Shadowdark: Stocking A Dungeon Example

I am about an hour out from the first of 4 sessions. I rolled up.some details about and NPCs for the "tent town" of Luna that serves as the gateway to the Vale. The PCs will have contracted with the Cartographer's guild,which makes buying gear and selling loot easier, and gives them an unlabeled map of the Vale from the last time it appeared 1000 months ago. They will get extra pay and XP for updating that map.
 

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The con is over and the games went well. Here is a brief report for those interested:

On players and PCs: There were 5 or 6 players for every session. One player played all 4, and another played 3, and one played 2 sessions. Everyone else was a one off. 3 characters were played every session, and all 3 of those leveled to 4th for the final session. They included a goblin wizard who was very hot and cold on magic, a plague doctor, and a priest. Other characters played multiple times included a Knight of St Ydris, a half troll pit fighter, and a sea wolf. There a LOT of carousing after each adventure was complete.

In session 1 the party explored the "greek" themed Axe temple. They made friends with the cultists and ended up fighting the manticore and winning with only one character killed. they killed half the harpies and drove the others off. They acquired a magic battle axe and a suit of armor in addition to minor items and gold.

The second session they explored the Obelisk after a brief and bloody random encounter with a troll. generally, I only allowed for a single random encounter, just because I wanted sessions to focus on the small dungeons the party chose. This adventure felt very Gamma World with the players being good sports about their characters not understanding the high tech stuff that were essentially screens and laser turrets. They did not actually attempt to descend into the black hole powering the place, but it was close. The goblin wizard vowed to find some sort of magic to be able to translate the alien language and return, but they never did. Mostly the took as many "obsidian plates" as they could and sold them. I actually planned to have a rival adventuring party be there if the players did return.

For the third session the players explored a ruined village, which looked like it had been razed -- except for a small monastery at its center (dedicated to cider making monks). Inside they discovered a magical ritual that protected the place from fire (to the point they could not light torches inside; luckily the goblin's light spell worked this time). The undead skeletons of the monks were still performing the ritual. One exploration, the PCs found that there was a secret, corrupt monastery beneath this one (the likely reason why the town had been razed). It was haunted by the ghosts of the long dead monks, and they also discovered a succubus that had been stuck in a summoning circle for centuries. One PC foolishly let her out and was dragged into Hell for his efforts. Good times. They did not go in to the chamber with the Elder Thing the monks worshipped, but they would in the final session.

That final session saw the PCs head to a remote point on the map that previous information suggested was tied to the alien obelisk. They discovered very ancient menhirs etched with multiple sets of runes, including some in the alien language. They were able to translate some of them (not the alien language though) and get the idea that this place was the anchor point of the whole valley on its travels through the dimensions and parallel worlds. It was also guarded by the crabstrosity, and they decided they did not want to fight it and left. ugh. They picked a feature on the map I had not detailed yet so I called for a short break and rolled on some Shadowdark tables. In 5 minutes I had a new adventure in a gnome diamond mine where the party encountered a mutant bullette things. The sea wolf got swallowed and nearly died but was able to cut himself out and kill the monster. There was still a little time left, so they went back to the corrupt monastery and fought the elder thing, which tore the sea wolf in half.

In all a great time and a great group of players. But as usual i was exhausted by the end -- I'm getting too old to run 16 hours of games in 2 days.
 

The con is over and the games went well. Here is a brief report for those interested:

On players and PCs: There were 5 or 6 players for every session. One player played all 4, and another played 3, and one played 2 sessions. Everyone else was a one off. 3 characters were played every session, and all 3 of those leveled to 4th for the final session. They included a goblin wizard who was very hot and cold on magic, a plague doctor, and a priest. Other characters played multiple times included a Knight of St Ydris, a half troll pit fighter, and a sea wolf. There a LOT of carousing after each adventure was complete.

In session 1 the party explored the "greek" themed Axe temple. They made friends with the cultists and ended up fighting the manticore and winning with only one character killed. they killed half the harpies and drove the others off. They acquired a magic battle axe and a suit of armor in addition to minor items and gold.

