not following any plan at all. So I created the town map to use as a guide. I have completed most of the buildings around the Quarter Market a few of the side streets and a section of the wall including the Quarter Market Gate. It is doubtful I would ever model the entire town because it would be a lengthy undertaking.

The Quarter Market and the Black Witch Inn

One of Pirn's Towers, Blackwind's Home


Friday, 20 April 2018

Town of Pirn

A few blog entries ago I posted some images of a Medieval building created using textures from the Fat Dragon Games templates.

The next thing to do was to make a Medieval town scene. But I wanted to try unique building shapes so I decided to drop using the templates. Instead, I just created the buildings in Blender and applied textures later (from textures I found online created).

This took a lot more time but was a lot more satisfying because I had the ability to make any type of building. It also took a lot more time. In fact, I have been working away on it for about 2 weeks. The first week making the buildings and the second week populating the scene with figures.

The result is below.


Pirn Town Square and the Black Witch Inn


I call the end result Pirn. After the name of the town just off the Map, I made for the Stillwater setting. Pirn is envisioned as the last town at the end of the road before roads turn to trails through the wilderness.


Eventually, it would be nice to develop the entire town. As long as the number of buildings remained under 50 it probably would not take all that long. Populating it would be just about impossible. It would be a lot easier to start with something simpler like the village of Stillwater which has about 25 buildings.

Monday, 26 March 2018

Raven's Roost Inn

I got an idea to create some Fantasy town scenes in Blender by using the templates and textures from one of the "print your own dungeon" tiles products.  I purchased a basic town pack of five buildings from Fat Dragon Games on RPG Now and went to work.

I figured I could use them to create images for a town in my Stillwater setting. Pirn to be specific.

The Raven's Roost Inn in Pirn


The first trial I used cubes and thinned them down to give the walls thickness but really that is not necessary and causes problems when folding. So after making one building, I dropped that idea.

The first attempt did look like its cardboard/paper origins


Then I went with plains in blender. Imported the pdf as an image. Cut the plain to the shapes on the template. Imported that same image as a texture and added it to the shapes. Matching it up was not hard. Then I “folded” the plains in blender just as you would do with paper or cardboard. I merged the pieces together so there was no cracks.

As an added touch I extruded areas that should be thick, like the roof of the building. Inset doors and windows, and extruded shutters. Finally, I changed the window textures to translucent and put some light in the buildings. I even put one character mesh inside the building in front of the window to limited success.

Using thinner surfaces to make folding easier


It works out pretty well. I still believe a more traditional approach to the buildings would likely look more realistic. But this was pretty quick. Once buildings are complete it is quite easy to copy them and add balconies or upper stories that are different to provide more variety.

A sneak thief I created to put on a rooftop


Sunday, 16 July 2017

Lost Turismond Part 5: The Stone City

Lost Turismond Part 5: The Stone City


Introduction
This section of Lost Turismond assumes that the players have decided to try and rescue the Pagar Chief’s son from the Taji tribe.  As they will soon learn Taji have already sent Chief Tefo’s son Thokgamo to Stone City by canoe.

The Stone City

Taji Village

The Taji tribe is an offshoot of the Pagar who live in a section of the Graguth jungle much closer to the Guk overlords in the Stone City.  They have fallen under the influence of the Guk and provide warriors for the “Awakening Ceremony”.

The Taji village is a collection of ten wooden huts with thatch walls and roofs. They are encircled by a wooden palisade. The village is located on the bank of the Maji river at the edge of the jungle. The palisade is in a state of constant repair because of damage caused by the enormous local wildlife. If players ask, most of the wood of the palisade looks fairly new. The palisade is eight feet tall.

Their is a large, constantly burning fire in the center of the village surrounded by a number of tree rings used as seats. Near the fire is a pile of torches. The torches are used to scare off hungry predators.

The total population of the village is fifty of which 35 are warriors (male and female), 5 are children (who will not fight) and 10 are old and infirm. They are detailed at the end of the section.

Taji Village Map

(1). Communal Hut
The largest wooden hut is a communal hut where food is stored and most of the cooking is done. There are usually 3-5 older woman cooks here at any time preparing food. The woman are guarded by 2 warriors.

