Just a simple dungeon map of the lair of a dark druid and his wicked minions. Click here to download the map for personal use. Here are a few features of the cave:
- There’s a chain and collar in the first room, this is suitable for some kind of guardian creature/animal
- Only small creatures can crawl through the narrow tunnels (halflings or smaller)
- In the northern cave room there’s a shaft leading down to deeper caverns
- In the northeast cave room there’s a large stone globe that is cold to the touch – bad mojo
- Southeast cave serves as latrine
- The southeast room has an iron stove, so is quite warm and cozy
- Stairs lead down to level 2
The map can easily be used for something else, here are some examples:
- Bandit hideout
- Goblinoid camp (hobgoblin leader in the cozy room)
- Home of an old dwarven mastersmith (smithy on level 2)
Vanadis-13NE is a manned space station in orbit of Neptune. It’s main purpose is to scan for information about Neptune and it’s moons, but also to pick up radio signals from space and monitor astronomical phenomena in the Kuiper Belt and beyond. It was built by the Swedish Space Agency in 2090 and deployed shortly after, it is currently the only earth construction in Neptune’s orbit.
Vanadis has a crew of four scientists who typically serve for 24 months on overlapping rotations. It can host another 10-12 people in temporary quarters when needed, and other earth ships may dock to replenish supplies and get help with repairs. It get’s lonely out there, so the crew of Vanadis-13NE are happy to welcome guests whenever possible.
This map was made for the Termination Shock campaign concept, click here to read more about it.
As Dungeon Master you’re responsible for making up interesting and rememeberable non-player-characters (NPCs). It’s easy to focus on the most exciting ones – evil villains and mighty heroes. However, I think it’s really important to also present mundane NPCs to your players.
Creating some friendly and likeable townsfolk can really bring another layer to the adventure. Give the player characters something to protect. Not all adventures needs to be about finding gold and treasure (although that is certainly important as well). If you can get the players to feel for the common folks they will get more invested and put themselves in harm’s way to keep them safe. Can you get them to embark on adventures without any other reward than the gratefullness of the village?
The Spudfields are just those kinds of NPCs. Warm and welcoming, truly friendly an honest people. They don’t have anything more to offer than their friendship and a warm meal – but sometimes that might be just what the adventurers need.
In early editions of Dungeons & Dragons (as well as in many of their modern day OSR clones) one of the goals of the game is to advance in power and wealth to the point where you can build a stronghold. The type of stronghold your character can build depends on his class; clerics build temples, magic-users erect towers, thieves establish guilds, etc.
In D&D B/X from 1981 (as well as in it’s outstanding modern clone “Old-School Essentials“) the fighter is the only class save the halfling without a level restriction for establishing such a stronghold, although they still need to raise the funds somehow. This is my vision of a typical fighter keep, this one located in secluded Dunkelmoor which is a backwater part of my campaign world.
For more information on strongholds, check out the system reference document for Old-School Essentials.
More peculiar paths – check out the latest blog posts:
Forget the romantic idea of thieves as roguish scoundrels, daring swashbucklers and charming tricksters. The townhouse of the thieves’ guild is a sombre place, it’s labyrinthine hallways filled with tragedy, deceit and greed.
There is no honor among thieves, only ruthless ambition and a long trail of suffering. Sooner or later this trail always lead to the House of Withered Flowers.
More peculiar places:
The Blacksand Bastion is the main stronghold of the Emerald Edge mercenary company. Experts at desert survival, the Emerald Edge is the only free company in the Ossuan desert. They are regularly employed as guides and caravan guards by rich merchants. The company are also able to muster larger battlefield formations when such a contract is secured.
The stronghold of the Emerald Edge is named after the region of the desert where it is located. Blacksand is a stretch of desert known for it’s coarse, volcanic sands and rocky terrain. It is an almost lifeless wilderness and the Blacksand Bastion is located on top of one of the few sources of water. While the Opal Trail runs through Blacksand, few caravans stop here to make camp unless absolutely necessary.
The Blacksand Bastion consists of two main structures: the keep and the tower barracks.
The keep houses the leadership of the Emerald Edge company; the Ra’id (major, company master) Abbad, his chief lieutenant Hazem and the master-of-arms Salman Salim. The company train new soldiers in Blacksand so there are usually around 20-50 recruits stationed in the ground floor of the keep. The keep also houses the company armory, commonly refered to as “the thousand spears”, as well as kitchen, library and treasure chambers. There is a large bath house in the keep cellar.
The fifty men of the elite Qalb unit is permanently stationed in the tower barracks. They are lead by veteran lieutenant Sol-Zaluum nicknamed “the Scorpion” by the Emerald Edge and “the Death Stalker” by their enemies.
Did you enjoy this? Discover more peculiar places:
“The eccentric, but rather successful, merchant Arthur Cobblesworth died a few months ago and was buried in his mausoleum. Since then there have been reports of Arthur “howling like a bloody banshee” during dark nights. The townsfolk are afraid that Mr. Cobblesworth will wake the other dead in the cemetery, and want the player characters to go and put him to sleep again.”
Please go to sleep, Arthur Cobblesworth is a free one-page dungeon adventure by Niklas Wistedt. It can be used with any early version (or modern clone) of the classic fantasy roleplaying game.
Download the adventure pdf
Please go to sleep, Arthur Cobblesworth is free to download and print for personal use, but please do not publish it online or in print without written consent by the author.
Version 1.1 of the adventure includes a second page with an unkeyed map and illustration of the mausoleum.
Travelling along the Opal trail under the scorching sun of the great Ossuan desert is not pleasant business. The route stretches along hundreds of miles of rolling dunes and there are few places where one can seek shelter from excruciating heat and relentless sandstorms. Still, there are such places; the Far Oasis inn being one of them.
The Far Oasis inn is located in the valley of devils (named after it’s population of desert lizards, not actual devils!) by the dry riverbed of the old Kazuun river. It provides rest and shelter for many caravans as well as the occational adventuring band in search of ancient tombs to explore and rob.
The inn has a reliable water source and is surrounded by some vegetation, earning it its name. The innkeeper Khameer took over the establishment from his father many years ago. Khameer’s wife Aala and the couple’s seven children take great pride in providing the best possible service for weary travellers and their beasts of burden. The Far Oasis inn has an excellent reputation.
Since the inn is all but crucial to anyone crossing the desert, patrons are usually very well-behaved. Getting banned from the Far Oasis could have severe impact on future expeditions.
There are two rooms for hire, however most visitor’s bring their own tents. The food is excellent, and Khameer is famous for his cold, sweet cactus-wine. Spending the cool desert evening at the terrace, sharing a keg of wine and a hookah is something travellers long for.
Not only is this trap designed to harm the victims physically, it will also teach an unfortunate tomb robber the true meaning of loss and despair.
How the trap works
The three trapdoors opens when (and only when) pressure is applied to all three simultaneously. This means that the trap will trigger only when there is a victim on top of each trapdoor, dispersing them in one pit each. Two of the victims will fall into the lairs of giant dungeon centipedes (feel free to switch to other monsters if you wish). The third one will have to helplessly watch through the iron bars as his comrades perish.
All hope might not be lost, though! Perhaps the adventurers falling into the monster lairs are mighty warriors able to fend off the abominations. Perhaps the trapped man or woman in the middle can lay down fire support by spell or missile weapon? Maybe after all there is treasure and glory at the end of this nightmare?
More dungeon traps
This trap is part of a series of isometric dungeon maps of deadly design, check out the others:
Click here for a larger version of this map. Feel free to download it and use for your personal campaign, but please din’t publish it online or in print without my consent.
Do not fall into the pit, and if you do: do not pull the lever. When the three-hundred metric tonne dormant golem “LORD SLABATHOR” comes crashing down he’s not getting up again. There is little that could save you from spending eternity in this dark tomb.
This is a one-time trap, and you need to a be a special kind of stupid to trigger the full severity of it. How curious are your players?
Click here for full a size image.
For more nasty dungeon traps, check out Boulder Dash and Leap of Faith.