The second session they explored the Obelisk after a brief and bloody random encounter with a troll. generally, I only allowed for a single random encounter, just because I wanted sessions to focus on the small dungeons the party chose. This adventure felt very Gamma World with the players being good sports about their characters not understanding the high tech stuff that were essentially screens and laser turrets. They did not actually attempt to descend into the black hole powering the place, but it was close. The goblin wizard vowed to find some sort of magic to be able to translate the alien language and return, but they never did. Mostly the took as many "obsidian plates" as they could and sold them. I actually planned to have a rival adventuring party be there if the players did return.

For the third session the players explored a ruined village, which looked like it had been razed -- except for a small monastery at its center (dedicated to cider making monks). Inside they discovered a magical ritual that protected the place from fire (to the point they could not light torches inside; luckily the goblin's light spell worked this time). The undead skeletons of the monks were still performing the ritual. One exploration, the PCs found that there was a secret, corrupt monastery beneath this one (the likely reason why the town had been razed). It was haunted by the ghosts of the long dead monks, and they also discovered a succubus that had been stuck in a summoning circle for centuries. One PC foolishly let her out and was dragged into Hell for his efforts. Good times. They did not go in to the chamber with the Elder Thing the monks worshipped, but they would in the final session.

That final session saw the PCs head to a remote point on the map that previous information suggested was tied to the alien obelisk. They discovered very ancient menhirs etched with multiple sets of runes, including some in the alien language. They were able to translate some of them (not the alien language though) and get the idea that this place was the anchor point of the whole valley on its travels through the dimensions and parallel worlds. It was also guarded by the crabstrosity, and they decided they did not want to fight it and left. ugh. They picked a feature on the map I had not detailed yet so I called for a short break and rolled on some Shadowdark tables. In 5 minutes I had a new adventure in a gnome diamond mine where the party encountered a mutant bullette things. The sea wolf got swallowed and nearly died but was able to cut himself out and kill the monster. There was still a little time left, so they went back to the corrupt monastery and fought the elder thing, which tore the sea wolf in half.

In all a great time and a great group of players. But as usual i was exhausted by the end -- I'm getting too old to run 16 hours of games in 2 days.

Awesome stuff Reynard!
 


@Reynard Hello there, just finished stocking my dungeon. Mind if I attached it to this thread?

Note: While I used Shadowdark Dungeon Stocking method, I have used Shadow of the Weird Wizard and my campaign as an underlying game system.
 

@Reynard Hello there, just finished stocking my dungeon. Mind if I attached it to this thread?
I am excited to see what you did.
Note: While I used Shadowdark Dungeon Stocking method, I have used Shadow of the Weird Wizard and my campaign as an underlying game system.
Shadow od the Demon Lord is one of those games I keep meaning to find the time to run and can't seem to land.
 

Here it is. Series of posts documenting the process and end result.

DUNGEON STOCKING MANUAL​

Sources​

Inspirations​

  1. Shadowdark: Stocking A Dungeon Example by Reynard

Maps​

  1. Dyson Logos maps thread
  2. Watabou's Procgen Arcana, One Page Dungeon Generator

    Recommended settings/workflow:
    • r-click, Style, Preset, Light, Apply
    • r-click, Notes, Numbers
    • r-click, Layers, Title & story, Off
    • r-click, Save as PNG
    • r-click, Export as, PNG... (ready for printing)
    • r-click, Export as, SVG (scalable vector)
    • r-click, Export as, Markdown (saves notes)

Stocking Method​

  1. Shadowdark core book, page 130
  2. NotebookLM.google, stuffed with monster materials
 

Map #1: Killer on the Run​

Hook: The heroes are following tracks of an assassin.

Shadowstone Manor​

Status: Barely modified to fit the setting and background story.

Forgotten ruins of a manor in the hills off the Ranger's Path. Originally located atop a hill, it literally slid down into a lake killing off the noble owner, noble's clan and retainers, following a witch's curse and a coincidental quake hundreds of years ago. The lake has dried off since then allowing wandering creatures back in. Rooms are buildings, deformed by slide and covered off by layers of mud. It is barely discernible from the outside due to large number of trees growing over the buildings.

shadowstone_manor.png


One Page Dungeon Generator
 

Supporting Systems​

The system is Shadow of the Weird Wizard. The characters number 4-5 and are of 2nd level. Tier: Novice. The expected difficulty levels are Easy: 4, Average: 8, Hard: 12.

Dungeon Turn/Crawling Round: 10 minutes. Each search action, each listening action and every longer encounter.