The Taji huts are rectangular wooden structures with a raised wooden floor 4 inches off the ground. Holes cut in the roof allow air circulation. In the case of the communal hut there is a large stone fire pit in the center for cooking.

(2). Family Huts
Each hut houses a family unit that can include cousins. At anytime there are likely 1-4 adults and 1 child present.

(3). Chief’s Hut
This hut is the home of the Taji chief Panua his wives Pipiri and Terite. He has one child, Taurua, but she was a fierce warrior and one the latest contest to go to the Stone City. The Taji have little in the way of traditional wealth. The chief has trophies of dinosaur teeth necklaces and a few rough gold trinkets that were gifts from the Guk.

(4). Warrior’s Hut
This hut is given over to unmarried warriors who have competed in the warrior contest but did not win. These warriors are usually out hunting or protecting the village.

(5). Shaman’s Hut
The real leader of the Taji is the shaman Omai. He is the third generation of Taji shaman who worship Jagga like the Guk. The shaman keep the rest of the tribe in line with tales of the glory of Jagga and the Awakening Ceremony.

The Awakening ceremony is the name the Guk use for the ritual of sending warriors to the isle of Im to attempt to awaken Jagga.

Omai and his predecessors have received several gifts of gold plates from the Guk over the years. He has a breastplate of 12 gold plates worth 3,500 gp.

Taji Warriors (35): AC 8, HD 3, HP 16-22, #AT 1 spear, Dmg 1-6, Save F3, ML 9, AL Neutral. They are armed with spears and wear light breastplates made from wood. The chief uses these statistics and has 25 hit points.

Omai (1): AC 7, C3, HP 15, MV 120’, #AT 1 stone knife, Dmg 1-4, ML 12, AL Chaotic. S 14, I 14, W 16, D 9, C 10, Ch 12. Spells: Cause Light Wounds, Cause Fear.

It is important to note that the Taji are not evil for the most part. Some warriors and the shaman are fanatics and fight to the death. Most of the Taji can be convinced to surrender or will flee if they can get their women and children to safety. They have a very, low opinion of the Pagar but players are something new and will be held in awe. If Terite is captured she will be willing to tell the players that the Pagar warrior that was recently captured has been sent to the Stone City with her daughter Taurua. She wants her daughter back desperately and she does not believe Omai when he says his daughter is going to be a handmaiden of Jagga in paradise. She visited the Stone City once with the Chief and can draw a crude map in the dirt. She knows that Pagar warriors bound for the Isle of Im are kept in the stone ziggurat.

The Stone City of the Guk

The entire tribe of Guk dwell in the Stone City. The Guk are short, heavy humanoids with large skulls and long arms. The average adult stands no more that five feet tall but weighs 200 pounds. They are powerful hand-to-hand fighters but are slow. The Guk have a fear of water and cannot swim. Despite this fact they dwell in a stone city on the shores of the Jade sea. It is clear that they do not have the skills necessary to build the city. That fact and the size (tall and narrow) of doors makes it obvious that they took the Stone City and did not build it. Repairs to the buildings and walls are done by Jafari slaves.

The total population of the Stone City is 200 Guk males and females of various ages, 45 Jafari slaves and 20 Taji slaves.

The Stone City is encircled with 30 foot high, polished stone walls that are 5 feet thick at the base. There are six guard towers 40 feet high at points on the wall. Players attempting to get into the city will need a plan.

The Guk have not been attacked in the Stone City in their memory. For this reason they have grown lazy and complacent. Guards are stationed only in some of the towers facing the land (area # 3). The gates to the city are often left open so Jafari slaves can be taken out to the orchards and fields. The “sun” is always shining but there are periods of the day when the breeze blows thick fog in off of the sea. Attempts to scale over the wall are going to be spotted. Canoes coming down the river will be seen by guards. Canoe coming from the sea will not be spotted if reasonable precautions are taken.

Frontal assault on the Stone City will result in more and more Guk warriors coming to the fight in waves of 20 warriors until all 140 warriors are in the fight (both Guk men and woman are warriors with the same statistics).

Guk Warrior: AC 8, HD 2, HP 10-16, MV 120’, #AT 1 spear+1, Dmg 1d6+1, SA F2, ML 11, AL Chaotic. They get a +1 to hit and damage due to their strength. Their tough skin gives them an armour class of 8. They wear leather skirts with bronze plates woven into them. The average Guk warrior will have gold jewelry (necklace, armlet, anklet, ring) worth 80 gp.

Guk Acolyte: AC 8, HD 2, HP 12, MV 120’ #AT 1 staff+1, Dmg 1-6+1 (+1d6), SA C1, ML 12, AL Chaotic. Guk acolytes are chosen for their wisdom. In time they will be trained to become priests. They have magical staves of striking law. These staves do an additional 1d6 damage to anyone of lawful alignment.

The Guk is a chaotic society with a great deal of infighting. Their language is incomprehensible to players or the pagar. It consist of grunts, growls and gestures with the occasional slap to make a point. The Guk priests and acolytes can speak the Pagar/Taji dialect with difficulty. Despite their infighting, the Guk will ally against other races. They fight with suicidal determination as their god Jagga is always watching from overhead.

The Stone City Map


(1). Bronze Gates
There are two, large gates made of bronze set in an opening in the wall. The gate doors are each 5 feet wide by 12 feet tall. There is a gatekeeper on duty at all times to open the gates for Guk and slaves that are coming and going.

(2). Warrior Residence
These huge structures are halls made of marble. The halls are 20 feet tall. The roof is supported by stone columns placed outside the walls of the hall. Inside is a single large chamber without windows. The Guk sleep on straw pallets. Each hall can house 20-30 warriors.

(3). Watchtower
This structure is 40 feet tall with a wooden stair inside leading up to 3 floors of wooden platforms. The lower two floors are sleeping areas and weapon storage. The top floor is outside and is the watch area. At all times there is at least one Guk warrior on guard at the top floor. However, there is a 1-2 in 1d6 chance he is asleep.

(4). Unoccupied Towers
These towers are abandoned. They have 3 floors like the watchtowers but the wood is old and rotten.

(5). Central Tower
This tower is at the confluence of 3 stone and wood bridges. The bridges have a base structure of stone and wooden planks for the walkway. The tower has two wooden floors. The base floor is at the level of the walkways. A ladder leads up to the watchtower. There is always one Guk warrior on guard in the tower.

(6). The Ziggurat
The largest structure in the Stone City is the 45 foot tall 3 stepped ziggurat dedicated to the worship of the Guk god Jagga. The ziggurat is constructed of marble blocks. Narrow stone steps lead up to a building at the top of the ziggurat. If any combat occurs on the steps, falling becomes a very real possibility.

At the top of the ziggurat is a stone building 12 feet square and 10 feet tall. There is a single bronze door blocking entrance (it swings open easily). Inside is an eight foot square chamber. The walls are decorated in bas-relief. However, this bas-relief is painted over with crude art depicting the Guk hunting dinosaurs, worshipping the sun (Jagga) and travelling to an island.

Careful, examination reveals that the humanoids in the bas-relief carvings are not Guk. They appear to be more human but are thin and tall.

There is a single stone altar in the chamber and two lit torches. Behind the altar is a bronze plate in the floor. Prying it up reveals a 20 foot,square 10 foot deep room where captives are kept. Currently, there are five captives.

Guarding the ziggurat at all times is a group of eight elite warriors. The high priest is also often here with at least 1 acolyte.

Elite Guk Warriors (8): AC 8, HD 4, HP 20-26, MV 120’, #AT 1 spear+1, Dmg 1d6+1, SA F4, ML 11, AL Chaotic.  They are armed with wooden spears with bronze tips.

High Priest (1): AC 8, HD 6, HP 35, MV 90’ #AT 1 stone dagger+2, Dmg 1d6+2, SA C6, ML 12, AL Chaotic. The high priest is fairly new to the position after the recent death of the previous high priest. He is the leader of the Stone City and can expect to enjoy the position for years or until a rival kills him. He has a Stone dagger+1 (the other +1 is due to his strength). He knows the following spells: Cause Light Wounds, Protection from Good, Blight, Silence 15’ radius. He wears a jeweled headdress with gems in it worth 6 x 1,000 gp.

