Dungeon ‘23 - Week 1
Week 1 is done! My map looks like the maddened scribbles of an insane toddler (fitting, given the dungeon’s name and theme), but I’ll get all of that cleaned up in post with the help of a professional. In the meantime, here’s the map so far, which room descriptions below.
4A - The Barbican, First Floor
20 ft. stairs flanked by a pair of Grotesques (wingless gargoyles) at the base. Not magical or animated.
A pair of dog-headed guards heckles visitors from the third floor.
They open the portcullis for anyone who wants to speak with Ossifrage (whether he is named explicitly or mentioned as the “lord” or “master” or a similar title). Warn the “guests” not to snoop around or misbehave.
A soldier with a bulldog head plays dice with an ox-headed soldier. They don’t notice the PCs unless addressed directly.
A second portcullis to the west leads to a stone bridge.
A set of stairs winds up along the wall, leading to a trapdoor.
Beastfolk Guard - STR 10, DEX 9, WIL 12 - HP 4
Sword (d6+1), Mail (1)
- Archaic speech peppered with animal sounds.
- Dressed in ancient livery.
- Try to subdue and capture, not kill, but will take lives if needed.
4B - The Barbican, Second Floor
Four beds, each with a footlocker (locked, contains clothing and personal effects as well as 1d6+1 gold each).
A single table with four chairs sits in the middle of the room.
The stairs continue along the wall, leading to another trapdoor.
A window beneath the stairs overlooks the Gargoyle Bridge (4D) with a level on the wall next to it.
Lever is heavily rusted, but if shifted down it will cause the bridge to collapse (the Gargoyles will fly to the top of the Northeast Guard Tower).
The bridge will slowly reassemble itself over a period of 24 hours.
4C - The Barbican, Third Floor
The top of the tower, overlooking the stairs and Gargoyle Bridge (4D).
The two dog guards will growl at anyone that comes up, but apologize and call it a reflex.
A raised stone platform with wood for a pyre dominates the roof. Unlit. Guards refer to it as a signal fire.
4D - The Gargoyle Bridge
A stone suspension bridge 60 ft. long and 10 ft. wide flanked by a dozen gargoyles. Portcullises on both ends (leading to 4A and 4E).
The gargoyles will heckle intruders and guests, warning them about how powerful Ossifrage is and that they should leave before he realizes they’ve arrived.
“You’ll regret it if he leaves his tower!”
Will go on about Ossifrage’s exploits.
Won’t attack except in self defense, and even then they’d rather fly to the top of the barbican or northeastern tower.
The gargoyles will warn the PCs not to trust “the Furnace Demon.”
“He makes promises, but never keeps them!”
“Master Ossifrage had to break the demon’s heart to get it to obey him!”
Mention his imps can be found throughout the castle, looking for fuel to feel Haborym’s fire.
Will mention that pieces of the demon’s heart are guarded by four powerful beasts, but only if directly asked.
The gargoyles will mention that the castle’s residents are prideful and vain, but ultimately very lazy.
“What do you expect from cats, dogs, and farm animals?”
Mentions that not all of the beastfolk are loyal to Ossifrage, but he doesn’t seem to care.
Gargoyle - STR 12, DEX 10, WIL 10 - HP 5
Claws x2 (2d6, take highest), Stoney Hide (2)
- Indistinguishable from statues when immobile.
- Fight only to defend themselves, otherwise not violent.
- Won’t fly out of sight of the bridge.
4E - The Northeast Guard Tower, First Floor
80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. Double doors connect to the castle grounds to the southwest.
Tapestries of a tall, bearded man in robes (Ossifrage?) and several animal-headed knights and well-dressed nobles.
Weapon and armor racks and barrels along the walls.
3 dog-headed guards (Rufus, Cain, and Ein) address the PCs, welcoming them to the castle and calling them guests.
Warn the PCs not to misbehave before asking if they are adventurers or knights-errant.
Ask the PCs to send word to Syr Waltheof FitzAllen for aid in their fight against the Gardener.
“The Gardener and his hedge knights overstep their bounds! They’ve attacked the eastern tower!”
Direct them to the main keep, recommend they try the bridge from the southern tower.
“We cannot abandon our posts, less the Gardener comes here next!”
Table with six seats and evidence of card and dice games.
An imp (a flaming skull with wings) tries to get the PCs’ attention while remaining quiet. Hovers around the trapdoor to the second floor.
4F - The Eastern Guard Tower, First Floor
80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. Single corridor connects to the orchard to the west.
Tapestries of a tall, bearded man in robes (Ossifrage?) and several animal-headed knights and well-dressed nobles.
Weapon and armor racks and barrels along the walls.
Vines have torn down the doors and sprawled into the room.
Remains of a boar-headed guard can be seen in the vines.
Vines partially block stairs, making traversal dangerous.
Sounds of movement can be heard from upstairs.
Animate Vine - STR 11, DEX 3, WIL 1 - HP 3
Thorns (d4), No Armor
- Tries to grapple and choke.
- Moves 5 ft. further into the room every hour.
- Attacks any non-plant creature within 5 ft.
4G - The Northwest Guard Tower, First Floor
80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. Single door connects to the stable area to the south.
Tapestries of a tall, bearded man in robes (Ossifrage?) and several animal-headed knights and well-dressed nobles.
Weapon and armor racks and barrels along the walls.
An animated pitchfork (Waldemar) and a wheelbarrow (Ebba) work to load hay from the stack and take it to the stables.
Chat idly amongst themselves like an old married couple.
Excited to see guests and ask if they have any horses or steeds that need tending.
Don’t think highly of the beastfolk (“Stuffy lot”) and think the Gardener is too extreme (“He’s going to seriously hurt someone!”).
“We wish Master paid closer attention to us…”
Stairs lead to locked trapdoor. Muffled chat can be heard by the door.
Animated Tools - STR 7, DEX 7, WIL 4 - HP 2
Assorted Points, Edges, etc. (d4), No Armor
- Swarms when able, flees when injured or clearly outmatched.
- Becomes a mundane (if not high-quality) tool when killed.