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Changed wyvern_tor_orc_camp.txt to wyvern_tor_orc_camp.md
Added old_owl_well_underground_cave.md Fixed door in old_owl_well_underground_cave.dungeondraft_map
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# About | ||
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Created for the Old Owl Well of the LMoP adventure but can also be used as a generic cave hideout. | ||
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Old Owl Well was once a trading outpost created by the ancient Netheril empire which built the tower and the well. | ||
From the tower only ruins remain but the underground cave remained almost untouched until Hamun Kost found the buried pathway down. | ||
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# Goals | ||
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There are two possible goals: | ||
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1. The characters came to investigate rumors of zombies in this area | ||
2. The characters came to restore the well to improve trading relations between Phandalin and settlements to the east | ||
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To get to the pump they need to do two things: | ||
- Find the magical crystal (1) that acts as energy source for the pump | ||
- Open the door [3.1] to the room with the pump | ||
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# Objects | ||
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- (1) Magical crystal that acts as energy source for the pump. It can be used to restart the pump [3.2] | ||
- (2) Red glass stone the fits into the gargoyle's eye socket [4.2] | ||
- (3) Keys for the door of the old barracks [4.1]. | ||
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# Creatures | ||
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- {1} Hamun Kost | ||
- {2} Hamun's zombies | ||
- {3} Umber Hulks | ||
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# Rooms | ||
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## [1] Central hub | ||
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Hamun and his zombies are in this room {1}{2}. While the zombies are using pickaxes to hack their way into the adjacent rooms Hamun Kost sits at his table, frustrated that they take to long. | ||
This doesn't have to end in a fight but Hamun is not friendly and will not let the characters take anything of value without a fight. | ||
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## [1.1] North west entrance | ||
A trap is waiting for anybody who takes this route. What trap is up to you. Maybe it's just a string and a bell. | ||
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### [1.2] Camp in the center of the room | ||
Hamun's camp. The scrolls and the books should tell a bit about: | ||
- The acient Netheril empire. | ||
- The construction of Old Owl Well | ||
- What Hamun is searching for. Maybe some foreshadowing to what they will find in the old barracks [4] at the altar [4.3] | ||
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### [1.3] Water reservoir | ||
The water is fresh water. If the characters dive down a few feet they will find an underground passage to the monster lair [5] | ||
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### [1.4] Northern and southern passages | ||
They are roughly 15 ft above the ground. | ||
Hamun hasn't explored them as he himself is a lousy climber and doesn't expect there to be anything of value. | ||
The characters may see that the passages were made by some large beasts, foreshadowing what they will find at the other end. | ||
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## [2] Storage room: Room in the north. | ||
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This room was used as intermediate storage room for traders that used Old Owl Well as trading outpost. It once contained food, fabric and spices but also slaves. | ||
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### [2.1] Doors | ||
Both doors are made of wood and can relatively easily be picked open or destroyed. | ||
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### [2.2] Storage contents | ||
Most of the things that were stored here are rotten and are now junk. In one of the boxes the energy crystal (1) is hidden. | ||
Maybe also put something nice here for your characters. | ||
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## [3] Pump room: Cave section in the west | ||
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### [3.1] Door | ||
The door is made of metal bars and has no lock. It is opened by a mechanism which is triggered using the gargoyle head [4.2] | ||
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### [3.2] Pump | ||
The pump is of ancient origin (Netheril) and worked until a few years ago. To get it running the characters need the replace the used up energy crystal with the new one (1). | ||
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## [4] Old baracks: Room in the south. | ||
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This room was once used by guards and traders for sleeping and praying. | ||
If Hamun Kost is still when they open the door he will try and get in before them and loot everything valuable. | ||
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### [4.1] Door | ||
The door is made of metal and has a hefty lock. The character can try to pick the lock if they fail they will have to find the key in the monster lair [5] first. | ||
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### [4.2] Gargoyle on the northern wall | ||
The Gargoyle has one empty eye socket and a red glass stone in the other one. If they characters find the other glass stone (2) in the monster lair [5] they can put it in there which opens the door [3.1] to the pump room [3]. | ||
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### [4.3] Small altar at the southern wall | ||
The small altar is flanked by two statues and has a small chest on top. Put something valuable and magical in there. | ||
The two flanking statues could start moving when they loot the chest if you want to set this up as a trap. | ||
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### [4.4] Chests at the foot of the stone beds | ||
Most of the contents are junk but a few precious items should be in there. | ||
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## [5] Monster Lair: Cave section in the east. | ||
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The lair can be accessed in two ways: | ||
- Dive through the water | ||
- Go through the northern or southern cave passages | ||
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### [5.1] Northern and southern cave passages | ||
The characters have to climb down 15 ft to the bottom. If they want to do it quietly let them roll some stealth checks. | ||
From the southern passage the characters can clearly see the human remains [5.2]. | ||
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### [5.2] Human remains at the north-east cave wall | ||
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Remains of one of last guards that were stationed here. | ||
With him lies the keys (3) and the red glass stone (2). | ||
Can be seen from the southern entrance [5.1]. Let character make a perception check to see if they see the keys or the stone from there. | ||
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### [5.3] Monster lair | ||
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This is the nest of umber hulks. Two are are here while one is out hunting. One of the present ones is a juvenile and relatively weak. The other one is an adult specimen. | ||
The juvenile is gnawing on some bones while the adult on is sleeping. | ||
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The characters can avoid a battle if they succesfully sneak past the umber hulks and/or manage to soothe the juvenile. | ||
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When they fight the umber hulks let the absent adult one join the fight in a later round. | ||
If you want give your players some feeling of guilt let the juvenile die with some heartbreaking yell after which the absent umber hulk comes back. | ||
If you want to make the fight even more interesting give the adult hulks some boost after their young one was killed. | ||
If guilt and roleplay is more your style let the adult hulks end the fight to mourn their dead child. | ||
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crosshead_style/wyvern_tor_orc_camp.txt → crosshead_style/wyvern_tor_orc_camp.md
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