Monday 19 June 2017

Lost Turismond Part Two

So part 2 of Lost Turismond is an abandoned Dwarven City. The city has a vertical element to it that is difficult to map. I created two maps, one of the courtyard level, and one of the higher levels. The highest levels are not accessible. The first level is detailed here.

Foolish adventurers disturb the inhabitants of the abandoned city

LOST TURISMOND PART TWO

Background
The Dwarves of Turismond dug down following veins of silver and came across a large cavern 1,200 feet below the mountain. They dug airways to the surface and lit the cavern and carved a city out of the walls of the cavern. There was room to expand. When the dwarves left 500 years ago they had time to pack up most of their possessions. Air still flows into the cavern but it is in absolute darkness. Even characters with infravision will be unable to see as the stone is all the same cold temperature.

The city is not completely abandoned. A group of werewolves are exploring the ruins and there are other dangers.  The dwarves left a lot of traps as well, and their guardian.

Level One of the Dwarven City of Turismond

(1). The Lift
The lift descents the 1,200 feet from the surface in 3 turns. It starts to creak and groan and stutter and then enters a pitch black room and stops. The same lift can be used to continue to the next level but players will need to figure out how to operate it. The room it has arrived in is a building about 20 feet square and 20 feet tall made of seamless stone as if it was carved from an enormous block. Wooden crates and mining equipment is scattered about the room and piled against walls. Looking through the crates will reveal household items, forks, spoons, knives, rotted cloth, clothing, and the like. This was the final staging area for the dwarves when they left the city.

On the west wall near the front of the building is a cast iron metal box with two panels. One panel is open and inside is a metal bar in a slot that can be pushed up and down. Currently it is down. Pushing it up will cause the lift to rise to the surface after a few rounds. Pulling it down will stop the lift and bring it back. The other panel has an elaborate key lock. It is locked. Inside the panel if it is opened is another bar in a slot. This one is stiff and hard to move. It is currently up. Pulling it down will send the lift down to the mines. This second control overrides the first control. Picking the lock is done at -10% due to the complexity. There is a forgotten key to the lock in area #38. The closed panel has a lot of scratches and pry marks on it like someone tried to open it without a key.

(2). Lift Guardroom
This was a guardroom for the lift. The room is cluttered with racks of weapons. The racks are about ⅓ full. The weapons include 34 polearms, 22 spears, 8 short swords, 4 normal swords, and 15 shields. All of the weapons are still useable. One of the shields is a magic shield+1.

(3). The Courtyard
This is a vast courtyard 160+ feet long and 50-60 feet wide. The first thing of note is that it is absolutely dark. Characters with infravision will only be able to see other characters. Even lit torches fail to illuminate the ceiling and the open cavern beyond (area #20). Stone walls and buildings rise to the west and east all carved from the same rock without any seams showing. Door, windows and balconies are visible if characters have a light source. There are 3 huge empty stone planters down the center of the courtyard.

While in the courtyard, players will be under the eyes of the werewolves at area #33 and the harpy at area #24.

The doorways into the buildings are made of expertly balanced stone. They swing into the buildings with little effort unless otherwise noted.

There is a light, moist breeze in the cavern blowing from the north. It is not completely quiet. There is the occasional dripping sound and the skittering of something over rocks.

(4). Customs Office
This was a customs office for visitors to Turismond. There is little left to reveal its purpose. Wooden chairs and stone tables remain. All of the paper is gone. In area #4a there is a large stone table with several chairs around it.

(5). The Inn
This was an Inn. There is no sign or note above the door to denote that this was an Inn but characters may be able to figure it out by the lounge in area #5 with comfortable chairs, tables, and a counter with a stone mailbox rack behind it (36 cubbyholes). In area #5a there are 36 stone beds with rotted wool mattresses and sheets. Small wooden footlockers at the foot of each bed.

(6). Priests Cloister
This area is a row of stone platforms with the remnants of bedding on them. In area #6a there is a small sleeping area for the head priest (bed, cabinet full of dusty clothes, and small writing desk. Papers on the desk detail financial accounts of a Temple of Maraker the Maker.

Area #6b is a stone staircase leading up 20 feet to the next level. The dwarves enabled a trap on the stairs when they left. At the halfway point up the stair the step will descend when wait is placed on it. The steps will all slide back creating a steep slide. A 10 square trapdoor and the foot of the stair will slide back revealing a 20 foot deep, smooth walled pit. Normal falling damage applies. A save vs. dexterity allows a player on the slide to slow himself to a stop before falling into the pit. There does not seem to be any visible trigger to reset the trap.

(7). The Hall of Kings
This tall building reaches up out of sight into the darkness, at least one balcony is visible above. The doorway is enormous carved stone and in the center of the door is the emblem of a crown with 6 points. This was the hall of the kings of Turismond.

The entry hall has a dusty, red-brown rug leading to another large door. This door is made of bronze, turned green with age. The door is carved with scenes of dwarves happily mining under the mountain.