Acolyte (1-2): AC 8, HD 2, HP 12, MV 120’ #AT 1 staff+1, Dmg 1-6+1 (+1d6), SA C1, ML 12, AL Chaotic. They have staves that cause magic damage to lawful aligned creatures. They are both young, the high priest killed his rivals on the way to the top so all of the experienced Guk priests are dead.

The captives are Thokgamo, Taurua, Taji warriors Molat, Setsit and an Imar warrior named Moabis.

(7). The Boat
The Guk have constructed and maintained a single boat for travel to the forbidden island of Im. Captured Pagar tribesmen helped construct it before being sacrificed. Taji slaves man the boat. The boat is 45 feet long and ten feet wide at its widest point. It has a single, simple sail and places for 16 rowers. The rowers stand and paddle the boat along. There is a hut at the front of the boat for the single Guk brave enough to man the boat.

Guk Captain (1): AC 8, HD 4, HP 25, MV 120’, #AT 1 whip, Dmg 1d6+special, SA F4, ML 11, AL Chaotic. His whip is a magical whip of command. Those struck by the whip are affected by a Charm Person spell.

Monday, 19 June 2017

Lost Turismond Part Two

So part 2 of Lost Turismond is an abandoned Dwarven City. The city has a vertical element to it that is difficult to map. I created two maps, one of the courtyard level, and one of the higher levels. The highest levels are not accessible. The first level is detailed here.

Foolish adventurers disturb the inhabitants of the abandoned city

LOST TURISMOND PART TWO

Background
The Dwarves of Turismond dug down following veins of silver and came across a large cavern 1,200 feet below the mountain. They dug airways to the surface and lit the cavern and carved a city out of the walls of the cavern. There was room to expand. When the dwarves left 500 years ago they had time to pack up most of their possessions. Air still flows into the cavern but it is in absolute darkness. Even characters with infravision will be unable to see as the stone is all the same cold temperature.

The city is not completely abandoned. A group of werewolves are exploring the ruins and there are other dangers.  The dwarves left a lot of traps as well, and their guardian.

Level One of the Dwarven City of Turismond

(1). The Lift
The lift descents the 1,200 feet from the surface in 3 turns. It starts to creak and groan and stutter and then enters a pitch black room and stops. The same lift can be used to continue to the next level but players will need to figure out how to operate it. The room it has arrived in is a building about 20 feet square and 20 feet tall made of seamless stone as if it was carved from an enormous block. Wooden crates and mining equipment is scattered about the room and piled against walls. Looking through the crates will reveal household items, forks, spoons, knives, rotted cloth, clothing, and the like. This was the final staging area for the dwarves when they left the city.

On the west wall near the front of the building is a cast iron metal box with two panels. One panel is open and inside is a metal bar in a slot that can be pushed up and down. Currently it is down. Pushing it up will cause the lift to rise to the surface after a few rounds. Pulling it down will stop the lift and bring it back. The other panel has an elaborate key lock. It is locked. Inside the panel if it is opened is another bar in a slot. This one is stiff and hard to move. It is currently up. Pulling it down will send the lift down to the mines. This second control overrides the first control. Picking the lock is done at -10% due to the complexity. There is a forgotten key to the lock in area #38. The closed panel has a lot of scratches and pry marks on it like someone tried to open it without a key.

(2). Lift Guardroom
This was a guardroom for the lift. The room is cluttered with racks of weapons. The racks are about ⅓ full. The weapons include 34 polearms, 22 spears, 8 short swords, 4 normal swords, and 15 shields. All of the weapons are still useable. One of the shields is a magic shield+1.

(3). The Courtyard
This is a vast courtyard 160+ feet long and 50-60 feet wide. The first thing of note is that it is absolutely dark. Characters with infravision will only be able to see other characters. Even lit torches fail to illuminate the ceiling and the open cavern beyond (area #20). Stone walls and buildings rise to the west and east all carved from the same rock without any seams showing. Door, windows and balconies are visible if characters have a light source. There are 3 huge empty stone planters down the center of the courtyard.

