Showing posts with label Santicore. Show all posts
Showing posts with label Santicore. Show all posts

Tuesday, January 1, 2013

My Secret Santicore Gift: Below the Torch and Tankard (mini dungeon)

Okay, so we're off to another year!  Happy New Year everyone!  One of the things I'm hoping to add to my plucky little blog is some maps.  As I mentioned recently, I'm a big fan of the maps by the gurus over at Dyson's Dodecahedron and Lapsus Calumni (check them out) and so I want to start doing maps on some sort of regular basis.  Back around October I joined the Secret Santicore project for 2012 and was assigned doing a dungeon under a tavern.  Although the project proper was postponed, a couple blogs have been posting the "gifts".  I haven't seen my "gift" posted, possibly because it needed a map done for it by someone.  I thought about posting just the text because anyone could sketch out a map from the descriptions but decided that would be kind of cheesy.  So I did up a map yesterday and thought I'd go ahead and post the whole thing for everyone to peruse.  It's an old school style dungeon, but system-neutral.

Below the Torch and Tankard

It's a rough and tumble sort of place, but Brewmaster Norgus of the Torch and Tankard knows his craft.  Well, until last week when he was found dead in the cellar with wounds and burns and cobwebs all about his body.  In his hand he held an old bit of parchment with four poetic mottoes written on it.  His wife, Nellie Norgus, couldn't care less about all that, but business dropped off once word got out--and besides, there's no way she's going down into the ale cellar until she's sure it's safe.  She hands the party the parchment with the mottoes on it and wishes them good luck.

The Old Poetic Mottoes

With Humility, One Knows One’s True Place

With Bravery, One Stands When They Fly

With Honesty, One Will Not Lose Face

With Loyalty, One Draws The Last Breath


The Torch and Tankard actually used to be the brewery of a larger monastery which stood here a long time back.  It burned down in a huge fire and all they could save was the brewery.  But before it was a brewery it was a mausouleum for a small paladin order, with three crypts for heroes of the order.   The brewmaster accidentally let a huge hogshead get loose and it smashed through the crumbly old brick wall and revealed a passage beyond.  Brewmaster Norgus took the antique motto scroll out of its frame over the bar and headed down.


0. Cellar of the Torch and Tankard. This 30' by 20' room is under the kitchen in the rear of the tavern.  A flight of sturdy wooden stairs leads down, and there is also a big trap door they use to hoist the heavy kegs, barrels, and hogsheads into the cool cellar.  The cellar is filled with the aromas of the many lovely beverages stored therein.  The large opening in the north wall beckons, bits of rubble strewn nearby.

1. Entrance Hall.  This marble-lined hallway has a 30' section with steps going down 10', a curving landing, and then another 30' section with steps going down a further 10'; the hallway is 10' high, and 5' wide.  At the end is an open doorway.  On either side of it is a niche with a life-sized statue of an angel. The angel on the left is holding a two-handed sword reverently in front of it; the one on the right is holding a shield and longsword at the ready.
[Trap 1: The phrase "With Humility, One Knows One’s True Place" is carved into the marble over the doorway.  It is a clue that one must pass through the doorway bowed doubled over or kneeling or set off the trap.  A spell to reveal magic will show the doorway is divinely enchanted.  The first person through the doorway will trigger the divine magical punishment which will reduce their strength by half for 24 hours.

2. Ceremonial Chamber.  This grand chamber is also lined with beautiful marble.  It is 40' square with an arched ceiling 40' high in the center.  In the middle of the room is a low basin set in the floor.  It is apparently designed to hold liquid and is 2' deep at the center [water poured into this basin and prayed over by a good cleric will yield one flask of Holy Water per day.]  A large ornate bronze lantern about 5' tall and 2' around hangs from a heavy bronze chain set in the center of the ceiling.  There is an open doorway in the center of each side of the room.  The one to the south has no wording over it and leads to the cellar of the Torch and Tankard.  Each of the other three has one of the other mottoes carved into the lintel above it:

3. Hall of the Brave Brother.  One the east side of the Ceremonial Chamber is an open doorway and above the doorway to this hall is the motto "With Bravery, One Stands When They Fly". From the doorway a set of steps leads down 5' to a straight hallway 30' long, 10' high, and 5' wide which slopes gently down towards a bronze-bound marble door with a very realistic carving of a medusa on it. 
[Trap 3: Once all of the party has entered, a scary illusion of a spectral medusa will fly towards the party forcing each member to save against fear.  Those who save (are Brave) will see that it is an illusion and receive an Ancient Blessing lasting 24 hours which gives them +1 to all rolls during that time. .  Those who fail will be forced to flee and the illusion will rake them with spectral claws, the wounds on their backs marking them as cowards who ran away; even if the wounds are healed a set of scars (Marks of the Coward) will remain on their backs for 24 hours.]

3a. Crypt of the Brave Brother.  The door to the crypt is unlocked.  Inside is a 20' square room with an arched ceiling.  The walls are carved with scenes of the warrior brother paladins bravely facing all manner of dangers.  In the center is a plain marble sarcophagus with a massive bronze lid and the name "Holy Brother Lurien" engraved on the end facing the door.  The lid has three long steel handles along each side with which to lift the lid.  It takes at least two persons to lift the heavy lid
[Trap 3a: As soon as anyone gets within 5' of the sarcophagus, the handles heat up red hot (it will take bravery to grip those handles, won't it?).  At least two of the people lifting the lid will need to pass a tough will or constitution save to hold the hot handles long enough to remove the lid entirely.  Those failing the save will lose half their dexterity (for tasks requiring their hands) for 24 hours.]

4. Hall of the Honest Brother. Above the doorway to this hallway on the north is the motto "With Honesty, One Will Not Lose Face".  From the open doorway a level hallway 30' long, 10' high, and 5' wide leads towards a bronze-bound marble door with a very realistic carving of a locked treasure chest.
[Trap 4: Once all of the party has entered they will each simultaneously experience a vision (the DM should take each player apart from the group to play out this scene).  A voice, apparently the deceased brother, asks: "Has one finally come to take out my treasures?  Are you the one who will remove them?  Answer me that I may know if the day has finally come."  A player who says no (an Honest person who would not rob a grave) will hear "Then may your prayers received favor"; they receive an Ancient Blessing lasting 24 hours which gives them +1 to all rolls during that time.  A player who says yes (a dishonest person who would rob a grave) will be sprayed in the face with acid from holes in the walls and ceiling, thus being visually defiled ("losing face") as one who would defile.]

4a. Crypt of the Honest Brother.  The door to the crypt is unlocked.  Inside is a 20' square room with an arched ceiling.  The walls are carved with scenes of the warrior brother paladins doing all manner of works of charity.  In the center is a plain marble sarcophagus with a massive bronze lid and the name "Holy Brother Maronius" engraved on the end facing the door.  The party will quickly discover that the sarcophagus can only be opened if the lid is swiveled--but a thief may detect that turning it one way unlocks it, the other way sets off a trap.
[Trap 4a: If they swivel it clockwise, the trap goes off.  A blast of holy flame rips through the chamber.  A save is allowed to dive out the door (if close enough).  Damage should be about one third of health.]

5. Hall of the Loyal Brother.  Above the doorway on the west to this hall is the motto "With Loyalty, One Draws The Last Breath".  From the open doorway a set of steps leads up to a hallway 30' long, 10' high, and 5' wide straight towards a bronze-bound marble door with a very realistic carving of a two fully armored brothers of the order shaking hands.
[Trap 5: Once all of the party has entered they will each simultaneously experience a vision (the DM should take each player apart from the group to play out this scene).  A suave and seductive voice enters their head and says "You know, there's a secret hiding place down here where the old brotherhood kept all their treasure.  I know where it is.  Gold is of no use to me where I am but sacrificed souls are; likewise souls are of no use to you there but gold is, isn't it?  Let us make a pact: their souls for the gold--I can show you how to kill them easily with one of the deadly traps here."  Characters who refuse receive an Ancient Blessing lasting 24 hours which gives them +1 to all rolls during that time.  If the character agrees, a blast of poison gas shoots out from the walls and envelopes their head, causing them to lose half their constitution for 24 hours.]

5a. Crypt of the Loyal Brother.  The door to the crypt is unlocked.  Inside is a 20' square room with an arched ceiling.  The walls are carved with scenes of the warrior brother paladins suffering martyrdom through all manner of cruel tortures.  In the center is a plain marble sarcophagus with a massive bronze lid and the name "Holy Brother Culwen" engraved on the end facing the door.  The party will soon discover that the massive bronze lid of the sarcophagous has spring-loaded catches on each corner which require one person on each corner working together to get it open (or if a party of less than four players, then just one person on each end).
[Trap 5a: If they attempt to open it any other way than the correct way, then the entire floor slides back into the walls.  A save is allowed to jump up onto the sarcophagus or out the door, if close enough.  Anyone left where the floor was will fall 10' into a pit full of spikes which now surrounds the sarcophagus.  (The damage should be about one third of the health of the character.)]

