Switching around has been what's saving me!You can take a break and catch up later. Or switch to another level or section of the dungeon with a different theme.
Switching around has been what's saving me!You can take a break and catch up later. Or switch to another level or section of the dungeon with a different theme.
Beginning…to lose…motivation…![]()
Room 80 - Fishing Shack
The entrance to the end of this short 10-foot wide test passage has water-proofing (tar) covered locked double-doors that is sealed with an arcane lock (DC 15 to pick or break open without the arcane lock, DC 25 with it).
If they aren't currently being used, it holds the gear of the fishing crew in ____ for use in the lake (#86): three partially disassembled tripod mounted harpoon ballista (without the trigger mechanisms or torsion springs), the harpoons, several 200' silk ropes, two large strong nets, and four ten foot polls to help carry them. Two tripods and one net are typically used at a time.
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Day 45Day 44 - the crew quarters
The Star of the North's crew quarters were underwater. I made a quick dive to see if there was anything useful left to discover. But apart from debris, abandoned hammocks and an unusable kitchen, there were only fish and other small sea creatures that had already made this part of the ship their new home. There is no trace of the crew here either. But the hole in the hull is huge. What could have caused the ship to break apart so easily?View attachment 275421
81 - Bat Cave!
The entrance to this massive 150' x 100' cavern from the mine shaft is sealed with a thick metal grate that is barred from the mine-side. The air coming from it is heavy with the smell of decay and guano. In spite of that it appears to be in fairly good shape and was likely opened not to long ago (a month or two?).
The other side is dimly lit by the 6" to 5' tall bioluminescent purple mushrooms growing all over the cave floor. The entry hole drops down to a ledge with only a 5' clearance. A 10' drop brings it to a ledge surrounding a large central area that has another 10' to the ground.
The ceiling of the cave is covered with 100s of Bats that feed on the various insects living off of the fungus. The Bats will ignore those in the cave unless intentionally antagonized. Three Cave Fisher's have currently webbed the west corner of the cave to catch the bats. It looks like there are remnants of Cave Fisher filaments on the south-east ledge and some of the marks on the wall make it appear that something might have been hunting them.
There is what appears to be a decaying small wooden hut near the north side of the bottom pit. Looking closer shows the door is only loosely on its hinges. It radiates very, very faint transmutation magic (that is no longer effective).
Partially buried under guano and fungus outside the door appears to be the headless skeleton of a dwarf in chainmail with some thin sharp wire in a circle near where the neck used to be. The head shattered when it was sprung and the pieces are long since covered completely. A falling-apart portion of a 10' pole is also lying near the hut, with a piece of wire around the break in it.
The hut has one remaining razor wire trap in it - that can be sprung safely using a pole or the like to prod the hut entrance. If the door is moved in person (and not prodded from at least 6' away) it is a DC 18 DEX save to avoid the 15 (3d10) slashing damage. A natural 1 indicates the wire has wrapped around the character and is constricting them for an additional 5 (d10) damage per round until it is removed. A helper can do that easily, it takes a DC 11 DEX check for the trapped person to deal with it without taking an additional 5 (d10) damage.
The inside of the hut hasn't been disturbed except by the insects who stripped the corpses of the two apparently human sized rats. There are two Extra-Duration Potions of Diminution that last 3+d4 hours, a regular short sword, a brass key, and a Lesser Pipes of the Sewer that have only 1 charge each day. A bit more looking finds the remnants of a light cross-bow, clothing, and a bag that have been worked on by the insects.
Much searching would reveal a very slow trickling spring on the south side of the bottom.
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Edit: Renumbered 81 to make it fit better.
I really like the way your maps look!
I think it's the cross hatching @Bill Zebub is using - I also really like how it looksI really like the way your maps look!
I really like the way your maps look!
Day 46 - the main deckDay 45
I recklessly plunged into the depths of the Star of the North's cargo hold, never imagining the horrors that awaited me. To my dismay, I discovered what remained of the crew - their once proud and graceful elven bodies now fused and corrupted by a monstrous entity. This abomination had taken root in the hull of the ship, using the sailors as hosts to breed and propagate its kind.
Trembling with fear, I tried to keep my distance, but I could feel its dark presence bearing down on me. Its tendrils and vines crept closer and closer, as if sensing my presence. I knew I had to act quickly, before it was too late.
In a flash, my fears were realized as I witnessed a fish being dragged away into the shadows by tendrils I couldn't even see. That was all the impetus I needed to make my escape. I knew that I must find a way to destroy the horror, before it could spread any further. I would need to find a powerful magical flame, one that could penetrate the depths of the sea and burn even the darkest parts of the ship to ashes. Only then could I ensure that this evil would never again threaten the world above.
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Damn you, verisimilitude!
In drawing up a headquarters for a company of mercenary caravan guards in the town, I realized they'd also need stables for their horses...
And I'd also need a local boarding house for members of caravans coming through town...
But all those travelers need someplace to eat and drink...
So now the town has another tavern...
(Which required a brewery...)
And a public eating house...
And a brothel...
And someone has to wash the linens from the boarding house, so now there's a laundry...
And then something else occurred to me, and I had to go back and redesign three or four of the previous buildings to include privies*...
Aaaargh!
*(Personally, I blame Marvel Comics for that one.)
This one's easy. Just make the entry: "A small town."Damn you, verisimilitude!
In drawing up a headquarters for a company of mercenary caravan guards in the town, I realized they'd also need stables for their horses...
And I'd also need a local boarding house for members of caravans coming through town...
But all those travelers need someplace to eat and drink...
So now the town has another tavern...
(Which required a brewery...)
And a public eating house...
And a brothel...
And someone has to wash the linens from the boarding house, so now there's a laundry...
And then something else occurred to me, and I had to go back and redesign three or four of the previous buildings to include privies*...
Aaaargh!
*(Personally, I blame Marvel Comics for that one.)
Room 79 - The North Mining Tunnel
This 300' long tunnel with side passages has been mined by many over the years, including before it was absorbed by the Vault. The current experts (Hjuldhor, Gostraen, and Thulgrami - in room #55) have decided it is mostly played out and moved their activities to the South Mining Tunnel (#82). Averaging 10' wide with 7' ceilings, there are hooks every 30' that could be used to hold a lantern.
The passages to A, D, and E still show signs of regular traverse. The entire length of the main hallway to D has Dwarven footprints and wheeled tracks. Those to A and E show drag marks (maybe a triangular stretcher being pulled?) and a variety of footprint sizes. The passages to B and C have accumulations of undisturbed dust.
A - This short 10' wide spur ends in tar covered double doors that are locked. (See #80 for more).
B - This spur ends in a cave that drops 35'down. There is a stone ladder carved into the side for anyone who would like to climb down, and a currently ropeless pulley in the ceiling. It seems as if no one has been in this part for quite some time, but that the sides were actively mined in the past.
C - This tunnel slopes up 5' along its length before opening into a 15' tall cave that was expanded through mining in the past. Like B, the dust indicates it hasn't been visited recently.
D - This cave was once quite deep, but has been used to dump much of the rubble into and now only goes down 10' below the passage, with the ceiling 15' higher than the passage floor. Some of the rubble piled in it looks fresh.
E - This natural cavern also appears to have regular foot traffic - and it smells of decay and guano. The odor comes from a thick metal grate in the floor that is heavily barred from the top. (See #81 for more).
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