https://textpattern.com/?v=4.8.8 My AD&D 1e website - Articles - dungeons https://crestofastar.jimsmaps.net/ maps, scenarios, and cities, etc. Thu, 28 Mar 2024 17:27:24 +0000 No Ducks dungeon 01 There are no ducks in this dungeon. Really.

zip file with map and room text 4 megabytes

1) 105’ × 50’ × 10’ + 55’ × 45’ × 12’ Entrance room.

3 ogres have taken up residence. They are behind a broken wagon and some lumber.

Rock debris on the floor. 4 torches on the walls.7 broken tables, this must have been where the original inhabitants met newcomers.

A small chest in the corner. Locked, the ogres haven’t noticed it behind the debris because various animals and monsters keep wandering in to see if the place is inhabited.

50 gold pieces, 65 silver pieces.

Secret door on east side. Push on the left side of it to open it.

Lots of noise will attract the 2 giant beetles in room 6.

2) 50’ × 52’ × 15’

Two toilets behind curtains.

Two ghostly tables and 3 ghostly chairs. The three bottles on the one table are real.

Green liquid cure light, one time.

Orange liquid, gives a fighter +2 to hit for one combat

Blue liquid, gives drinker a blue glow for one game hour.

Round Mosaic is cut into the floor. Anyone standing on it will cause it to rotate slightly, then the secret door opens.

Two of the brown and green storage cabinets have a few silver and copper coins in them. The other has a flint dagger +1.

Door on the west wall, has a pull handle on the right side.

3) 30’ × 70’ × 12’

Two mold areas. 5 rock debris piles fallen from the ceiling.

Two moldy giant ants. One is behind a cage with a trap door under it. The trap door leads to a small 10’ × 10’ × 5’ deep hole. Currently empty.

The greenish cow is friendly, but will attack if attacked.

4) 35’ × 28’ × 10’ To enter, characters must finish digging the passageway into this room.

2 open pits with spikes. 2 open pits with no spikes. Two cages. A ghostly chair. The character that drank the earlier blue liquid can sit in it and relax. other characters will receive an electric shock, but only take one hit of damage.

a) locked, contains 75 gold, 120 silver, two 100 gp gems.

b) empty

c) contains a short sword +1, a ring of water walking, 250 gold

5) 38’ × 46’ × 15’

A ghostly bar and a ghostly pantry/food storage shelving.

Two chests on west wall.

One has 25 gold, 65 silver, 81 copper pieces.

Two has 33 gold, and a scroll of Protection from Undead.

One amphora has a small amount of clean water in it about a liter/quart, the rest are empty.

The table has 6 bottles on it. They could be potion bottles or just empty.

6) 35’ × 34’ × 15’

Three skeletons, food for the beetles.

2 large beetles. If they hear loud noises in room 1, they will break the wooden door and attack. They are just as likely to attack the ogres as adventurers. They are getting hungry.

one of the chests on the east wall has 6 gold, 25 silver, and 100 copper pieces, the rest are empty. All are locked.

The two crates along the south wall are unlocked and empty. Easy to use and carry, wooden handles on both ends.

7) 30’ × 31’ × 10’

A topiary carved to look like a dragon. A slight wind comes from around it, sounding like a sigh.

Two wooden crates. One has a long sword and the other has a foot mace. While they detect as magic, they aren’t magical.

8) 46’ × 46’ × 10’

4 giant beetles.

7 bones of orcs.

Pit in the northeast corner. Lets into a small 10’ × 10’ × 10’ room. Contains a small dagger +1 and 25 silver pieces.

9) 45’ × 45’ × 10’

A topiary carved to look like a dragon. Doesn’t move.

behind the partition are 2 deer like topiary.

A gargoyle is near them. It will try to pretend to be a topiary, but it is dark blue rather than green. It really just wants to leave, but if attacked it will defend itself.

cracks in floor. 15% chance for anyone/any being stepping on them to lose their footing and fall down.

Secret door east side: push down, it will slide down into the floor.

10) 27’ × 25’ × 10’

The mosaic will squeak, like there is metal something under it, but it is only a programmed illusional sound.

11) 25’ × 25’ × 10’

A grate with no visible trap or pit under it.

A cage with 4 partially eaten apples inside. No lock on the door. A druid or ranger might realize it held a gargoyle at one time.

Two small leather bags. Small amounts of low value coins. About 1 gold piece equivalent total.

12) 36’ circular room x 20’ high.

Portcullis, controlled by the ogre.

