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Shadowdark: Stocking A Dungeon Example
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<blockquote data-quote="ruemere" data-source="post: 9865243" data-attributes="member: 5515"><p><h2>Shadowdark Maps (stocking)</h2> <ul> <li data-xf-list-type="ul">DANGER LEVEL (d6): 1 - Unsafe</li> <li data-xf-list-type="ul">SITE SIZE (d6): 12 - Large</li> <li data-xf-list-type="ul">SITE TYPE (d6): 6 - Ruins</li> </ul><h3>Rooms: Type x Expanded description</h3> <ol> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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).</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> <li data-xf-list-type="ol">(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.</li> </ol></blockquote><p></p>
[QUOTE="ruemere, post: 9865243, member: 5515"] [HEADING=1]Shadowdark Maps (stocking)[/HEADING] [LIST] [*]DANGER LEVEL (d6): 1 - Unsafe [*]SITE SIZE (d6): 12 - Large [*]SITE TYPE (d6): 6 - Ruins [/LIST] [HEADING=2]Rooms: Type x Expanded description[/HEADING] [LIST=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. [*](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. [*](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. [*](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. [*](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. [*](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. [*](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. [*](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. [*](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). [*](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. [*](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. [*](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. [*](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. [*](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. [*](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. [/LIST] [/QUOTE]
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