Dungeon ‘23 - Week 2

Week 2 is complete and my map looks… even more insane. Here’s what I’m working with so far, which will definitely need some fixing up. I’ll simply the map when I get around to filling the grounds betwixt the walls next week. Still having a blast working through this project. The full map (so far) is below, but I’m only detailing the new rooms from Week 2. I must confess I wrote more than seven, but I’m sure I’ll fall behind in the future to even things out.

The first eighteen rooms of Zone 4. Again, I’m playing a little fast and loose with the rules of Dungeon' ‘23.

4H - The Southern Guard Tower, First Floor

  • 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar.  Double doors with portcullis connect to the training grounds to the north.

  • 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 beastfolk guards on duty at all times.

    • Guard by the door to the training grounds operates the portcullis, lowering it during emergencies.

    • 2 guards watch over the trapdoor leading to the dungeon level.

  • Captain Nosewise (dog-headed guard) manages this garrison, serving under Syr Waltheof FitzAllen.

  • Stairs lead to the next level, snores can be heard at all hours.


4I - The Western Guard Tower, First Floor

  • 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar.  No door.

  • Gang of ratfolk (Leader is a woman named Taragon with 3 enforcers) and their “pet” cockroaches live here.

    • Hostile to intruders, worried about someone moving in on their turf.

    • Taragon is missing three fingers and possesses the Nine-Fingers Knife (below).

  • A desk with locked drawers contains ledgers and notes about a smuggling operation.

  • Hidden trapdoor leads directly to the Furnace level while an iron-runged ladder leads to the second floor.

Beastfolk Thief - STR 9, DEX 14, WIL 10 - HP 4

Dagger (d6), No Armor

- Swarm at opportune moments, never fight fair.

- Able to squeeze into tight spaces to escape or ambush.

- Always looking to strike a deal.


Giant Cockroach - STR 4, DEX 11, WIL 2 - HP 3

Bite (d4) or Acid Spittle (d6), Chitin (1)

- The size of a small dog or large cat.

- Swarm and bite, use wings to fly around dizzily.

- Can spit globs of acid short distances.


Nine-Fingers Knife - d8+1 (Superior)

An unassuming dagger with a razor edge and a notched bone handle stained red-brown with old blood. It can be used in place of a lockpick in a pinch without penalty. When called upon, the knife can bypass any lock, mundane or magical, regardless of complexity, but doing so takes 1 minute and requires the knife's wielder to cut off one of their fingers.

4J - The Northwest Guard Tower, 2nd Floor

  • 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar.  Doors on the southwest and northeast (beneath stairs) sides connect to the ramparts.

  • Stairs lead to tower top, normally blocked off by a currently open trap door.

  • Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense.

  • An imp (named Koal) will try to get the PCs to follow him to the top floor.

    • “No guards to eavesdrop!”

  • A bull-headed guard stands by each door, seemingly oblivious to the Imp - they will notice if the PCs appear to be talking to “no one.”

    • “They don't see what they don’t like!” Koal says.

4K - The East Guard Tower, 2nd Floor

  • 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar.  Doors on the southwest and northeast (beneath stairs) walls connect to the ramparts.

  • Stairs lead to tower top, blocked off by a heavy iron-bound trapdoor.

  • Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense.

  • Three guards stand behind a barricade of furniture with a cask of oil at the ready.

    • Guards are panicked, waiting for reinforcements.  They cannot abandon their post lest the vines from below creep in.

4L - The Northeast Guard Tower, 2nd Floor

  • 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar.  Doors on the west and southeast walls connect to the ramparts.

  • Stairs lead to tower top, blocked off by a heavy iron-bound trapdoor.

  • Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense.

  • A cat-headed knight (Syr Tibert Gyb) is interrogating a raven-headed beastfolk (Bartram) he has accused of theft.

    • Won’t stand to be interrupted.

    • Accuses PCs of theft if they interfere.

    • Bartram did, in fact, steal several sets of keys and signet rings under Taragon’s orders, but Syr Tibert didn’t see it.

  • A pair of horse-headed guards stand by the doors to ensure that no one interrupts Syr Tibert.

    • Will draw weapons and attack if their orders to stay away aren’t followed.

  • An animated broom (Goethe) and a dustpan (Dukas) skitter around the room cleaning dust, doing their best to avoid Syr Tibert and his guards.

    • Seemingly unbothered by the “interrogation” going on.

Syr Tibert Gyb, Beastfolk Knight - STR 12, DEX 10, WIL 13 - HP 6

Sword (d6+1), Plate (2) & Shield (1)

- Archaic speech peppered with animal sounds.

- Finely crafted but antique armor.

- Fights honorably and to the death unless offered surrender.  Will issue dueling challenges.

4M - The South Guard Tower, 2nd Floor

  • 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar.  

    • Two doors on the west and east walls connect to the ramparts.

      • Portcullises can be raised and lowered to block the door.

    • A northern door leads to a stone parapet with a drawbridge that connects to the keep.

      • A portcullis can be raised and lowered to block the door.

  • Stairs lead to tower top, blocked off by a heavy iron-bound trapdoor.

  • Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense.

  • Ten beds with two bunks to sleep the outer wall’s garrison.

  • A wooden door connects to a smaller room with a garderobe (toilet).

4N - The West Guard Tower, 2nd Floor

  • 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar.  Doors on the northwest and southwest walls connect to the ramparts.

  • Stairs lead to tower top, blocked off by a heavy iron-bound trapdoor.

  • Trapdoor on the floor leads to a descending ladder to the floor below.

    • A simple pulley system allows for barrels and crates to be raised and lowered between floors.

  • Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense.

  • A pair of guards mill about the room, both in the employ of Taragon.

40 - The Northwest Guard Tower, 3rd Floor

  • Two tiers, separated by ornate stone battlements and connected by a short staircase.

  • An iron-bound trap door, currently open, normally blocks access to the floor below.

  • Signal brazier ready to light rests within sight of the other towers.

  • Currently empty, save the imp Koal.

    • Loyal to Haborym, wants to see his master freed from Ossifrage’s control.  Tries to recruit the PCs with promises of wealth and power.

    • Tells them to go to the Western Guard Tower to access the secret ladder on the first floor.

      • “Tell Taragon I sent you, she’s a friend to the Master!”

Koal, the Imp - STR 6, DEX 12, WIL 9 - HP 6

Burning Fangs (d6, Dex Save or target takes another d6), No Armor

- A flaming skull with bat wings, flits about chaotically.

- Speaks quickly with a voice that snaps and pops like burning wood.

- Turns invisible and flies away if it fears for its life.

4P - The East Guard Tower, 3rd Floor

  • Two tiers, separated by ornate stone battlements and connected by a short staircase.

  • An iron-bound trap door, currently open, normally blocks access to the floor below.

  • Signal brazier rests within sight of the other towers.  It lacks wood and oil to burn.

  • A trebuchet operated by a team of three mole-headed engineers dominates the second tier.

  • Two guards remain at their posts by the brazier and the trapdoor, both nervous about the vines below and the Gardener but unable to abandon their posts.

4Q - The Northeast Guard Tower, 3rd Floor

  • Two tiers, separated by ornate stone battlements and connected by a short staircase.

  • An iron-bound trap door, currently open, normally blocks access to the floor below.

  • Signal brazier ready to light rests within sight of the other towers.

  • Three guards and one serjeant stand at their posts, order the PCs to go back down the stairs.

Beastfolk Serjeant - STR 11, DEX 9, WIL 13 - HP 5

Sword (d6+1), Mail (1) & Shield (1)

- Archaic speech peppered with animal sounds.

- Dressed in ancient livery with a pin denoting their rank.

- Issues orders to nearby guards but leads from the front.

4R - The South Guard Tower, 3rd Floor

  • Two tiers, separated by ornate stone battlements and connected by a short staircase.

  • An iron-bound trap door, currently open, normally blocks access to the floor below.

  • Signal brazier ready to light rests within sight of the other towers.

  • Three guards and one serjeant stand at their posts, order the PCs to go back down the stairs (unless Captain Nosewise is with them or on the floor).

  • A table littered with notes, journals, and maps sits on the second tier beneath a canvas canopy.

    • Captain Nosewise spends his mornings and evenings here before returning to the first floor to oversee the outer wall’s garrison.

    • Maps showcase an assortment of foreign lands, some of which may not even be part of the same universe.

    • Notes and journals are mostly daily logs and action reports.


4S - The West Guard Tower, 3rd Floor

  • Two tiers, separated by ornate stone battlements and connected by a short staircase.

  • An iron-bound trap door, currently open, normally blocks access to the floor below.

  • Signal brazier ready to light rests within sight of the other towers.

  • Three guards and one serjeant stand at their posts, more easy going than the other towers’ guards, but will escort the PCs downstairs if they bother Pierre the Scholar.

    • Pierre is a pig-headed beastfolk who serves under Syr Caden, an owl-headed knight stationed in Lips’ Tower.

    • He is busy studying the night’s sky, mapping constellations to add to the library’s star charts.

    • Is rather brusque and in a hurry, as the castle often relocates every few (2d4) days, which doesn’t give him much time to draw up his maps.

    • Will be quite friendly with a PC who shows aptitude for astronomy and/or cartography, offering them information about the castle in exchange for their assistance.

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Dungeon ‘23 - Week 1