Sunday, March 5, 2023

TLDoCR 1

 


Here are the first 10 rooms of the Long Dark of Castle Redhelm. This map was used via Dungeon Scrawl, and it looks pretty good so far. Most, if not all, of the dead ends continue on to other areas, but I'm featuring the first 10 rooms thus far, so you can get a good look at it. 

In terms of stocking the dungeon, I'm using the OSE standard method, found in the rules tome. I'm happy with the spread of various encounters, but I do find the treasure a bit light, hence why I added the sword. Do I expect PCs to swim to the bottom of the vat? Probably not. But just in case, there's a pretty powerful weapon within.

I'll do a completely separate post on the factions I'm including in the dungeon, as well as random encounters per level.

Anyways, here is the start to the infamous LONG DARK OF CASTLE REDHELM.


LEVEL ONE


1. The stairs descend into a room with dry, stagnant air. Dark stains blot the cold, dusty stone floor. In the corner are a few smashed oak barrels, the floor around them sticky. There is evidence in the dust that something was dragged off toward the west.

  • The west door leads to AREA 58, and is locked.

2. A golden idol rests on a pedestal in the northern portion of the room. Behind the idol, in the wall, is a small hole. There is a poison dart within. On the far western wall is a lever. 

  • If the idol is removed, the dart will fire straight ahead. Save vs poison or DIE.

  • If the level is pulled, a stone block falls from the ceiling onto the victim. Save vs petrification or take 1d10 damage.

3. The door to this room is solid bronze, with an indentation in the shape of a goblet. Within is the corpse of Heldja Irongut. She has major wounds to her head and large bite marks on her shoulder. There is also a hole in the floor that descends to LEVEL 3 via an old and unstable wooden ladder.

  • Heldja is wearing a fine suit of dwarfen chainmail (treated as non-magical, but +1) and her famous stonedigger gauntlets (see new magic items).

4. There are 3 goblins, and 2 oil beetles. Currently, the goblins are trying to mimic the skittering movement of the large insects and cackling all the while. A bit ridiculous, really.

  • 200sp, 30gp between the goblins.

5. There are three large, flightless dragons called drakes laying on the floor sleeping, directly in front of the door leading east. When they breathe, smoke can be seen emitting from their nostrils, but the room does not smell of any beast.

  • The three creatures are illusions.

6. A lone troglodyte cowers in the corner. It is frightened, and will not engage in combat, even if confronted.

  • If reunited with its kin, give the players attempting to help it 50 extra XP. After that, if the troglodytes outnumber the PCs enough, the saved one will not hesitate to join the fray against them. They are a troglodyte, after all.

7. There are three troglodytes, and the bite-ridden, glistening flesh of a dead giant frog on the ground. The ground is slick with blood and thick, viscous saliva.

8. There are eight total alcoves, each with a standing, granite sarcophagus.

  1. Within is a necrophidius.

  2. Within is a skeleton, wielding a sword.

  3. Within is a coffer corpse.

  4. Within is a zombie.

  5. Within is a skeleton in gold plate armor.

  • This skeleton will NOT attack on sight, and is, in fact, an honor-bound knight by the name of Sir Maximilian

  • Maximilian is grateful for the PCs waking him from his slumber, and will reward them if they help him find his sword and helm, and when he has returned to his keep near the borderlands.

  • When he awakes, he will insist on finding his sword, his golden helm, and to be reunited with his squire, Sancho. Sancho has been dead for 37 years, and Max’s keep is another adventure outside the scope of this dungeon.

  1. Within is a zombie.

  2. There is nothing in this sarcophagus.

  3. It appears as if there is an unnatural darkness in this sarcophagus, but really, it’s a portal that, if stepped through, will take something through to AREA 40.

9. A vile brown mould spreads within this icy chamber, like a sickness, sucking all heat. There is a decrepit trunk, rotting in the southeast corner.

  • 200sp, 100gp, a bronze bracelet with a single emerald inlaid, and a scroll of Read Languages

10. There are four large copper vats dominating this room. They each hold a different spirit. Chimera Spit (bitter, spicy, and clear), Swamp Swill (viscous, sickly sweet, mysterious chunks), Gold Dragon (gold, smooth, buttery), Uncle Furg’s Dwarf Sweat (warm, musky smell, very strong). There is a magic sword at the bottom of the Swamp Swill vat.

  • Vimaan, the Pactblade. +1 greatsword; and when a pact is made with the sword unsheathed, it becomes +2 for as long as the pact is upheld.

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TLDoCR 1

  Here are the first 10 rooms of the Long Dark of Castle Redhelm. This map was used via Dungeon Scrawl, and it looks pretty good so far. Mos...