D&D General #Dungeon23

Eyes of Nine

Everything's Fine
Sharing a couple of tools I use

The rice I use if I want some scattered elements. For example week 7, i had these floating islands - i dropped some rice and then drew circles around them to make my island shapes

The toothpicks I use if I want lines or directions. This week (9), I used them to show me where the lightning rail lines ran (you'll see the map this weekend). Same process - take a few, hold them above the paper, and then drop

Sometimes I drop from higher for wider spread, sometimes from lower for closer spread

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Bill Zebub

“It’s probably Matt Mercer’s fault.”
Did another week (or so) worth of work last night during my Monday on-line gaming session (also had an awesome battle that left me 142 XP shy of 5th level. So close!)

I tried a heavier weight fineliner (08) for the walls. I think it's an improvement.

2.26-3.5.jpeg


2.26 - 3.5 Middle Mines

  • 2.26 Miners' Break Room
    • Nothing of interest
  • 2.27 Staging Area
    • If PCs are quiet in here they will hear snoring from the north
  • 2.28 Depleted Vein
    • A rich vein was discovered here; the dwarves expanded/excavated and cleaned it out
    • A monster prowls in here. Something big and dumb and hungry. I have no idea what it eats when no adventurers come along, so maybe this doesn't work. Maybe a fire elemental from 3.1?
    • Warmth comes from the passage to the northeast.
  • 2.293.1 Lava Hole
    • February has only 28 days, dummy. (Pencil in room numbers before inking!)
    • This room is very warm, almost intolerably so.
    • Reddish light emanates from a hole in the floor.
    • A shaft drops 500' to lava. Gotta have lava. There are probably other exits on the way down.
  • 3.2 Crystal Cave
    • Imagine being inside an enormous geode. (@M_Natas could probably draw some rockin' crystals.)
    • The dwarves preserved it as it was, 'cause they appreciate this sort of thing.
  • 3.3 Empty Chamber
    • (Skill check) ancient footprints lead to secret door
  • 3.4 Mystic's Chamber
    • Crystals, lava, elementals...some kind of Dwarf spellcaster set up shop here.
  • 3.5 Study
    • Journal provides useful information about this whole complex
    • Maybe a spellbook

I guess I'm off the hook until next Monday!
 


Cadence

Legend
Supporter
Room 23 - The Crew's Quarters

Each week or two, Escherelle and her crew are the core of the group that fishes in the lake to the west (#86; gear stored in #80). They are typically accompanied by some of the guards or other residents of the front area, and rarely even the Link's Squad (#35) or Three Dwarves (#55) - although not comfortably. If the party has demonstrated some trustworthiness, or has a Cleric or Paladin of a deity who would usually be worthy of some, they may let them fill that roll. The time in between is spent cleaning and smoking the catch.

Escherelle (half-orc) and Morgan (human) are the parents of Mirabeele (#17) - and have never quite known how to relate either to a child or a burgeoning mage. Brisco (human) is Morgan's brother. Estik (human) is the youngest of the crew, son of Warnikke (18), and older brother of Aloysius (17). Makreda (dwarf) is the oldest of the crew. They all get along quite well and enjoy good ale and a good card game. They are generally liked by the other inhabitants of this end but are viewed as a bit boisterous and maybe a touch arrogant.

The 20'x20' unlocked room has a large bed and three single beds that are slightly raised with footlockers and chamber pots underneath. Each has a continual flame lantern hanging above it on the wall near a gear rack, and a curtain on the ceiling that can be pulled out for privacy. The table in the middle has seven stools and usually a deck of cards.

Escherelle, Morgan, and Makreda can be modeled using Bandit Captain as a Base. Each has Survival (+4) instead of Deception, and has Perception (+2).

Escherelle has AC 15 (studded leather); STR 16 (+3), DEX 14 (+2), and WIS 12 (+1); Languages: Common, Orc, Dwarven; Long Sword +6 to hit, 7 (d8+3) damage instead of Scimitar; Light Crossbow +5 to hit 6 (d8+2) damage. Her armor is +1 and her long sword is a sword of wounding.

Estik has a Long Sword +5 to hit, 6 (d8+2) damage instead of a scimitar and Light Crossbow +6 to hit, 7(d8+3) damage. He has a Ring of the Eel (Ring of Swimming + Shocking Grasp once per day).

Makreda has AC 14 (Mithral Chain); HP 75; DEX 13 (+1), CON 15 (+3), CHR 10 (+1); Battle Axe +6 to hit, 7 (d8+3) damage instead of scimitar); and Light Crossbow +4 to hit 5 (d8+1) damage. Her Axe is +1.

Brisco and Estik can be modeled using Thug as a base. Each has a long sword instead of mace and a light crossbow instead of heavy crossbow. They have Athletics +2, Survival +2, and Perception +2 instead of Intimidation +2. Each has STR 14 (+2), Dex 13 (+1), Int 12 (+1), Wis 12 (+1), and Chr (+1). The Sword is +4 to hit, damage 6 (d8+2) and crossbow is +3 to hit, damage 5 (d8+1). Brisco has 38 HP (6d8+12) and two potions of healing. Brisco is more deeply affected than most by the aura of sadness around Berghildr (#57) if she is seen in passing. Estik has 26 HP (4d8 + 8).

View attachment 276936

Room 21 - The Children's Home

This 20'x20' room has two bunk beds with railings and a bed on the north wall, and two beds on the south wall. The NE and SW beds have railings under them that could be attached. Each single bed has a chest and chamber pot underneath, and each bunk has two crates and a chamber bot. The chests and crates are filled with clothes. There is a Wardrobe on the south wall with clothes and a few toys. The center of the room has two comfortable rugs and a low table with one low stool (Merlane has trouble getting up and down to the floor). There is a continual flame lantern on a hook by the door and another on the back wall.

"Aunt Merlane" (human in the late 50s) has raised orphaned children - or children of parents not disposed to raising them - for decades. She is one of the main cooks for the Entryway (much to the disquiet of Verna Deepbraid - in #22), and along with Taraen (in #16) one of those who is sometimes found at the gate (#12) praying to the Archon.

Helping her currently is Marsh (18 year old human) who is one of her former charges and currently the junior member of the guard. He really wishes he could get out and be with the adults. Merlane feels guilty that she's tired of his periodic petulance, but thinks he would really be happier moved out too. And it would give space for another little one (maybe brought up from below).

Her current senior ward is Arenyelle (16 year old human, who thinks she has a crush on Estik - in 23 - he doesn't particularly know she exists).

The younger wards include the human toddler Mella, dwarvish child Dhuvraela, human pre-teen Talbert, and half-elf pre-teen Ealirel.

Harevald (#16) is sometimes found here tutoring the children.

Merlane and Arenyelle are commoners (Merlane has Wis 13 and Cha 12; Arenyelle has Dex 12, Int 11, and Cha 11). Marsh is a Guard with a long sword +3 to hit, 5 (d8+1) damage and light crossbow +3 to hit, 5 (d8+1) damage.

Halfling, Dwarvish, and Elvish names courtesy of https://www.fantasynamegenerators.com/

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The next room created (#36) is in post #669 D&D General - #Dungeon23 .
 
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M_Natas

Hero
3.2 Crystal Cave
  • Imagine being inside an enormous geode. (@M_Natas could probably draw some rockin' crystals.)
  • The dwarves preserved it as it was, 'cause they appreciate this sort of thing.
I tried my hands on some crystals. It fitted well in the story:
Day 60: the crystal mines of Kyrthar Tahlketh

Have we made it? Are we in the Lost City? If we are really in the Lost City, then we are in the outskirts where the mines and quarries are located.

According to historical records, Kyrthar Tahlketh, the centre of the Kyrtharian Empire, owes part of its power to the magical crystal deposits believed to exist in the mountains surrounding the city. And I believe we have just stumbled upon such a crystal mine. Shining crystals grow out of the walls and bathe the mine in a pleasant twilight. The traces of pickaxes can be seen on the stone walls.

The mine looks abandoned, the equipment is dusty but in good condition. It is as if the workers had only left their things behind and were about to come back to continue the work.

The wall we just came through looks smooth and impenetrable again. Will we be able to get out of here again?
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Cadence

Legend
Supporter
Room 21 - The Children's Home

This 20'x20' room has two bunk beds with railings and a bed on the north wall, and two beds on the south wall. The NE and SW beds have railings under them that could be attached. Each single bed has a chest and chamber pot underneath, and each bunk has two crates and a chamber bot. The chests and crates are filled with clothes. There is a Wardrobe on the south wall with clothes and a few toys. The center of the room has two comfortable rugs and a low table with one low stool (Merlane has trouble getting up and down to the floor). There is a continual flame lantern on a hook by the door and another on the back wall.

"Aunt Merlane" (human in the late 50s) has raised orphaned children - or children of parents not disposed to raising them - for decades. She is one of the main cooks for the Entryway (much to the disquiet of Verna Deepbraid - in #22), and along with Taraen (in #16) one of those who is sometimes found at the gate (#12) praying to the Archon.

Helping her currently is Marsh (18 year old human) who is one of her former charges and currently the junior member of the guard. He really wishes he could get out and be with the adults. Merlane feels guilty that she's tired of his periodic petulance, but thinks he would really be happier moved out too. And it would give space for another little one (maybe brought up from below).

Her current senior ward is Arenyelle (16 year old human, who thinks she has a crush on Estik - in 23 - he doesn't particularly know she exists).

The younger wards include the human toddler Mella, dwarvish child Dhuvraela, human pre-teen Talbert, and half-elf pre-teen Ealirel.

Harevald (#16) is sometimes found here tutoring the children.

Merlane and Arenyelle are commoners (Merlane has Wis 13 and Cha 12; Arenyelle has Dex 12, Int 11, and Cha 11). Marsh is a Guard with a long sword +3 to hit, 5 (d8+1) damage and light crossbow +3 to hit, 5 (d8+1) damage.

Halfling, Dwarvish, and Elvish names courtesy of https://www.fantasynamegenerators.com/

View attachment 276938

Room 36 - Rechts Squad

The second of Shirazz's squads has only one long timer. But the four members work extremely well togther in the field, even if they don't have near the comaraderie in private as the Links squad.

The hobgoblin warrior Seethe is the long time member and squad leader. The hobgoblin sorcer-warrior Vex was the next to join. The more recent members are the human warrior Beltha, and the human wizard Kiraena.

Following Shirazz's rules they have nothing of particular of value they would leave behind in the 20'x20' room if not in. Still there is an Arcane Lock on the door keyed to them and Shirazz so that they don't need to worry about traps being laid for them while out. The chests underneath the comfortably made beds have extra sets of clothes and a few replacement supplies. There is a lidded chamber pot under each bed. Each has their own weapons and cloak rack, and a small desk with a stool and a hooded continual flame lantern. The desks can be pushed together to make a larger table if needed. If they're elsewhere on the floor (perhaps eating) then much of their gear will be here.

Seethe and Vex are actually Changeling sorcerer-warrior who switch places between each other and Marcuilis in room 37. They and the halfling Wilos Softvale (in #16) who abandoned them are all from the same vat in ____. Originally alternating between each other as Vex, they then replaced Seethe when the opportunity presented itself. Something about Beltha, Kiraena, and Shirazz makes them seem bad targets - and there hasn't been a tactical advantage in replacing any of Links Squad or the other floor residents. Shirazz is the obvious next target, unless Wilos hasn't really deserted and is working towards one of the leaders of the Entryway.

Seethe and Vex

AC 19 (Seethe-Breast Plate and +1 Shield); 14 (Vex-Studded Leather)
HP 33 (6d8+6)

STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHR 16 (+3)

Skills: Deception +2, Insight +4, Perception +2
Senses: Darkvision 60', passive Perception 12
Languages: Common, Goblin, Sylvan
Challenge: ??

Cantrips: Create Bonfire, Dancing Lights, Fire Bolt, Prestidigitation
Spells: Absorb Elements (1/day), Burning Hands (1/day)
(Seethe won't use Spells if others can see)

Multi-attack: Seethe makes two greatsword attacks
(Vex can -- but won't if others are watching)

Seethe: Great Sword +4 to hit, 8 (2d6+1) damage
Light Crossbow +5 to hit, 6 (d8+2) damage

Vex: Longsword +4 to hit, 5 (d8+1) damage

Seethe has two Potions of Healing, a Potion of Invisibility, and 85 gp in gems.
Vex has one Potion of Healing, a Potion of Spider Climb, and 35 gp in gems.


Beltha is a Nehwon Ghoul with a Ring of Disguise that allows her to change her form four times per day as Disguise Self as an attack action. The others know generally what the ring is, but have never heard of a Nehwon Ghoul and so merely find the look she pulls out sometimes to terrify enemies to be exceedingly well chosen. She isn't happy to be wearing clothing, but is getting to not despise it. It means she doesn't get the "Difficult to Target". She can still utilize the "Frightful Reputation" - it's based on appearance and not reputation. With chain shirt and sheild her AC is 16 and her HP are 32 (5d8+10). She is charismatic for her kind ( 9 (-1)). Newhon Ghools are in "Monsters & Magic of Lankhmar" from Goodman Games. She also has a Ring of Dark Vision from Shirazz (even though she doesn't need it), a Potion of Healing, and 65 gp in gems.

Kiraena is a Yuan-Ti pureblood who is passing as human with some burns from past encounters (burns which by "chance" cover the patches of scale on her back). Her time will come. As Yuan Ti pure blood - with extra spells -
Cantrips: Firebolt, Mage Hand, Prestidigitation
1st level: Three of Detect Magic, Magic Missile, Shield
2nd level: Two of Arcane Lock, Suggestion, Invisibility
She has a Ring of Dark Vision from Shirazz (even though she doesn't need it), a Potion of Healing, and a +1 dagger instead of a Scimitar (+3 to hit, damage 3 (d4+1)).

Hobgoblin names courtesy of Fantasy name generators. Names for all your fantasy characters.

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The next room created (#37) is in post #671 D&D General - #Dungeon23 .
 
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M_Natas

Hero
I tried my hands on some crystals. It fitted well in the story:
Day 60: the crystal mines of Kyrthar Tahlketh

Have we made it? Are we in the Lost City? If we are really in the Lost City, then we are in the outskirts where the mines and quarries are located.

According to historical records, Kyrthar Tahlketh, the centre of the Kyrtharian Empire, owes part of its power to the magical crystal deposits believed to exist in the mountains surrounding the city. And I believe we have just stumbled upon such a crystal mine. Shining crystals grow out of the walls and bathe the mine in a pleasant twilight. The traces of pickaxes can be seen on the stone walls.

The mine looks abandoned, the equipment is dusty but in good condition. It is as if the workers had only left their things behind and were about to come back to continue the work.

The wall we just came through looks smooth and impenetrable again. Will we be able to get out of here again?
View attachment 276967
Day 61 - Crystal Mines part 2

We continued through the crystal mine and I had to stop some of my party from mining the crystals. That is not the reason we are here and could attract unwanted attention. We have also discovered strange, dark, glittering spider webs that appear almost crystalline, but I have yet to see the spiders themselves. We must be extremely careful not to fall into a trap.
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Cadence

Legend
Supporter
Room 36 - Rechts Squad

The second of Shirazz's squads has only one long timer. But the four members work extremely well togther in the field, even if they don't have near the comaraderie in private as the Links squad.

The hobgoblin warrior Seethe is the long time member and squad leader. The hobgoblin sorcer-warrior Vex was the next to join. The more recent members are the human warrior Beltha, and the human wizard Kiraena.

Following Shirazz's rules they have nothing of particular of value they would leave behind in the 20'x20' room if not in. Still there is an Arcane Lock on the door keyed to them and Shirazz so that they don't need to worry about traps being laid for them while out. The chests underneath the comfortably made beds have extra sets of clothes and a few replacement supplies. There is a lidded chamber pot under each bed. Each has their own weapons and cloak rack, and a small desk with a stool and a hooded continual flame lantern. The desks can be pushed together to make a larger table if needed. If they're elsewhere on the floor (perhaps eating) then much of their gear will be here.

Seethe and Vex are actually Changeling sorcerer-warrior who switch places between each other and Marcuilis in room 37. They and the halfling Wilos Softvale (in #16) who abandoned them are all from the same vat in ____. Originally alternating between each other as Vex, they then replaced Seethe when the opportunity presented itself. Something about Beltha, Kiraena, and Shirazz makes them seem bad targets - and there hasn't been a tactical advantage in replacing any of Links Squad or the other floor residents. Shirazz is the obvious next target, unless Wilos hasn't really deserted and is working towards one of the leaders of the Entryway.

Seethe and Vex

AC 19 (Seethe-Breast Plate and +1 Shield); 14 (Vex-Studded Leather)
HP 33 (6d8+6)

STR 13 (+1), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHR 16 (+3)

Skills: Deception +2, Insight +4, Perception +2
Senses: Darkvision 60', passive Perception 12
Languages: Common, Goblin, Sylvan
Challenge: ??

Cantrips: Create Bonfire, Dancing Lights, Fire Bolt, Prestidigitation
Spells: Absorb Elements (1/day), Burning Hands (1/day)
(Seethe won't use Spells if others can see)

Multi-attack: Seethe makes two greatsword attacks
(Vex can -- but won't if others are watching)

Seethe: Great Sword +4 to hit, 8 (2d6+1) damage
Light Crossbow +5 to hit, 6 (d8+2) damage

Vex: Longsword +4 to hit, 5 (d8+1) damage

Seethe has two Potions of Healing, a Potion of Invisibility, and 85 gp in gems.
Vex has one Potion of Healing, a Potion of Spider Climb, and 35 gp in gems.


Beltha is a Nehwon Ghoul with a Ring of Disguise that allows her to change her form four times per day as Disguise Self as an attack action. The others know generally what the ring is, but have never heard of a Nehwon Ghoul and so merely find the look she pulls out sometimes to terrify enemies to be exceedingly well chosen. She isn't happy to be wearing clothing, but is getting to not despise it. It means she doesn't get the "Difficult to Target". She can still utilize the "Frightful Reputation" - it's based on appearance and not reputation. With chain shirt and sheild her AC is 16 and her HP are 32 (5d8+10). She is charismatic for her kind ( 9 (-1)). Newhon Ghools are in "Monsters & Magic of Lankhmar" from Goodman Games. She also has a Ring of Dark Vision from Shirazz (even though she doesn't need it), a Potion of Healing, and 65 gp in gems.

Kiraena is a Yuan-Ti pureblood who is passing as human with some burns from past encounters (burns which by "chance" cover the patches of scale on her back). Her time will come. As Yuan Ti pure blood - with extra spells -
Cantrips: Firebolt, Mage Hand, Prestidigitation
1st level: Three of Detect Magic, Magic Missile, Shield
2nd level: Two of Arcane Lock, Suggestion, Invisibility
She has a Ring of Dark Vision from Shirazz (even though she doesn't need it), a Potion of Healing, and a +1 dagger instead of a Scimitar (+3 to hit, damage 3 (d4+1)).

Hobgoblin names courtesy of Fantasy name generators. Names for all your fantasy characters.

View attachment 277048

Room 37 - The Pool

The door to this 20'x40' room is unlocked and has two sets of clothes and a pair of shoes hanging on the outside of the door. The room has a pool of water in the middle (30'x 8' and 3.5' deep). It is filled with a large number of Koi ranging up to 6' long and several large Catfish up to 5' long. None of them are particularly dangerous. The room is humid and definitely smells a bit fishy. It is lit by 5 continual flame lanterns hanging from the walls that are manually mostly shuttered at night. A set of chairs sits looking in on the pool on the west side, and another set sits at a small table and checkers like game. There is a small tent with a cot and chamber pot sits that at the far end. The floor in the room is tiled and gently sloped towards the pool. The bottom of the wall around the room is protected from water damage by tiles.

This is the home of Marcuilis the fisherman. A human in his late 30s, Marcuilis has taken care of the fish since he was a pre-teen - he feeds them with scraps from Common Room (#49) and occasionally brings in some new water to add to the pool from The Well (#26). Every few weeks he will catch one and bring it to the kitchens to clean, and then spends his spare time carving bones when know one is there to briefly play with him or talk at him. He knows that the other residents don't particularly like the smell and so keeps his change of clothes on the door hook outside the room. It isn't clear if Marcuilis is mostly uncommunicative by choice or necessity. He is good at fishing, playing the checkers game, and carving a variety of intricate bone figures.

Of course this isn't the original Marcuilis - he was killed, fed to the fishes, and replaced by one of the Changeling vat mates. The three still on mission rotate between Seethe, Vex, and Marcuilis. His stats are as per Seethe and Vess (#36) except he wears no armor (AC 12) and has a spear as a weapon (+4 to hit; 4 (d6+1) damage). He will act unskilled in combat unless no one else is around and a kill seems assured.

Unknown to the trio, one of the tiles in the northwest corner of the room can lift up and connects to the 6" diameter rat tunnel that leads to #25 and ____.

1677819008791.png


The next room created (#47) is in post #673 D&D General - #Dungeon23 .
 
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M_Natas

Hero
Day 62 - Phase Spider Nest
We learned the hard way what had spun these crystalline webs in the tunnel. A spider as big as a horse, with shiny skin made entirely of crystal that vanishes before our eyes and reappears elsewhere. Each of its eight legs ends in razor-sharp claws, and its ice-blue eyes glow menacingly in the darkness.

It seems to be defending its nest at the end of the tunnel. We can see large crystalline eggs of various sizes inside, pulsating with gentle light. The spider guards them jealously and attacks us as soon as we approach. We must be careful not to fall into its clutches.
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Cadence

Legend
Supporter
Room 37 - The Pool

The door to this 20'x40' room is unlocked and has two sets of clothes and a pair of shoes hanging on the outside of the door. The room has a pool of water in the middle (30'x 8' and 3.5' deep). It is filled with a large number of Koi ranging up to 6' long and several large Catfish up to 5' long. None of them are particularly dangerous. The room is humid and definitely smells a bit fishy. It is lit by 5 continual flame lanterns hanging from the walls that are manually mostly shuttered at night. A set of chairs sits looking in on the pool on the west side, and another set sits at a small table and checkers like game. There is a small tent with a cot and chamber pot sits that at the far end. The floor in the room is tiled and gently sloped towards the pool. The bottom of the wall around the room is protected from water damage by tiles.

This is the home of Marcuilis the fisherman. A human in his late 30s, Marcuilis has taken care of the fish since he was a pre-teen - he feeds them with scraps from Common Room (#49) and occasionally brings in some new water to add to the pool from The Well (#26). Every few weeks he will catch one and bring it to the kitchens to clean, and then spends his spare time carving bones when know one is there to briefly play with him or talk at him. He knows that the other residents don't particularly like the smell and so keeps his change of clothes on the door hook outside the room. It isn't clear if Marcuilis is mostly uncommunicative by choice or necessity. He is good at fishing, playing the checkers game, and carving a variety of intricate bone figures.

Of course this isn't the original Marcuilis - he was killed, fed to the fishes, and replaced by one of the Changeling vat mates. The three still on mission rotate between Seethe, Vex, and Marcuilis. His stats are as per Seethe and Vess (#36) except he wears no armor (AC 12) and has a spear as a weapon (+4 to hit; 4 (d6+1) damage). He will act unskilled in combat unless no one else is around and a kill seems assured.

Unknown to the trio, one of the tiles in the northwest corner of the room can lift up and connects to the 6" diameter rat tunnel that leads to #25 and ____.

View attachment 277152
Room 47 - The Kitchen

This 30'x20' room has double doors opening to the hallway. The right door (as you approach from either side) is marked with an upward arrow and the left door marked with an X. They open in the direction of the side with the X.

The east wall has a large 5' tall table with a knife rack on top and a full selection of pans underneath, with a stool too tall for a person. The stove/oven has two flat heating rocks on top and a larger one inside. Continual flame lanterns are on a hook over each.

The south east corner of the room has a "closet" with thick oak wooden doors. The inside is cold with two sets of shelves with various vegetables and meat hooks with Koi and a sheep. There is a cold generating stone on the back floor and a continual flame lantern on the back wall. A Pair of Boots of Elvenkind are hidden on the top east shelf. A +1 mace is hidden on the top west shelf.

The south west corner has a very large, very sturdy, very comfortable bed with a chamber pot underneath, as well as a crate with a few changes of very large clothes and a continual flame lantern next to it. A Staff of Birdcalls and Bag of Beans are within the foot end of the mattress.

The west wall has two 8' tall, 6' diameter water barrels connected to a sink, a roller card loaded with dishes, glasses, and utensils, a small bed, and a barrel with wheels and handle. The wheeled barrel is used to get water from The Well (#26) to refill the large ones, and is also sometimes borrowed by Marcuilis to top off the pool (#37).

The kitchen is run by the Ogress Wogokura and the two kobolds Szisk and Ghrosk.

Wogokura is actually an Oni who has found this to be a safe, interesting, and profitable place to be. He suspects the hobgoblin Shirazz knows what he is due to the periodic offering of small magic items that wouldn't make sense otherwise. He doesn't think Shirazz knows he is trying to badly affect everyone else on the floor's health by including lots of extra fat, sugar, and salt every meal possible. He suspects Berghildr would see through his altered shape and so avoids her. He sometimes sneaks to the Salon 43 to sneak a book. He won't butcher a the rare humanoid he can catch without alerting anyone else if the kobolds or anyone else is around -- and if he does he will finish it himself.

Szisk and Ghrosk are exactly what they appear. Having a safe place to stay and good food is a nice change from the haphazard nature of life below. They won't do anything to jeopardize their place here.

Names courtesy of https://www.fantasynamegenerators.com/

1677900622176.png
 

Hriston

Dungeon Master of Middle-earth
Continuing with Level One:
IMG20230304085432.jpg
47. This 10’ x 10’ room is empty.

48. Ogre Lair: This 10’ x 10’ room is inhabited by an ogre: Krotikorg. Among the ogre’s belongings are 95 gp.

Meanwhile, on Level Three:
IMG20230304085536.jpg
2. This 10’ x 20’ room is empty.
 

M_Natas

Hero
Day 63

Leaving the crystal spider undisturbed, we retraced our steps quietly, not wanting to provoke her. When we reached the exit of the mine, we were greeted by a breathtaking sight. We were indeed in the lost city, or at least a city buried by a mountain. But contrary to our expectations, Kyrthar Tahlketh was no ordinary underground city built by dwarves or inhabited by dark elves.

Instead, we found a city surrounded by a massive stone dome. Huge stone walls took the place of the sky, sealing the city off from the outside world. We found ourselves in a colossal cavern, created entirely by magic, that encompassed an entire metropolis. The distance to the opposite wall was so great that clouds formed, creating a microclimate within.

The reason we could see the city at all was because of a huge icosahedron that glowed in the centre of the city, suspended beneath the stone dome. It bathed the whole city in a red glow, and its rays warmed us even at the edge of the city. We had truly found the lost city, and it was even more wondrous than we could have ever imagined.
20230304_211610.jpg
 



Eyes of Nine

Everything's Fine
Week 9 - in the book. Aegax (Deva) / The Grove (Muckdwellers/Shadar-kai)

Hilly marshland megalopolis with smokey atmosphere. Devas in shining white towers in the center of industrial cities of mostly shadar-kai. The cities are connected by lightning rail; as well as a lightning rail that circumnavigates the entire hex. Some lightning rail lines end in sunken cities and are no longer running

Meanwhile, githzerai have monasteries tucked here and there throughout the hex - some right in the middle of the city in a non-descript warehouse; others out in the depths of the mangrove marshes; still another built into a hillside cliff

Finally, living throughout the mangrove marshes are many many clans of muckdwellers who grudgingly trade with the shadar-kai but spend most of their time living in the warm embrace of the bio-diverse and fertile wetlands muck as lightning rail trains whiz by overhead

Questions -
  1. What exactly are the Deva up to?
  2. What is the giant industrial project the Shadar-kai are building on behalf of the Raven Queen?
  3. The muckdwellers far outnumber all the other populations combined - why don’t they rise up?
  4. How do the githzerai live in (relative) peace with all? Force? Blackmail? Trade? (if so, what?) Other?
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M_Natas

Hero
@M_Natas I love your shading! It's really clear the different layers of depth you're working with, and adds so much dimension to your maps.
Yeah, at first I was like - the shadows need to make sense, having realistic physics- but I figured out it doesn't need to be too realistic. It is way more useful as an information tool about depth. So I use it to separate the layers even though the light wouldn't actually throw that shadows there.
 


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