World Vault — BF4: Raiders of Enterone

Hierarchical: World → Towns → Buildings → NPCs • Dungeons → Rooms + map pins

149 locations • 12 NPCs • 0 pins
town The Village of Darion's BridgeOpen →
Starting the Adventure The adventure starts in the village of Darion's Bridge, which is little more than a farming community plopped down into the hilly, slightly wooded area on the road from Zannik on the coast of Lake Dyasa to Kendall Keep on the northern border. It lies along the Upper Dya River, on both sides of the eponymous bridge named in honor of a long-ago hero of the county. Darion's Bridge is at the western edge of County Kemnosen, and technically the territory west of the town's border is part of County Ecks. The local seat of government is Count Kemnosen's castle at Sevalenth. See the Wilderness section starting on page 10 for more details about the local area. The adventurers have heard of raids on the roads between the towns in the area, and have come to try to help. In particular, a bounty has been offered for the head of the chieftain of the orcish tribe which has recently entered the area; the majority of the raids have been perpetrated by bands of roving orcs believed to be under this orc leader's command. The locals believe the orc lair is in the ruins of the ancient, abandoned keep known as Grimspire, which stands on a hill just a couple of miles from town. Note that the GM may simply give the above information to the players, or may choose to roleplay them learning this information, perhaps overhearing a meeting of the town elders in the pub. The village is short on some of the items that adventurers need, including for example weapons and armor (other than bows and arrows, which are made by a local bowyer- fletcher). Items "purchased" with starting money might be gifts from older relatives who once served in the army or in some other official capacity. No wizard lives in the town, nor ever has; young magic-user characters must have learned their skills elsewhere, perhaps in Sevalenth or Zannik or even somewhere further away. Because of this, after the start of play characters may have difficulty purchasing some items that are not made or frequently needed in a small farming community. The next section entitled "The Wilderness" (starting on page 10) presents a "hexcrawl" area which includes the entire road from Dyaverk to Kendall Keep and much of the area around it. It is not intended that the new adventurers engage in the hexcrawl right away; rather, the GM should allow them to travel in relative safety to and from the ruins of Grimspire to begin with. Relative, as the GM might choose to use the Wandering Monster encounters described below during such trips, perhaps after some of the adventurers have reached 2nd level. Only after they have gained a couple of levels, acquired some magic items, and generally developed as adventurers should the player characters be encouraged to explore the wider world. Until then, the dungeons beneath Grimspire should present enough of a challenge. About the Village Darion's Bridge is small, with a population of just under two hundred people, or around forty households. The village extends on both sides of the bridge, as noted, but with the majority of the town arranged on the northeastern side. The central plaza, called "the market" by locals, is right at the northeast end of the bridge. A temple faces east on the western side of the market, just north of the bridge, and a pub and an inn stand on the opposite side facing west. The town has no public buildings (no castle, keep, garrison, or town hall); when public meetings are held, they take place either in the temple, in the pub, or out in the open space of the market if necessary. The town elders usually choose to hold their irregular meetings in the pub, discussing the town's business As this suggests, the town is indeed governed by a council of elder members of the community. Breaking with ancient Enteronean tradition, both men and women may serve as elders. Once long ago a baron ruled the area from the keep called Grimspire. When Baron Grim met a bad end at the hands of an assassin, no other noble stepped forward to take his place, and the inhabitants of Darion's Bridge were forced to come up with their own form of government. Village Key Naturally the entire town is not described here. Instead, locations important to traveling adventurers are described, along with notable NPCs that might be encountered therein. Statistics are given only for NPCs who are likely to engage in a fight, or who have class abilities useful to player characters. If statistics are needed, assume any character for which none are given is a Normal Man with Armor Class 11 armed with (at most) a dagger and having a Morale of 7. Where statistics are provided, note that they are given as the character would appear when encountered in the town. Some have better equipment listed that will be used when trouble breaks out in town.
BUILDINGS • 7
1. The Market building
This circular plaza is the central public space in the village. One day a week during any weather other than the coldest this area will be full of merchants and farmers selling such things as produce, smaller livestock like chickens or rabbits, food or drinks (including locally-made wine or beer), ceramic pots, leather goods, and even imported items such as spices, fabrics, and other notions. While most of these people will be locals and will thus appear more or less regularly, sometimes traveling vendors with rarer items will be found there; these individuals are unlikely to be present two weeks in a row. Besides these regular weekly events, the Market will be busy during religious festivals. In the world of Glain, the calendar consists of 364 days arranged into a repeating sequence of three months; the extra day (or two days, in a leap year) fall between the years and are called Festival. This is the largest and most important religious occasion, with observance beginning on the last day of the year and running through the first day of the new year (so three to four days total). The accepted calendar of Glain places the first day of the year as the Spring Equinox. There is a lesser but still substantial observance on the Fall Equinox as well. The Market will be full of vendors at these times, mostly selling more festive items, though the necessities will still be present (at least at the beginning of the observance). Even on "off" days, there will usually be one or two vendors in the Market during the morning hours. Such vendors might have overproduced their products, and thus be selling them cheaply; some might be travelers who arrived in town on the wrong day and set up to sell their wares anyway. Villagers will be about in the Market and on the streets from dawn until well after sunset, whether hustling from place to place on business or loitering to gossip and kill time. To save time and hassle you may wish to simply use the price lists from the Core Rules (or better, our Equipment Emporium book) as a basis for the cost of items purchased in the Market. You will need to rule on what less common items might or might not be available. Likewise, you may also want to create some interesting NPCs who are selling (or buying) items at the Market. This is an excellent way to convey adventure hooks and other lore to the players, and also help to integrate their characters into the world just a little better.
0 NPCs
2. Temple of the Triune building
This local temple is a bit larger and fancier than the temples in the neighboring towns, as several past adventurers have made substantial bequests here. Though it has at some times in its history been the home temple of a higher-level priest, at the present time it is led by Father Bertrand, a "regular" clerical follower of the main pantheon of this part of the campaign world. Rather than worshiping just one deity, most clerics of the Triune faith are considered able to lead prayers to any of the gods of the pantheon. All know, or at least can perform with the aid of a holy book, the various rites of all those gods who most commonly accept prayers and sacrifice. Most Triune priests do have a specialty in the worship of one or more of the lesser gods of the pantheon, as well as having an affinity for one of the three greater gods: Prolethra, goddess of life, Aturahs, god of justics, or En-Teare, god of wisdom. As it happens, Father Bertrand's affinity is for Prolethra, while his specialty is Rihalla, goddess of healing and medicine. Bertrand is patient and wise, but he is also strong and resolute; he prefers never to fight, but if he must, he will. Father Bertrand, Human Cleric Level 4: AC 18, AB +2, #At 1 mace (AB +3), Dam 1d8+1, Mv 30', ML 9, XP 240 STR 14 (+1), WIS 13 (+1), CHA 16 (+2) Spells: cure light wounds x 2, hold person Equipment: chain mail +2, shield, mace, holy symbol, 1 vial of holy water Brother Filibert dresses in somber black robes at all times, for he is the local undertaker, a specialty follower of the god of death, Mors Kain. His affinity is for Aturahs. While he generally prefers not to fight, he will always raise his maul to do battle with the undead, for Mors Kain's followers consider any who die but refuse to remain in the grave as blasphemy. A room in the basement of the temple serves his needs for a preparation room. Brother Filibert, Human Cleric Level 2: AC 15, AB +1, #At 1 maul, Dam 1d10, Mv 20', ML 9, XP 25 WIS 13 (+1), CON 14 (+1) Spells: cure light wounds Equipment: chain mail, maul, holy symbol, 1 vial of holy water Sister Ingfrid is young, but affects the appearance of stern maturity; she dislikes anyone mentioning her youth. Her affinity is for En-Teare, while her specialty is Cluvia, goddess of the moon and the harvest. Sister Ingfrid, Human Cleric Level 1: AC 15, AB +1, #At 1 maul, Dam 1d10, Mv 20', ML 9, XP 25 WIS 13 (+1), CHA 13 (+1) Equipment: chain mail, maul, holy symbol, 1 vial of holy water HP
3 NPCs
FA
Father Bertrand
Human Cleric 4 • AC 18 • HP 15
BR
Brother Filibert
Human Cleric 2 • AC 15 • HP 12
SI
Sister Ingfrid
Human Cleric 1 • AC 15 • HP 4
3. Troll Bridge (Pub) building
A joint venture between three former adventurers whose careers were cut short by their lack of motivation, the Troll Bridge is Darion’s Bridge’s main gathering place. Its name originates from a legend often recounted by the village elders; it is said that before the bridge was built, a much more rudimentary one existed and was guarded by a troll that demanded payment for crossing when it didn’t outright kill the unfortunate travelers. The pub is quite large, being composed of two different buildings; one is the original building while the other one is an annex built a few years later to accommodate more customers and hold a kitchen. A small yard enclosed by a stone wall at the back allows pub-goers to leave their horses while they enjoy the great variety of wines, ales, and spirits the pub offers. In terms of decoration, the pub is rather plain, the furnishing being mostly composed of wooden tables and chairs. A large counter near the kitchen is also surrounded by high stools. Several hunting trophies (mounted animal heads) and tapestries decorate the main area, but the most striking decoration is the mummified head of a troll hanging on the wall behind the counter. Unbeknownst to most, it is actually the head of an ogre. Ronahan Grifs, Cook: In his mid-forties, Ronahan is the one in charge of cooking. He is grumpy and rarely interacts with clients; if insulted, he will probably fight. Ronahan Grifs, Human Fighter 1: AC 10, AB +1, #At 1 shortsword, Dam 1d6, Mv 40', ML 8, XP 25 INT 14 (+1), WIS 6 (-1), DEX 8 (-1), CON 15 (+1) Equipment: plate mail, shield, longsword, shortsword HP Shenolas Vistanir, Manager: An immigrant from Nisenria, Shenolas is the friendliest of her party. She is a tall, olive-skinned, dark-haired woman of striking appearance. She mostly tends tables and greets customers, and loves to talk to travelers, hoping for gossip from more civilized areas. Shenolas Vistanir, Human Thief 1: AC 14, AB +1, #At 1 dagger, Dam 1d4, Mv 30', ML 9, XP 25 WIS 14 (+1), DEX 13 (+1), CON 14 (+1) Equipment: leather armor, longsword, dagger HP Bolzog Arobar, Bartender: Bolzog is a dwarf with an acute sense of taste and a fine connoisseur of beverages of all sorts. He will be in charge of pouring drinks behind the counter, standing on a bench to appear taller. Bolzog Arobar: Dwarven Fighter 1: AC 18, AB +1, #At 1 shortsword, Dam 1d8, Mv 20', ML 9, XP 25 INT 13 (+1) Equipment: plate mail, shield, battle axe, shortsword HP
2 NPCs
RO
Ronahan Grifs
Human Fighter 1 • AC 10 • HP 8
SH
Shenolas Vistanir
Human Thief 1 • AC 14 • HP 4
4. Lucas' Rest (Inn) building
This peculiar inn was built around 100 years ago to honor Lucas Bromild, a local adventurer and folk-hero. A massive ornate stone coffin sits in the middle of the main area, covered with candles and surrounded by tables. It features detailed engravings of Lucas’ exploits, as well as a faithful portrait of the man before his passing. On his death bed, the adventurer demanded not be buried, but rather exposed where his loved ones lived. This inn was property of one of his cousins, who chose to honor his request by entombing him in the main area of his establishment. Nowadays, Lucas’ Rest is kept by Godris, the adventurer’s great-grandson. The coffin remains, almost venerated, at the center of the main area; desecrating or otherwise disrespecting it constitutes a great offense to the eyes of the inn’s staff but also to everyone else in Darion’s Bridge. It is said that Lucas’ soul guards and protect travelers that lodge here. The building is not large, but it is the second tallest building in town (after the Temple of the Triune), featuring three floors, as well a large cellar below. The ground floor has a main area filled with tables where daily breakfast is served to patrons. On the first floor, two large rooms offer shared accommodation for up to twelve clients for a price of 5 sp per night. The second floor provides four individual rooms with two beds each at a cost of 1 gp per night. On the last floor are two small suites which can be rented for 3 gp per night. All stays include breakfast. Contiguous stables provide accommodation for up to eight horses for a fee of 5 sp per night. If the players want to discuss delicate matters, a small private salon is available for a price of 1 sp per hour. It has a fireplace, two couches, and a gambling table. Most of the clientele consists of merchants and visiting relatives of Darion’s Bridgers. The inn is known to be clean and quiet. Since the Troll Bridge offers far better food and drinks, Godris will often redirect customers to the pub for meals other than breakfast. To run his establishment, Godris relies on his wife, Boromia, and his twin teenage daughters, Liriane and Viviane. They all live in a house not far from Peel and Sons.
0 NPCs
5. Peel and Sons General Merchandise building
Amos Peel and his sons Albert and Andrew operate this store, where items on the standard equipment list can be purchased for the listed prices. Some items may be hard to find; if the GM thinks an item is unlikely to be useful in a farming community, players will find at most 1d4 in stock just 20% of the time. Except for daggers (normal, not silver), weapons are not available here, and holy symbols are also unavailable at the store.
0 NPCs
6. Caleb Tarikson, Blacksmith building
Despite being "only a man" (rather than a dwarf), Caleb is a talented blacksmith. He was trained by his late father Tarik, and is newly married to a lovely woman named Blossom. She is his favorite subject and he will talk about how beautiful and talented and shrewd and clever she is endlessly to anyone who will listen. Caleb makes most normal metal items, and supplies the daggers sold at Amos Peel's store. Because of his agreement with Amos, he won't make daggers for other individuals. He can repair damaged items. The GM must rule on costs and times for making or repairing any items.
0 NPCs
7. Eliza Kaysh, Bowyer-Fletcher building
Eliza is a talented bowyer and fletcher. She is a widow with two daughters, Valda, 17 years old, and Camelia, 11 years old. Both girls work with their mother as fletchers, so that Eliza does not need to make many arrows and so can focus on making bows. Valda is learning to make bows as well, but is sometimes distracted by the many young men who come calling; some of them seem to need rather a lot of arrows, and cannot seem to choose exactly what they want... Eliza and her daughters can supply the needs of adventurers for bows and arrows. Shortbows and shortbow arrows are always available, with 1d4+1 bows and 30+3d10 arrows in stock at any given time. Longbows are made to order, requiring 1d4+1 days to construct; 20+2d10 longbow arrows will be in stock at any given time, but if ordered in advance 10 can be made per day. Prices for all these items are as given in the Core Rules. Traveling to the Ruins At the beginning of this adventure, if your player characters are true beginners, you may wish to "handwave" their trips to and from the Ruins of Grimspire (which begins on page 15). Later as they become less fragile and better equipped you may wish to roll for wandering monster encounters. The creature listings below may be used for such occasions. Assume that encounters from the list below happen on a 1 on 1d6, checked once when they are on the way to Grimspire and again as they are returning to town. 1 Black Bear: AC 14, HD 4, #At 2 claws, 1 bite + hug , Dam 1d4 claw, 1d6 bite, 2d6 hug , Mv 40', Sv F4, ML 7, XP 240 ea. HP 2-3 Orcs: 1 Orc Leader: AC 14, HD 2, #At 1 longsword, Dam 1d8, Mv 30', Sv F2, ML 9, XP 75 HP 2d4 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 9 (8), XP 25 ea. HP 1 Wild Boar: AC 13, HD 3, #At 1 tusk, Dam 2d4, Mv 50' (10'), Sv F3, ML 9, XP 145 ea. HP The NPC Party Some time after the player characters have begun exploring the dungeon, but before they have entered the second level, a group of NPCs will come into town. Led by a young female elf magic-user, Orinthia Kal, these NPCs will present themselves as seasoned heroes who have come to save the day. Some of the local people will rally behind them, making them not only rivals to the PCs but serious annoyances as well. These NPCs have an ulterior motive, though. They are not going to Grimspire to fight monsters, but rather to sell them second-hand human-made swords, shields, and armor. The humanoids (particularly the orcs, their primary customers) raid the roads for money to pay for these items. Certainly they can get some weapons and armor from the guards of the merchant wagons, but attacking the well- guarded caravans is dangerous; much easier and safer to go after those with little or no protection and then just buy weapons and armor from these NPCs. Because they are "adventuring" in Grimspire for secret reasons, the NPCs generally will not be willing to "partner" with any PCs and will snub and insult them whenever they can get away with it, in order to avoid the PCs getting too close. Orinthia Kal, Elf Magic-User 2*: AC 11, #At 1 dagger or by spell, Dam 1d4-1 dagger, Mv 40', ML 9, XP 100 STR 6 (-1) INT 18 (+3) WIS 13 (+1) Spells: sleep, shield Equipment: Dagger HP Tomas Zeleny, Human Cleric 2: AC 19, #At 1 mace, Dam 1d8, Mv 20', ML 9, XP 75 INT 8 (-1) WIS 16 (+2) DEX 15 (+1) CHA 13 (+1) Spells: protection from evil* Equipment: Plate Mail, Shield, Mace HP Tero Forswunk, Human Fighter 2: AC 18, AB +2, #At 1 shortsword, Dam 1d6, Mv 20', ML 9, XP 75 INT 8 (-1) CON 15 (+1) CHA 16 (+2) Equipment: Plate Mail, Shield, Shortsword Neomund Charduush, Human Thief 2: AC 14, AB +1, #At 1 shortsword, Dam 1d6, Mv 30', ML 9, XP 75 DEX 14 (+1) Equipment: Leather Armor, Shortsword HP
4 NPCs
OR
Orinthia Kal
Elf Magic-User 2 • AC 11 • HP 7
TO
Tomas Zeleny
Human Cleric 2 • AC 19 • HP 7
TE
Tero Forswunk
Human Fighter 2 • AC 18 • HP 12
NE
Neomund Charduush
Human Thief 2 • AC 14 • HP 5
dungeon The WildernessOpen →
Using This Chapter If you're starting a party of beginners with this adventure module, it might be good to skip this chapter until most of the party are level 2 or higher. Simply state to the players that they are able to walk to the Grimspire ruins in about an hour and a half (assuming the slowest party member moves 20' per round, or 12 miles per day), and don't roll for any encounter checks. At some point, however, your party will probably decide to explore the surrounding area. They might wish to travel to another town, maybe to buy items not available in Darion's Bridge; or they might simply decide to explore the wilderness. When that happens, it's time to turn back to this section. The Map The map provided at the end of this section is laid out in hexes, where each hex is 2 miles across. Movement on this map is affected by the terrain, of course. For each hex entered, the slowest member of the party must have at least as many remaining miles of movement as found on the following table in order to enter the hex. If that character does not have that many miles remaining, he or she may choose either not to enter that hex or to perform a forced march (see below). Terrain Miles Cost Road* 1 or 2 Clear, Trail Forest, Hills Crossing Stream +2 * In much the same way as diagonal movement on squares, hex movement on a road has a variable cost; every odd hex entered costs 1 mile, every even hex costs 2. Crossing a stream refers to those streams shown as a gray line on the map. Wider rivers are more difficult to cross, and usually require a boat or raft (or magic). Characters have as many movement points as their daily movement rate in miles. For convenience, the most likely range of numbers is given below; for a more complete table see the Wilderness Movement Rate section of the Basic Fantasy Core Rules. Movement of a group is at the rate of the slowest member. Faster characters do not have miles "left over" at the end of the group's movement. In order to use "excess" miles, the party must split up at the start of the day. Characters may choose to do a forced march, using up to 50% more miles for a day. Using even a single extra point constitutes a forced march. See the Overland Travel section of the Basic Fantasy Core Rules for details of the effects of this. Mv Rate Miles Mv Rate Miles 10' 50' 20' 60' 30' 70' 40' 80' Visibility Characters in a grass hex can see the type of terrain in all adjacent hexes, and may be able to see prominent landmarks in those hexes. Further, if characters are in a grass hex and an adjacent hex is also grass, the terrain of hexes adjacent to the adjacent hex can also be seen, but most landmarks cannot. Hill hexes are treated as equal to grass only if characters choose to move to a high place in the hex to look around. This increases the chance of an encounter (see below). Forested hill hexes do not always have a "high place" but such will be indicated in the map key (below) if relevant. Characters in any other kind of hex must declare in which direction they intend to exit the hex, and will only learn what type of terrain is in the next hex after they have completed crossing the current hex. Any encounter in the hex will occur before this point (see below). Wilderness Encounters Hexes on the wilderness map are numbered. The wilderness key (below) has numbers only for the hexes with placed encounters. When a hex is entered, check the key; if there is a placed encounter, follow the directions given there. Otherwise, roll 1d6, and on a roll of 1-2 for hexes with water in them, or 1 for hexes without, roll to select an encounter from the list following. Also do this when a hex with a placed encounter is re-entered, if the inhabitants no longer pose a threat, as new monsters may have moved into the hex. As a special case, if the hex entered has a road running through it, consult the next section for details. Otherwise, if an encounter is indicated, roll on this table to determine the type of encounter: 1-3 1 Black Bear: AC 14, HD 4, #At 2 claws, 1 bite + hug , Dam 1d4 claw, 1d6 bite, 2d6 hug , Mv 40' , Sv F4, ML 7, XP 240 ea. HP 4-5 1d4 Wild Boars: AC 13, HD 3, #At 1 tusk, Dam 2d4, Mv 50' (10'), Sv F3, ML 9, XP 145 ea. HP 1 Owlbear: AC 15, HD 5, #At 2 claws, 1 bite + 1 hug, Dam 1d8 claw, 1d8 bite, 2d8 hug, Mv 40', Sv F5, ML 9, XP 360 ea. HP 7-9 Orcs: 1 Orc Leader: AC 14, HD 2, #At 1 longsword, Dam 1d8, Mv 30', Sv F2, ML 9, XP 75 HP 2d6 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 9 (8), XP 25 ea. HP 10-112d6 Wolves: AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. This encounter should be delayed until after nightfall 85% of the time; assume the encounter happens in the hex where the party ends their movement, unless they end in town in which case this may be omitted or rerolled. HP Ogre: AC 15, HD 4+1, #At 1 club, Dam 2d6, Mv 30', Sv F4, ML 10, XP 240 ea. HP Road Encounters The road is heavily patrolled for the protection of travelers along it. The road from Dyaverk to Darion's Bridge is patrolled by units in service to Count Ecks, whose castle is in Zannik (off the map to the west, at the mouth of the Upper Dya). The road from Darion's Bridge to Kendall Keep is patrolled by units in service to Count Kemnosen, whose castle is in Sevalenth. Despite these patrols there are likely some dangers on the road; and, if the player characters have done something they shouldn't have, encounters with a patrol might also be dangerous for them. An encounter happens on 1-2 on 1d6 for each road hex entered, using the following table to determine the results: Wilderness Encounter (see above) 2-6 Patrol: When encountered, the Captain of the patrol will parley with the apparent leader of the PCs. After greetings are exchanged, roll a reaction check to see if the leader likes or dislikes the party; if the leader takes a mild dislike he or she might simply order them to stand aside, but if the roll is particularly bad the patrol leader might attempt to arrest the party. 1 Patrol Captain: Human Fighter 2, AC 18, AB +2 (+3 melee), #At 1 longsword, Dam 1d8+1, Mv 20', ML 9, XP 75 Equipment: Plate Mail, Shield, Longsword HP 1 Patrol Sergeant: Human Fighter 3, AC 18, AB +2 (+3 melee), #At 1 longsword, Dam 1d8+1, Mv 20', ML 9, XP 145 ea. Equipment: Plate Mail, Shield, Longsword HP 2d4 Patrol Troopers: Human Fighter 1, AC 16, AB +1 (+2 melee), #At 1 pike, Dam 1d10+1, Mv 20', ML 9, XP 25 ea. Equipment: Chain Mail, Shield, Pike HP 7-8 Bandits: Use the following items to generate a group of bandits. There should be one fighter-class and one thief-class leader, either of which might be in command of the group, along with a number of fighter-class and a number of thief-class flunkies. 1 Bandit Fighter Leader: Human Fighter 3, AC 15, AB +2 (+3 melee), #At 1 longsword, Dam 1d8+1, Mv 20', ML 9, XP 145 ea. Equipment: Chain Mail, Longsword HP 1 Bandit Thief Leader: Human Thief 3, AC 14, AB +2 (+3 missile), #At 1 shortsword or 1 shortbow, Dam 1d6 shortsword, 1d6 shortbow, Mv 40', ML 9, XP 145 ea. Equipment: Leather Armor, Shortsword, Shortbow, Quiver of 20 Arrows HP 3d4 Human Fighter 1: AC 13, AB +1 (+2 melee), #At 1 scimitar, Dam 1d8+1, Mv 40', ML 9, XP 25 ea. Equipment: Leather Armor, Scimitar HP 2d4 Human Thief 1: AC 14, AB +1 (+2 missile), #At 1 shortsword or 1 shortbow, Dam 1d6 shortsword, 1d6 shortbow, Mv 40', ML 9, XP 25 ea. Equipment: Leather Armor, Shortsword, Shortbow, Quiver of 20 Arrows HP Wilderness Map Key As noted above, this key has numbers only for hexes with placed encounters.
ROOMS • 5
0408. Village of Dyaverk room
Dyaverk, literally meaning "fork in the Dya river," is an unremarkable village very similar to the starting village of Darion's Bridge. As Dyaverk is in County Ecks and Darion's Bridge is in County Kemnosen, the two villages have developed a sort of friendly rivalry. Further details about Dyaverk are not provided herein but may be made up as needed by the Game Master.
0 NPCs
0906. Village of Darion's Bridge room
This is the "home base" for adventurers exploring the Ruins of Grimspire (hex 1006, below), as described in more detail starting on page 3.
0 NPCs
1006. Ruins of Grimspire room
This is the primary adventure area for this module, and is described in more detail starting on page 15.
0 NPCs
1405. Town of Sevalenth room
Sevalenth is the county seat of County Kemnosen. The castle of the Count is here, of course, and all legal matters of significance in the county are attended to at his court. Sevalenth is not as large or wealthy as distant Zannik, the seat of County Ecks, but the nobles and merchants of the town do their best to present themselves as equally sophisticated. Additional details about Sevalenth are not provided herein but may be made up as needed by the GM.
0 NPCs
1603. Kendall Keep room
This fortress is the last Enteronean stop on the borderlands trade road leading northeast into the rival nation of Roslane. Though Kendall Keep is more a fortress than a village, travelers can stay at its inn, eat and drink at its tavern, buy goods from its merchants, and even get money changed at its bank. Further details about Kendall Keep are not provided herein but may be made up as needed by the GM. There may even be another classic adventure module suitable for use in this regard, one featuring a fortress guarding the borderlands.
0 NPCs
dungeon The Ruins of GrimspireOpen →
Approaching the Ruins The ruins are on a gentle but rocky hill that rises up from the surrounding forest. Wandering Monsters Unlike the dungeon levels below them, the ruins have no "wandering monsters" tables of their own. However, so long as characters are in area 1 or are near the staircase, wandering monster checks should be made according to the procedures and table given for Dungeon Level 1. Room Key
ROOMS • 13
1. Empty room
This was obviously the main hall of the fortress. The roof is largely gone, and the room is open to the sky. Further, there is a large breach in the back wall. This area is basically empty. Note that this is the only area where wandering monster checks are made. Also, review the description of area 8, below, if the door to that area is approached.
0 NPCs
2. The Ogre room
The first thing you see when you enter this large room is a kind of chair or throne made of stones that have fallen from the walls of this very keep. It's a big chair, and it needs to be, as it's occupied by an ogre. Check for surprise. If the ogre is surprised, tell the players that he seems to be asleep (he is). If he is not surprised: He seems to be asleep, but then his eyes open. "Rah, visitors!" he exclaims, standing up and grabbing a huge club. "Give me treasure or I take your lives!" This ogre, Gorfang, is motivated by greed; he'll accept any treasure that "looks good" meaning that he might choose a prize of 1,000 cp over 200 sp, but he will always choose gold over anything else. He claims to know "all about" the dungeon inhabitants, but in fact he really knows just three things: 1. His neighbors are goblins (as found in areas 8 through 12).
1 NPCs
GO
Gorfang
Ogre • AC 15 • HP 27
3. The dungeon is full of "uppity orcs" who room
Gorfang neither likes nor trusts. The ogre has 600 gp and a potion of diminution in his sack. Gorfang, Ogre: AC 15, HD 4+1, #At 1 huge club, Dam 2d6, Mv 30', Sv F4, ML 10, XP 240
0 NPCs
4. Empty room
This room appears mostly empty, save for an ominously-large bloodstain on the floor near the door leading toward the back. A stick of some kind lies in the middle of the blood patch... no, not a stick, a spear. A large, broken spear, with its head lying several feet closer to that door. There is nothing of consequence here. The spear was used by the ogre in 2 against the geckos; he retreated after it broke, but not before he had killed one of them. It was dragged away by its fellows and eaten, leaving only the large bloodstain behind.