Ogre was told to guard the room. He eventually checked the room and found nothing of value. So he doesn’t trust anyone who put him here to guard. May, or may not, be open to negotiation.

Two braziers. The south one blocks access to a secret door. Moving it will cause the secret door to slide into the wall sideways.

13) 36’ × 25’ × 10’

10 skeletons, cannot be turned by a first level cleric. They are wearing medallions that will block that attempt.

3 grates, nothing under them.

small pile of bags and coins southwest corner.

250 copper pieces, twenty-three 50 gp gems, 43 gold and 68 silver pieces. One ring of fire resistance.

14) 30’ circular room, 30’ high.

Two braziers and a pool of greenish water.

All 3 detect as magic, but nothing happens no matter what the characters do to them.

Time and spell waster.

15) 30’ circular room x 10’ high.

5 giant rats in a time stasis. One brazier. No treasure. entering the room breaks the stasis.

16) 17’ × 28’ × 10’

each chest as roll 1d4 1) no treasure 2) 50 gp 3) 50 silver 4) 50 copper pieces.

17) 17’ × 28’ × 10’

One crate contains 23 gold, and 50 copper pieces.

The two piles of coins are stuck together. And worth about 15 gold pieces each pile. Most merchants and money changers will refuse them unless broken up into useful bits. Melting will just mix the metals together. They are mostly copper.

18) an L-shaped room. About 8 feet to dig into rooms 6 and 17 entrance area where the mosaic is located.

Any character that stands on the mosaic between room 16 and room 17 will feel dizzy for 2 game turns ( 20 game minutes )

19) 42’ × 48’ × 10’

3 ghouls. One out in the open, the other 2 behind pillars.

4 remains of previous victims.

a bubbling pool of deep blue liquid. If drunk, 5% chance one random stat of 1d4 characters that drink, will go up +1 or down -1.

20) 37’ × 8’ × 8’

To continue on into room 10, digging will be needed. East wall sounds hollow if tapping is done on it.

21) 7’ × 33’ × 10’ Tapping on the south wall, a hollow sound. 2 to 3 feet of digging to reach room 22.

22) 8’ × 12’ × 10’ a small alcove to room 5. Dusty. No footprints.

23) 30’ × 8’ × 8’ Door into room 3 push plate on the left side.

Tapping on the west wall will sound hollow.

24) a room with secret doors at both ends.

blood splotches on the floor.

Push up on either secret door and it will slide up into the ceiling.


]]>
https://crestofastar.jimsmaps.net/articles/no-ducks-dungeon-01 Sat, 06 Feb 2016 19:49:49 +0000 Bill George tag:crestofastar.jimsmaps.net,2016-02-06:41b9e06e4775041fe9f5e0b879357f08/6af9552a5570d22cb0dc9f4d48cbb8f3
No Ducks dungeon 02 There are no ducks in this dungeon. Really.

zip file with map and room text 3 megabytes

1) 70’ × 30’ × 10’ Entrance room. 5 wooden chairs, a rug, 2 wood benches, 2 cauldrons.

Move the right hand cauldron to get to the secret door. To open the secret door, push on the wall and it will slide into the floor.

2) 30’ × 50’ × 10’ Museum. Most items are gone. A moldy former fish tank on the south wall.

A cabinet on the north wall. The brazier has coals burning in it.

Broken tables and wood debris.

3) a cave about 200’ x about 100’ × 15’ high in the center.

Rock debris. Deep water pond. Apparently nothing in the water, but there could be.

3A) a side cave. About 35’ × 80’ × 10’

Empty of all but dust.

4) Guest room. 40’ × 30’ × 10’ Looks freshly furnished. A bed, rug, bath tub, jake, a dressing table. Two storage cabinets. Debris of wood, cloth, a wood bowl, and a skeleton. No chairs.

5) Guest room. 40’ × 30’ × 6’ Bed, rug, fireplace, curtains, jake and chair, wood debris, a dressing table and a chair. The fireplace is warm to the touch, but any ashes and wood have apparently been removed.

6) Guest room. 40’ × 30’ × 20’ Looks freshly furnished. Bed, rug, dressing table and chair, fireplace. Wood debris with skeleton and some cloth.

7) Guest room. 20’ × 40’ × 10’ Looks freshly furnished. Jake and rug out in the open. The curtain looks like it has been moved to its current location. A bed and 3 boxes.

8) Dinning Room. Circular 72’ × 20’ The three bulls and three skeletons, along with a small pig. The pig is the most dangerous, and most hungry. There were four bulls. Chairs without tables, and four tables with 6 chairs each. A smaller table with three chairs. Secret door to the west, push up to open.

9) linen closet. 30’ × 50’ × 10’ Eight storage cabinets with rotted sheets and rotted pillow cases in them. A smal lpile of wood debris. Three spear boxes with spears in them. The secret door hides a short passage with a chest in it. Push down to open the secret door from this room. The hallway doesn’t go into this small passageway, but it will sound hollow when the wall is tapped.

10) kitchen. 50’ × 100’ × 15’ Two burners, one has had something awful smelling cooked on it recently. Two food preparation benches and various kitchen knives and other tools. Two storage cabinets on the west side. Six small tables scattered about the room.

11) Armorer’s room. 30’ × 40’ × 10’ with a hole in the ceiling. A burner with a pile of coal. Two cheaply made tar and wood storage boxes.

12) Storage. 30’ × 30’ × 10’ Three chairs and six chests. The chests are empty.

13) Unknown purpose. 30’ × 30’ × 10’ Wood debris. Small wood worms, wont attack, in the wood.

14) Unknown purpose. Could have been a guard room at one time. A skeleton and blood splotches.

Secret door east side. Anyone touch the walls, it will open.

15) Possible store room. 40’ × 40’ × 10’ Red brick floor. Wood debris. A broken crate. Nine small crates.

Two of the small crates have 10 or 20 copper pieces. One of the others has a 75 gp gem in it. The rest are empty.

16) Storage. 40’ × 30’ × 10’ brick floor. Some bricks might be loose. Nine boxes.

Two boxes have rotted clothing. One large box has a small pouch which contains a ring of fire resistance and 23 gold pieces.

17) Odd-shaped room.

3 bugbears hiding behind a curtain. Armed with spears.

A blue glowing skull is on the floor near the entrance lobby.

A torch lights up the broom.

17A) 30’ × 30’ × 15’ a smaller torch.

A chest, locked, a few copper pieces. False bottom contains 55 gold pieces, 15 silver pieces.

Chest in the upper right corner contains a small shield +1. Locked.

18) Barracks for the guards. Too far away to protect the entrance. Seven beds and rugs. Seven storage cabinets. Debris with possible former guards under the piles. A few copper pieces and silver pieces scattered about the bunks.

19) Weapons storage. 30’ × 30’ × 10’ Mostly empty boxes, but there are a few swords and spears here. Four chairs. And a torch that is about to go out. One of the spears, a 6’ one is +2, the rest are ordinary.

20) Treasury. 80’ × 50’ × 10’ Where the guest payments were kept. This room is behind several secret doors and passageways.

Chest: 190 gold pieces, 15 platinum, 150 copper.

A) Chest: Leather armor +1, 30 silver pieces.

B) Chest: chain +1, shield +1, 95 copper pieces

C) Barrel: a mix of coins, under some apricots. 5 gold pieces, 60 silver, 100 copper pieces.

The rest are empty.

21) 70’ × 40’ × 10’ a minotaur has been tasked to guard the two chests.

One chest has 500 copper pieces.

The other has 360 copper pieces.

22) Circular room. 40’ × 10’ wood debris.

23) Storage. 20’ × 30’ × 10’ wood debris.

24) 30’ × 10’ × 8’ Storage room. dusty and wood debris.

25) 30’ × 10’ × 12’ Storage room. a corpse, and dust with a few spider webs.

26) 20’ × 10’ × 20’ Storage room. empty of all but dust. Scratches on the floor, like something heavy was dragged across it.

27) 20’ × 10’ × 10’ Storage room. empty of all but dust. Has an odd smell to it. Not rotted, but close to it.

28) Hidden passageway. Secret doors require any adventurer’s touch, but not by a human.

The chest contains a long sword +1, and a few copper pieces.

29) a short room. 30’ × 10’ × 10’ full of dust and small spiders with their webs.


]]>
https://crestofastar.jimsmaps.net/articles/no-ducks-dungeon-02 Sat, 06 Feb 2016 19:49:49 +0000 Bill George tag:crestofastar.jimsmaps.net,2021-05-25:41b9e06e4775041fe9f5e0b879357f08/c1d7cd7e95e0ca05f3f3019756e5cea9
No Ducks dungeon 03 There are no ducks in this dungeon. Really.

zip file with map and room text 3 megabytes


Room 1) 40’ × 60’ × 10’ + 20’ × 20’ × 10’ chicken in a cage, green glowing chicken. Guarded by 3 skeletons, and an ogre around the corner.

To open the secret door, get the chicken to make a normal chicken sound. Like clucking.

Room 2) 30’ × 30’ × 30’ a green glowing chicken, in a room with 3 chests. It is mostly hidden behind a broken table. Must be larger than a typical chicken then. It attacks if any one goes near it.

One chest has 5 gold, 27 silver, and 5 copper pieces in it. The other two are empty.

3) 60’ × 70’ × 30’

Two open pits, a cloudy area of smoke, and a barrel.

A slightly magic fountain.

drink 1) nothing

drink 2) character grows a dwarf beard

drink 3) character receives 5 gold pieces

Then the water disappears.

The barrel, contains rotting apples.

4) 30’ × 50’ × 10’ A broken table.

A stone golem guards two chests.

One chest has 275 gold, 23 platinum, and 200 copper pieces.

The square chest has two daggers +1, and a ring of water walking.

5) 30’ × 40’ × 10’ some small pieces of wod debris. Dusty.

6) 30’ × 50’ × 10’ A water well.

Guarded by 3 ogres.

To get into rooms 7 and 8, the characters must search for secret doors. All of them either push on the left side, or push down to open them.

7) 30’ × 50’ × 15’ former treasury

Smoke appears to be coming from a chest, but it is an illusion.

Chest contains: 1,000 silver, 375 gold, and twenty 150 gp gems.

The pit is 10’ × 10’ × 10’ deep. In the south wall is a small compartment with a small box in it. The box is of fine wood, and contains a necklace worth 1500 gp, and a ring of protection +1. The box is worth 25 silver.

Leave the pit quickly after finding the box, as it will close up and the character will be trapped.

8) a flattened Zee shaped room. Dusty and otherwise empty.

9) 40’ × 60’ × 10’ dusty, and empty, but.

Staying here longer than a few minutes, the adventurers will hear warnings of ‘His Majesty Approaches !’. The longer they stay, the louder, then they will stop for approximately 10 minutes. Then continue.

10) a former formal room. Two ornate pillars and some wood debris.

Both pillars are hollow with small compartments. There are small broken wood boxes in each one, nothing left of value.

11) 60’ × 50’ × 10’ burial chamber of royalty. Queen in one, and a king in the other. Anything of value has long since been pilfered.

The statue will say ‘Beware !’ whenever anyone enters the room, but do nothing else.

12) 50’ × 60’ × 30’ treasure chest on a stone pedestal. Something is in the water.

The chest contains 100 platinum, 250 gold, and 23 silver pieces.

The water is 5’ deep around the edge, and 30 feet deep otherwise.

12A) 10’ × 20’ × 10’ empty of all but dust.

12B) 20’ × 20’ × 10’ 5 skeletal remains.

12C) 20’ × 30’ × 10’ a number of dried blood splotches.

13) 130’ × 30’ × 30’ moss covered floor. the former treasury, additional. There used to be 4 stone golems here. The two piles of rock are all that remain.

2 stone golems.

One chest, pieces of what must have been the crowns. About 150 gp worth of golds and silver left. And gems are gone.

second chest opened. About 100 copper pieces, and two small gems worth about 65 gp each.

The third chest is locked. It has blood splotches on it. whom ever that blood belonged to, must have been trying to open it when they were attacked.

Contains 4 bracelets worth 250 gp each. 55 platinum pieces of unusual look. Might be worth more than face value to a collector.

14) L-saped room. Moss covered floor. Damp.

15) 50’ × 50’ × 10’ a moss covered floor.

Storage barrels and urns. Nothing of value left.

16) a former throne room. 30’ × 50’ × 20’

The throne weighs about half a ton. If the characters can get it to town intact, it is worth one thousand platinum pieces. Otherwise, about 200 platinum.

The two wood stools are worth about 2 copper pieces each.

The blue statrue is a guard. AC 2, hits for 1d6 per arm. 2 attacks per round. Moves at a 9 inch speed. Has 3 HD and 18 hit points.

17) 60’ × 30’ × 10’ Impossible to tell, but it was the royal bedroom.

A few small gold threads might be found after a game hour of searching. Worth about a gold piece total.


]]>
https://crestofastar.jimsmaps.net/articles/no-ducks-dungeon-03 Sat, 06 Feb 2016 19:49:49 +0000 Bill George tag:crestofastar.jimsmaps.net,2021-05-25:41b9e06e4775041fe9f5e0b879357f08/72ccf233f7aebb02562405be7e7bc39e