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Room 1: 10’ × 10’ × 10’ broken chest


Room 2: 40’ × 50’ × 10’

West door: push plate on left side
East door: pull handle water barrel with clean water debris piles, nothing of value

Room 3: cave approximately 190’ × 50’ × 10’

spiral stairs up to level 1 room 6 10 skeletons 20 gold pieces, stone dagger in alcove with 1 skeleton

Room 4: 70’ × 10’ × 10’ corridor room

spiral stairs up to level 1 room 5 Secret Door: push up

Room 5: odd-shaped room debris, nothing of value

fire pit hasn’t been used for some time. dusty.

Room 6: 10’ × 50’ × 12’ corridor room, dusty Secret door: push up


Room 7: 40’ × 10’ × 15’ corridor room

South Secret door: push left North Secret door: knock to head North

Room 8: 60’ × 70’ × 10’

2 Ogres 10 giant rats water and food barrel rags for sleeping area

Room 9: 10’ × 70’ × 20’

lurker above: ceiling appears to be 10’ high, the rest is taken up
by this monster. 250 gold ; 750 silver ; 2 daggers ; long sword +2

Room 10: 10’ × 70’ × 10’ corridor room

East door: push plate
West door: push on right

Room 11: 70’ × 130’ × 15’ throne room

Mad Krongo liked to hold court down here. dusty room, stone throne, fire pit unused and dusty,
pools are not magical barrel of sand, about 2 feet down is a 150 gp gem statue and low stone wall

Room 12: 70’ × 70’ × 10’ Orcs

6 Orcs: 2 swords and shields, 2 short bows and daggers,
2 with spears and daggers debris ; 4 barrels of water, 2 barrels of food, barrel of sand

Room 13: 20’ × 10’ × 10’ corridor room, dusty

South secret door: push up

Room 14: 20’ × 10’ × 10’ corridor room

North door swings easily but squeaks when opened

Room 15: odd-shaped room

skeletons and body are victims of the Ogres

Author
Categories Dank Forest

Posted


Why are the room numbers in a jumble on the map ? So the players cannot guess which room number they are in, and try and see the room description behind the DM screen before their characters enter it. Its to cut back on cheating.


Room 1: 40’ × 50’ × 10’ entrance to dungeon level 1.


Stairs lead up to location 6 on the surface. The water is okay to drink. Debris in the room. Door by the water barrel has a pull handle on the left. Door by the stairs has a push plate on the left. The stairs down into Room 1: 45 degree angle, drop 30 feet, stair steps are 42.43 feet long.

Room 2: 30’ × 30’ × 10’ water pool is safe to drink, but the pond walls glow blue.

Door has push plate on left side

Room 3: 70’ × 70’ × 10’ magic fountain room

drink 1: 5 gold pieces to drinker
drink 2: one 15 gp gem to drinker
drink 3: +1 to weapon for one game month to drinker
drink 4: drinker glows light blue for one game week
drink 5: +1 to roll 1d4: roll 1 get +1 Str, roll 2 get +1 to Int
roll 3 get +1 Wis, roll 4 get +1 to Con
this is permanent
drink works for drinker only drink 6: 30 gp for each party member. after drink 6 fountain crumbles

Room 4: 50’ × 10’ × 10’ corridor room.

South door has pull handle right side.
North door has push plate on right side.

Room 5: 70’ × 10’ × 10’

Spiral stairs down to second dungeon level room 4 Door has push plate on left side.

Room 6: cave approximately 190’ × 50’ × 10’

spiral stairs down to dungeon level 2 room 3.

Room 7: 30’ × 30’ × 10’ and an odd shaped area

the orange dotted line divides room 7 and room 8.
North door pull handle on left side.

Room 8: 70’ × 60’ × 10’ and 20’ × 20’ × 10 and 20’ × 10’ × 10’ statue magic fountain.

Well, the water glows, in a sequence of, green, red, orange, blue, silver. Goes dark for 5 minutes, then repeats.
Drinking from this fountain provides good clean water,
but nothing actually happens. The statue spins slowly counter-clockwise.
If asked a question it stops, looks at the questioner, spins clockwise for 1 minute.
Stops, then goes back to slowly spinning counter-clockwise.
They don’t actually do anything… East door: pull handle on left.
West door: pull handle on right.

Room 9: 70’ × 10’ × 10’ corridor room.

Door north end has a push plate on the left.
South Door has a push plate on the left.

Room 10: 50’ × 10’ × 10’ corridor room.

North Door has a pull handle on the right.
South Door has a push plate on the left.

Room 11: 20’ × 20’ × 10’ – 70’ × 20’ × 10’ + 90’ × 50’ × 10’ + 20’ × 30’ × 11’ + 40’ × 30’ × 10’ odd-shaped room.

The slight rise looks like it could be an almost
concealed hatch in the ceiling, but it isn’t. 3 gnolls The well has good drinkable water, once the crud is cleaned out. The 2 cabinets are empty. The chest is locked. The gnolls are saving opening it for later. 1 jar of Keoghtum’s ointment
75 gold pieces ; 120 silver pieces
(must be from the dead adventurer over on the
other side of the room.)

Room 12: 10’ × 30’ × 10’ hidden treasure room.

Small box, no traps
with three 75 gp gems, and one 150 gp gem. 15 platinum. at the wall far end from door.

Room 13: odd-shaped room secret door, findable 1 in 6.
Push up to open.

8 skeletons

Room 14: 41’ in diameter x 10’ high

home of a lizardman. He doesn’t know how to use the anvil and brazier for metalworking, but he does love to pound characters onto the anvil. He can bar the door from the inside.

Room 15: 10’ × 120’ × 10’ corridor room.

Door West side has a pull handle on the left.
East door has a push plate on the right side.

Room 16: 40’ × 10’ × 10’ corridor room.

Doors can be pushed to exit this room.

Room 17: 10’ × 10’ × 10’

East door pull handle right side.
West door push plate right side.

Room 18: 140’ × 10’ × 10’ corridor room.

South Door has pull handle on the left side.
North Door has a push plate on the left.
West door has a pull handle on the left side.

Room 19: 70’ × 10’ × 10’ corridor room.

East and West doors have pull handles on the right.

Room 20: 10’ × 70’ × 10’ corridor room.

East Door has a push plate on the left.
South door has a pull handle on the right.
West door has a push plate on the right side.

Author
Categories Dank Forest

Posted

Surface and first level are for a party of 1st-2nd level adventurers.


Some bandits are making progress in fortifying these ruins. They have added merlons to the flattened top walls. The ruined houses have been fixed up so they provide cover for bowmen. All of the square wall towers have been fixed up. The D-shaped towers have been fixed up so they can be used.


location 1: ramp up to a small area on the wall. Fifty-two feet of merlon and crenalation have been added to the wall. A 25’ by 25’ tower is part of the wall. It reaches 20 feet higher than the wall. There are arrow slots in the tower. The door to the other side of the tower is blocked.


location 2: wall and walkway. No cover.


location 3: ramp up to a small area on the wall. Ninety-nine feet of merlon and crenalation have been added to the wall. A 25’ by 25’ tower is part of the wall. It reaches 20 feet higher than the wall. There are arrow slots in the tower. The door to the other side of the tower is locked. Can see 2 of the prepared bowmen areas in location 5 and fire at them.


location 4: ramp up to a small area on the wall. Merlons and crenalation have been added to the wall covering 68 feet of wall.


location 5:50’ × 40’ by 10’ ruined house. Contains 4 cleared areas where bowmen fire out into the area. location 3 can see and fire at two of them.


location 6: a 20’ × 20’ × 10’ wood house. Stone trap door leads down to dungeon level 1. It is covered by a Permanent Illusion, so the bandits haven’t found it yet.


location 7: 20’ × 12’ by 10’ ruined house. Contains 2 cleared areas where bowmen fire out into the area. location 2 can see and fire at both of them.


location 8: a rebuilt 25’ square tower. Rebuilt before the bandits got here. At 30 feet tall, it is the tallest structure here.


location: 9, 10, 11: D-shaped towers, cleaned up inside. Ten is living quarters, the other 2 are storage.



Author
Categories Dank Forest

Posted

Here are the original maps and room descriptions:


Mad Krongo’s Keep
(original)

You can easily tell I was new at dungeon designing. Too much treasure and too tough adversaries for the first to second level player characters I told the players it was for.

ramp leading down into room 8 at a 30 degree angle from the surface.


1) 30’ × 24’ × 10’ empty (7,200 cubic feet)

a few leaves, bird nests, small rocks, etc.


2) 40’ × 60’ × 10’ (24,000) fountain room

mural on South wall of a Court Jester

(effects are for the drinker of the water.)

1st drink: 50 pp
2nd drink: +1 Str for 2 game months)
3rd drink: -2 Dexterity for 1 game week
4th drink: invulnerable for one combat
5th drink: -1 Charisma for 2 game weeks
6th drink: 600 xp
7th drink: immune dysentary for 2 game years
8th drink: -2 prime requisite for 1 game month
9th drink: +1 to a weapon of choice, must be a weapon with the character (permanent)
10th drink: -50 gp

3) 10’ × 16’ × 10’ (1600)

9 rats
10 sp on floor


4) 50’ × 30’ × 10’ ( 15000)

3 hobgoblins

( 12 cp, 7 gp, 80 ep, one 100 gp gem each)


5) 10’ × 20’ × 10’ (2000)


6) 30’ × 30’ × 10’ (9000)
Secret Door:
from east:
3 depressions in wall, 1 inch across
putting a finger in any of the depressions gives 2 hp damage per depression

to open it, push on bottom of door. from the west:
pulling on the pull handle sets off a Fire Trap for 1d4+7 hp to open it, push on bottom of door.

8 gnolls are in the room.

all have battle axes
(12 ep, 8 gp each)

7) 40’ × 20; x 10’ (8000)
4 skeletons armed with long swords

chest: 4’ × 6’ × 2’
fireball trap 5d6 hp ( covers rooms 7, 8, and the hallway)
1000 gp ; 2jars Keoghtum’s ointment
two 150 gp gems


8 ) 30’ × 50’ × 10’ empty
dirt, mud, leaves.
all doors have pull handles.
The ramp leads to the surface.


9) 10’ × 10’ × 10’ (1000 cubic feet)
3 bugbears they have two-handed swords
1 is wearing a ring of fire resistance
each has a spear +1 they will throw first

(20 cp, 18 sp, 12 ep, 7 gp each)


10) 10’ × 10’ × 10’ (1000)
2 fire beetles


11) 10’ × 10’ × 10’
gelatinous cube
has inside it: dagger +1 ; 3 cp ; 10 sp ; 12 ep ; 8 gp ; 6 pp
one 1- gp gem ; one 50 gp gem ; one 100 gp gem
potion in a metal jar: color is gray, Extra Healing


12) 20’ × 30’ × 10’ (16000) chest: 4’ × 4’× 4’ trapped by thin wires that go up to the ceiling
cutting the wires releases a stone block which falls for
1d6+2 hp

100 gp ; Bracers of Defense AC 7 ; three 500 gp gems South Secret door
3 levers, all 3 are down in vertical slots
to open door: push left one up
leave middle one alone
if right hand lever is moved: mover gets hit by 1 or 2 Magic Missile

13) 10’ × 10’ × 10’ 6 rats
2 sp ; 6 cp on floor


14) 30’ × 30’ × 10’ (9000) empty Mural east wall:
3 wood elves dancing in a meadow

Dispel Magic will release them as they are real.
if they are rescued the party will receive 175 pp and 3 spears +1

15) 10’ × 10’ × 10’ gelatinous cube
contains 50 pp ; dagger +3


16) 30’ × 30’ × 10’ lurker above

chest: 4’ × 6’ × 4’ trapped with 3 Magic Missiles
anyone speaking near door causes a Magic Mouth
inside the chest to repeat muffled calls for
help from inside the chest long sword +1; 50’ rope with Nystul’s Magic Aura
cast on it and the word ‘Go’ in common on the rope.
800 gp ; 10 pp ; one 300 gp gem

17) 30’ × 30’ × 12’ (10800) purple room words on south wall:

“Seek and ye shall find it” if read aloud the words disappear and these show: “What is it you seek ?” if read aloud the words disappear and these show: “Make 2 lefts and 2 rights to find the gold” Secret door: push upwards on it,
reveals tunnel that leads out to the side of
the hill.

18) 20’ × 10’ × 15’ (3000) trap
6 invisible crossbows, door opens and 1d6 fires
they attack as 4 HD monsters


19) 30’ × 20’ × 15’ (9000) 2 gas spores
small chest
75 pp


20) 20’ × 20’ × 10’ (4000) empty


21) 30’ × 10’ × 10’ (3000) empty


22) 30’ × 10’ × 10’ (3000) empty secret door: pressure plate 5’ up, 3’ from south end


23) 10’ × 40’ × 10’ – 10’ × 10’ × 10’ empty


24) 20’ × 30’ × 15’ (9000) empty


25) 30’ × 10’ × 10’ (3000)
3 gnolls armed with 2 spears each and 1 long sword each
1 pouch with 50 pp


26) 30’ × 30’ × 15’ (13500) statue of a woman: crazy quilt skirt, blouse.
she is holding a stone spear

singing ‘You take the high road and I’ll take the low road,
and we’ll get there together !” pause repeat Goddess Shalan
doesn’t realize she is a statue here.
If the party mentions it, she rewards them with +1 to a stat,
keeping in mind race and character class limits. She then vanishes.

27) 50’ × 30’ × 15’ (22500)
3 statues , lawful good people frozen and look like statues

1) 6’ tall man in chain mail and holding a spear
inscription on base: “I watch” 2) 5’ 8” tall womman wearing a cloak and holding a spear
inscription on base: “I exist to follow” 3) 6’ 6” tall woman in chain mail, holding a shield, and a spear
inscription on base: “I attack defilers” All 3 will react to party actions.

28) 10’ × 10’ × 10’ empty
on east door is a drawing of an owl perched on a spear


29) 30’ × 30’ × 15’ (13500) empty
on south wall a sign that says “Beware the Goddess”


30) 20’ × 30’ × 10’
debris: human bones and some rotted spears and shields



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Categories Dank Forest

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Seaport of Dank Forest.

The river delta near Brillar, an old fort. There are a few fighters, a sheppard, and a few sheep on Ayuh’s Rock.

Map updated: 10 Jan 2023.




Author
Categories Dank Forest

Copyright by me, Jim. 1980-2050

Unless held by others.