SWW basic information​

  1. Damage (Secrets of WW, p. 49), Single-Target: Minor: 1d6, Moderate: 2d6, Major: 4d6, Deadly: 8d6
  2. Damage (Secrets of WW, p. 49), Multitarget or Ongoing: Minor: 1, Moderate: 1d6, Major: 2d6, Deadly: 4d6
  3. Treasure (Secrets of WW, p. 50): Paltry: 1/2 gp to 1, Moderate: 1 to 2 gp, Bountiful: 2 to 5 gp

Story Developments​

  1. (#11) The river pirates are trapped (their exit caved in just before escaping Hired Killer reached them). They are frantically working on removing the blockage, and will manage to escape in 4 hours (24 10-minute dungeon turns).
  2. (#14) The Draugr Dark Mage hibernates guarding treasure room. Attracted to loud noises in #13.
  3. (#5) Pollywogs are dimly aware of powerful aliens in their territory. Curious and hungry. May attempt to steal or hit and run resting or lone characters throughout the dungeon (see the Wandering monster table).

Wandering monster table​

The dungeon is Unsafe.

Check every 3 crawling rounds (every 30 minutes).

Encounter chance: 1 in 6.

Distance is

  • 1 (next corridor or room),
  • 2-4 (one room away),
  • 6 (stalker or unrelated).
Creatures are
  • 1-3 Pollywog hunting party (x2, want to steal food or turn lone characters into food),
  • 4-5 (1x, pirate scout attempting to learn about/obstruct character progress),
  • 6 unique (roll on large table).
 

Shadowdark Maps (stocking)​

  • DANGER LEVEL (d6): 1 - Unsafe
  • SITE SIZE (d6): 12 - Large
  • SITE TYPE (d6): 6 - Ruins

Rooms: Type x Expanded description​

  1. (NPC, Captive, Shrunken Head Trio) Broken stairs (difficult terrain) lead down (previously up) to a (former guradroom) slightly skewed room sporting heavy brickwork. Dank and dark. On a pile of rabble someone inserted a small cross like scaffolding with three shrunken heads nailed to it.
  2. (Empty) The floor in the room is skewed about 30 degrees down toward west, where it ends submerged, with a top of a doorway peeking out. It's clear that the corridor ends up fully submerged. (DC 10) There are tracks of of something slimy near the edge of the water.
  3. (Treasure, Hidden) A former chapel. Ruined remains of several sculptures can be found littering the ground. Searching will reveal a secret stash of clerical items in the floor, just before lone set of feet.
  4. (Major Hazard, Ceiling caves in (2d6) if disturbed) Fully submerged room. By following underground corridor one can reach room #12. The ceiling structure has been made weak by exposure to water, and if touched, one has to pass a DC10 check or the ceiling will fall in, big chunks causing 2d6 damage and sealing the room in a single round.
  5. (Monster mob, Reckless, Outcasts) Headquarters of Pollywog clan. Here's where they sleep and eat, and plan their hunts. Will respond to Shrunken Head Trio whistle by stealthily hunting the cause of the alert. In the corridor to #5 there is a clay wall reinforced with saliva (DC 10, Health 5). The wall was built by Pollywog God-Croaker to stop random hungry Pollywogs from wandering into #6 and feeding on eggs. Note that Pollywogs do not recognize familial ties, their young do not imprint on their parents and they tend not to not to work together unless brought by divine powers of God-Croaker or Monarch. They are driven by hunger and aided by sentience. Their ability to communicate is imparted by a faded gift of a forgotten divine patron, and used sparingly.
  6. (Empty) Pollywog nest (Pollywogs are hermpahrodites) and food storage. Several semitransparent eggs with little Pollywogs writhing inside. They will deliver the spawn in 1d6+1 months.
  7. (Empty) Large empty hall (formerly a throne room). In a middle of the room there is a pedestal (once, there was a throne there), however the throne is missing. The room's south entrance, a large stone door, is stuck (DC 13 to damage or force open, Health 50 to break). Someone removed all rubble from there, however they left dirt. Roots of the trees hang down from the ceiling.
  8. (Empty) Large hall (formerly a meeting/feasting room). Again, the room appears to have been cleaned of rubble but not dirt. The top of the ceiling was a cupola, now broken - the sky and a few trees can be seen. Making a hard check (DC 14, 1 bane) one can attempt to climb out. The tree roots cover walls.
  9. (Trap, Crude, Toxic, Doorway Poisoned Dart Trap) Pollywog hunting ground. There is a booby trap (DC 10 +1 bane to spot a tripwire) that causes small needles to shoot from hidden devices if disturbed. The trap was set up to protect the pollywog territory. The floor is skewed down toward south-west, where a large pool of water covers an alternative exit to #12. The door toward north is made of wood and appears suprisingly recent (put there by pirates to stop Pollywogs from entering). There is a simple keyhole and a lock (DC12 to bypass). The door is rather sturdy (DC 12, Health 20).
  10. (NPC, Captive, Shrunken Head Trio) Once upon a time it was a large bedroom. Now it is just hauntingly overgrown room full of roots. Among the roots the final watcher is there, concealed (DC 12, 1 bane to notice). Another modern sturdy door leads wast (DC 12, Health 20, lock). There is always a guard just beyond the door listening for clattering or whistles.
  11. (Boss monster, Guarded by minions, River Pirates) A pirate camp with an well concealed exit leading outside. The pirates have a camp here from which they launch attacks against the railway. Unfortunately, the exit collapsed after rain, two hours ago, and they are digging their way out.
  12. (Trap, Sturdy, Ensnaring, Underwater Net Trap) Pollywog fishing ground. Trapped with a large net that allows to easily and quickly gather fishes coming in through another underground stream. The stream is too small for humans and Pollywogs. By diving one can reach rooms #4 and #9.
  13. (NPC, Wounded, Shrunken Head Trio, Damaged) There was a large hall here. Right now there is only oppressive silence and low-hanging ceiling (despite ominous looks, the ceiling is pretty solid). It seems that someone cleaned the room. All the more strange is the presence of a cross with two, not three heads (the whistling head being gone). To the south there is an intact door made of an anqique table.
  14. (Boss monster, Supreme sorcerer, Draugr Dark Mage (SWW, p. 168)) The sole survivor of the calamity who swore to guard eternally the bodies of his clansmen, is resting here on an elaborate throne (dragged here from #8). A mighty creature in a rusty mail seemingly judges all those who enter, glaring from empty eye sockets. If gently disturbed, the creature will point toward the door asking everyone to leave. Otherwise, it will stand up dragging large sword.
  15. (Treasure, Protected by hazard, Floor caves in (1d6) if disturbed) The ossuary of all bodies that Draugr Dark Mage found in the then-submerged ruins. The bodies are chaotically strewn across the floor, and they still have their belongings with them. Anyone searching must be extremely careful (DC10) or the floor breaks and everyone and everything falls into a pit - success yields an item from the list below. The whole rooms begins to cave in, and those who do not leave within 3 rounds, are buried (6d6) beneath the rubble. Those searching have an opportunity to find several antique treasures.
# Treasure / Room #3
1. Grave Candle (1 gp): This magical common trinket is used by the servants of Lord Death. It is specifically crafted to aid in missions of extermination against deadly spirits and the undead.
2. Two glass Vials of Holy Water, glass bottles engraved with skull (1 gp): Sold in glass bottles etched with religious symbols, these vials of consecrated water are used for blessings and rituals (valued at 5 silver shillings each).
3. Two Elixirs of Healing (1 gp) - two bottles of holy wine, again with a seal of a skull: These magical consumables Release their power upon consumption to cure the body. They are often found on the persons of ordained priests and are valued at 5 silver shillings per dose.
4. Small Silver Religious Icon - a skull with two nails driven into its eyes (2 gp): A durable art object made from precious metal. In Marnhay and the borderlands, silver jewelry and religious icons retain their full value when exchanged or sold.
Total Worth: 5 gp (or 50 silver shillings)

# Elixir of Healing
At the end of the round, you heal 1d6 damage.

# Grave Candle
Made from grave dust and ashes mixed with human fat, the grave candle has a flame that turns blue to announce the presence of spirits and undead. The candle can burn for a total of 8 hours. Its flame changes color whenever at least one spirit or undead has closed to within 50 yards.

# Holy Water
Sold in glass bottles etched with the symbol of the religion responsible for its blessing, each bottle contains one dose. Any demon, faerie, fiend, spirit, or undead splashed with holy water loses 2d6 Health. Any other kind of creature that drinks the liquid heals 2d6 damage.