Area #7a is a waiting room outside of the throne room. There are chairs that are haphazardly scattered about (because the werewolves moved them), two stone pillars holding up the 30’ high ceiling and a narrow stair on the north wall leading up to the next level.  Four werewolves are waiting here to ambush the characters. Surprising them is unlikely as they have scouts in area #33 that will have warned them.

Werewolves (4): AC 7, HD 3, HP 16, 18, 17, 21, MV 40’, #AT 1 bite, DMG 1-4, Save F3, ML 9, AL Chaotic. They will remain in wolf form until killed.

A note about the werewolf tactics.
There are 10 werewolves in the pack inhabiting the Dwarven City level (there were 12). They have been here for a week trying to understand how to operate the lift to go lower. Their leader is convinced there is a clue to the lift mystery in the city. If the characters come to area 7 directly (within 4 turns) from the lift they will encounter the werewolves spread out as detailed in the text. If the characters explore the city, the werewolves will wait until they are resting then they will attack with surprise with 6 wolves at once. The chief will keep the other wolves back as bodyguards. If the 6 wolves are killed the rest will flee to the surface. If some wolves get away then they will regroup and attack again replenishing their forces with some of the bodyguards.

Area #7b is a throne room. There are four dusty tapestries on the walls depicting the history of the city. Two steps lead up onto a dais where there are two stone seats. One of the seats is piled with ransacked clothes and sheets to make a crude cushion.

The tapestry just in the door on the right depicts what is clearly Mount Turismond and a group of eight dwarves pointing toward it. The tapestry just in the door on the left depicts the building of this Dwarven city. At the bottom of the tapestry there are dwarves working in mines. The tapestry near the dais on the right shows dwarves emerging from a tunnel into an enormous cavern lit with a fiery light. The dwarves gape in awe. Nearby in a stream they discover gold. The final tapestry near the throne on the left depicts a grey-bearded dwarven king and his retainers killing a demon three times their size. In the background is a strange town with stone building which appears to be inhabited by bestial humans.

(8). Temple of Maraker the Maker
The doorway to this tall building is made of bronze and is inscribed with the exploits of a male, dwarven god. High up on the face of the building there is a 8 foot tall stone bust of a bearded dwarven male. The bust is made of a reddish-brown marble stone that is different from all of the other stone work in the city. Those knowledgeable of dwarven society and religion can identify Maraker the Maker. A creation myth god of the dwarves.

Inside the temple there are eight stone pews, and a dais with a stone altar atop it. In front of the altar is a heap of bodies. The bodies appear to be those of six dwarves who have been dead for centuries. Hacked to pieces with edges weapons.

The High priest of Maraker refused to leave the temple until all dwarves had left the city and his acolytes remained by his side. They were killed before the evacuation could be completed. More will be explained later as the players descend deeper into Turismond.

(9). The Treasury
The entrance to this building is recessed and their are two sliding stone doors that could be pulled across the opening to further reinforce the entrance. The door to the treasury are unlocked because little was left behind. In the building there is a main room that is in complete disarray. Tables, chairs overturned, drawers lying on the floor and yellowed parchment littering the floor. Three locked iron doors are set into the east wall. There are two werewolves here trying to get into the vaults. They are in human form dressed in cast-off dwarven clothing that hangs comically loose on them. They will attack with rusty swords.

Werewolves (2): AC 9 (7), HD 3, HP 19, 17 MV 40’, #AT 1 sword, DMG 1-8, Save F3, ML 9, AL Chaotic. They will not attempt to turn into wolves unless they get an opportunity to flee.

The parchment is all written in dwarven runes. They are mining accounts and personal accounts. The three doors lead to three identical rooms. In each room there is a table, a chest on the table and a chair. Two of the chests are open and empty. The third chest (in area #9b) is locked. The lock is trapped with a poison needle. The poison has dried to dust so in only causes nausea on a failed save vs. poison for 6 turns (-2 to hit). Inside this chest there are 1,200 gold coins.

(10). Food Hall
The entrance to this building is under a covered doorway. To the right of the doorway is an empty stone bin of unknown use (garbage). Inside the building is a large room. About a dozen wooden tables with bench seats are scattered about the room. To the west their is a serving line and a table to lay out food. Behind the tables are food pantries and cooking area under chimneys. There are four human corpses lying on the ground in the room. The cause of death is uncertain. The humans were adventurers who starved to death after getting trapped in this building with the guardian outside the door. They have become zombies and will rise to attack once anyone comes within a few feet of them.

Zombies (4): AC 8, HD 2, HP 14, 12, 12, 8, MV 40’, #AT 1 short sword, DMG 1-6, Save F1, ML 12, AL Chaotic. They always attack last.

There is no food or treasure in the hall. This was an area for miners to get their meals. The dwarves cleaned it up before leaving.

(11). Barracks
A small flight of steps leads up 6 feet to the door to this building. The building was a barracks. There are bunk beds in a double row in this building with footlockers are the foot of the beds. Many of the footlockers have been opened but they are all empty. A stair leads up to the roof of the building.