While in the courtyard, players will be under the eyes of the werewolves at area #33 and the harpy at area #24.

The doorways into the buildings are made of expertly balanced stone. They swing into the buildings with little effort unless otherwise noted.

There is a light, moist breeze in the cavern blowing from the north. It is not completely quiet. There is the occasional dripping sound and the skittering of something over rocks.

(4). Customs Office
This was a customs office for visitors to Turismond. There is little left to reveal its purpose. Wooden chairs and stone tables remain. All of the paper is gone. In area #4a there is a large stone table with several chairs around it.

(5). The Inn
This was an Inn. There is no sign or note above the door to denote that this was an Inn but characters may be able to figure it out by the lounge in area #5 with comfortable chairs, tables, and a counter with a stone mailbox rack behind it (36 cubbyholes). In area #5a there are 36 stone beds with rotted wool mattresses and sheets. Small wooden footlockers at the foot of each bed.

(6). Priests Cloister
This area is a row of stone platforms with the remnants of bedding on them. In area #6a there is a small sleeping area for the head priest (bed, cabinet full of dusty clothes, and small writing desk. Papers on the desk detail financial accounts of a Temple of Maraker the Maker.

Area #6b is a stone staircase leading up 20 feet to the next level. The dwarves enabled a trap on the stairs when they left. At the halfway point up the stair the step will descend when wait is placed on it. The steps will all slide back creating a steep slide. A 10 square trapdoor and the foot of the stair will slide back revealing a 20 foot deep, smooth walled pit. Normal falling damage applies. A save vs. dexterity allows a player on the slide to slow himself to a stop before falling into the pit. There does not seem to be any visible trigger to reset the trap.

(7). The Hall of Kings
This tall building reaches up out of sight into the darkness, at least one balcony is visible above. The doorway is enormous carved stone and in the center of the door is the emblem of a crown with 6 points. This was the hall of the kings of Turismond.

The entry hall has a dusty, red-brown rug leading to another large door. This door is made of bronze, turned green with age. The door is carved with scenes of dwarves happily mining under the mountain.

Area #7a is a waiting room outside of the throne room. There are chairs that are haphazardly scattered about (because the werewolves moved them), two stone pillars holding up the 30’ high ceiling and a narrow stair on the north wall leading up to the next level.  Four werewolves are waiting here to ambush the characters. Surprising them is unlikely as they have scouts in area #33 that will have warned them.

Werewolves (4): AC 7, HD 3, HP 16, 18, 17, 21, MV 40’, #AT 1 bite, DMG 1-4, Save F3, ML 9, AL Chaotic. They will remain in wolf form until killed.

A note about the werewolf tactics.
There are 10 werewolves in the pack inhabiting the Dwarven City level (there were 12). They have been here for a week trying to understand how to operate the lift to go lower. Their leader is convinced there is a clue to the lift mystery in the city. If the characters come to area 7 directly (within 4 turns) from the lift they will encounter the werewolves spread out as detailed in the text. If the characters explore the city, the werewolves will wait until they are resting then they will attack with surprise with 6 wolves at once. The chief will keep the other wolves back as bodyguards. If the 6 wolves are killed the rest will flee to the surface. If some wolves get away then they will regroup and attack again replenishing their forces with some of the bodyguards.

Area #7b is a throne room. There are four dusty tapestries on the walls depicting the history of the city. Two steps lead up onto a dais where there are two stone seats. One of the seats is piled with ransacked clothes and sheets to make a crude cushion.

The tapestry just in the door on the right depicts what is clearly Mount Turismond and a group of eight dwarves pointing toward it. The tapestry just in the door on the left depicts the building of this Dwarven city. At the bottom of the tapestry there are dwarves working in mines. The tapestry near the dais on the right shows dwarves emerging from a tunnel into an enormous cavern lit with a fiery light. The dwarves gape in awe. Nearby in a stream they discover gold. The final tapestry near the throne on the left depicts a grey-bearded dwarven king and his retainers killing a demon three times their size. In the background is a strange town with stone building which appears to be inhabited by bestial humans.