# Poisoned Dart Trap / Room #9
The poisoned dart trap protects about 5 yards of hallway on the east side of the room. Small plant springs activate throwing darts.
A creature trips the trap when it moves onto the ground at the end of the hallway. A barrage of darts fly from both sides of the entrance at differing heights. Each creature in the trapped section of hall loses 1d6 Health, and becomes poisoned (luck ends).
# Poisoned
You have been exposed to venom, poison, or some other toxin. You make attribute rolls with 1 bane, and you grant 1 boon on rolls against you. In addition, at the end of each round, you lose 1d6 Health.

# Net Trap / Room #12
A net has been tied to the stakes in the submerged part of a room. A trip-wire stretches across the floor under it. Any creature inspecting the floor in this space can spot the wire. When a creature moves across the ground in the space containing the tripwire, make a secret luck roll for that creature. On a failure, the creature trips the trap, which releases the net probably entangling it.
A creature with professional knowledge related to traps can spend 1 minute working on the tripwire with a tool kit. When the creature finishes, it makes an Intellect roll. On a success, the creature disarms the trap. On a critical failure, the creature triggers the trap.

# Treasure / Room #14
Weapon Name: Silt-Crusted Thonian Spire
Type: Long Sword (Antique/Superior) Value: 10 gp
Appearance: This weapon is an antique bronze longsword whose blade has been plated in a thin layer of mythrael (true silver). Hundreds of years of submersion in lake mud have left the bronze guard green with verdigris and the hilt wrapped in rotting, slippery kelp-dyed leather. Despite the corrosion, the mythrael edge remains preternaturally sharp and hums with a faint, sickly green light similar to the eldritch flame in the Dark Mage's eye sockets.
Attributes and Traits:
• Requirements: Strength 12 (The Draugr Dark Mage meets this requirement).
• Damage: 2d6 + 1d6 (Slashing).
• Antique Craftsmanship: Because it is a superior item of exquisite make, the wielder rolls to attack with 1 boon.
• Mythrael Edge: When used to make a Slashing attack, the blade deals an extra 1d6 damage.
• Slow & Versatile: The sword can be used with one or two hands, but its ancient weight allows only one attack per round.
• Brittle Age: As an antique bronze weapon, the blade is fragile; if the d20 roll for an attack is a 5 or less, the blade snaps, becoming a functional dagger but losing its mythrael damage bonus.
Magical Property (Trinket):
• Grave Chill: The sword is Spellbound with the essence of the barrows. Once per hour, when the wielder gets a success on an attack roll, they can cause the target to become slowed (luck ends) as magical frost spreads from the wound.
Lore Connection: Dwarfs and ancient humans often "layered spells into the metal during the forging process" to bind magic to the blade. This particular sword likely belonged to a knight who stood vigil during the ill-fated banquet, now bound to the Dark Mage’s service by the same witch’s curse that drowned the palace.

# Treasure / Room 15
Antique dwarven mythrael locket (10 gp to a collector)
A gem, emerald (1 gp)
A clay tablet containing an inscription of a spell (1 gp), Deep Sense
Two lustrous pearls (1 gp each)
A silver coin containing an expert spell (5 gp) (the coin slightly vibrates if touched, and one hears a word whispered in theiur ear, speaking it loud released the spell - the word is BURN!)

# Deep Sense (Novice Divination)
• Requirement: You are underground
• Castings: 3 (one if made from the tablet)
• Target: You
• Duration: Instantaneous
• Description: Upon reading the inscription, information about your immediate surroundings floods your mind. Within a Size 20 space (approximately a 20-yard radius) centered on you, you instantly gain the following knowledge:
•• The approximate grade of the surface on which you stand.
•• The number of yards of earth and stone separating you from the open air above.
•• The presence of any traps.
•• The existence of hidden or secret doors.
•• The exact location of every hidden creature within the area.

# Fireball (Expert Pyromancy)
• Castings: 1
• Target: One Size 5 space within 30 yards
• Duration: Instantaneous
• Description: A ball of fire forms in your hands and streaks toward the center of the target space. Upon reaching its destination or encountering an obstacle, it explodes, dealing 4d6 damage to every creature and object within the Size 5 area. Additionally, any flammable objects in the space catch fire.
• Secondary Effect: Any creature that takes damage from the explosion must make an Agility roll. On a failure, the creature takes an extra 4d6 damage and catches fire (luck ends)
 
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