(12). Mining Offices
A short stair leads up 6 feet to the doorway to the building. Inside is an entry hall with two tables and a few chairs. Open cabinets on the north wall display old pick-axes and chunks of iron ore and silver ore. If a dwarf is in the group he will recognize the unrefined silver.  It is worth only about 20 sp and is quite heavy.

(13). Offices
The area is full of desks, tables and chairs. There are a few scraps of parchment on the floor and some tables. All of the parchment is covered in dwarven runes detailing silver mine yields and gold panning yields.

(14). Offices
More offices with desks and tables. There are also three dried out dwarven corpses almost skeleton like in nature. They have been here for hundreds of years. Murder victims of the dwarf in area #16. They were employees of the mining company.

(15). Corridor
This hallway is slightly damp and stuffy. There are no windows to allow in air. Along the west wall is a huge patch of mold growing over a water leak in the ceiling. It is actually yellow mold.

Yellow Mold (1): AC (always hit), HD 2, HP 15, MV 0’, #AT Spores, DMG 1-6 + special, Save F2, ML n/a, AL Neutral. The mold covers a ten foot square area, it can only be damaged by fire (torches will do 1-4 points of damage per round). It can eat through leather and wood. If it is touched their is a 50% chance it will spray out a 10’x10’x10’ cloud of spores. Anyone caught in the cloud must save vs Death Ray or choke to death in 6 rounds.

(16) Undead Dwarf
Dwarves rarely become undead, they usually die when drained by undead. One exception holds for truly evil dwarven miners. They can become a Rapper. A mindless undead creature who leads miners to their death with tapping noises. This rapper murdered three of his employees in the final days of Turismond trying to convince them to help him move his treasure. He starved to death and rose as a rapper.

In this room there's an entrance to a stone spiral staircase leading up to area 25. Their also is a heap of wooden crates against the east wall. Standing by the crates is a dead dwarf with translucent skin and glowing yellow eyes. He carries a mining pickaxe.

Rapper (1): AC 2, HD 4, HP 22, MV 30’, #AT 1 pickaxe+1, DMG 1-10+1, Save D4, ML 11, AL Chaotic. The pickaxe is not magical. It gains +1 due to the strength of the rapper. It is actually too heavy to be effectively used in combat by anyone but the rapper.

The crates contain piles or silver ore. If refined the entire haul would be worth 7,500 sp.

(17). Tavern
This building was a tavern. Their are 5 round wooden tables placed about the room. About 30 chairs are stacked against the south wall. Two open windows look out onto area #20.  Against the east wall there is a barkeeps bench and a wall of wooden casks. The casks held ale which has long since dried up. Their is a wooden ladder leading to the roof.

The area in front of the bar (14’ by 5’ wide) is a trap. Normally operated by the barkeep it has been set to go off if any weight steps upon it. The floor will open up and drop characters 10 feet down into an empty pit taking normal falling damage.

(18). Residence
This small stone building was the residence of an important dwarf. Everything including much of the furniture was carted off. All that remains are tables, chairs and three empty crates. Clinging to the wall above the door is a hungry, green slime that will drop down on unsuspecting characters who enter the building. It will go for the first person who enters.

Green Slime (1): AC can always be hit, HD 2, HP 12, MV 1’, #AT1, DMG special, Save F1, ML 12, AL Neutral. The slime drops blobs onto victims, the slime is corrosive and dissolves wood and metal in 6 rounds. If it comes into contact with flesh it turns that person into a slime in 1-4 rounds. It cannot be scraped off. It can only be burned off with fire or treated with cure disease.

(19). The Guardian
The dwarves of Turismond left a guardian to protect their city. It is a special Living rock statue carved in the shape of a 20 foot tall dwarf holding a 30 foot long stone spear and a 5 foot tall stone shield. The dwarf has a long beard to his waist and wears a horned helm. In fact he looks exactly like the non-magical statue of a dwarf at area #25.

Guardian of Turismond (1): AC 4, HD 5, HP 35, MV 20’, #AT 2 eyes, DMG 2-12 / 2-12, Save F5, ML 11, AL Neutral.

The guardian is of nominal intelligence, it slumbers until disturbed or perceives a threat to the city. Usually damage has to be done to buildings or clearly chaotic creatures need to get within 60 feet of it for it to awaken.  But the arrival of the werewolves has awoken it from its slumber. Two fried werewolf corpses lie before the door to area #18. Because of its alert status it will attack any group that does not include a dwarf. Its eyes light up with fire and it can project two streams of magma out of its eyes to a distance of 30 feet. If a dwarf approaches within 30 feet of the statue its eyes will light up with fire and it will groan out, “Is it time?” If the dwarf answers in the affirmative it will smile and groan “my lonely wait is over” and then go stand in silence. If a dwarf answers in the negative. It will groan and continue to guard the hall. It does not answer questions.

(20). The Great Cavern.
The dwarven city of Turismond is built on the side of an enormous cavern 1,200 feet below the mountains. It descends 90 feet to the cavern floor from the city. The cavern stretches 1,000 feet to the north. There are numerous tunnels that come into the cavern. Some might lead deeper into the underground.






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