Four Complete Free Adventure Modules at The Delver's Dungeon

Hiya Dungeondelver, well imo the best Greyhawk release for an age! Love the old school feel, and the 1st ed Greyhawk coolness. Thanks for sharin. These will definately be lined up for the table...
 

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I'm in trouble then, as I'm planning to convert them all to 4E for my use :uhoh:.

:eek: WHY. WHY WOULD YOU DO THIS TO ME. WHY.
I'll have to try harder to write in incompatibilities next time :(:hmm:

How did you do your maps for this? I'm working on a 4E module over on the Mystara board at The Plaza and we're struggling with finding a good way to do maps. And I like the way yours look.

The old version of Dungeon Crafter and some TSR-like colored tilesets I got somewhere.

 

[sblock=WGH4 question Areas 2 / 7 / 8 ] Is it me or does it seems that "area 2" on the map should be "area 1", with the unkeyed 30' x 30' room being the actual area two?

If the alarm gets raised, is it expected the Black Orc Warboss and his goons also join the orc conga line since the reinforcements from area 7 going to area 2 go through the boss room?

2. Meeting Room: 4 black orcs... If any of the orcs shouts an alarm, the four black orcs at area #7 below will arrive in two rounds to attack the party from the rear!

7. Barracks: 4 black orcs... They have no treasure and will attack immediately if the room is entered by intruders. They will also go to area #2 if an alarm is raised there.

8. Boss’ Chamber: This great black orc and his [2] corporals... are here going over daily orders for the rest of the troops. Like the orcs within the other areas of the tombs they are alert for any intruders, and no-one other than the orcs are permitted in this chamber at any rate, hence their immediate move to attack.


http://img164.imageshack.us/img164/970/mapppaf9.png
mapppaf9.png


[/sblock]
 


Yes, there is a map error. I'll fix it tonight!

Thanks for mentioning that. I think the chief problem is that I compiled WGH4 out of convention notes and my own (badly drawn) maps and I did it in haste. What made sense to me at the time didn't work on the map, obviously...

 


Yes, there is a map error. I'll fix it tonight!

Thanks for mentioning that. I think the chief problem is that I compiled WGH4 out of convention notes and my own (badly drawn) maps and I did it in haste. What made sense to me at the time didn't work on the map, obviously...

Switching rooms 7 and 8 makes the flowchart run smoothly.

WGH3 has two area 10's
[sblock=WGH3 Area 10 ]
10. UNDERGROUND BARRACKS
___________________________________________________________
This is a disheveled room with sleeping pallets, tables and stools. Ten bugbears are here; some are eating meat roasted over a brazier in the corner. A clay chimney carries the smoke through the upper ceiling, presumably to the outside. In the corner there is a large chest. Upon your entry, the bugbears seem unconcerned; a few even point at the cooking meat and your group and speak in a friendly tone in their native tongue!
____________________________________________________________

Unless the alarm has been raised, the ten bugbears (AC 5, MV 9", HD 3+1, HP 19(x3), 20(x2), 12, 14(x2), 13(x2) #AT 1, D 1-6) will all be as relaxed as noted above. They will wait for the party to enter, and then pounce, surprising on a roll of 1-3 on 1d6. The locked chest contains the guards' payroll: some 148 c.p. and 100 s.p. Each guard has 1d6 silver pieces.
10. Common Room

A huge (60" x 40") room, this area apparently houses the bulk of the bugbear tribe. Over two dozen adult bugbears are here, as well as many young bugbears. A cook-fire burns in the chimneyed hearth. There are a few tables around the room, as well as sleeping pallets and small casks and crates are here and there throughout the room. The floor is strewn with trash - dried rushes, bits of bone from meals, scraps of hide, etc.

Twenty four male bugbears (AC 5, MV 9", HD 3+1, HP 13(x8),
20(x5), 22(x2), 23(x7), 30(x1), 32(x1), #AT 1, D 1-6) and ten female bugbears (AC 7, MV 9", HD 2, HP 9(x10), #AT 1, D 2-5), and six young (AC 8, MV 9", HD 1, HP 4(x3), 2(x2), 1(x1), #AT 1, D1-4) are in this room. Each male bugbear carries 10 s.p.; the females have no treasure, nor do the young. The various sleeping pallets and boxes, trunks and barrels contain little more than personal effects, and foodstuffs of the type in location #7 above. However, there is a small room with a secret door in the eastern wall of this room that the bugbears consider an "open secret" – the bugbears all know of it but do not tell any allies. Within is a small cache of gold (200 g.p.) a spear +2 and three potions of healing. In the southeast corner there is a covered pit which leads to the "slop caves" where offal and nightsoil are disposed of. A faint reek of sewage seeps up from around the large metal covering.

[/sblock]

IIRC 1E listed bugbears as being medium to large size class, About what HP amount would you say a bugbear enters large size class?

Also do you have a master list of monsters in the modules?, like a shopping list of minis needed?

EDIT: WGH4 Area #17 references area #20, when it should reference area #18. Also what it is referencing probably will have a HARD time getting past area #19 on it's way to #17.

EDIT: WGH5 Area #1: No mention of the total number of the
kobolds and black orcs
in here.

EDIT: WGH5 Area #4 references area #7, when it should reference area #8. But that makes another enemy conga line situation. Not a terrible one, but it seems to me the
8 black orcs would conscript the 3 ogrillions as the black orcs
go by.

EDIT: WGH5 Area #8D: No mention of how many of the normal
orcs
are here.

[sblock= head count so far...] 10 Firenewts on patrol
1 Dune Stalker
4 Ratmen on patrol
2 Giant 5hd Scorpions
9 1hp Centipedes
Giant Ant Lion lair
1 Wolfwere
1 Sandman
1 Gambado
Red Dragon*
70 firenewts 7 elite, 2 priest
4 Ogre Rats
3 water weirds
10 Ratmen and their commander
3 Ogre Rats
1 ogre majin
4 monster zombies
20 male ratment. 13 female ratmen, 7 child rats
4 ogre rats
2 trolls
1 annis
grey ooze
umber bulk
plop monster
whight
specter
sskulls
efreet
2-12 arrmored bugbears
8 bugbears
1 bugbear chief
1 bugbear captian
3 bugbear bodyguard
8 bugbears
6 Bugbears
4 giant centipedes
2-5 bugbears
ten bugbears
24 male bugbears
10 females bugbears
2 ogres
3 bug bodyguards
3 bugbear witch doctor
1 bugbear sub chief
3 large spiders
3 bugbears
Fighter
othyg
4 carrion crawlers
22 giant rats
11 peircers
yello mold
8 black orcs
Great black orc
2 black orc coperals
two wraiths
10 ghouls
whight
Yello mold
Evil priest
2 vrocks
6 monster zombies
coffer corps
4 juju zombies
apaprition
4 grey oozes
8 werets
5 kobolds
30 giant rats
ocre jelly
bone golem
8 leather clad blorcs
12 rat hunters
4 rats
8 werats
2 grey ooze
7 ogrillions
4 armored blorcs
4 werats
12 kolbolds
2 verbeeg
? black orcs
? Kobolds
10 wererats
19 male kobolds
7 f kobolds
3 y kobolds
1 Master kobold
4 chief kobolds
40 giant rats
8 black orcs
40 kobolds
18 giant rats
2 blorc guards
4 blorcs
5 off duty blorcs
Blorc captian, seargent, 2 bodyguards
? orcs
2 4hd spiders
brown mold
mimic
9 giant ticks
slithering tracker
6 grey dwarves
10rot grubs
1 diso blorc
1 elf
1. Giant centipedes (8), 1 hp ea.
2. Black orc patrol (4 total, hp 15, 17, 19, 19)
3. Carrion crawlers (3), 14, 17, 19 hp ea.
4. Giant rats, hunting in a pack – 20 total, 3 hp ea. Loss of more than 50% of their number will scatter them.
5. Three (3) wererats in human-form. 20, 21, 23 hp each.
6. A line of 15 giant ants working across a hallway. Unless they are directly attacked or the line is stepped on they will likely (60% chance) ignore the party.
7. Gray ooze. 22 hp.
8. Lone verbeeg, 24 hp [/sblock]
 
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Switching rooms 7 and 8 makes the flowchart run smoothly.

WGH3 has two area 10's
[sblock=WGH3 Area 10 ]
10. UNDERGROUND BARRACKS
___________________________________________________________
This is a disheveled room with sleeping pallets, tables and stools. Ten bugbears are here; some are eating meat roasted over a brazier in the corner. A clay chimney carries the smoke through the upper ceiling, presumably to the outside. In the corner there is a large chest. Upon your entry, the bugbears seem unconcerned; a few even point at the cooking meat and your group and speak in a friendly tone in their native tongue!
____________________________________________________________

Unless the alarm has been raised, the ten bugbears (AC 5, MV 9", HD 3+1, HP 19(x3), 20(x2), 12, 14(x2), 13(x2) #AT 1, D 1-6) will all be as relaxed as noted above. They will wait for the party to enter, and then pounce, surprising on a roll of 1-3 on 1d6. The locked chest contains the guards' payroll: some 148 c.p. and 100 s.p. Each guard has 1d6 silver pieces.
10. Common Room

A huge (60" x 40") room, this area apparently houses the bulk of the bugbear tribe. Over two dozen adult bugbears are here, as well as many young bugbears. A cook-fire burns in the chimneyed hearth. There are a few tables around the room, as well as sleeping pallets and small casks and crates are here and there throughout the room. The floor is strewn with trash - dried rushes, bits of bone from meals, scraps of hide, etc.

Twenty four male bugbears (AC 5, MV 9", HD 3+1, HP 13(x8),
20(x5), 22(x2), 23(x7), 30(x1), 32(x1), #AT 1, D 1-6) and ten female bugbears (AC 7, MV 9", HD 2, HP 9(x10), #AT 1, D 2-5), and six young (AC 8, MV 9", HD 1, HP 4(x3), 2(x2), 1(x1), #AT 1, D1-4) are in this room. Each male bugbear carries 10 s.p.; the females have no treasure, nor do the young. The various sleeping pallets and boxes, trunks and barrels contain little more than personal effects, and foodstuffs of the type in location #7 above. However, there is a small room with a secret door in the eastern wall of this room that the bugbears consider an "open secret" – the bugbears all know of it but do not tell any allies. Within is a small cache of gold (200 g.p.) a spear +2 and three potions of healing. In the southeast corner there is a covered pit which leads to the "slop caves" where offal and nightsoil are disposed of. A faint reek of sewage seeps up from around the large metal covering.

[/sblock]

I see what happened here. It's just an editing error that doesn't refer to a specific "room". The boxed text was a vestigal remnant of a Room 10 that was taken off the map. I'll fix that.


IIRC 1E listed bugbears as being medium to large size class, About what HP amount would you say a bugbear enters large size class?

Hmm...I never put any thought into it to be honest - I always treated them as Large monsters.

Also do you have a master list of monsters in the modules?, like a shopping list of minis needed?

I do not. I see one at the end of this post, did you compile that? If so, thank you.

EDIT: WGH4 Area #17 references area #20, when it should reference area #18. Also what it is referencing probably will have a HARD time getting past area #19 on it's way to #17.

That's a funny one; the map was originally built in Dwarven Forge but the tile templates I used to make the caves when I drew the map for the module didn't allow for the organic shapes that the DF does, so I shifted things around without double checking the text.

EDIT: WGH5 Area #1: No mention of the total number of the
kobolds and black orcs
in here.

Yeah, that's a bad one. I'll fix it.

EDIT: WGH5 Area #4 references area #7, when it should reference area #8. But that makes another enemy conga line situation. Not a terrible one, but it seems to me the
8 black orcs would conscript the 3 ogrillions as the black orcs
go by.

I'll go you one better - I did that twice.

EDIT: WGH5 Area #8D: No mention of how many of the normal
orcs
are here.

I didn't put a number there as it ultimately doesn't matter. They're no-effort kills and no XP should be rewarded for slaying the poor bastards. (Finally, one I did on PURPOSE)

Thank you for catching those errors. Ah the joys of one-man-bandism.

(snip)
 

I didn't put a number there as it ultimately doesn't matter. They're no-effort kills and no XP should be rewarded for slaying the poor bastards. (Finally, one I did on PURPOSE)
Still an exact body count or a specific notation the DM picks the number would have been useful.

Given how big you describe them, are any of the black orcs supposed to be large?

Speaking of large, arn't Ogrillions medium in 1E?
 

Hey DD, you want any help with the maps? i love killing time with MS paint! on that subject...

Been making some counter sheets for the modules. Since i don't remember the official 1E base standards, I went with circle inside of square. For size, I went with my favorite standard, Small= 3/4"[close to 20mm], medium = 1"and most large 1.5" {close to 40mm]. I have a hunch that mediums might be better on 3/4", but was not sure about that.

Ready to print Counter sheets
- DM's Eyes only - Major spoilers

img523.imageshack.us/img523/2973/ddpart1pf9.png
img523.imageshack.us/img523/7453/ddpart2ak7.png
img13.imageshack.us/img13/1038/ddpart3cl9.png
img160.imageshack.us/img160/6371/ddpart4cr0.png
img523.imageshack.us/img523/8379/ddpart5ha4.png
img179.imageshack.us/img179/7741/ddpart6pa9.png
img403.imageshack.us/img403/9494/ddpart7ic4.png
img168.imageshack.us/img168/4392/ddpart8zt9.png


[sblock=WGH2-5 Counter sheet thumbnails]
Sheets #1-4 should be 6.75" by 9.75". If they show up smaller, let me know and I'll try re-upping them. Rest are 7'x10".

Dragons of differing sizes [1"x2", 1.5"x3" & 2"x4"] were made available since a DM's opinion on how much space a dragon mini deserves may vary.





Sprite rippers include: Grim, emonoya, CACM, Bogleech, neosiris, SmithyGCN, Ryan914 , EXE, Blue99, Mr.P,, D , Locke_gb7l, Boo & VGS.net
[/sblock]
 
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OK, counter sheets are finished. If anyone has suggestions for more, speak up. Speaking of, does anyone want the
large grey oozes, carrion crawlers & antlion
as 1"x2" cavalry base units rather than 1.5" square / round units in the above counter sheets?

WGH3:
The top of the keep is unmapped. Is this intentional?

WGH3: The area 16 on the map fits the description of Area 15. No Area 15 appears on the map.

Thanks for the modules thedungeondelver. I love those 1E bodycounts.

Also thanks for the link to the mapmaker.
 
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