DM Notes
  • The traps outside the crypt chambers are meant to severely chastise unworthy intruders but give them a chance to escape alive and reconsider the choices they've made in life.
  • The traps inside the crypts are meant to kill any intruders so clearly determined to do evil that they would persevere to rob the resting places of the honored dead.




Tuesday, December 18, 2012

Christmas Came Early! Thanks, Secret Santicore!

Okay, so the word is out that the Secret Santicore project is probably not coming together this year (although there seems to still be some effort to put it together eventually).  In the mean time people are separately publishing their "presents".  I'll be putting mine up as soon as I can get a map done.

Anyway, Trey over at From the Sorcerer's Skull has posted my Secret Santicore present " d10 list of the legends behind epic dwarven inter-clan feuds" which Thomas Molyes created for me.  Thanks, Thomas!  I think they are excellent and actually go very well with the other dwarfy campaign stuff I've been posting about recently.  So I'm going to share my cool new toy with you all:


1. When the Doomcairn clan fought the Blackwood Goblins at the battle of Ash Ford, they did so expecting the Veinfinder clan to show up as well. The Veinfinders never did, and while they claim that the call to battle never came, both clans have bad blood over it to this day.

2. Both clans claim to have been the first to discover a particularly rich vein of gold. After some minor skirmishes, the area has been blocked off and all entrances guarded by one clan or the other. Clues as to which clan was first can be found within the tunnels, should a third party convince both clan chiefs that they should be allowed to enter.

3. King Bolli of the Honorlode clan repeatedly met with representatives of the Bronze Hill clan with his beard unbraided. After a series of these affronts, they could not bear it any longer and attacked him in his own throne room.

4. When Vahari and Gim strode forth to defeat the Bog Hag, only Vahari came back. Gim’s clan accused Vahari of cowardice which caused Gim’s death. Gim’s body has never been recovered.


5. The Anvilbreakers and the Bronzegauntlet clans both come from the same geographic area and have been involved in a feud for as long as anybody can remember. What is unknown to all but four dwarves in the world, the leader of each clan and their chief adviser, is that both clans came from a schism in the Greatforge clan. A series of deaths (deemed either unfortunate or assassinations, depending on who you talked to) created a succession crisis, with the resulting civil war leading to two separate clans, unwilling to acknowledge their shared history. Within a few generations, the truth is now only whispered in conclave rooms after the death of a previous leader/adviser.

6. To pass the long nights in the cavern halls, many dwarven clans developed a game involving the younger dwarves and a decapitated goblin head. As the sport grew in popularity, teams began to form and the betting and drinking increased. At some point, the fans of the teams known as the Reds and the Whites became such great rivals that their violence led to the creation of separate clans, now opposed to each other in all ways, not just on the stone playing field.


7. One fine day, Knorri and Giliden were boasting to each other of their drinking abilities. Each made stronger and stronger claims until the only possible result was a drinking contest. Midway through the contest, Knorri accused Giliden of watering down his ale. Giliden, in his wrath, slew Knorri.

8. When splitting the treasure from a joint expedition, dwarves from Clan Dragonbellows hid an artifact of great value and power from the other dwarves involved. All clans believe that the artifact rightfully belongs to them and are constantly scheming either to get it back or to keep its location hidden.

9. The Halls of Light were a sacred dwarven site. When they were destroyed in a fiery eruption, blame was mainly placed on the Shalehall clan, who were the guardians of the shrine. There have also been some fingers pointed at the Goodpick clan, who are rumored to have been engaging in a secret ceremony at the time of the eruption.


10. Various dwarven clans have had important items stolen by a single mysterious dwarf. Each clan suspects one of the other clans of harbouring the thief and thus the items. The person in question is actually a female human magic-user who is very good at passing as a charismatic dwarf.

Random Clan Feud Generator
If the above feuds are too specific/unsuitable for your needs/dangit you need a lot more dwarven clan feuds, use this simple generator to get a random Dwarf feud. Roll a d10 for each table -- so a result of 8, 6, 1 would get you a Vicious Feud based on Forbidden Love where one clan has been infiltrated by doppelgangers. The Flavor entries should be struck-through and replaced with something else each time they’re rolled in order to avoid repetition.