(8). Temple of Maraker the Maker
The doorway to this tall building is made of bronze and is inscribed with the exploits of a male, dwarven god. High up on the face of the building there is a 8 foot tall stone bust of a bearded dwarven male. The bust is made of a reddish-brown marble stone that is different from all of the other stone work in the city. Those knowledgeable of dwarven society and religion can identify Maraker the Maker. A creation myth god of the dwarves.

Inside the temple there are eight stone pews, and a dais with a stone altar atop it. In front of the altar is a heap of bodies. The bodies appear to be those of six dwarves who have been dead for centuries. Hacked to pieces with edges weapons.

The High priest of Maraker refused to leave the temple until all dwarves had left the city and his acolytes remained by his side. They were killed before the evacuation could be completed. More will be explained later as the players descend deeper into Turismond.

(9). The Treasury
The entrance to this building is recessed and their are two sliding stone doors that could be pulled across the opening to further reinforce the entrance. The door to the treasury are unlocked because little was left behind. In the building there is a main room that is in complete disarray. Tables, chairs overturned, drawers lying on the floor and yellowed parchment littering the floor. Three locked iron doors are set into the east wall. There are two werewolves here trying to get into the vaults. They are in human form dressed in cast-off dwarven clothing that hangs comically loose on them. They will attack with rusty swords.

Werewolves (2): AC 9 (7), HD 3, HP 19, 17 MV 40’, #AT 1 sword, DMG 1-8, Save F3, ML 9, AL Chaotic. They will not attempt to turn into wolves unless they get an opportunity to flee.

The parchment is all written in dwarven runes. They are mining accounts and personal accounts. The three doors lead to three identical rooms. In each room there is a table, a chest on the table and a chair. Two of the chests are open and empty. The third chest (in area #9b) is locked. The lock is trapped with a poison needle. The poison has dried to dust so in only causes nausea on a failed save vs. poison for 6 turns (-2 to hit). Inside this chest there are 1,200 gold coins.

(10). Food Hall
The entrance to this building is under a covered doorway. To the right of the doorway is an empty stone bin of unknown use (garbage). Inside the building is a large room. About a dozen wooden tables with bench seats are scattered about the room. To the west their is a serving line and a table to lay out food. Behind the tables are food pantries and cooking area under chimneys. There are four human corpses lying on the ground in the room. The cause of death is uncertain. The humans were adventurers who starved to death after getting trapped in this building with the guardian outside the door. They have become zombies and will rise to attack once anyone comes within a few feet of them.

Zombies (4): AC 8, HD 2, HP 14, 12, 12, 8, MV 40’, #AT 1 short sword, DMG 1-6, Save F1, ML 12, AL Chaotic. They always attack last.

There is no food or treasure in the hall. This was an area for miners to get their meals. The dwarves cleaned it up before leaving.

(11). Barracks
A small flight of steps leads up 6 feet to the door to this building. The building was a barracks. There are bunk beds in a double row in this building with footlockers are the foot of the beds. Many of the footlockers have been opened but they are all empty. A stair leads up to the roof of the building.

(12). Mining Offices
A short stair leads up 6 feet to the doorway to the building. Inside is an entry hall with two tables and a few chairs. Open cabinets on the north wall display old pick-axes and chunks of iron ore and silver ore. If a dwarf is in the group he will recognize the unrefined silver.  It is worth only about 20 sp and is quite heavy.

(13). Offices
The area is full of desks, tables and chairs. There are a few scraps of parchment on the floor and some tables. All of the parchment is covered in dwarven runes detailing silver mine yields and gold panning yields.

(14). Offices
More offices with desks and tables. There are also three dried out dwarven corpses almost skeleton like in nature. They have been here for hundreds of years. Murder victims of the dwarf in area #16. They were employees of the mining company.

(15). Corridor
This hallway is slightly damp and stuffy. There are no windows to allow in air. Along the west wall is a huge patch of mold growing over a water leak in the ceiling. It is actually yellow mold.

