My first dungeon map

August 26, 2007

After a lot of dungeon crawling in Mike’s game yesterday, I was inspired and made myself a small map for fun. Pure photoshop and a couple of downloaded textures. This is not for any real game but I even have a back story for it. This is for low level characters (level 1-3).

Dungeon 01
Click for a larger version

The Fort

A few hours away from the village, the fort was abandoned a long time ago. The villagers speak of a wizard who used to live there but he stopped coming to the village for supplies and was never heard from again. He left his belongings in the fort. Through the years, a handful of adventurers have dared to enter and raid the fort for valuables but most of the fort remains intact. No one has found any of the treasure that the wizard was thought to have collected. The party has found the key to the fort and will test its mettle against the abandoned fort and its guardians.

Room A: Entrance
Upon opening the door and stepping inside, they see a four human-sized statues of fairies. Each statue is intricately carved and in very good condition - they really contrast the aged floors and walls. The hands on the statues are even more detailed. Each statue has hands in different positions and they all seem to be holding something but whatever was there is no longer. At the base of each statue is a small dedication:

Past the entrance
Past this room the party finds itself at an intersection with a door in front of them. This door is locked and can’t be bashed. It radiates magic but there does not seem to be any traps on it. The corridors are darkly lit but there’s nothing extraordinary here.

Room B: Kitchen
The doors are not locked or trapped. This room seems to be a very old kitchen. There are old style stoves and some rotting cupboards and cabinets. There are many empty canisters and old cooking utensils. Near the center of the room is an old looking locked chest (DC: 30).

Encounter: there is a pretty big chicken HD: 4D10 protecting this room (use the Cockatrice template but without its petrification ability). If the party defeats the chicken, they will find a key chained around its neck. They key opens the chest. Inside the chest is a bag of cinnamon - the party will not realize what it is unless they taste it.

Room C: Arboretum
The doors are not locked but the northern door is covered by rather tough, but dead vines. DC: 10 strength check to remove them and it takes a couple of rounds. This room seems to have been an arboretum or garden. Nothing seems to be growing now but there are many dead potted plants and even dead trees that used to grow from the floor. Near the center of the room is an old looking locked chest (DC: 30).

Encounter: there is a small Earth Elemental HD: 2D2+2 protecting this room. If the party defeats the elemental, they will find a key in the rubble that is left behind. The key opens the chest. Inside the chest is a brilliant leaf that glows slightly.

Room D: Library
The doors to this room are locked (DC: 15). The doors are made of wood and are not in very good shape. They can be bashed open (DC: 15). The party may hear movement and some talking coming from the room. This room seems to be a library and its in fairly good shape. The shelves are worn but seem clean. The books do not seem to be covered with dust. The candles are lit as well. Near the center of the room is an old looking locked chest (DC: 30).

Encounter: there is a gnome who forgot his name taking care of this room. He shuffles about dusting and tidying. Apparently he’s been taking care of this library for the last 100 years. He is awaiting for the wizard to come to free him by giving him his name back and cannot leave until then. He asks the party who they are and if the party tries to do anything evil, he will attack. Otherwise, he will very fairly helpful and answer questions the party may have. The gnome becomes slightly upset if the party touches the books and will be very upset if they disturb other things in the room. If the party plays its cards carefully the Gnome will encourage that the party borrow the autobiography of the wizard, if they promise to return the book later.

The autobiography is a self-glorification of the wizard’s successes. He seemed especially proud about capturing the four fairies. He was absolutely in love with them. The autobiography doesn’t seem finished as the last part mysteriously trails off.

If the party manages to free the Gnome, he will be very grateful and give them a key. This key opens the locked chest. Inside the chest are some minor magical items.

Room E: Den
The doors are not locked. This room seems to have been a den a long time ago. Now it is in very bad shape. The furniture is covered in webs and dust. There is a piano and a few items that can fetch some money. On the piano is a folder. The folder is entitled “To Soothe A Dragon”. It may have contained music sheets but the sheets are missing. The party will notice the pretty bad stench. Near the center of the room is an old looking locked chest (DC: 30).

Encounter: two pairs of Dire Rats have made this den their home and it explains the stench. They live in a small pile of garbage located right behind the locked chest. Inside the small pile of garbage is a key. The party notices the glimmer but when they try to get it, the Dire Rats attack. The key opens the locked chest. Inside the chest are the missing song sheets for “To Soothe A Dragon”

The solve the puzzle
It’s pretty obvious that the statues are meant to hold something. From the descriptions, the players will probably figure out what they need to activate the statues. They will need to place the bag of cinnamon, the green leaf, the autobiography, and the song sheets on the corresponding statues. Once they’ve done this they will hear a door swing open. The door in the hallway is now open and they will find a transporter.

If they take the transporter they will reach room G. Inside they will find the wizard, now a robed skeleton, long dead. It has a journal in its hand and it describes the wizard’s last days alone. The wizard kept the four fairies and loved them like no other. Unfortunately they all escaped leaving him broken hearted and alone.

In this room are several items of worth including money weapons and magic items. There is a scroll that contains a contract between a gnome named “Keener” and the wizard. Keener was to keep the fort clean for fifty years and he would be released by saying his name. If the party goes back to the gnome in the library and says his name, he will be freed.

Done!

Jerry wrote this in: Otaku
So far, there are 7 snide remarks.

Comments

7 comments so far:

  1. Justin said:

    My Glitter Boy won’t fit through the doorways :(

  2. Dennis said:

    get flask

  3. Jerry said:

    What?

  4. Jerry said:

    Oh! I get it now! I should really play through that game. I tried but that stupid minotaur kept killing me.

  5. Dennis said:

    I like how it took you less than a minute to get it! I wonder what parapets are.

    It’s actually a pretty fun game. All three of the Thy Dungeonman are great but number three has GRAPHICS!

  6. Jerry said:

    Parapets are when you have two dogs, or two cats, or a cat and a dog, and…

  7. Dennis said:

    Really? So my shoving dogs and cats out of an airplane with nothing but a parachute wasn’t what I was supposed to do?

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