Level of Animosity
1 Amicable Disagreement - Both clans are aware that the feud is mainly for pride, although most reasonable dwarves will put up a front of being angry or upset; eventually they can be persuaded to cooperate or talk to one another, especially if a third party is involved.
2-3 Rivalry - Although both clans dislike each other intensely, the feud tends toward competition/verbal disputes rather than actual armed conflict - if two dwarves of each clan met in a bar, it’s a given that they would at least argue, fairly likely that they might have a fistfight and fairly unlikely that they would actually draw weapons.
4-7 Feud - The clans involved hate each other and are engaged in a series of reprisals for real or perceived misdeeds by the other clan. Although both clans might be convinced to meet under the auspices of a third party, any chance meeting will likely lead to blood being spill.
8-9 Vicious - Any meeting between representatives of the clans will eventually result in violence unless a third party mediates somehow. Both clans are actively scheming to attacking/weaken the other clan, with multiple dwarves having lost their lives recently.
10 Blood Feud - Dwarves who meet a dwarf from the other clan will attack on sight with intent to kill unless forcibly restrained. Dwarven honor goes out the window, such is the level of enmity.


Reason for Feud
1. Conflicting claims over a rich mining area.
2. Breach of dwarven etiquette/affront, often relating to facial hair.
3. Schism of a single clan resulting in multiple warring clans.
4. Betrayal/cowardice in battle.
5. Argument turned deadly -- i.e. there was a minor altercation between clan members that led to the death of a dwarf, with resulting reprisals.
6. Forbidden love -- a dwarf from one clan married a dwarf who was already betrothed to another. Murders ensue.
7. One of the clans allied with humans and elves in order to fight a common enemy. The other clans view them as sellouts.
8. Differing (and often trivial) interpretations of one section in the extremely lengthy and boring dwarven legal codes, often relating to dwarven brewing laws.
9. One clan is either extremely thrifty or has outright cheated the other clans when engaging in trade.
10. Historical conflict between dwarven heroes from each clan.


Flavor
1. One clan is heavily infiltrated by doppelgangers who have replaced important members of the clan for their own nefarious goals.
2. The local dwarven king (or poobah, or deity) is secretly favoring one of the clans, providing support in an attempt to undermine the other.
3. The disturbance causing the initial rift between the two clans was caused by a third clan; neither of the warring clans are aware of this.
4. One of the clans has a powerful ally in a human trading syndicate.
5. One clan is suspiciously tall for dwarves.
6. There is an upcoming every-other-millennia dwarf-moot that both clans are expected to attend.
7. Both clans engage in kidnapping and then raising the children as members of their own clan. Double-agents feature prominently.
8. Sound-based weaponry is used to collapse rival clan’s mining tunnels.
9. The feud is mainly carried on by vengeful dwarven ghosts. Most of the living dwarves don’t give a fig.
10. The feuding clans both occupy the same ancient dwarven fort, creating an intense tunnel-to-tunnel subterranean urban warfare.
 
 
 
 
 
 

Saturday, December 8, 2012

Bad News for Secret Santicore!

Okay, so I jumped into the 2012 Secret Santicore project in September and got my bit of it sent off in early October.  Sadly, the project organizer has had a number of hard things happen in his life recently and he won't be able to finish it.  I understand his difficulties and fully support his decision.  A couple of the other people working on the project are interested in picking it up and finishing it up for him, which is cool.  So it may still come to fruition, but who knows.  If it really doesn't happen I plan to post my submission here for all to enjoy.  (I did a mini-dungeon under an old brewery.)

Sunday, October 7, 2012

Torpedoes Away! (Secret Santicore on it's way)

Okay, so I just sent off the draft of my "gift" for the Secret Santicore ?sourcebook? 2012 edition.  I'm not sure when the actual final product will be out, but I'm really excited.  The 2011 one was packed with cool stuff and I'm sure this one will be great as well.  I had fun putting my bit together, entitled "Below the Torch and Tankard".

Tuesday, September 25, 2012

Secret Santicore: Your Mission Should You Choose to Accept It

Okay, so my eagerly-awaited secret mission for the Secret Santicore 2012 project has arrived.  No, I can't tell you about it--that ruin all the fun.  However, I will post some hints after I've submitted my completed bit.

Sunday, September 9, 2012

Secret Santicore -- I'm in!

Okay, so over at the Giblet Blizzard blog ("Giblet Blizzard"?  Yes, I'm not making stuff up this time) they are doing the second (?) iteration of a project called Secret Santicore (see details at http://gibletblizzard.blogspot.co.nz/2012/09/secret-santicore-2012.html)  The previous version is available free at the blog site.  It's full of all kinds of way cool RPG material, my favorite being the puzzles you can print out and try to solve.  I signed up to contribute, but am a little worried.  The format is that you toss in a topic you'd like to see something on, then each person gets someone else's topic to work on (which is where the "secret santa" tie-in comes from).  I should be able to handle most design challenges on the level of the previous Secret Santicore.  Check it out!