0 NPCs
5. Skeletons room
3 Skeletons: AC 13, half damage from edged weapons, 1 point only from arrows, bolts, and sling stones, HD 1, #At 1 shortsword, Dam 1d6, Mv 40', Sv F1, ML 12, XP 25 ea. HP
0 NPCs
6. Northwest Tower room
As you open the door, you hear a sudden "twang" sound... There is a dart trap here, a complicated and fragile apparatus hanging from the far wall and attached to the door with a string. It fires 6 darts; each attacks at AB +1 and does 1d4 points of damage on a hit. If there are multiple possible targets, roll a second time for any that miss against a further target. The maker of the trap is long gone, so it will not be reset after firing. A small sack is hidden in a niche in the wall behind the trap apparatus. It contains 600 sp, 110 ep, 100 gp, and a dagger +1.
0 NPCs
7. Gecko Lair room
A small chest is buried in the back of the gecko lair under some of the rubble from the collapsed wall section. Use the usual chance to find secret doors if the area is searched. The chest contains 1,000 ep, 200 gp, three identical-looking rubies worth 50 gp each or 200 gp as a set, and a wand of lightning bolts with 3 charges remaining. 2 Giant Gecko Lizards: AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40' Climb 40', Sv F2, ML 7, XP 145 ea.
0 NPCs
8. Goblin Lair Entrance room
In front of the door from room 1 to this one: You see a mat of some sort lying before the door, made of some kind of plant fibers woven together. Painted on it is a single word in Common: "Welcome!" This is the entrance to the main lair of the goblin tribe. Five goblin warriors stand guard here; if the door from 1 is breached, one will go to warn the rest of the tribe while the other four will fight the invaders. Each goblin warrior has 2d6 sp. 5 Goblins: AC 14, HD 1-1, #At 1 shortsword or 1 shortbow, Dam 1d6 shortsword, 1d6 shortbow, Mv 20', Sv F1, ML 7, XP 10 ea. HP
0 NPCs
9. Goblin Common Room room
You see goblins. A bunch of them. They don't look happy to see you. 7 Goblin Males: AC 14, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 20', Sv F1, ML 7, XP 10 ea. HP 5 Goblin Females: AC 14, HD 1-1, #At 1 dagger, Dam 1d4, Mv 20', Sv F1, ML 7, XP 10 ea. HP
0 NPCs
10. Blocked Doorway room
The passage ahead is entirely blocked by debris caused by a collapsed section of wall and ceiling. There appears to be no way to access the northeast tower. The blockage would take more than a day's worth of work for several men to clear it. The goblins have no interest in clearing the blockage, as they are using the ladder in room 11, below, to gain access to room 12.
0 NPCs
11. Goblin Chief's Room room
The door from the stairway is secured with a newly-installed heavy oaken bar. This room has a human-sized bed, unmade, and the bedclothes look dirty. A ladder in the corner leads up to an improvised-looking trapdoor in the ceiling. The GM should describe whichever goblins are present here; normally, the chieftain and his chosen females listed below will be present. Besides his magic handaxe the chieftain has a silver goblet worth 10 gp, but nothing else of value. He wears a key around his neck that fits the chest in room 12, below. The trapdoor in the ceiling gives access to a V- shaped breach in the tower wall; the goblins have been using it to access area 12, below. Goblin Chieftain: AC 16, HD 5-5, #At 1 hand axe +1, +2 vs. undead or 1 shortbow, Dam 1d6+2 hand axe or 1d6 shortbow, Mv 20', Sv F5, ML 8, XP 360 HP 3 Goblin Females: AC 13, HD 1-1, #At 1 dagger, Dam 1d4, Mv 20', Sv F1, ML 8 (7), XP 10 ea. HP
0 NPCs
12. Northeast Tower room
The ladder here leads down from the breach in the wall. Part of the ceiling (which is the floor of the original tower's second level) has collapsed, but most of it is still intact. All food and equipment storage for the goblins is in this room. To prevent their foodstuffs from getting wet due to the gap in the ceiling, they have laid logs on the floor and put their supplies on top. In addition, their treasure is locked in a heavy chest here: 2,576 cp, 1,038 sp, and a rope of climbing. The chieftain wears the key around his neck.
0 NPCs
13. Southeast Tower room
The ceiling of this room is almost entirely missing, with only a few feet of it remaining in the far corner. Under the scant protection of that bit of wood floor you see a large nest made of mud stuck back in the corner. The nest is occupied by a pair of stirges; they do not yet have any young. If not surprised they will attack immediately. 2 Stirges: AC 13, HD 1*, #At 1 bite, Dam 1d4 bite + 1d4/round blood drain, Mv 10' Fly 60', Sv F1, ML 9, XP 37 ea. HP
0 NPCs
dungeon The Ruins of Grimspire — Dungeon Level 1Open →
About This Level The orcs have no allies on this level, except for the wolves penned up in room 12 (who might be encountered at random as given below).
Wandering Monsters: Wandering Monsters Encounters occur on a 1-2 on 1d6; generally, check this every 3 turns, unless the party is unusually loud, in which case checking more frequently would be appropriate. If an encounter is indicated, roll 1d10 on this table: 1- | 2. 2d4 Orcs (9 total): AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea | 3. 1d6 Wolves (from area 12, below) | 4. 1d4 Giant Shrews (6 total): AC 16, HD 1, #At 2 bites, Dam 1d6, Mv 60', Sv F2, ML 10, XP 25 ea | 7. 1d8 Giant Fire Beetles (9 total): AC 16, HD 1+2, #At 1 bite, Dam 2d4, Mv 40', Sv F1, ML 7, XP 25 ea | 8. 1d4 Giant Gecko Lizards (6 total): AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40' Climb 40', Sv F2, ML 7, XP 145 ea | 9. 1d8 Stirges (8 total): AC 13, HD 1*, #At 1 bite, Dam 1d4 bite + 1d4/round blood drain, Mv 10' Fly 60', Sv F1, ML 9, XP 37 ea
ROOMS • 25
1. Orc Guards room
The door into this room is slightly open. If opened the rest of the way, the door will squeal loudly; the orcs inside will be alerted by this and thus only surprised on 1 on 1d6. They are camped here in what was otherwise an empty room; these orcs have bedrolls and personal items, but no treasure. 4 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
0 NPCs
2. Undiscovered Treasure room
This room is mostly empty. A patch of mud on the floor near the entrance is smooth, indicating that no one has passed this way in a long time. Lying on the floor in the far left corner of the room are a few sacks; there may be something inside them, but you can't tell from a distance. The orcs haven't found this room. Inside are sacks containing 513 sp, 10 gp, and a velvet pouch containing a small pale blue aetherite jewel worth 50 gp. Note: Aetherite is a type of jewel that is specific to Glain; it's been part of the original campaign since the beginning. It's a pale blue, very clear form of corundum, or in other words a variety of sapphire. It was popular among a specific group of ancient wizards from the Empire of Thanamor and is often found on items they created.
0 NPCs
3. Three Bottles room
The only furnishing in this room is a round table, and on the table you see three dusty, corked bottles containing some kind of liquid. The three bottles each contain a different liquid. One is water, lukewarm but drinkable. The second contains white wine, of poor quality but again, drinkable. The third contains a fluid that turns to gas as soon as the cork is removed, filling the room in 1 round. Everyone in the room must save vs. Poison or be affected as if by a sleep spell.
0 NPCs
4. Room With A Chest room
This relatively large room is entirely empty, except for a chest slid back against the wall directly opposite the door. There is a pit trap under the chest, as you can see on the map. It can be detected as a secret door. The chest is not locked, but is the trigger for the pit trap; a cord goes through a hole in the bottom and attaches to the lid, so that either opening the lid or moving the chest will cause the pit to open. The rope prevents the chest from falling into the pit, and in fact as the pit automatically resets itself 1d4 turns after activation the chest will be pulled back into approximately the position it was in before the adventurers disturbed it. The pit drops victims 10 feet for 1d6 points of damage; a successful save vs. Death Ray (with Dexterity bonus applied) results in the character leaping away at the last moment and thus avoiding a fall. The chest is, of course, empty.
0 NPCs
5. Pantry room
Two walls of this room, the one across from you and the one to the right, are covered floor to ceiling with shelves. The shelves are mostly empty, though there are a few dust- covered open jars and crocks here and there. Bits of fur are scattered on the floor near the entrance, but you can't be sure what kind of creature the fur comes from. In one of the otherwise-empty jars is a rusty iron key, which fits nothing in this dungeon. On a high shelf on the far wall is a worn whetstone, about 8 inches long and weighing about a pound; it is still usable, but has little if any value. The secret door to room 6 is opened by lifting up on a low shelf. The entire section of wall, 10 feet wide, swings away and to the left when this is done. The door must be pushed or pulled to shut it, as it won't close on its own.
0 NPCs
6. Secret Treasure Room room
Looking in through the secret door, you see a chest pushed back against the far wall. The room appears otherwise empty. The chest is not locked or trapped, and contains a suit of chain mail +2. This is not the entire treasure, though, as the chest has a false bottom; if moved after removing the armor it is 1-4 on 1d6 likely whoever moved it will notice the shifting of the hidden contents. Under the false bottom is a small locked steel box. A poison needle protects the lock, springing out if an attempt is made to pick the lock; the thief must make a saving throw vs. Poison or die. Inside the box, wrapped in fabric to cushion them are three potion bottles: a potion of invisibility, a potion of healing, and a potion of delusion which will appear to be one of the other two at random if tested.
0 NPCs
7. More Orcs room
These orcs have a large gong they will sound if they are attacked, which will attract at least one other group of orcs on the level within 2d4 rounds. They have bedding, a half-full waterskin, and some jerky, the source of which is far from obvious and probably unsavory. They do not have any treasure. 4 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
0 NPCs
7a. Secret Passage room
The secret doors into this passage are plainly visible on the inside; they are only secret from outside this space. Further, each has a peephole that can be used to secretly view the area on the other side of the door. However, light (or more specifically, darkness) might present a problem.
0 NPCs
8. Orc Boss room
This is the actual lair of the boss orc of the 1st level, a "lieutenant" to the chieftain with statistics similar to the others in area 25 on the 4th level. If not encountered already, there is a 1-2 on 1d6 chance he'll be here. If the boss is here, read or paraphrase the following. Don't forget to roll for surprise. You see a large, particularly ugly orc wearing what looks like human-made chainmail. He doesn't look happy to see you. As soon as he is able to act, the orc will begin yelling for his troops (in Orcish of course), and if he is able to do this they will begin arriving from areas 1 and 7 within 2d4 rounds. Of course, if they've already been defeated there, they won't be coming to his rescue. Note that orcs called from other areas receive +1 to morale when in the presence of their leader. If the boss is not present, or after he is vanquished: This weirdly-shaped room has a tattered mattress lying on the floor. Hidden under the mattress is the treasure the orcs have collected so far (excluding whatever they have lied to the boss about having), which is as follows: 2,305 sp, a gold bracelet set with emeralds (worth 1,000 gp), and a platinum and diamond buckle (worth 1,500 gp). He intends to give this treasure to his chieftain... eventually. Orc Leader: AC 15, HD 2, #At 1 shortsword +1, casts light 30' on command, Dam 1d6+1, Mv 30', Sv F2, ML 9, XP 75
0 NPCs
9. Workroom room
A half-collapsed work table is pushed back into the far left-hand corner of this room; lying near it are bits of broken glass and pottery, and some kind of tool, all of which were probably on the table when it collapsed. The "tool" is a branding iron in the shape of an oval with two parallel bars across it: The meaning of this brand is not at all clear.
0 NPCs
10. Improvised Tomb room
Note: The door to this room is definitely stuck and will have to be forced if the room is to be entered. In this mostly-vacant room lies a corpse, long dead and mummified, of a humanoid of about man size; it might even be human. It seems to be lying as it fell, face down with the skull a few feet from the body. Teeth lie scattered around the skull, almost like a halo, and the entire corpse is covered in cobwebs. It looks as if no one has entered this room in a long time. Despite appearances, there is nothing dangerous here, nor is there any treasure.
0 NPCs
11. Express Trip Down room
Note: The door to this room is definitely stuck and will have to be forced if the room is to be entered. This dusty, empty room is unremarkable except for some writing on the left-hand wall close to the far corner. Characters have to get quite close to read the writing; in fact, they have to step onto the pit cover to do it. The writing is in Common, and says "Reading this note is dangerous." Victims of the pit will definitely be able to read the note just before they fall. The pit opens on 1-3 on 1d6 when stepped on (check once per character) and drops everyone in the square 30 feet down to level 2. Victims must save vs. Death Ray (with Dexterity bonus applied) to leap away from the trap, or fall into room 16 on level 2 suffering 3d6 points of damage.
0 NPCs
12. Wolves room
These wolves are pets of the orcs, and will not attack them. Anything else that comes through the door is fair game. There are also 5 pups present but they are quite young and thus do not fight. 6 Wolves: AC 13, HD 2+2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, ML 8, XP 75 ea. HP
0 NPCs
13. Shaft room
Looking through the opening, you see a large, dark space. A bridge lies before you, spanning a dark void and crossing a room that seems to be an irregular octagonal shape. Looking over the side of the bridge, you can just make out a second bridge crossing at an angle below. The ceiling of the room is vaulted, being about ten feet above the bridge at the edges and probably almost twenty feet above the bridge in the center. The gently arched stone bridge has low rails at the sides which are cracked here and there and do not give you a lot of confidence, but the span itself looks solid enough. This shaft drops 90 feet to the fourth level of the dungeon, resulting in 9d6 points of damage to anyone who falls or jumps from the bridge all the way to the bottom. If the fall is accidental, the character may attempt a saving throw vs. Death Ray with Dexterity bonus applied to catch the bridge, suffering no damage but being left in a precarious position. Note that the bridges run in different directions on each level, such that a victim might land on the one on level 2, suffering only 3d6 points of damage, or the one on level 3, suffering only 6d6 points of damage.
0 NPCs
14. Treasure As Trap room
You see a small box lying on the floor in the corner of this small, otherwise empty space. The box is about 7 x 8 x 4 inches and can be easily picked up, but picking it up activates the portcullis, which falls and traps all within the room. The portcullis can be lifted by a total of 50 or more Strength points, but no more than three characters per side (inside and outside) can work to lift it. Pulling the lever in 15, below, will open it easily, and doing this and then replacing the box on the same stone it was found on will reset the trap. Worse, 2d4 rounds after the portcullis falls, the orcs in room 16 below will attack. They know about the secret door but will not reveal it if they don't have to do so. Inside the box are 50 gp in coins and a tiny ruby worth 15 gp.
0 NPCs
15. Secret Room room
This hidden room seems to be entirely empty. The secret doors into this room are hidden on both sides. There is a lever on the east wall that will reopen the portcullis if raised; if the portcullis has not fallen, the lever will already be up and cannot be pulled down.
0 NPCs
16. Orcs At The Ready room
These orcs are resting at the moment, but will take up arms and attack if they hear the portcullis in 14 fall or other noise in the corridor outside. They know about the secret door but will not use it if they hear the portcullis fall, not wanting to give away the existence of an exit to any victims trapped in room 14. 9 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
0 NPCs
17. Game Room room
This room seems to be empty, though you notice a bottle and a number of small stones scattered in the middle of the floor. The stones were the playing pieces of some unknown game; there are 16 pale gray stones and 17 darker ones. The game that was being played is not obvious. The unlabeled, empty bottle smells faintly like beer or ale.
0 NPCs
18. Bedroom room
In this room you see a table, a chair, and a bed. They look old and decrepit, and the bed has no sheets, pillows, or blankets. You notice a box half-hidden under the bed. The box contains a pit viper and 491 sp in loose coins. Despite appearances, the items in this room are sturdy and serviceable. Pit Viper: AC 14, HD 1*, #At 1 bite, Dam 1d4 + poison, Mv 30', Sv F1, ML 7, XP 37 HP
0 NPCs
19. Bedroom room
In this room you see a table, a chair, and a bed. They look old and decrepit, and the bed has no sheets, pillows, or blankets. These items are in fact decrepit and will fail if used on 1-4 on 1d6. Under the bed are a total of 7 shiny stones that appear to be gold nuggets. Dwarves and anyone with specific knowledge will see that they are fool's gold, but to others they will appear to be worth 1d6 x 10 gp each (roll for each one inspected).
0 NPCs
20. Empty room
This large empty room appears to have been unused for some time. There are two doors in the west wall of this room; both lead to room 21, below. It is important to note that the northern door opens (swings) into room 21, while the southern door swings back into room 20, as this affects the "trap" in room 21.
0 NPCs
21. Moaning Room room
Read this description if someone listens at either door from 20: You hear a strange moaning sound. If either door is opened: You feel a gentle breeze as you open the door. The oddly-shaped passageway in front of you is closed off by a curtain twenty or so feet away, and you can see the breeze is stirring it. You also hear a distant moaning sound. If both doors are opened: A strong wind blows past you, circling through the open doors, and you can see the curtain in the passage blowing out and flapping fiercely. The strong wind will blow out torches on 1-3 on 1d6 and lanterns on 1-2. The wind blows in a counterclockwise direction, that is, from 21 to 20 through the southern door and from 20 to 21 through the northern door. What magic makes the wind blow is not obvious. The moaning sound is from air being drawn forcefully through one or both closed doors. Because the doors from room 20 open in the direction of the wind (into 21 on the north, out of 21 on the south) it's hard to close them. Players attempting to shut one must roll a normal roll to force a door. Only one must be forced, and then the other will close easily. There is nothing of interest in this room.
0 NPCs
22. Geckos room
This oddly-shaped space has a musty smell, a little like dried feces. The geckos here may be on the ceiling or hiding out of sight (depending on the direction the characters approach from) and in this case they should gain surprise on 1-3 on 1d6. The orcs have repeatedly tried to drive them away, and so will attack orcs in preference over other prey if the opportunity arises. 3 Giant Gecko Lizards: AC 15, HD 3+1, #At 1 bite, Dam 1d8, Mv 40' Climb 40', Sv F2, ML 7, XP 145 ea.
0 NPCs
23. Orcs room
This room is smoky and has a strong animal odor. There is a low-slung iron brazier with a few glowing coals in it, and a couple of large rats skewered over the fire. If the orcs are surprised: Around the fire lie several orcs. Some are sprawled snoring on crude furs, while others are hunched over, gnawing on bones or swigging from grimy waterskins. They all startle as you open the door, their beady eyes looking at you in surprise. If they are not surprised: A group of orcs, seven you think, stand in a ragged formation around a low-slung iron brazier in the middle of the room. Their weapons are drawn and their tusks are showing; they're ready for you! Whenever the room can be examined (i.e. after the fight): Orcish graffiti is scrawled across the damp stone in a dark red pigment, rust perhaps. It consists mostly of drawings that are violent, obscene, or both; they are crude, but show clear meaning. The orcs here are part of the tribe, of course, but are hiding out after having failed to drive the geckos in room 22 away (in fact, the opposite happened). If they flee, they will absolutely not move toward room 22; rather, they will try to reach the group at room 16. 7 Orcs: AC 14, HD 1, #At 1 scimitar, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
0 NPCs
24. Conjuring Area room
The center of the floor of this room is marked with a circular design drawn in charcoal. Two rings, one inner, one outer, with strange runes or symbols in the space between them. Fat white candles stand around the outer circle. All have been burned down short, and some have fallen over. There are twelve, and there seems to be a space where a thirteenth should be. Piled in the far corner of the room are several books and a small wooden box. The circle may have been used in a summoning, but it is not actively magical. The books contain information about various infernal beings, mostly inaccurate. The box is an old tinderbox which seems to be missing its flint and most of the tinder; what remains seems to be wet. There is nothing useful or valuable here.
0 NPCs
dungeon The Ruins of Grimspire — Dungeon Level 2Open →
About This Level Welcome to the second level. The main issue here are a number of giant draco lizards (encounter group 1 below) who have a distressing habit of eating orcs. Distressing, if you're the orc chieftain anyway. He welcomes the idea that the adventurers might kill off the draco lizards for him.
Wandering Monsters: Wandering Monsters Encounters occur on a 1-2 on 1d6; generally, check this every 3 turns, unless the party is unusually loud, in which case checking more frequently would be appropriate. If an encounter is indicated, roll 1d10 on the table below. 1. Giant Draco Lizard (8 total): AC 15, HD 4+2, #At 1 bite, Dam 1d10, Mv 40' Fly 70' (20', special), Sv F3, ML 7, XP 240 ea | 2. 1d6 Gnolls (10 total): AC 15, HD 2, #At 1 scimitar, Dam 1d8+1, Mv 30', Sv F2, ML 8, XP 75 ea | 3. 2d4 Orcs (12 total): AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea | 4. 1d6 Hobgoblins (7 total): AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea | 5. 1d6 Giant Flies (8 total): AC 14, HD 2, #At 1 bite, Dam 1d8, Mv 30' Fly 60', Sv F2, ML 8, XP 75 ea | 8. 1d6 Giant Oil Beetles (6 total): AC 16, HD 2*, #At 1 bite + spray, Dam 2d4 bite, special spray, Mv 40', Sv F2, ML 8, XP 100 ea. Spray hits only opponents within 5 feet of the back end of the monster. On a hit, a living creature suffers burns causing a -2 on all attack rolls for 24 hours
ROOMS • 31
1. Closet room
A skeleton stands in the middle of this small room, arms stretched out toward you! The skeleton is not undead or animated in any way; it's supported by a framework of lead wires, blobs, and other pieces carefully placed so as to be hard to see from the front. Lying on the floor in the front left corner of the room is a steel flask with a screw-on top; it is rusty on the back side (the side it's been lying on) and is nearly empty; whatever remains of the contents smells truly foul now and is too viscous to be poured out.
0 NPCs
2. Silver Sword room
This small room is furnished only with a table against the end wall, upon which lies an unsheathed sword with a shining silver blade. The table, and indeed the floor, are quite dusty, and you see no sign that anyone has stepped inside or touched anything. The sword looks clean, though. If the sword is touched, it springs to life and attacks whoever touched it. The weapon has an AC of 16 and falls to the floor inert if struck. It has an AB of +4 and does 1d8 points of damage on a hit. If the character who touches it does not expect it to attack, the sword surprises on 1-4 on 1d6. If the offending character leaves the room, the sword returns to its place on the table; it will do the same if the offender dies, or if all characters leave the room (it will not pursue). If struck down it will reanimate in 2d8 turns and try to return to the table, flying away at 60' per round and attacking any creature that gets in the way.
0 NPCs
3. Oak Chest room
A heavy-looking oaken chest stands in the far corner, with the lid flung open. You see nothing inside it; it looks like someone has already looted it. The orcs, perhaps. The empty chest weighs about 300 pounds. If moved out of the way, a successful search for secret doors will reveal a well-hidden trapdoor where the chest stood. Underneath is a compartment containing 200 sp, 500 gp, a gold armband set with rubies worth 1,300 gp, and an intricately-carved ivory box worth 1,200 gp.
0 NPCs
4. Lion Lair room
Looking past the strangely-bent entrance to this room, you see a pair of huge cats. They rise to their feet, eyeing you and growling. 2 Mountain Lions: AC 14, HD 3+2, #At 2 claws, 1 bite, Dam 1d4 claw, 1d6 bite, Mv 50', Sv F3, ML 8, XP 145 ea.
0 NPCs
5. Barrels Of Fun room
The floor of this room is littered with broken barrel staves and bent hoops; the reason for this barrel abuse is not obvious. Three small barrels remain intact in various places in the room. Two of the intact barrels contain soured wine. The third barrel rattles and clinks as if full of coins; in fact, it contains 500 sp. Opening it by prying off the top will result in an explosion of bright flames which will blind the opener for 1d6 turns unless a successful save vs. Spells is made. Smashing the barrel has the same effect, but all characters looking in the direction of the barrel (including the opener) must save with a bonus of +2 on the die roll or be blinded as above.
0 NPCs
6. Office room
In this room, a tall, narrow writing desk with a similarly tall chair stands pushed back into the corner directly across from the door. It is dusty and draped with cobwebs. A few small bones, perhaps those of a rat, lie on the floor near the chair. The center of the floor of this room must be a low spot, as there is a small irregular puddle of mud and water there. The writing desk contains a very old quill, a dried-out ink bottle, and a tattered sheet of parchment. On the parchment are forty-four numbers arranged in pairs, along with the note: COUNT DOWN, COUNT OVER, PUSH The message is in fact instructions for opening the door from room 28 to 29 as described on page 34. For convenience, a handout is provided on page 35. There is nothing else of interest in this room.
0 NPCs
7. Barracks room
This large area has been used as a barracks at some time in the past, as decrepit, tumble-down bunks line the long walls. They have no mattresses, pillows, or bedclothes, and do not look entirely safe to lie on in any case. There is no other furniture in the room. Looking further, you see a pile of bones on the floor about in the center of the far wall. They are small bones as of dogs or cats or perhaps giant rats, though there are no skulls so it's hard to be sure. Lying before them is a bottle and a cleaver. The cleaver is rusty and dirty, and stained and crusted with old blood. The bottle is empty and cracked, and will likely break if handled. There is nothing of value in this room.
0 NPCs
8. Hobgoblin Scouts room
These hobgoblins are investigating the orc defenses and stealing what they can. In a sack they have an undercooked rat wrapped in a dirty cloth and 32 sp in coins. No description is given here; the GM should make up an appropriate description based on surprise and possibly a reaction roll if appropriate. 4 Hobgoblins: AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. HP
0 NPCs
9. Sticky Situation room
At the far end of this room is a table; lying on top of the table is a leather scroll tube with silvery metal fittings. The scroll tube on the table may lure unsuspecting victims into the room. However, the middle 10 feet of the room is crisscrossed by almost-invisible spiderwebs, which will be noticed automatically if anyone cares to take a moment and look. Anyone barging in may be surprised on 1-4 on 1d6, and if surprised the victim is automatically trapped in the web. Each round thereafter the character may attempt to break free with a roll to open doors. Meanwhile, the giant black widow spider who lives here will advance and attack. The scroll tube contains a scroll of protection from undead. Giant Black Widow Spider: AC 14, HD 3*, #At 1 bite, Dam 2d6 + poison (-2 on saves), Mv 20' Web 40', Sv F3, ML 8, XP 175 HP
0 NPCs
10. Pixie Pillars room
This large space is basically empty, except for two thick pillars rising up to the double- vaulted ceiling. The pillars are plain, with rounded details at the top and bottom, but as you look closer you think you see tiny marks on them. Pixies live here and have marked the pillars with graffiti. Someone who speaks Pixie and reads Elvish might be able to decipher the words, but otherwise a read languages spell will be needed. Most of the writing is gibberish, but a few sayings might be translated: "Beware the grumpy troll, he lost his nose but he still smells terrible!" "Watch out for the invisible spiders, but you'll still never see them coming!" "Help rescue the beautiful dragon from the horrible princess!" "A knight's gold isn't worth a day's work." "We hid the key where you'll ever find it." "Ribbons and riddles and empty boxes, and what do you have to show for it?" "Snoring orcs abound, ready for looting." "Did you bring flowers?" The pixies lair in room 11, but if the adventurers spend much time here (particularly if they read the graffiti) they will come out and tease the party, whispering rude words in their ears, stealing small items, tying characters together with thin cords while they are distracted, and so on. The pixies speak Common well and Elvish with less expertise. Their statistics are given in room 11 below.
0 NPCs
11. Pixie Lair room
Scattered around the edges of this room are at least a dozen large pillows. It appears something small is bedding down on them, but there is nothing present right now. The pixies have a little treasure: 41 ep and 30 gp in loose coins piled neatly in the corner, under one of the pillows. 6 Pixies: AC 17, HD 1*, #At 1 dagger, Dam 1d4, Mv 30' Fly 60', Sv E-F1, ML 7, XP 37 ea. Can become invisible at will and can remain that way while attacking. Surprise on 1-5 on 1d6 when invisible. HP
0 NPCs
12. Urn Your Treasure room
A heavy round oak table stands in the middle of this room, with a heavy-looking red ceramic urn standing almost in the center. The urn contains oil; it's large enough to contain 10 flasks, but only has 7 flasks worth at the moment. It weighs 50 pounds empty, so pouring out of it will be tricky; the GM must decide exactly what sort of roll might be needed to avoid making a slippery mess on the table and floor. At the bottom of the oil in the urn is a green sapphire worth 50 gp. The urn is large enough that someone could simply reach in and take it, but that character would get very oily. The GM must decide the effects of this.
0 NPCs
13. Illusory Corridor room
Regardless of which door is entered: Turning the corner, you see a long corridor stretching out before you. If anyone attempts to proceed down the corridor, the GM should roll a save vs. Spells for all such characters. All who fail will experience the corridor going on forever, but this is an illusion. Those who succeed will suddenly realize the true shape of this space. Even if characters go in both doors, they will have the same experience; someone entering from one door will neither see nor hear those entering from the other. Only advancing into the corridor and making a successful saving throw will reveal the truth and allow the character who saved to see those trying to approach (and at this point, the character who saved can actually move forward and join the others, appearing from thin air from their perspective). Turning back after advancing into the illusion grants a second saving throw; if this one fails, the character will believe it takes them just as long to return as they spent "advancing" into the illusion.
0 NPCs
14. Illusionary Wall room
This twenty-foot-square room appears entirely empty. An illusionary wall covers the alcove at 14a. Anyone searching for secret doors in the vicinity of that illusion receives a secret saving throw (made by the GM) and if this succeeds they can see through the illusion; on a failure, the character absolutely believes it is a real wall. The chest hidden behind the illusion is locked and has a poison needle trap, which springs out if an attempt is made to pick the lock; the thief must make a saving throw vs. Poison or die. Inside the chest is some treasure: 600 sp, 400 gp, a well-cut ruby worth 500 gp, and a mace +1.
0 NPCs
15. Shaft room
The description below assumes that the characters have not seen the shaft on other levels. Amend the description as you see fit if they have. Looking through the opening, you see a large, dark space. A bridge lies before you, spanning a dark void and crossing a room that seems to be an irregular octagonal shape. Looking over the side of the bridge, you can just make out a second bridge crossing at an angle below, and above you see another crossing at a different angle. You cannot see either the ceiling or the bottom of the shaft. This shaft drops 60 feet to the fourth level of the dungeon, resulting in 6d6 points of damage to anyone who falls or jumps from the bridge all the way to the bottom. If the fall is accidental, the character may attempt a saving throw vs. Death Ray with Dexterity bonus applied to catch the bridge, suffering no damage but being left in a precarious position. Note that the bridges run in different directions on each level, such that a victim might land on the one on level 3, suffering only 3d6 points of damage.
0 NPCs
16. Pitfall room
The floor here is bloodstained, and there are a few teeth that might be human scattered around on the floor. This is the room where characters caught by the pit in level 1: room 11 land.
0 NPCs
17. Gallery room
Note: The description given below assumes characters are entering from the door into the corridor that runs to areas 19 and 20. If the adventurers puzzle out the illusionary wall in area 17a from the corridor side and enter through that door, the GM will have to amend the description. The walls of this room are covered with hooks such as one might use to hang a painting, but most of these hooks are empty. There is only one painting actually present, however, hanging at the right end of the far wall. It seems to depict a wizard in fine pale green robes, seated with his right hand held out making a strange gesture. The painting is actually an illusion, which will be obvious if anyone tries to remove it, as their hands will pass right through it. If any character stands before the painting and holds out their left hand in a mirror image of the painting's gesture, the secret door to area 17b will slowly swing open. There is no other normal way to open the door, even if it is detected; knock should work however.
0 NPCs
17a. Closet As Passageway room
This small room appears entirely empty. The back wall of this "room" is an illusion. Anyone actually touching it receives a (secret) saving throw vs. Spells to discover that it is an illusion. Those who fail believe they have felt a cold, rough stone wall. It can be freely passed through by anyone who has made the save, as well as anyone who becomes blind before encountering it; such individuals will never be fooled.
0 NPCs
17b. Behind The Painting room
This small secret closet contains nothing but a pair of ordinary-looking ivory dice and a small wad of twine. The twine is just twine, here to confuse people. The dice are magical; rolling them confers a magical effect on the roller (with no saving throw allowed) selected from the table below. If any single roller rolls the same number twice, the dice disappear, reappearing in the center of this room in 24 hours. The dice cannot leave the closet; they will become intangible before crossing the threshold, falling to the floor with a clatter (having resumed solidity at that moment) and will then roll to the center of the room. This roll should have the same effect as an intentional roll of the dice. Roll Result of Rolling the Dice Roller is affected by invisibility. Roller receives a permanent bonus of +2 on reaction rolls with kobolds. Any water or wine carried by the roller turns to vinegar; if the roller has none, the next drink they take will be vinegar instead. Roller grows a bushy mustache; if roller already has a mustache, they lose all hair on their head and face. A blob of mud falls from the ceiling and splatters on the roller's head. The roller loses 2d10 coins of the highest denomination they carry. This loss will be felt immediately. For the next three full days, whenever the roller is in a dark place they will see a pair of glowing red eyes just beyond the limit of their light. Roller is drenched in water. If already affected by #10, fire is put out. Roller's hair is on fire. This fire makes real heat and light as if a torch and will ignite anything that can burn, but will not harm the roller in any way. Lasts until remove curse is used to cancel it. Roll Result of Rolling the Dice Roller affected as if by potion of gaseous form. Roller receives cure light wounds; if not needed now, roller gets a warm feeling and receives the spell the next time they are injured.
0 NPCs
18. Troglodyte Hideout room
Note that the entrance to this room is a secret door. The inhabitants have only a 1 in 1d6 chance to be surprised due to the slowness with which this door opens. They surprise on 1-5 on 1d6 due to their camouflage. As soon as the secret door opens you smell a horrible smell. Four subterranean lizard men (i.e. troglodytes) live in this room. Their bedding, which smells almost as awful as they do, lies in an untidy pile in the back of the room. Their treasure was recently stolen, and they are eager for any opportunity to replace it. 4 Subterranean Lizard Men: AC 15, HD 2, #At 2 claws, 1 bite + stench, Dam 1d4 claw, 1d4 bite + special, Mv 30' Swim 40', Sv F2, ML 9, XP 75 ea. Stench has 10' radius, characters in that area must save vs. Poison or suffer a penalty of -2 to their attack bonus.
0 NPCs
19. Secret Room room
The secret doors here are plainly visible and easily opened from inside the room. This hidden room is quite dusty, and you can see many kinds of footprints crossing it. Three burned-out torches lie in a pile off to the side of the beaten path. There is nothing of value in this room.
0 NPCs
20. Meeting Room room
An oblong table has been pushed back into the corner of this room; on top are a corroded metal tray with two brown glass bottles on top. Neither bottle is corked. The bottles are empty. The tray is made of a base metal and is of no particular value. There is nothing else of interest in this room.
0 NPCs
21. Bedroom room
In this room you see a bunk bed, a small writing desk and a matching stool. All are decrepit looking. The upper bunk has no bedclothes, while those on the lower bunk appear to have been torn up and made into a nest for some sort of animal. It doesn't look like that animal is still nesting here, however. The furniture is all quite fragile now. There is nothing else of value here.
0 NPCs
22. Draco Lizards And A Pit room
This area has a strong, stale, musty smell. This is the lair of the giant draco lizards found on this level; 1d6 of the giant draco lizards on the Wandering Monsters table for this level will be present here normally. The pit trap at area 22a opens easily, 1-5 on 1d6 if stepped on; the dracos all know about it and simply launch themselves over it. The pit also resets almost immediately, within just 1d4 rounds. A lever on the back of the large pillar block (area 22b) can be pulled down, locking the doors and making the pit safe. The lever will remain down normally, but the draco lizards rub themselves against the wall to scratch their backs, and usually push the lever back up after a day or two. If they are all killed, it will likely remain in place indefinitely. The pit drops 10 feet, inflicting 1d6 points of damage on the victim or victims; a save vs. Death Ray with Dexterity bonus added is allowed to avoid the trap. At the bottom is a skeleton with multiple broken bones; lying in the middle of the remains, found automatically if they are searched, is a small ruby worth 100 gp and a wax-sealed copper vial containing a potion of growth. Nearby lies an unsheathed shortsword +1, +2 vs. regenerators.
0 NPCs
23. Laboratory room
The door to this room is stuck. This room is dominated by a long, tall table running down the center. It is full of glassware of all sorts, along with a small metal brazier. The surface of the table is dented, nicked, and burned in various places. The table is rickety, and will fall if touched, breaking all the glassware in a resounding crash. Roll an encounter check immediately if this happens. The glassware is worth 5d10 gp if it can be removed without breaking it.
0 NPCs
24. Stairs Down room
The door here is covered in tiny writing. This door is marked in the same way as the pillars in level 2 room 10, i.e. in Pixie written in Elvish characters. Messages on the door are largely gibberish as with the pillars, but these messages can be made out: "Warning, dragon!" "Onward and upward!" "Does anyone remember what grass smells like, and does it really matter anyway?" "Downward and inward!" "Warning, dragon?" "Beware of beetles." "Killjoy was here." "The red is back and the black is up, and green is down except when it's west, and I'm feeling a little fuzzy." "I'm little and fuzzy, and I resent being felt!" "Felt is fuzzy, but I've never heard it complain." "Beware of bugbears." There is nothing else of interest here.
0 NPCs
25. Oil Beetles room
The oil beetles encountered in this room normally must be dealt with before the area can be inspected. When player characters have the leisure to do so: The right-hand wall of this room is covered with a mural painted in bright, almost lurid colors. It depicts a storm over a bay, with brilliant lightning in improbable shades of red, green, and violet. The crashing waves seem to glow as if lit from beneath, and riding the crest of the largest wave is a fishing boat, with its mast broken and the dangling sails on fire, burning blue, green, and yellow. One sailor is visible on the boat, clutching the helm with three hands while his fourth hand pulls pointlessly on a rope trailing from the burning sails. The meaning, if any, of this mad mural is not at all obvious. There is nothing else of interest here. 4 Oil Beetles: AC 16, HD 2*, #At 1 bite + spray, Dam 2d4 bite, special spray, Mv 40', Sv F2, ML 8, XP 100 ea. Spray hits only opponents within 5 feet of the back end of the monster. On a hit, a living creature suffers burns causing a -2 on all attack rolls for 24 hours. HP
0 NPCs
26. Secret Storeroom room
This room appears entirely empty. This room is in fact a rather full storeroom, but it is covered by an illusion of vacancy. The orcs discovered the illusion and decided to store many "valuable" items here, i.e. things most others would think of as trash. Anyone entering the room must save vs. Death Ray or fall into the mess, landing on some assortment of trash and junk. Only those items landed upon will actually become visible, while the rest of the room will still appear vacant. Searching the room will require a minimum of 12 character-turns (12 turns for 1 character, 6 turns for 2, 4 turns for 3, and so on). If such a search is undertaken, roll for random encounters every 3 turns as usual. There is nothing valuable in this room at all.
0 NPCs
27. Pointless Traps room
The door to this room is stuck and must be forced. Whoever does so will trigger a trap that will cause a large curved blade to swing down from above the door. This trap attacks at AB +2 and does 1d10 points of damage on a hit. It must be reset manually. In the far back corner of this room is a large chest. The chest is locked and has a poison needle trap, which springs out if an attempt is made to pick the lock; the thief must make a saving throw vs. Poison or die. Actually opening (or breaking) the chest activates the final trap: a cloud of noxious gas that fills the room, inflicting 3d6 points of damage on all within the room. A successful save vs. Poison reduces damage by half. There is no treasure inside the chest, just a note that says, "Gotcha!" None of these traps reset themselves, so once all are triggered the room is safe.
0 NPCs
28. Pillared Room room
This oddly-shaped room has a row of four pillars bisecting it diagonally. Set into the far wall is a massive, intimidating reinforced door. A group of hobgoblins have been trying to open the door into room 29 (see below) but unless the party has been extremely quiet they heard them approaching and are hiding behind the pillars. If this is the case, the hobgoblins surprise on 1-4 on 1d6. 4 Hobgoblins: AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea. These monsters are carrying the treasure given beside each below. HP 8 ep, 6 gp, 3 pp 3 ep, 6 gp 7 ep, 4 gp 8 ep, 3 gp The door into room 29, below, should be described more or less as follows: The door before you is made of heavy oak, reinforced with iron that is studded with hundreds of round-headed bolts, all being supported by armored iron hinges with inch- thick pins. The iron reinforcements are held in place by forty rows of twenty bolts. The door is secured by an iron bar on the other side, and is nearly impossible to force open. Further, the door fits its frame too snugly to slip a sword or other item through to lift the bar. Knock will open it, of course, but the intended method of entering is to push on a specific sequence of the bolt-heads which will release the bar. This sequence is written on the paper in the writing desk in level 2 room 6 (Office).
0 NPCs
29. Treasure Room room
As you push the great door open you can see inside the small closet beyond. Three different large urns, one of which has a lid, stand in the center of the room. There seems to be nothing else here. The first urn has two handles (like a trophy), and contains 400 ep. The second urn has the lid, and contains a belt of silver and gold plates (worth 800 gp), a silver clasp in the shape of an eagle with a tiny emerald for an eye (worth 800 gp), and a gold military medal depicting an ancient helmet (worth 1,200 gp). The final urn is small, and inside is a small metal vial corked and sealed with wax containing a potion of healing. Hanging on the back of the door, and thus hidden when the door is fully open, is a battle axe +1. It is secured to the door with three buckled straps that prevent it from moving, rattling, etc. as the door moves. The GM should decide whether the adventurers discover it or not. Note from Writing Desk
0 NPCs
dungeon The Ruins of Grimspire — Dungeon Level 3Open →
Wandering Monsters Encounters occur on a 1-2 on 1d6; generally, check this every 3 turns, unless the party is unusually loud, in which case checking more frequently would be appropriate. If an encounter is indicated, roll 1d10 on the table below
Wandering Monsters: 1. 2d4 Orcs (8 total): AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea | 2. 1d3 Tentacle Worms (5 total): AC 13, HD 3*, #At 6 tentacles, Dam paralysis, Mv 40', Sv F3, ML 9, XP 175 ea | 3. 1d6 Giant Ants (11 total): AC 17, HD 4, #At 1 bite, Dam 2d6, Mv 60' (10’), Sv F4, ML 7, XP 240 ea | 5. 1d6 Giant Tiger Beetles (6 total): AC 17, HD 3+1, #At 1 bite, Dam 2d6, Mv 60' (10'), Sv F3, ML 9, XP 145 ea | 6. 1d3 Giant Tarantula (4 total): AC 15, HD 4*, #At 1 bite, Dam 1d8 + poison (special), Mv 50', Sv F4, ML 8, XP 280 ea. Poison: Save vs. Poison or dance wildly 2d10 rounds, 1d4/round damage, -4 AB and saves, viewers save vs. Spells or suffer same effect 2d4 rounds | 8. 1d6 Carnivorous Apes (6 total): AC 14, HD 4, #At 2 claws, Dam 1d4 claw, Mv 40', Sv F4, ML 7, XP 240 ea
ROOMS • 33
1. Boot Prints room
This odd narrow room seems to be entirely empty, except for a line of muddy boot prints leading from the door toward the back wall. They fade out before they reach it. Despite the tracks, nothing of interest is here.
0 NPCs
2. Pit room
This room appears entirely empty. You think you hear a distant scratching sound, but you're not sure. The pit opens on 1-3 on 1d6 when stepped on, and drops victims 10 feet for 1d6 points of damage. Potential victims can avoid falling with a successful save vs. Death Ray with Dexterity bonus applied. A giant ant has gotten trapped here, and will attack anyone who falls in. Giant Ant: AC 17, HD 4, #At 1 bite, Dam 2d6, Mv 60' (10’), Sv F4, ML 7, XP 240
0 NPCs
3. Closet room
In this small room you see a muddy patch just inside the door. It would be hard to enter or exit without getting mud on your feet. There is nothing of interest here.
0 NPCs
4. Illusionary Pit room
This room appears entirely empty. Whoever steps on the pit space will perceive it opening up and dropping them 10 feet. A successful saving throw vs. Spells will allow the victim to resist; otherwise, they fall to the floor and suffer 1d4 points of damage. Those not affected by the pit will not see it, and will only know the victim or victims yelled in surprise or fear and then suddenly fell hard to the floor. The illusionary pit will activate every time the space is entered, but those who have already saved against it successfully automatically resist. All others must save or suffer the effects.
0 NPCs
5. Mysterious Plot Hook room
This room seems to be entirely empty, except for a large and wicked-looking iron hook jutting out of the center of the far wall at about head height on a human. If examined, the hook can be seen to be bloodstained. There is, however, nothing of interest here.
0 NPCs
6. Clubhouse room
The room before you is quite strange. There are several pillars, each carved with deep spiral grooves. At the top of each is a wide metal band around the pillars, with an arm or bar of some kind jutting out from each of them. At the end of each of these arms is a metal ball more than a foot in diameter. The spiral grooves are screw threads, and the metal ball clubs are attached to threaded rings wrapped around each pillar. The trap is triggered by stepping on any of several randomly-placed tiles; each character who crosses the room has a 1-2 on 1d6 chance of triggering it, causing the clubs to be released, spinning around the pillars as they fall and striking anyone within 10 feet; victims must save vs. Death Ray or be hit for 2d4 points of damage. This trap must be manually reset, but the humanoid monsters in the dungeon all know how to reset it and they will likely do so whenever the party leaves the dungeon.
0 NPCs
7. Another Closet room
A variety of wooden pails are piled up in this small room. They look old and might not hold water anymore; some have rope bails that look pretty weak as well. There are about two dozen pails. Three are serviceable, each able to hold about a gallon of liquid. Other than the pails, there is nothing of interest here.
0 NPCs
8. Treasure Room room
A large chest stands centered against the far wall. Above it are words, written on the wall with charcoal: "Is it worth it?" The chest is unlocked, and has a dart trap which fires 5 darts when the lid is opened. The opener is attacked first, rolling at AB +3 for each dart; darts inflict 1d4 points of damage per hit. Any darts which miss the opener may hit other characters standing behind that character; the GM should choose appropriate targets, if any, and then roll one additional attack for each dart that misses at AB +1. Any dart that misses twice has missed completely. Inside the chest is a sack. Inside the sack is a long wooden box. Inside the box is a wand of paralyzation wrapped in red velvet. The wand has 10 charges remaining.
0 NPCs
9. Illusionary Wall room
The illusionary wall can be detected only with a secret saving throw vs. Spells rolled by the GM for each character who searches the space for secret doors. In the space behind is a large chest, which is not locked or trapped; inside is a note that says "Ha, got here first!" This of course is meant to distract anyone who got past the illusion, preventing them from finding the actual secret door.
0 NPCs
10. Shadows room
As the door opens, a draft of cold, stale air blows past you. The floor of the room beyond is covered in dark tiles; the walls and ceiling are smooth and gray. Note that the shadows are hard to see and thus gain surprise on a roll of 1-3 on 1d6. A compartment hidden beneath a large floor tile (detected as a secret door) contains a sword belt with a longsword +1 and dagger +1 in scabbards on it. 3 Shadows: AC 13 (m), HD 2*, #At 1 touch, Dam 1d4 + 1 point Strength loss, Mv 30', Sv F2, ML 12, XP 100 ea.
0 NPCs
11. Meeting Room room
A large table lies collapsed on the floor in the middle of this oddly-shaped room; you can see footprints in the dust indicating that some booted humanoids have walked across it. A smaller table stands in the corner, with a fancy glass decanter and seven slender wine glasses. The decanter is about half full of a violet liquid. Anyone drinking the violet wine will find it quite tasty. After 2d4 rounds, each drinker must save vs. Poison or become unsteady. Those who fail this save will suffer -2 on attack rolls and saving throws and be reduced to half movement for the next 2d8 turns. The decanter and glasses are worth 10 gp as a set.
0 NPCs
12. Antechamber room
This room is mostly empty, but a backpack lies discarded off to the side, and a pair of boots stand next to it as if the owner just set them down and left them. Both the backpack and the boots are quite old and the leather is cracked and damaged. The backpack is empty except for 11 large teeth that might have belonged to an ogre or troll.
0 NPCs
13. Temple Of The Spider God room
This large, weirdly-shaped room is dimly illuminated by some magic; the light seems to come from above but has no particular visible source. The altar and wall hangings indicate that this is some sort of temple; the wall hangings are dark red, figured with golden embroidered spiderwebs. If the altar is approached, or examined from a distance: Standing in the center of the altar is a golden statuette of a huge spider; the spider's legs would almost hang over the sides of a large platter. The statuette is magic, of course. Touching or disturbing it in any way will cause it to transform into a giant tarantula with golden- colored hairs, and it will attack anyone within the room, always choosing whoever is closest to the altar. It will try to stay between its current target and the altar, and will ignore any character who has succumbed to its poison and begun to dance. The giant spider will not leave this room; if all potential targets leave the room, in 2d4 rounds it will return to the altar and resume its statuette form. If slain, it remains in giant spider form as a corpse, and will regenerate 1 hit point per day thereafter. Regardless of its condition, on the sixth day it arises with 1 hit point, returns to the altar and resumes statuette form. Once this happens, it is fully healed and will have all hit points if activated again. In such a case, if the character who slew it (delivered the final blow) is in the room the spider will attack that character in preference to any others, though it will still ignore them once they begin to dance. The wall hangings actually conceal a 30 foot wide, 10 foot deep area behind the altar: Pushing through the wall hangings, you find yourself in a concealed space behind the altar. A small table with some papers on it and two comfortable-looking chairs stand in the corner to the right, while an armoire and a dressing table with a mirror stand to the left. The oval mirror is cracked diagonally from upper left to lower right. The papers are religious in nature, detailing rites for the worship of the spider god; they are written in Common but include many odd words borrowed from an older language, and other words used in unusual ways, such that anyone who is not already familiar with the cult of the spider god will not understand it. The armoire contains four robes, dark red with golden spiderwebs, including an embroidered spider design in the center of the chest. These robes are old and in poor condition but still usable, and are sized for a smaller adult human (an average woman or a small man) but would also fit most elves adequately. The dressing table has a single shallow drawer holding several small glass jars of dried-out cosmetics in odd colors, particularly including gold and dark green, and a comb made of tin with a few long dark hairs tangled in its teeth. Giant Tarantula: AC 15, HD 4*, #At 1 bite, Dam 1d8 + poison (special), Mv 50', Sv F4, ML 8, XP 280 If bitten, save vs. Poison or begin "dancing" for 2d10 rounds, -4 to attack rolls and saves; onlookers save vs. Spells or join the dance for 2d4 rounds. Poisoned dancers save vs. Poison each round or take 1d4 points of damage.
0 NPCs
14. Library room
Floor to ceiling bookshelves cover the long back wall of this room. They are about half full of books, and standing on a shelf toward the right end is a large gold vase. The books are all religious texts and hymnals for the worshipers of the spider god. Anyone consulting these books would be able to understand the papers on the table in room 13, above, but this process will require 4d6 hours; characters may deduct their Intelligence bonus from this time. After doing this, the character could read those papers and then would be able to move or carry the statuette in room 13 without activating it. It will still activate if anyone else disturbs it, though it will ignore the character who has learned the proper worship methods unless that character attacks the spider. If the spider statuette is activated outside of room 13, the spider will do everything in its power to return to the altar in that room. Characters wishing to steal the statuette and perhaps melt it down for its metal value will be rudely surprised, as even if handled by a properly instructed character (as above) it will still activate if placed in heat adequate to melt the gold. If the spider cannot escape the heat of the forge, it will simply die, then begin to regenerate as normal after the fire is out. The gold vase is actually ceramic, covered with gold leaf, and is worth just 100 gp. Finally, the secret door to area 33 is in fact a section of bookshelf. When a specific book is pulled on, it swings open to the left.
0 NPCs
15. Mural room
Behind the curtain you find a strangely- shaped room with a mural covering the walls. Though it is chipped and peeling, you can still see most of the images clearly. Along the longer diagonal wall you see spiderwebs which begin small and finely detailed near you, becoming larger and stronger-looking as they proceed into the room. Many tiny spiders are visible on the finer webs, with fewer larger ones on the heavier webbing. The back wall of the room shows a very detailed image of a gigantic golden-haired spider in a rampant pose, its mandibles shining with venom. The shorter diagonal wall depicts robed worshipers; you can't tell what kind of creatures they are due to the robes, and also due to the fact that the artist seems to have treated them as an afterthought. There is nothing else of interest in this room.
0 NPCs
16. Mural room
Behind the curtain is a strangely-shaped room with a mural that covers all the walls. Though it is chipped and peeling, you can still see most of the images clearly. Along the longer diagonal wall are scenes of a city as viewed from above; webs crisscross between them, and giant spiders are visible here and there. Many of the spiders are clutching indistinct humanoid forms; some appear to be struggling, others are limp and marked with red blood. A few of the spiders are obviously wrapping their victims in webbing. The back wall depicts a spider in horrific closeup, so large that only its head, a bit of its thorax, and the joints of its foremost legs are visible. The mandibles drip with venom, and the many eyes seem to stare through you, seeing you only as food. On the other diagonal wall huge egg sacs lie on the floor of a pillared room, while web- wrapped humanoid shapes hang above them. There is nothing else of interest in this room.
0 NPCs
17. Mudroom room
The floor of this room is covered with mud. The actual floor of this room is a foot lower than the corridor, and the mud fills that space. It's a sticky, sucking mud, and anyone trying to walk through the room must save vs. Death Ray with Strength bonus applied to do so. Anyone who becomes stuck can escape with the help of someone who is not stuck, generally by pulling them out (possibly with a rope if the victim is too far into the room).
0 NPCs
18. Shaft room
The description below assumes that the characters have not seen the shaft on other levels, which admittedly isn't likely. Amend the description as you see fit if they have. Looking through the opening, you see a large, dark space. A bridge lies before you, spanning a dark void and crossing a room that seems to be an irregular octagonal shape. Looking over the side of the bridge, you can just make out the floor, and you see archways going in four directions there. Above you is another bridge crossing at a different angle. You cannot see the ceiling of the shaft, but from the sounds of this place it must be quite a distance up. The drop from the bridge here is just 30 feet to the fourth level of the dungeon, resulting in 3d6 points of damage to anyone who falls or jumps from the bridge. Note that this means that player characters will almost certainly be able to see the floor by holding their light sources over the edge of the bridge. In the case of an accidental fall, the character may attempt a saving throw vs. Death Ray with Dexterity bonus applied to catch the bridge, suffering no damage but being left in a precarious position.
0 NPCs
19. Tiger Beetles room
The door to this room is open, and is broken badly enough that it can't be spiked shut. As you approach this broken door you hear the sound of water dripping. There is in fact water dripping in the room beyond the door, but the giant tiger beetles inside will be a more pressing matter once they can be seen. A small treasure of 93 gp is piled up in the corner of this room. 3 Giant Tiger Beetles: AC 17, HD 3+1, #At 1 bite, Dam 2d6, Mv 60' (10'), Sv F3, ML 9, XP 145 ea.
0 NPCs
20. Futile Refuge room
The door to this room is spiked from the inside; rolls to force the door are made on 1d8 rather than 1d6, to represent the difficulty in opening it. Once it is open: Opening the door releases an awful smell of death, making you gag and choke. Any character wishing to enter the room must save vs. Poison to do so; failure results in vomiting, and the character suffers -2 on attack rolls and saving throws for 1d4 rounds. Inside the room you see a corpse lying in the far corner. Three spikes are scattered on the floor in front of the door, thrown there when you forced it open; an ordinary hammer lies forgotten beside the doorway. Investigating the corpse: The body appears to be that of a small- framed human wearing bloodstained leather armor. The body is badly decomposed such that you cannot tell if it is male or female. A backpack and a waterskin lie on the floor at its right hand, and a shortsword, dagger, and burned-out torch are discarded to its left. None of this equipment is magical, but the dagger is a standard silver dagger. The waterskin is empty. If the backpack is opened: This poor unfortunate's pack contains a leather-wrapped set of thieves' tools, a tinderbox, cloth wrappings that probably once contained rations, a small silver mirror, and a coil of silk rope. All the equipment is as serviceable as described, though the leather armor will always smell of decay and corruption. Removing the body and returning it to town for proper burial results in 200 XP bestowed on each character as a gift from the gods.
0 NPCs
21. Urgoblins room
As you open the door you see two man-sized humanoids with pointed noses and ears. They wear leather armor with blackened iron studs, and are armed with large and wicked- looking polearms, and they growl when they see you. These monsters are scouting the orcs for the orc chieftain's main enemy, the Hobgoblin King. Describe them as desired based on surprise and a reaction roll (if appropriate). 2 Urgoblins: AC 14, HD 2*, #At 1 polearm, Dam 1d10, Mv 30', Sv F2, ML 9, XP 100 ea. Regenerate 1 point per round except from fire or acid.
0 NPCs
22. Kitchen room
This room appears to have been a kitchen. A stone oven is built into the far left corner, with the opening facing toward you, while on the other side is a larger fireplace-like opening. Decrepit-looking worktables stand against the wall on either side of the oven- fireplace combination; the tops of these tables are scarred from knives, scorched in spots, and covered in dust, as are a handful of items of pottery. There are no metal utensils, pots, or other items of cookware. The metal items were looted long ago by humanoids collecting scrap to make weapons. The fireplace vents through a natural crevice which is too narrow for even a halfling to crawl through; worse, the upper parts of the crevice have collapsed, so that building a fire here will result in choking black smoke filling the room. There is nothing of significant value here.
0 NPCs
23. Woodpile room
Someone has piled a bunch of firewood in this room. It's not neatly chopped up and split like a peasant would store up for the winter, but rather random pieces of deadwood in a haphazard pile. One of the "sticks" in the pile is a staff of healing. It has religious writings and holy symbols carved into it, but no metal fittings or decorations. It has 12 charges remaining of a maximum of 30.
0 NPCs
24. Statue Gallery room
This room is full of statues of various creatures, most with expressions or poses indicating surprise or fear. They have been positioned to make it seem that each is reacting to another. These statues are in fact the victims of the medusas in the adjacent room, who will enter in 1d4 rounds and attack.
0 NPCs
25. Medusas room
As you open the door you smell a strange fragrance, the metallic bite of ozone combined with a reptilian musk. The room beyond is well illuminated by several lanterns hanging on metal hooks attached to the wall; the room itself is full of furnishings, upholstered chairs and couches, side tables, rugs, and an assortment of paintings and tapestries. Sitting on a large couch in the center of the room are three women in clinging silk dresses; you hear the hissing of serpents and you realize they are in fact medusas! These medusas are recent arrivals and have not collected any treasure as yet. Check for surprise as normal, and all who are surprised must save vs. Petrification immediately; additionally, those attacking them must make the same saving throws, unless they choose to attack with eyes averted (with a penalty of -4 AB and -2 AC for anyone who does this). 3 Medusas: AC 12, HD 4**, #At 1 snakebite + gaze, Dam 1d6 + poison bite, petrification gaze, Mv 30', Sv F4, ML 8, XP 320 ea.
0 NPCs
26. Alarm! room
When the door is opened, an alarm sounds which summons a patrol group of orcs (as given on the Wandering Monsters table for this level) who will arrive in 2d4 rounds. The alarm sounds for up to a turn, but ceases when the door is closed. If anyone looks into the room (or enters it): This room appears to be completely empty. The floor is surprisingly clean and dust-free.
0 NPCs
27. Fungus room
A greenish-gray fungus covers most of the wall to the left of the door. It has been scratched away in a random-appearing fashion. Anyone entering the room and examining the fungus will discover: Now that you look at it more directly, you can see that the scratches are writing. The fungus has filled in some of the letters, but you think it says "Beware the Medusas" or something like that. The fungus is not particularly harmful, though it should not be eaten (save vs. Poison or suffer sickness for 1d4 days; attack and saving throw rolls are -4, movement is half normal). There is nothing else of interest here, except perhaps the secret door.
0 NPCs
28. Long Drink Of Water room
A small round table stands in this room, and on the table stands a tall reddish-colored ceramic cup. The cup is full of cold, clean water. If someone drinks from it, it is still full when set down; if spilled, an unreasonable amount of water comes out. This cup can produce up to 50 gallons of water per day, which can be poured into other vessels or consumed directly from the cup. However, it cannot be removed from this room; if someone attempts it, it disappears from their possession at the threshold and reappears at its place on the table.
0 NPCs
29. Dance Floor? room
The floor of this room is covered in what appear to be milky white quartz flagstones which glow a warm white color from within. The room appears otherwise empty. The room is in fact empty. Some of the tiles glow slightly bluer than the others. Any character might notice this on a 1 on 1d6 with a casual look, or 1-2 on 1d6 if carefully examining them; both elves and dwarves do better, 1-2 on a casual look and 1-5 when actively studying them. These "bluer" tiles form a dotted line from the entrance to the secret door, and the only way to open the secret door is to cross the room while stepping only on the bluer tiles.
0 NPCs
30. Nonfatal Attraction room
There is a powerful magnetic effect in this room that draws all ferrous metal items to the corner across from the regular door. Characters in metal armor must save vs. Spells with Strength bonus applied to resist. The GM should allow reasonable methods of extracting those who have been trapped, but should roll for a random encounter if this takes very long.
0 NPCs
31. Crawly Things room
The door to this room is composed of old, decayed-looking wood, with evident water damage near the bottom, but it seems sturdy enough. Inside you see an obviously abandoned rectangular room. Across the room are many broken crates, with damp moldy straw scattered around them. The tentacle worms in this room have mastered the art of opening doors, and know about all the doors both ordinary and secret in this area (rooms 30 through 33). If prey flee through a door and block it behind them, the worms will attempt to take another route to pursue them, possibly causing complications if they enter area 32. 3 Tentacle Worms: AC 13, HD 3*, #At 6 tentacles, Dam paralysis, Mv 40', Sv F3, ML 9, XP 175 ea.
0 NPCs
32. Bugbears room
Three large, hairy goblin-like humanoids sprawl on the floor of this room. Upon seeing you they growl menacingly and reach out to pick up the huge axes which lie beside them. Roll for surprise as normal; if the bugbears have surprise they will be able to stand up before the adventurers approach, but will not be able to actually advance on the party. These bugbears have been stealing from the orcs, and have collected 30 gp so far. They have just arrived in this room from room 30, and have discovered the other secret door (to room 33) but have not gone through it yet. They do not know about the tentacle worms; if the worms appear here (for example, while seeking another way around to attack the player characters) the bugbears will flee through whichever secret door the worms did not come through. This might result in a surprise meeting with the player characters. The bugbears also do not know about the secret door into room 14 from 33. 3 Bugbears: AC 15, HD 3+1, #At 1 great axe, Dam 1d10+1, Mv 30', Sv F3, ML 9, XP 145 ea.
0 NPCs
33. Found In Passage room
You see a backpack lying on the floor of this passage. There are 500 sp, 90 gp, and a silver dagger in the backpack. The secret door to area 14 is a blank, unmarked wall section. It's opened by stepping on a bit of cracked stone just in front of the door, at which point it swings away to the right into area 14.
0 NPCs
dungeon The Ruins of Grimspire — Dungeon Level 4Open →
Wandering Monsters Encounters occur on a 1-2 on 1d6; generally, check this every 3 turns, unless the party is unusually loud, in which case checking more frequently would be appropriate. If an encounter is indicated, roll 1d10 on the table below
Wandering Monsters: 1. 2d4 Orcs (8 total): AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8, XP 25 ea | 3. 1d3 Giant Caecilia (4 total): AC 14, HD 6*, #At 1 bite + swallow on natural 19/20, Dam 1d8 bite + 1d8/round if swallowed, Mv 20' (10'), Sv F3, ML 9, XP 555 ea | 7. 2d4 Hellhounds (8 total): AC 14, HD 3**, #At 1 bite or 1 breath, Dam 1d6 bite or 3d6 breath, Mv 40', Sv F3, ML 9, XP 205 ea | 8. 1d4 Owlbears (4 total): AC 15, HD 5, #At 2 claws, 1 bite + 1 hug, Dam 1d8 claw, 1d8 bite, 2d8 hug, Mv 40', Sv F5, ML 9, XP 360 ea | 9. 1d4 Rust Monsters (4 total): AC 18, HD 5*, #At 1 touch, Dam special, Mv 40', Sv F5, ML 7, XP 405 ea
ROOMS • 28
1. You'Ve Got That Sinking Feeling room
Important Note: The secret door from this room to room 2 is only accessible after the trap is activated. This twenty-foot-square room looks quite empty. If anyone enters the main 20' x 20' part of the room, there is a 1-2 on 1d6 chance (per person) that the trap will activate: Suddenly the floor begins to drop swiftly downward! Only characters near the 10' x 10' entranceway have a chance of avoiding the sinking floor; a successful save vs. Death Ray with Dexterity added will allow the character to jump back into the entranceway. No damage is inflicted by the falling floor, which descends 40 feet straight downward. What is not obvious is that the floor of room 2, below, also sinks when the floor of this room falls. The secret door shown on the map can only be found and accessed after the floor has gone down. A lever in room 2 can be used to restore both floors to their proper altitude. Finally, when the trap is tripped a small bell in room 3 rings. It is not a loud bell and will not be heard in other rooms normally; it serves to notify the occupant of room 3 that there are visitors in this room. The ogre in room 3 will be quick to pay the victims a visit (2d4 rounds), usually choosing to approach from the corridor so as to come up behind anyone who managed to stay in the passageway.
0 NPCs
2. Oh That Sinking Feeling room
Important Note: This room is part of the trap mechanism described in room 1. The secret door from this room to room 1 is only accessible after the trap is activated. If this room is being entered through the non- secret door while the floor is "up," read or paraphrase the following: This very plain twenty-foot-square room seems to be quite empty. If entered via the secret door while the floors are "down:" Through the secret door you see another twenty-foot-square chamber where it seems the floor has dropped in the same way as this room. You notice a niche in the middle of the wall to your right. Inside the niche is a lever which can be pulled, moving it about three inches or so; when this is done, the floors of both rooms 1 and 2 begin to rise very slowly, going up 10 feet per turn. When the floors have reached their original level, the trap in room 1 remains disabled for two turns before reactivating. Unlike room 1, entering this room does not cause the floor to begin sinking.
0 NPCs
3. Ogre Den room
The first thing that hits you when you open the door is a rank smell, a combination of dung and unwashed bodies. Then you see a huge humanoid stand up from a pile of bedding, pick up a massive axe and start toward you with a smile on his misshapen face... This ogre, Burgnar, moved into this room after he worked out how the trap in room 1 operates. Not being very smart, he really enjoys knowing something smarter creatures don't, and he also knows just enough Common to taunt them. Even better, he has acquired a giant's shortbow, worn but still serviceable. He will use it to shoot huge arrows down into room 1, after he has removed anyone in the entrance of that room who might block him. The orcs have made peace with this ogre; he's not an ally, but neither is he an enemy. As he tends to kill all interlopers who have entered the 4th level, the orcs are only too happy to allow him to remain unchallenged. He is familiar with the ogre in the ruins above, but they are not friends. If he speaks of him at all, Burgnar calls Gorfang stupid at least twice. Burgnar's treasure is hidden under his bedding in two large, slightly rotten leather sacks. The first sack contains 1,046 sp, an anklet (worth 800 gp), and a longsword +2. The second contains 1,364 gp, a potion of clairvoyance, and a pouch of jewels including azurite (worth 15 gp), jade (worth 100 gp), and a hexagonal plate of lapis lazuli (worth 200 gp). Burgnar, Ogre: AC 15, HD 4+1, #At 1 huge axe or 1 giant shortbow, Dam 2d6 axe or 1d10 bow, Mv 30', Sv F4, ML 10, XP 240 Has 15 giant arrows for his bow.
1 NPCs
BU
Burgnar
Ogre • AC 15 • HP 25
4. Shiny room
In the far corner of this room is a chest or box of some kind. It appears to be made of stone. The room is otherwise empty. The floor around the chest is shiny; you think it's wet, but it could just be highly polished. It's wet, alright. It's a gray jelly (gray ooze), and it will attack as soon as it's approached. The chest is large and has an unlocked but quite heavy lid (100 pounds). Inside is a small pouch containing 100 gp. Gray Jelly: AC 12, HD 3*, #At 1, Dam 2d8, Mv 1', Sv F3, ML 12, XP 175
0 NPCs
5. Endless room
The corridor beyond the door stretches to the limit of your light. This corridor appears to be endless. If any characters question how it can be so long, or turn around to go back, roll a secret save vs. Spells for those characters; anyone who succeeds can see the room as it actually is. Assuming player characters are still present, 1d4 turns after entering this corridor, the spectre in room 6 will come out (seeming to appear out of thin air) and begin attacking. If any characters try to flee, save as given above; those who fail will not be able to reach the entrance to this area at all, no matter how much they run; meanwhile, the spectre (who is unaffected by the mind-altering nature of the room) appears to always be able to keep pace and will be able to attack each round.
0 NPCs
6. Spectre room
There is a spectre here, who will attack anyone who enters (unless it has already attacked them in room 5 and been defeated). It has treasure lying on the floor in the back part of the room: an inexpensive (20 gp) gold ring and a potion of healing. Spectre: AC 17 (m), HD 6**, #At 1 touch, Dam Energy drain 2 levels/touch, Mv Fly 100', Sv F6, ML 11, XP 610
0 NPCs
7. Drives You Buggy room
The only visible thing in this room is a large urn or jar in the far right corner of the room. If the jar is disturbed, crawling insects will begin coming out of it, a few at first, but quickly becoming a flood. The insects will cover the floor, walls, and even the ceiling, but they will not leave the room as long as the jar is here. If the insects are left undisturbed, in 2d8 turns they will all return to the jar. Characters in the room will be covered as well, and the insects will bite and sting them, causing discomfort but no actual damage. Any character leaving the room will be abandoned by the insects in a single round, and they will return to the room on their own. If the jar is removed, the insects will follow it, infesting any room of up to 30' x 30' in size into which the jar is placed, or up to a 30' radius area of ground or floor if put in an open area. The jar is of course enchanted. If broken, all the insects will disappear within 2d4 rounds.
0 NPCs
8. Secret Passageway room
In the space at the end of the corridor you see three huge spider-like creatures with long forelegs. They advance menacingly... The secret doors opening into this area are obvious on this side, with plainly-visible handles and latch mechanisms. The rhagodessas have mastered the loose-stone mechanism of the doors and can easily open them; this room is their nest. 3 Giant Rhagodessas: AC 16, HD 4, #At 2 legs, 1 bite, Dam leg grab, 2d8 bite, Mv 50', Sv F4, ML 9, XP 240 ea.
0 NPCs
9. Portcullis Trap room
This very odd room consists of a thirty-foot- square main section with a ten-foot-wide, twenty-foot-deep alcove in the center of the far wall. The main room appears empty, but you think you see something at the far end of the alcove. At the far end of the alcove (area 9a) is a large urn containing 479 sp and 69 gp in loose coins, with a wand of polymorph (with 3 charges remaining) lying on top of the pile. However, just touching the urn has a 1-2 on 1d6 chance of triggering a portcullis trap, which falls covering the opening of the alcove. Actually moving the urn, including of course dumping it out, will automatically activate the trap. The portcullis is heavy, requiring a total of 40 Strength points to lift it; no more than three characters can work together lifting it, and those lifting it cannot exit without dropping it again. Should the falling portcullis threaten anyone under it, the threatened individual receives a save vs. Death Ray with Dexterity bonus applied; failure means the portcullis has inflicted 2d6 points of damage and has trapped the victim under its weight.
0 NPCs
10. Parlor room
Several small benches are arranged against the open areas of wall in this room. A brazier stands in the corner furthest from the doors, but there seem to be only ashes in it. Several paintings made by less talented artists hang in the room; most seem to depict stories of the gods. There is nothing of value in this room.
0 NPCs
11. The Ooze room
This large room seems to be empty. You notice a large area of floor near the door is wet. The wetness is actually a gray jelly, which surprises on a roll of 1-3 on 1d6 in this case. Gray Jelly: AC 12, HD 3*, #At 1, Dam 2d8, Mv 1', Sv F3, ML 12, XP 175
0 NPCs
12. Coop room
Anyone listening (as per normal Listen roll rules) at the door of this room might well hear the cockatrice clucking, but on a roll of 1 on 1d12 the cockatrice will crow, and anyone standing outside the door will hear it. Further, anyone standing near the door has a 1-2 on 1d6 chance of detecting a "barnyard" smell, or 1-3 for an elf. If not noticed beforehand, when the door is opened this will be the first thing any character notices: You smell a foul odor, as of a barnyard. If the cockatrice is not surprised, it is standing near the door; proceed directly to combat. On the other hand, if it is surprised it will be found as follows: You see a large creature like a chicken with a serpentine neck; it's sitting on a pile of straw on the far side of the room. The floor is littered with its droppings. The orcs trapped this cockatrice as well as the one in room 18. However, unlike that one, someone is feeding this cockatrice, so it's not starving and desperate. Cockatrice: AC 14, HD 5**, #At 1 beak + special, Dam 1d6 + petrification, Mv 30' Fly 60' (10'), Sv F5, ML 7, XP 450
0 NPCs
13. Sword Trap room
The door to this room is stuck, and must be forced. A sword is hanging from the ceiling just inside the door; opening the door enough to enter will cause the sword to fall about a round later, attacking at AB +1 and inflicting 1d8 points of damage. Inside the room: A painting of a woman wearing a fancy dress hangs in the alcove directly in front of you. It doesn't look like a very good painting, to be honest. The oddly-shaped room appears otherwise empty. Hanging on the back of the painting are four necklaces: a silver necklace with a pendant featuring a large opalescent moonstone carved in the shape of a wave (worth 1,500 gp), a gold necklace with multiple tiny charms set with fire-red rubies (worth 600 gp), a short, wide necklace (or perhaps a choker) made of woven silver adorned with tiny black diamonds (worth 1,100 gp), and a rather plain silver chain with a circular pendant carved from a single piece of jade in the form of a forest scene (worth 400 gp).
0 NPCs
14. Minotaur Lair room
As you open the secret door you smell the musky, earthy smell of a stockyard. Inside the large room ahead of you are three large, mismatched, comfortable-looking chairs facing a comically small table at the center; a lit oil lantern and a silver teapot rest on the table, and seated in the chairs are three minotaurs drinking from teacups. Each has a large sword leaning up against its chair. They turn and look at you curiously. These minotaurs are not as cultured as they might look, but they all speak Common, having worked as mercenaries for the Duke before coming back here to retire. They are more than willing to parley, but will expect to be bribed not to attack (unless some player character gets an exceptionally good reaction roll). The Duke they served did not care for their proper minotaur names, and gave them the names Fergus, Nando, and Toby. They are so used to these names that they call themselves by them when dealing with humans. Besides the items described above, the minotaurs have acquired some unusual creature comforts: Looking around, you note a strange item in the inner corner of the room; at first, you can't figure out what it is, but eventually you realize they built a kind of cookstove using breastplates from at least three suits of plate mail armor. The slightly dish-shaped cooking surface on top may have been a smallish iron shield; an ordinary looking kettle sits atop it, steaming slightly. Other pans and skillets are piled on a heavy wooden table nearby, and under it you see two pails full of charcoal. Large bedrolls lie rolled up neatly along the wall. Near them you note a small table bearing another lantern, this one unlit, and a number of toiletry items including a curry comb. As you might notice looking at the map, one of the secret doors into this room is quite close to the orc tribe's main lair; the minotaurs do not use this door so as not to reveal it to the orcs, but will use it if necessary to avoid or ambush an enemy. The orcs would like the minotaurs gone; the minotaurs would like the orcs gone; but neither side wants to start that fight. If the minotaurs think they can convince the adventurers to wipe out or drive away the orcs, they will absolutely do so. 3 Minotaurs: AC 14, HD 6, #At 1 gore, 1 bite or 1 great sword, Dam 1d6 gore, 1d6 bite or 1d10+2 great sword, Mv 30', Sv F6, ML 11, XP 500 ea.
0 NPCs
15. Minotaur Pantry room
This small room is lined with supplies; a large barrel, several smaller kegs, bags and boxes with labels that indicate dry foodstuffs, and a large pile of bundled hay lies toward the back. The barrel is full of clean water; three kegs are full of ale, and the fourth is now empty. Under the bundles of hay is a tied sack full of coins: the treasure of the minotaurs. The sack contains 1,300 sp and 900 ep.
0 NPCs
16. Shaft room
This is the bottom of the shaft that pierces the levels of this dungeon. Characters standing in this space can definitely see at least the first bridge, 30 feet up, and possibly the second one 60 feet up if they have continual light. Random encounters happen in this room on 1-2 on 1d6, checked every turn, as this is a high traffic area.
0 NPCs
17. Jelly room
Roll 1d6 when this room is entered to choose the square in which the jelly is located, numbering squares as you see fit. A quivering mass of reddish-yellow goo lurches toward you! Ochre Jelly: AC 12 (hit only by fire or cold), HD 5*, #At 1, Dam 2d6, Mv 10', Sv F5, ML 12, XP 405
0 NPCs
18. Peckish Cockatrice room
Anyone standing near the door has a 1-2 on 1d6 chance of detecting a "barnyard" smell, or 1-3 for an elf. If not noticed beforehand, when the door is opened this will be the first thing any character notices: You smell a foul odor, as of a barnyard. The cockatrice is quite hungry, and has been scratching at the door; if surprised, it has laid down near the door, but if not surprised it stands ready for action. You see a large creature like a chicken with a serpentine neck just inside the door. The cockatrice in this room is trapped, having been lured in here by the orcs, who then closed the door. Of course, it can't operate a door, so it's trapped and thus starving. They did not mark the door, hoping interlopers would open it and be petrified. The starving cockatrice will fight without checking morale until it gets out of the room (as indicated in the monster's morale score). Cockatrice: AC 14, HD 5**, #At 1 beak + special, Dam 1d6 + petrification, Mv 30' Fly 60' (10'), Sv F5, ML 12 (7), XP 450
0 NPCs
19. Secret Passage room
In this small room there is a sturdy-looking basket resting against the side wall. There's something in it, covered by a stained rag. What is in the basket is treasure: 30 ep, 50 gp, and the following gems: 2 pieces of amber worth 100 gp each, one amethyst worth 75 gp, and 3 pieces of jet worth 75 gp each.
0 NPCs
20. Pit And Peril room
Across this thirty-foot-deep room you see a pair of huge spider-like creatures with long forelegs. They seem alert and on guard but don't move to attack immediately. The room is occupied by two giant rhagodessas. Even if not surprised they will wait one round before moving forward to attack, allowing the possibility that characters moving into the room might fall victim to the pit trap. The pit just inside the door of this room triggers on a 1-2 on 1d6, checked for each character who steps on it. The pit is 30 feet deep, thus inflicting 3d6 points of damage to anyone who falls in. Those in the affected square when the pit opens may save vs. Death Ray with Dexterity bonus applied to leap to the nearest safe space and avoid falling. The pit trap is self-resetting, with the cover closing after 1 turn. The giant rhagodessas are large creatures who walk on multiple legs and can climb walls, so the pit does not present a problem for them. 2 Giant Rhagodessas: AC 16, HD 4, #At 2 legs, 1 bite, Dam leg grab, 2d8 bite, Mv 50', Sv F4, ML 9, XP 240 ea.
0 NPCs
21. Owlbear Lair room
The doors to this room do not latch properly, having been broken by the occupants. 3 Owlbears: AC 15, HD 5, #At 2 claws, 1 bite + 1 hug, Dam 1d8 claw, 1d8 bite, 2d8 hug, Mv 40', Sv F5, ML 9, XP 360 ea.
0 NPCs
22. Zombie Adventurer room
As you open the secret door you hear a low moan. A shuffling figure comes around a corner ahead, stretching out its arms toward you. He's dressed as an adventurer, with chainmail, a sheathed longsword, and a quiver full of shortbow arrows on his back. His face, though, is pale and badly damaged, with one eye missing and the other covered in a milky film. This zombie was once an adventurer. The troll priest Kaghnarch in area 22, below, has not found this one yet. His quiver contains 15 normal shortbow arrows and a single shortbow arrow +3. His backpack is around the corner from where he came, and contains a tinderbox, a rotten bundle of rations, an empty waterskin, and 630 cp and 216 gp in loose coins. Zombie Adventurer: AC 15 (½ damage from blunt weapons, 1 point only from missile weapons), HD 2, #At 1 bludgeon, Dam 1d8, Mv 20', Sv F2, ML 12, XP 75
0 NPCs
23. Chapel room
That this thirty by forty foot room is a chapel of some kind is obvious from the large, dirty tapestry hanging behind an altar at the far end. Standing before that altar, facing away from you, is a broad-shouldered man in a hooded robe, his head bent forward in evident prayer. Then he turns, rising up, and you realize he was actually kneeling. At his full height, the dark-robed figure is half again taller than a human man. "Who dares to interrupt my worship?" he growls in a deep, grating voice. Without waiting for an answer he steps forward, stretching out huge clawed hands toward you. This troll, Kaghnarch, actually does have the powers of a 1st level Cleric; mainly, this means that he can Turn the undead at that level, and use Clerical items if he ever gets any. He tired of his meaningless existence, fighting and healing and eating and sleeping over and over without ever knowing death. He believes his worship of Zugar, a forgotten god of death depicted as a huge worm, could eventually lead to a comfortable death that doesn't involve fire. He further believes that Zugar has spoken to him in his dreams, commanding him to seek out and destroy the undead, and he has done so (which is why there are practically none in this dungeon). None of this means that Kaghnarch likes adventurers. He in fact hates them. He will be even more angry when facing them because he is currently fasting and isn't supposed to eat anyone for several days yet. Kaghnarch has no treasure, having taken a vow of poverty. The tapestry does in fact depict the great worm Zugar, but it will be hard to make out because it's so dirty. Kaghnarch found it lying on the floor like a rug and restored it to its proper place. In the hidden alcove behind the tapestry is a pile of quite foul bedding made of the clothing of people Kaghnarch has eaten, but again, there is no treasure here. Kaghnarch, Troll: AC 16, HD 6*, #At 2 claws, 1 bite, Dam 1d6 claw, 1d10 bite, Mv 40', Sv F6, ML 10, XP 555 Has the powers of a 1st level Cleric. No special ability bonus is given for this, as it probably doesn't help him in combat with adventurers.
1 NPCs
KA
Kaghnarch
Troll • AC 16 • HP 27
24. Main Orc Lair room
No descriptive text is given for this room nor the rest of the orc lair, as it is nearly impossible to predict how adventurers will approach the lair nor how they will interact with the orcs. Note that the orc leaders in 25 and orc chief in 27 will join any battle here in 1d4 rounds. 20 Orcs: AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 8 (9 with leaders or chief present), XP 25 ea. HP
0 NPCs
25. Orc Leaders room
The orcs in this room are leader types, tougher than the regular orcs. They will join the fighting in room 24 above within 1d4 rounds. 11 Orc Leaders: AC 14, HD 2, #At 1 longsword, Dam 1d8, Mv 30', Sv F2, ML 9, XP 75 ea. HP
0 NPCs
26. Nursery room
Ten female orcs are here, tending to ten young ones. All the young orcs have ½ hit die with 1 hit point and 30' of movement, and are noncombatants. The females will try to bargain with the party for their lives if the males appear to be defeated, agreeing to almost any concession that allows them to leave with their young alive. If the young are threatened, however, the females will fight to the death to protect them. Also note that the three females in room 27 will come here if a fight breaks out in room 24, arriving in 2d4 rounds unless their path is blocked. 10 Orc Females: AC 11, HD 1, #At 1 long knife, Dam 1d6, Mv 40', Sv F1, ML special, see above, XP 25 ea. HP
0 NPCs
27. Orc Chieftain room
The chief of the orcs lives here, and generally is joined by some of the females. They will not follow him into battle in room 24 (where he will appear after 1d4 rounds of fighting) but will try to move behind the orcish lines to room 26 where they can assist the females there. They are favored by the chief, and thus have better equipment and weapons. The chieftain wears chainmail +1. All other orcish treasure is stored in sacks in room 28. Orc Chieftain: AC 16, HD 4, #At 1 longsword, Dam 1d8+2, Mv 30', Sv F4, ML 9, XP 240 3 Orc Females: AC 14, HD 1, #At 1 spear, Dam 1d8, Mv 30', Sv F1, ML 9 (or see room 26), XP 25 ea. HP
0 NPCs
28. Orcish Treasure room
In the inside corner of this room are the following items: a sack containing 500 sp, three sacks totaling 6,200 gp, and a pouch containing a sling +1 and a potion of diminution.
0 NPCs
How to use
  • Town: Add buildings as children → attach NPCs to buildings. Everything one hop away.
  • Dungeon: Add rooms as children → upload map on dungeon detail → click to pin monster/trap/treasure (linked to Codex).
  • Next: CRUD forms (no player/GM split) — you asked for single view, so edit is always allowed.