Yellow Mold (1): AC (always hit), HD 2, HP 15, MV 0’, #AT Spores, DMG 1-6 + special, Save F2, ML n/a, AL Neutral. The mold covers a ten foot square area, it can only be damaged by fire (torches will do 1-4 points of damage per round). It can eat through leather and wood. If it is touched their is a 50% chance it will spray out a 10’x10’x10’ cloud of spores. Anyone caught in the cloud must save vs Death Ray or choke to death in 6 rounds.

(16) Undead Dwarf
Dwarves rarely become undead, they usually die when drained by undead. One exception holds for truly evil dwarven miners. They can become a Rapper. A mindless undead creature who leads miners to their death with tapping noises. This rapper murdered three of his employees in the final days of Turismond trying to convince them to help him move his treasure. He starved to death and rose as a rapper.

In this room there's an entrance to a stone spiral staircase leading up to area 25. Their also is a heap of wooden crates against the east wall. Standing by the crates is a dead dwarf with translucent skin and glowing yellow eyes. He carries a mining pickaxe.

Rapper (1): AC 2, HD 4, HP 22, MV 30’, #AT 1 pickaxe+1, DMG 1-10+1, Save D4, ML 11, AL Chaotic. The pickaxe is not magical. It gains +1 due to the strength of the rapper. It is actually too heavy to be effectively used in combat by anyone but the rapper.

The crates contain piles or silver ore. If refined the entire haul would be worth 7,500 sp.

(17). Tavern
This building was a tavern. Their are 5 round wooden tables placed about the room. About 30 chairs are stacked against the south wall. Two open windows look out onto area #20.  Against the east wall there is a barkeeps bench and a wall of wooden casks. The casks held ale which has long since dried up. Their is a wooden ladder leading to the roof.

The area in front of the bar (14’ by 5’ wide) is a trap. Normally operated by the barkeep it has been set to go off if any weight steps upon it. The floor will open up and drop characters 10 feet down into an empty pit taking normal falling damage.

(18). Residence
This small stone building was the residence of an important dwarf. Everything including much of the furniture was carted off. All that remains are tables, chairs and three empty crates. Clinging to the wall above the door is a hungry, green slime that will drop down on unsuspecting characters who enter the building. It will go for the first person who enters.

Green Slime (1): AC can always be hit, HD 2, HP 12, MV 1’, #AT1, DMG special, Save F1, ML 12, AL Neutral. The slime drops blobs onto victims, the slime is corrosive and dissolves wood and metal in 6 rounds. If it comes into contact with flesh it turns that person into a slime in 1-4 rounds. It cannot be scraped off. It can only be burned off with fire or treated with cure disease.

(19). The Guardian
The dwarves of Turismond left a guardian to protect their city. It is a special Living rock statue carved in the shape of a 20 foot tall dwarf holding a 30 foot long stone spear and a 5 foot tall stone shield. The dwarf has a long beard to his waist and wears a horned helm. In fact he looks exactly like the non-magical statue of a dwarf at area #25.

Guardian of Turismond (1): AC 4, HD 5, HP 35, MV 20’, #AT 2 eyes, DMG 2-12 / 2-12, Save F5, ML 11, AL Neutral.

The guardian is of nominal intelligence, it slumbers until disturbed or perceives a threat to the city. Usually damage has to be done to buildings or clearly chaotic creatures need to get within 60 feet of it for it to awaken.  But the arrival of the werewolves has awoken it from its slumber. Two fried werewolf corpses lie before the door to area #18. Because of its alert status it will attack any group that does not include a dwarf. Its eyes light up with fire and it can project two streams of magma out of its eyes to a distance of 30 feet. If a dwarf approaches within 30 feet of the statue its eyes will light up with fire and it will groan out, “Is it time?” If the dwarf answers in the affirmative it will smile and groan “my lonely wait is over” and then go stand in silence. If a dwarf answers in the negative. It will groan and continue to guard the hall. It does not answer questions.

(20). The Great Cavern.
The dwarven city of Turismond is built on the side of an enormous cavern 1,200 feet below the mountains. It descends 90 feet to the cavern floor from the city. The cavern stretches 1,000 feet to the north. There are numerous tunnels that come into the cavern. Some might lead deeper into the underground.