From 6c52e9ee2ebb89a2e892c51e4c674429b9f753ef Mon Sep 17 00:00:00 2001 From: watermelonwolverine <29666253+watermelonwolverine@users.noreply.github.com> Date: Sun, 17 Apr 2022 13:25:28 +0200 Subject: [PATCH] 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 --- ...owl_well_underground_cave.dungeondraft_map | 12 +- .../old_owl_well_underground_cave.md | 128 ++++++++++++++++++ ...or_orc_camp.txt => wyvern_tor_orc_camp.md} | 9 ++ 3 files changed, 143 insertions(+), 6 deletions(-) create mode 100644 crosshead_style/old_owl_well_underground_cave.md rename crosshead_style/{wyvern_tor_orc_camp.txt => wyvern_tor_orc_camp.md} (90%) diff --git a/crosshead_style/old_owl_well_underground_cave.dungeondraft_map b/crosshead_style/old_owl_well_underground_cave.dungeondraft_map index 1647682..58215c3 100644 --- a/crosshead_style/old_owl_well_underground_cave.dungeondraft_map +++ b/crosshead_style/old_owl_well_underground_cave.dungeondraft_map @@ -148,7 +148,7 @@ ], "editor_state": { "current_level": 0, - "camera_position": "Vector2( 5378, 3675.99 )", + "camera_position": "Vector2( 5150.38, 5340.32 )", "camera_zoom": 5.333333, "guide_position": "null", "trace_image": null, @@ -293,7 +293,7 @@ "format": 3, "width": 50, "height": 40, - "next_node_id": "b47", + "next_node_id": "b53", "next_prefab_id": "a", "msi": { "offset_map_size": 512, @@ -4603,7 +4603,7 @@ "radius": 128, "wall_id": "ffffffff", "wall_distance": 0, - "closed": true, + "closed": false, "node_id": "85a" } ], @@ -4627,7 +4627,7 @@ "water": { "disable_border": true, "tree": { - "ref": 670955206, + "ref": -62964330, "polygon": "PoolVector2Array( )", "join": 0, "end": 0, @@ -4637,7 +4637,7 @@ "blend_distance": 0, "children": [ { - "ref": -1736983962, + "ref": 1396776474, "polygon": "PoolVector2Array( 1408, 4645, 1441, 4666, 1466, 4713, 1535, 4707, 1602, 4699, 1629, 4703, 1639, 4734, 1644, 4804, 1626, 4874, 1641, 4923, 1602, 4952, 1561, 5001, 1536, 5011, 1578, 5056, 1565, 5132, 1572, 5184, 1566, 5246, 1565, 5321, 1578, 5370, 1579, 5444, 1558, 5496, 1536, 5543, 1498, 5579, 1500, 5621, 1491, 5700, 1484, 5740, 1443, 5747, 1443, 5827, 1444, 5877, 1413, 5921, 1385, 5959, 1385, 6026, 1382, 6077, 1386, 6134, 1375, 6215, 1367, 6275, 1345, 6304, 1309, 6331, 1316, 6400, 1307, 6464, 1316, 6530, 1306, 6596, 1307, 6653, 1309, 6726, 1320, 6775, 1299, 6855, 1352, 6874, 1372, 6900, 1366, 6969, 1379, 7049, 1374, 7102, 1376, 7176, 1378, 7220, 1340, 7262, 1309, 7294, 1290, 7336, 1260, 7369, 1218, 7389, 1145, 7395, 1092, 7383, 1017, 7381, 998, 7388, 995, 7422, 959, 7450, 926, 7494, 900, 7531, 835, 7509, 777, 7529, 695, 7524, 661, 7499, 627, 7455, 616, 7413, 615, 7365, 572, 7332, 542, 7297, 546, 7234, 532, 7178, 552, 7098, 535, 7033, 555, 6973, 511, 6946, 478, 6924, 467, 6837, 488, 6775, 488, 6729, 487, 6653, 491, 6588, 483, 6534, 478, 6508, 467, 6453, 506, 6439, 548, 6390, 556, 6347, 531, 6274, 565, 6240, 618, 6198, 609, 6138, 608, 6075, 606, 6010, 607, 5951, 638, 5929, 679, 5896, 679, 5812, 660, 5765, 661, 5702, 660, 5636, 709, 5591, 723, 5575, 740, 5494, 726, 5427, 735, 5366, 735, 5323, 761, 5277, 803, 5247, 804, 5177, 761, 5157, 807, 5110, 787, 5058, 806, 5000, 833, 4965, 859, 4929, 872, 4851, 887, 4819, 953, 4828, 982, 4800, 1024, 4773, 1054, 4746, 1093, 4714, 1147, 4709, 1227, 4716, 1242, 4684, 1275, 4652, 1337, 4630 )", "join": 0, "end": 0, @@ -4650,7 +4650,7 @@ ] }, { - 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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 + +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 + +# Objects + +- (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]. + +# Creatures + +- {1} Hamun Kost +- {2} Hamun's zombies +- {3} Umber Hulks + +# Rooms + +## [1] Central hub + +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. + +## [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. + +### [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] + +### [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] + +### [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. + +## [2] Storage room: Room in the north. + +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. + +### [2.1] Doors +Both doors are made of wood and can relatively easily be picked open or destroyed. + +### [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. + +## [3] Pump room: Cave section in the west + +### [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] + +### [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). + +## [4] Old baracks: Room in the south. + +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. + +### [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. + +### [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]. + +### [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. + +### [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. + +## [5] Monster Lair: Cave section in the east. + +The lair can be accessed in two ways: +- Dive through the water +- Go through the northern or southern cave passages + +### [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]. + +### [5.2] Human remains at the north-east cave wall + +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. + +### [5.3] Monster lair + +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. + +The characters can avoid a battle if they succesfully sneak past the umber hulks and/or manage to soothe the juvenile. + +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. + + + + + + + + + diff --git a/crosshead_style/wyvern_tor_orc_camp.txt b/crosshead_style/wyvern_tor_orc_camp.md similarity index 90% rename from crosshead_style/wyvern_tor_orc_camp.txt rename to crosshead_style/wyvern_tor_orc_camp.md index 0a7e849..839dc6c 100644 --- a/crosshead_style/wyvern_tor_orc_camp.txt +++ b/crosshead_style/wyvern_tor_orc_camp.md @@ -1,13 +1,22 @@ +# About Created for the Wyvern Tor orc camp of the LMoP adventure but can also be used as a generic cave hideout. If you are using FoundryVTT I recommend using Levels (https://github.com/theripper93/Levels) for this map. +# Entrances + The players can enter: - Through the front door - Through the stream and waterfall - Through the hole on the top +# Goals + +Kill what ever resides within the cave. + +# Recommendations + I put many strong mobs in the cave - far too many to deal with in a normal fight so the players need to get creative. I used: