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Sample Dungeon Level: Tower of St. Makhab, Level 2

Started by Benoist, June 26, 2010, 09:35:47 PM

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Benoist

Here's a sample level of the Tower of St. Makhab, which really is a proto-Abbey of St. Yessid to me. It is basically used as a field of experiments for me both on a mapping and dungeon design level, and an actual play level.

If you like this sample, you can also check out its related campaign setting brainstorm: The Mediæval Eurth.


Click for a higher resolution


The following are just a bunch of hand-written notes I typed afterwards on the computer. It was meant for personal play only, but since people have been asking me to post a little more about my stuff, I decided I might as well share it on the RPG Site too and see what you guys think.

If you find the whole sketchy and incomplete, that is well... because it is.

General Background Information

A long time ago, the forested area where one can find the ruins of the Tower of St. Makhab was a sacred location of worship for various goblinoid clans that were warring constantly over it. At some point, a tribe of giants wiped out the opposition and decided to use the energy of the ley lines crossing over this location for their own benefit. The giants were so successful that, after some time since the goblin wars had passed, the human inhabitants of the surrounding lands decided to plead for help to the armies on their way to the Crusade. Their cry for help was heard by their Sovereign Lords, and their armies made their way towards the fort the giants had built for themselves. The Battle of the Reeds ensued, followed by a successful siege of the fort itself.

The location is then dedicated to Makhab, a legendary saint once soldier in the armies of Rome who converted to the Faith and refused to follow orders from the Emperor to massacre the helpless in the name of their pagan gods. Rumors abound that during the battle the Crusaders actually saw Makhab there, on the battlefield, inspiring them to press on and fight the good fight. This account is supported by the Church's belief that the miracle indeed occurred, which makes this place a holy ground in its care.

Monks take possession of the fort and convert it into a monastery of sorts, a holy place for pilgrims to visit the site of the siege and ask for the Saint's courage in their travels. The place itself becomes known as the Tower of St. Makhab, because of the tallest, most noticeable feature of its fortifications.

Then, a few decades ago, the Plague came and ravaged the lands. Pilgrims came in greater numbers to seek the Saint's advice, inspiration. Healing was sought after. The sick started to flock in greater numbers, until at some point, everything stopped: Rumors that the plague had ultimately won the day, and taken over the community of monks living there, started to spread; pilgrims started to avoid the area, and those afflicted by the plague who were stubborn or desperate enough to still make their way to the Tower disappeared forever.

Now, the Tower is all but forgotten. The fortifications have been left alone in the wilderness. The forest reclaimed its dominion over the area. Hunting parties and nearby inhabitants still know about the Tower but carefully avoid it, so as to not awake whatever evil is sleeping there.

Level 2 Background Information

This is the original level of the Tower I designed when starting the Jade Lantern with Nerissa, my better half. It thus started out as an outpost of the Black Abbey in my Dunfalcon setting, though now it is also part of the magical medieval France/world I'm building (tentatively named Eurth, as a parallel world to Oerth, Aerth, Yarth et al.).

I wanted to start right off the bat, and not waste time with an introduction. Nerissa's character is Pei lin, a Tian Ch'in [Japanese] rogue courtesan who ended up in the area of the Free City after leaving her homeland. We didn't quite decide how that originally occurred, and thought I could use it as a potential trigger to some adventures in the campaign. The adventure itself started when Pei Lin awoke in a room surrounding by tombs and sarcophagi, with no idea how she ended up there. From there, she tried to find a way back to the surface, and discovered the wider world (i.e. the Dunfalcon sandbox proper) as if she'd never visited it before. This is why the first keyed room (1) is the Tomb of the Builders. This is where the magical effect that triggered Pei Lin's memory loss was triggered, and where she awoke originally (I will post information pertaining to Pei Lin's exploration and specific adventure between parenthesis in the key).

Keyed areas

1 – Tomb of the Builders. This is a tomb that was built way before the goblin wars. It is the resting place of some of the architects and builders of the underground networks one finds under the Black Abbey. This includes the tomb of Liu Xin Tsao, a master Ch'in architect. (Liu Xin Tsao's tomb is not the main gisant sarcophagus visible in the room, which is Jehan d'Aygremont's. Suffice to say that the adventuring party that made it to this part of the level was after Xin Tsao's tomb. The magical effect protecting Jehan's tomb was triggered, and caused some of the adventurers to die, while Pei Lin survived, losing her memories in the process.) The priests and monks of the Tower kept this area alone, mostly, while being fully aware of its existence.



2. Caryatid Columns. This room's pillars are Caryatid Colums (12 total). There is a decaying carpet leading anyone coming from the corridor to the North to the stairs down to the Builders' Tomb, to the South. Two complex, very valuable tapestries depicting scenes of the construction of the Black Abbey of St. Yessid, hang on the western and eastern walls. Walking away from the carpet on the floor awakes the statues which are in a defensive position (immobile, not moving). Disturbing any of the statues causes it to defend the tomb (i.e. attack). Touching/manipulating the tapestries causes the six closest columns to animate. Notice the alignment of the statues. Anyone fighting next to a column as a 30% chance of somehow touching or damaging a statue while swinging a weapon (probably more with lances, armes d'hast and the like), which results in that statue animating as well. The Caryatid columns are not leaving the room in any case. They are there to defend the tomb, and will stand guard by the entrance of the room is any aggressor or robber leaves it. They will however pursue anyone who follows to flee to the Tombs proper.

3. Storage of mummification supplies and mummified organs belonging to the builders. The magical energies in lower levels of the dungeon animated them. They are completely mindless and just reach for whoever frees them from their container to try to catch blood however they can.

4. Storage room that was used by the monks of the Tower. Now taken over by yellow mold which covers supplies hiding the secret stone door leading to one of the confessionals to the East. About the secret doors: these are stone blocks that are basically moved by pushing on them, which triggers a system of weights and counterweights hidden in the walls that basically causes them to slowly move upwards. If left alone, they then slowly move back into place, due to a slight purposeful imbalance in the counterweight mechanism.

5. A large section of this room and room (8)'s floor collapsed down below, creating the chasm visible on the map. Pei Lin's expedition threw a rope bridge across the chasm. This bridge's ropes were severed from the west side of the room, which means the bridge is mostly intact, but hangs now down the chasm from the hooks (spears, actually) originally used to secure it in the western part of area (8). There is a fresco depicting alchemical symbols on the western wall of this area. An Ogre tried a long time ago to decipher it and was turned to stone by the magical effect triggered by the plate in front of it. Just by the spears next to the chasm there are five dead hobgoblins there, killed in combat (they pursued Pei Lin's expedition and got killed there).

6. Skulk Lair. This is a network of caverns that the skulks gradually shaped and dug out of the rock, originally formed by natural dripping water in this part of the rock formation (the drowned passages from area (6) to (7) to (21) actually connect with lower levels of the complex). A dozen skulks live there, stealing scraps of food or whatnot from other denizens of the dungeon when given the opportunity.

7. Skulk leader's lair and stash. A few coins, some interesting items – there is not much here worth discussing.  

8 A. Remnant of a previously collapsed room opening on the chasm leading down to Level  3. The secret door on the northern room has been taken over from the inside by an offshoot of a yellow musk creeper (see FF).

8 B. Remants of the rope bridge hang from the spears originally used to secure it in place. Opening the secret door to the east triggers the trap of area (9).

9. Trap room. When either one of the secret doors to area 9 are opened, its trap is triggered: both secret doors open at the same time. Stepping on the pressure plate in the middle of the room then causes both secret doors to slam shut. Releasing the plate causes poisonous gaz to pour into the room. Stepping back on the plate unlocks both secret doors. If both doors are pushed simultaneously (from the inside or outside of the room), they open. They otherwise stay shut. There is a concealed switch in the pillar to the north east which activates a trap door revealing the stairs leading down to Level 3.

10. Chapel to St. Makhab. Some offerings (silver coins, mostly) are still locked under the statue of Makhab to the north. This where the monks held their private offices as opposed to the public offices for pilgrims upstairs – see Level 1. Private confessionals line up along the western wall (with a secret door and the remains of a monk in the southernmost).

10 A. The Prieur's preparation chamber. With clothes, change, books of prayers for masses to the monks taking place in the chapel, etc. One can find here a copy of Prayers for the Faithful compiled by Ermold the Black, and annotated by the Brother Prieur during the sanctuary's heyday, indicating some of the ways to use the Underground Cloister of area (16). It also includes explanation to decipher a encryption code that is not otherwise used within. Strange.  

10 B. Shrine to Our Lady Underground, an aspect of the Virgin specific to refuges and the depths of the Eurth that is equally worshipped at the Black Abbey itself. The secret trap door here was used to dispose of the victims of the plague brought down from Level (1) to this place for a vigil through area (11).

11. Collapsed Access to the main Chapel above. Debris, boulders, collapsed pillars everywhere. The Prieur's homunculus, his own private (and very secret) creation is hiding here and will likely conclude that his existence has been revealed if found (he's hiding in the southern part of the room). He has been ignored by the Brothers of the Horde, the goblinoids currently exploring this area from down below, so far. When Pei Lin's expedition went through this area they battled hobgoblins here, flew forward, deeper into the dungeon complex, with some of the goblins chasing them. The rest of the clan was actually scared enough to trap the door to the east with a simple rope-and-bucket trap pouring acid on whoever steps through. They didn't really think about any of their brothers surviving their chase and coming back. What can I say? The little fellows ain't that bright.

12. Dormitory. With some personal effects left, journals from the monks scattered around (some handouts), a few valuables. At random times of the day, some goblins may be using beds here as a resting area.

12 A. Cleaning area. Stream of water flowing in the direction indicated by the arrows. The area was used to clean up, wash clothes and so on. There are switches hidden within the frames of the passages covered by curtains on the western wall there, each triggering the sliding wall trap to push whoever walks right next to them into the stream, and away to the latrines.

12 B. Latrines. One smelly area generally avoided by the dungeon's denizens. The sliding wall trap's switch (hidden in the entrance's frame by the curtain, in the western wall) here is actually stuck. Anyone venturing further into the room along its western wall will be pushed into the stream and be taken straight to the Vomitorium at area (15).

13. Refectory. Note the fire places on the south wall which connect to the same exhaust funnel as the kitchen's. Utensils stashed on the shelf on the eastern wall.

14. Kitchen. Note the fireplace on the northern wall. The exhaust funnel could theoretically be used to access Level 1 and even the surface level, if one were thin enough to make it through the tricky climb. Maybe using the ropes found at area (8)?  

15. Vomitorium. The monks liked to indulge (particularly at the end of the monks' presence here) and occasionally used this area to relieve themselves and get back to the festivities, so to speak. This filthy place is now the lair of a Gelatinous Cube which is quite happy with its present condition. It ventures out its lair only occasionally, when it has not "entertained" the company of any unwary visitor, or victims of the trap in area (12B) for some time. One could theoretically use the stream of water to exit the dungeon directly into the wilderness (which Pei Lin actually did during our game).

16. Underground Cloister. The inner wall of this enclosed area (with swinging spear traps at each end) is covered with cryptic symbols and hypnotic arabesques (saving throw vs. petrifaction required to not spend days staring at them). The annotated Prayers for the Faithful are particularly useful here. Various divine effects including cure disease, purification of food and water and more (except HP healing spells) may be generated here using the appropriate chants. These are life draining, however (1d4 damage per spell level is generated, along with an exhaustion effect. One Turn of chant required per spell level). The Cloister also acts as a portal to the Eidos (i.e. Faerie, the Middle World, however one calls it) using the Prieur's notes from area (P3).

17. Library. Numerous books here, most of them half-rotten by the humidity of the place, due in part to the malfunctioning aeration system of area (21A). A few volumes of general knowledge about Eurth, or the Church, or both, might possibly be salvaged here. There are always goblin sentries in this room. They are afraid of the books, considering them to be forsaken, alien knowledge from the tall people who surely left those here as a trap to ensnare their minds.

17A. Access to Scriptorium upstairs, Level 1.

18. Chapel to St. Yessid, the Judge, Patron of the Rule, discipline and wariness in the face of arcane knowledge and secrets. At the statue's base, one can read a Latin inscription roughly translating by:

"Something wholly unreal, yet seems real to I
Think my friend, tell me where it does lie
."

If prayers are made to St. Yessid, while either thinking about or speaking out loud about the Mind, or Faith, the inscription changes to reveal a prayer asking for the saint to stop bloodshed, hurt, and reveal the light to those in dire need. This prayer, if recited within the confines of the Underground Cloister (16), will grant Cure Light Wounds to the faithful praying there, once a day (without life-draining effect).

19. Purifying Antechamber. Monk robes can still be found here hanging from the walls. The dweomers that powered the purification effects of this room have been long eroded by time and various explorations up to this point. The body of a bugbear lies here, lifeless (it had become a yellow musk zombie some time before and wandered around until it dropped).  

20. This room was once a part of the alchemical laboratories of the monks attempting to treat the Black Plague through natural and magical means. Various types of plants and molds have grown wild all over the place for quite some time. Some lichens here are actually phosphorescent, and may be harvested to use as light sources (when harvested, the lichens still produce light for 2-24 hours). Of course, these types of activities are likely to catch the attention of the zombies in area (21)...

21. Part of the same alchemical laboratory. The Yellow Musk Creeper took over this area some time ago. A half dozen yellow musk zombies (goblins and hobgoblins perform succumbing to the plant's power) are tending to its needs.  

21A. Magically generated aeration system. The air elemental bound to this area has been left to its own devices for a long time and is now wild. Though aeration system will seem completely lifeless most of the time, it might suddenly come to life (if somehow tempered with, for instance), the air elemental throwing people, furniture etc. away from the system with great force. Might affect areas (20), (21) and (E9) on this particular level. Initial attack might be treated as a Saving Throw vs. Breath Weapon, with a possibility to lure the elemental out of the aeration system to deal with it, somehow (might be best to leave the creature alone for low level characters).

The Prieur's Private Quarters (Areas P1-5)

The last Brother Prieur once found refuge from the masses of sick pilgrims who revolted against the monks in this area. This is the actual event that put an end to the monk's presence within these walls.

P1. The Prieur's bed chamber. Access to Level 1 via stairs. Pieces of journal detail the gradually changing aims of the monks from curing the sick to experimenting various remedies on them in the newly built experimentation quarters (North of Level 2, Area E1-9).

P2. Prieur's Dining room.

P3. Prieur's Office. The south wall features statues of St. Yessid, St. Makhab and Our Lady Underground there. One can find cryptic notes from the Prieur in this room which, if decrypted using the encryption notes in the annotated in Prayers for the Faithful, may be used to access the Eidos via the Underground Cloister (16).

P4. Prieur's Library. Includes a few scrolls (no higher than 3rd level cleric spells).  

P5. Prieur's Chapel. The Undead Corpse of the Prieur may usually be found here along with a few monks worshipping the Desecrated Saints here. There is a 1 in 3 chance they are praying and chanting, and concentrate on their rites. 1 in 3 they are upstairs (Level 1), and 1 in 3 they are feasting on some other dungeon denizen. Treat as a Wight assisted by a handful of ghouls (very dangerous enemies, stealth and diversion tactics may be most useful here).

Experimentation Chambers (Areas E1-9)

E1. Detention areas. Test subjects are first taken here and dumped into the oubliettes below or in detention cells along the eastern part of the room. Many skeletons trapped below, magically animated by the nefarious influence of the lower levels of the dungeon. One goblin actually made it there and hides in one of the holding cells. He's gone insane, might provide information to the PCs if they somehow inspire confidence, at least until his paranoid nature gets the best of the little fellow.

E2. Potions, balms and supplies.

E3. Debris and molds are rampant here. This was once a common area where tools, including a cart, clothes were stored.

E4. Guards sleeping area. Ragnar, an adventuring fighting man, has been touched by the power of the silver sphere in area E9. It made him insane but gifted him with a few psychic powers. These trigger complete at random, but seem to be linked to his emotional state. He will welcome any protection to get out of here as he can get. He is completely oblivious to his own condition. Sadly, the Chaos contained within the silver sphere will slowly devour him from within, leading to gradual changes, mutations, etc. He might turn against the PCs after a while.

E5. Detention cell for post-experimentation subjects. One huge blob of flesh has been growing there like a cancer and might try to grab the PCs to devour them. Treat as jelly.

E6. Detention cell similar to E5. Yellow mold has taken over this area.

E7. Guard room. A few weapons may be found there.

E8. Another storage room for carts, supplies, et cetera. There is a chute on the western side of the room that is used to dispose of the test subjects once they have been dealt with, or to access the lower caves where the machinery generating the stream of water on this level is located (Level 3). The mechanism allowing a platform down below to come up and down to and from this level is no longer operational. It is possible to climb down, however.

E9. Dissection Chamber and Silver Sphere. The monks of St. Makhab gradually lost their way. Originally, they tried to find a cure to the Black Plague, but in so doing, they studied matters of arcane knowledge that should have been left alone. These pieces of knowledge inspired more and more experiments which, in the end, drove the monks down a path of corruption and evil. This room here is a testament to their fall from grace. This is where the monks performed their vivisections, dissections, grafts, and all sorts of experiments that flew in the face of everything they once believed.

In the southern part of this room one can find the Silver Sphere, where some chaotic essence has been caught from the ley lines themselves. The first series of three globes along the north wall of this part of the room each hold a misty substance. Each globe holds a particular mist of a particular color: one red, one green, and one blue. On the other (southern) wall of the room, all the globes hold the same white mist that swirls must more quickly within. Controls can be accessed behind the Silver Sphere. Manipulating these controls allows whoever actions them to alter the colors within the globes from a white mist to one of a primary color, or back. There is then another set of controls that basically causes the Silver Sphere to receive the combinations of colors chosen from the six other spheres, which results in particular magical effects to be triggered, from none at all to a series of mutations to anything else in between (I never came around to build the diagram of different color combinations and their resulting effect – will at some point I'm sure).

LordVreeg

I will look at this in the AM when sobriety is at less of a premium

Looks prett deep, which is a compliment from me
Currently running 1 live groups and two online group in my 30+ year old campaign setting.  
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Setting of the Year, 08 Campaign Builders Guild awards.
\'Orbis non sufficit\'

My current Collegium Arcana online game, a test for any ruleset.

Benoist

Quote from: LordVreeg;390305I will look at this in the AM when sobriety is at less of a premium

Looks prett deep, which is a compliment from me
Awesome. Take it easy, man. No rush. :)

Benoist

By the way. Since I just linked this in the megadungeon thread.

What do you guys think of this level?

Aos

I like it. The back story rather reminds me of  a location in Almost Colossus (a Hellboy graphic novel).
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Benoist

Thanks! I haven't checked that graphic novel. Maybe I ought to?

I need to come up with a random table for the controls of the Silver Sphere too.

Aos

Hellboy is all worth your time. The story in question can be found in the collection The Chained Coffin and Others.
You are posting in a troll thread.

Metal Earth

Cosmic Tales- Webcomic

Benoist

Thanks for the tip my friend. I'll check that out.

Rincewind1

I for one have a love - hate relationship with Hellboy. I like the comic, but ironically - mostly when Hellboy isn't there, as then the plot is basically:

1) Hellboy arrives on the case
2) Hellboy discovers the paranormal
3) The paranormal kicks Hellboy's butt and tries to lure it to take the Crown
4) Hellboy kicks paranormal's butt.

As for the dungeon itself -  nice work, but any chance of a bigger picture? Perhaps I am just half - blind, but I can barely make out the numbers. I'll need to check out that Maedieval Europe sometime too.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

Benoist

Quote from: Rincewind1;507841any chance of a bigger picture?

Try this resolution. Updating the OP now.

Rincewind1

Quote from: Benoist;507843Try this resolution. Updating the OP now.

Thanks, much better.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed