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måndag 23 februari 2015

TAADAD: The week that was

All right, need to stop my googeling of birds, and take a look at this last week of TAADAD contributions. I do not have a need to mention one hero that keeps the ball running while the rest of us have lives and struggle to keep up. Heh, well it has really poped up some really great stuff!

A is for the Antropophagus Aenglum Gentlemen Club by +Josefin Magnusson 

This Gentlemens club is well dressed, rich and extremly influential. They do share a common craving and that is the taste of the forbidden meal. Maybe they do just because they can, as usually are the case with these kind of high society gentlemen. They come to the dungeon where the creature known as the butcher have their special treat in store. 


E is for the Eldricht Omnino liber coquus and the keepers of the perfect meal



(For a while I was wondering if each post I made were gonna be related to food.) 

There is a book that claim to be the complete book of recepies. The civilized society shun the book as it is said to contain several recepies with both elven, dwarven and human ingridients. The keepers of the perfect meal are the guardians of this book, and they revere it as the most holy of relics.


F is for the Flail of the Fallen Angel of Death


F is for Forge of the Forgotten Dwarfs by +V. A. 

A distant sound of hammers on metal echoes down the corridor. No light emanates from the ajar door at the end of the hall. Light cast into the room reveals forges and anvils, manned by accursed, zombie dwarven smiths. The forges are cold, the slack tubs long dry, the bellows cracked and wheezing. Yet the undead smiths still labor, pounding rusty bars with shivered hammers, going through the motions practiced in life.

Perhaps they attempted to forge a tool or weapon from a cursed metal, perhaps some greed has consumed them, pushing them to labor past death, or perhaps this is all their souls have ever known.

Mindless, eyeless, they push past an intruder to carry the iron in rusty tongs back to the dead coals.

G (&H) is for Goblin Hideout by +Kristian Richards 

1. ENTRANCE
2. GUARD ROOM
2a. Low Wall
2b. Prison/Animal Pen
3. THE PIT
4. LIVING SPACE
4a. The Chief's Hut
5. THE WARM ROOM
6. ESCAPE PASSAGE

Note on the entrance: At first glance the passage leading into area 2 looks to be blocked by a huge boulder - however a relatively easy search of the area will reveal that the boulder has had grooves chiselled into it's base (which have also been greased with animal fat) so that it can be pulled/pushed along a set of crude mine cart tracks (pilfered from another section of the dungeon).

However, once closed, the goblins usually hammer several wedges into place - making it extremely difficult to force open ...but once they are removed, the boulder can be pulled along the tracks (using the ropes provided), or pushed open from the outside (though even then it still takes a considerable effort to do so).

G is for Graymalkin by +V. A. 

Lost and abandoned, this familiar of a doomed wizard slinks in the dungeon dark. She is tattered and scarred, one eye lost to an unnamed hazard months ago. Resilient to magics and predation, she lurks alone and unbonded.

Cunning and habituated to the dark, the Graymalkin subsists on rats, small spiders, and the leavings of other dungeon inhabitants. Scraps of arcane magics and the fallout of cast spells allow her to keep a tenuous hold on intelligence and sanity. A lost creature, perhaps, but she patrols her corner of the dungeon. She is wary of those who would make a quick meal of her, but senses when another possible bond-companion approaches. She remains cautious, following the party, assessing their worth, retreating if she is spotted, fading as another shadow in lamplight.

If they make it past this trap, or that lair, perhaps they are worthy to join. Cautious, she approaches, finding the one who will be her new bond-companion. Once the graymalkin bonds, she will guide the party through her corner of the dungeon, passing traps, pointing out bolt-holes, fading through a door into an unoccupied room.

Graymalkin (unbonded familiar)HD: 2
AC: 6/13
Atk: 2 claws (1d3)
Special: Bonds to a PC in the party, preferably magic user, or barring that, the PC with the highest DEX. As a familiar, she adds her HP to that of the PC. +2 all saves against magic. Confers darkvision on PC. Ability to perform a limited passwall once per day (limited to bonded character only. Can only pass through a door or similar barricade).

H is for Hegemonic Ooze by +V. A. 

Lamplight illuminates a pinkish mass covering the floor, a number of humanoid copses scattered about. Someone cautiously pokes one of the bodies with a staff or spear. The 'corpse' opens its eyes and arises, lumbering toward the party. A number of others crawl to their feet, as well. Slimy tendrils stretch from their bodies back to the mass, and the bodies move in a strangely concerted manner.

A semi-intelligent ooze, perhaps originally meant as pest control, it was the product of an alchemist's lab or vivimancer's vat. Not a true ooze, it is a mass of neurons, sensing and questing for prey. It escaped and evolved, and rather than simply consuming, now co-opts some prey as weapons and sensory organs.

The pink leathery ooze extrudes tendrils, controlling 2d4 victim-puppets. Massive, the ooze may extend up to two tendrils with puppets up to 50 feet away from its central blob to reconnoiter away from its body, or to act as lures to draw prey towards itself and its victim-puppet appendages. If in need of new puppets, it will pummel or grapple intelligent prey to unconsciousness, and take over its nervous system and senses via neural connection through a tendril. The connection and hijacking of the prey's nervous system takes 6 turns (one hour). A victim may be rescued within 3 turns, but will lose 1d3 INT and CON.

HD: 9 (Ooze), 1 or 2 (puppets)
AC: 8/12 (Ooze), natural or worn AC (puppets)
Atk: Slam 1d10+1 (Ooze), 1d6 (puppets)
Move: 1 (Ooze), 3 (puppets)
Defenses: Ooze takes 1/2 damage from normal weapons, acid, and electricity. Puppets have similar resistances to mind-controlling spells (sleep, charm, etc.) as undead due to their networked nature. If a victim-puppet is severed from the slime, it will collapse, dead from the shock of separation.

I is for the Ilanuran Ibis by +V. A. 

A jade ibis statue, approximately 20 pounds in weight, and strangely warm to the touch. The market value for such a statue is approximately 1000 GP.

However, a closer assessment of the ibis will reveal that it exudes a faint divine power. Clerics associated with deities of death or resurrection will recognize the ibis as a powerful relic of resurrection, increasing focus and communication with the deceased's soul. If a party member dies, and their body is wrapped up with the sculpture, the relic arrests all decomposition. Severed limbs will reattach, and disfiguring damage (acid, burns, etc.) will fade from the corpse. If the sculpture is presented to a cleric of an appropriate deity as part of a resurrection fee, the presence of the ibis will increase the likelihood of resurrection by 10%.

onsdag 18 februari 2015

TAADAD: Day 2 & 3

3 days have gone by and a lot of cool stuff show up in the feed - there really is a lot of talanted people in the OSR community! Behold below what we have for thee!

A is for the Axe of the Ancients

Illustration by +Kristian Richards 


This legendary axe with unknown magical properties can be found in this maze of madness, or so the rumors tell! Whom once wielded it and to what purpose it should be found only the future can foretell!

A is for the Arbiter Bush

map by +matt jackson 


There is maybe just one, or maybe it is more entries to this place, but they say that to find the maze of madness you must find the arbiter bush! In the ruins by the lake hidden by foliage one must look.

Be sure to check out matts place for more details.

B is for The Bridge

Text/location by +Terje Nordin 

"Deep within the underground complex lies a sea of molten lava over which spans a narrow bridge. A mutant species of bats live in the cavern, clinging to the stalactites of its roof in silent vigil, their singular eyes never blinking. Their normal cuisine consists of the half-crustacean, half-reptile things that graze upon the lavamoss, but they might be tempted to try their luck with lonely adventurers."

B is for Boudoir of the Ogre

Location by +V. A. 



At the end of a narrow and curving passageway, and behind an iron-banded door, lies the apartment of the Ogre Swabllach and his 'lovely' wife Yusl. The pair have made their hole a home, with a collection of skins and tattered tapestries, consisting of trophies slain or filched from their raids. On the wall hang artfully displayed skulls, including that of the minotaur who was the former resident of this room.

A pile of loot (kegs of ale, boxes and bags of goods) is arrayed along one wall, and a rough-hewn table and heavy chairs and stools are scattered in an alcove, trenchers and flagons scattered and spilled on its scarred and stained surface.

Behind some heavy curtains raided from a nearby manorhouse is Swabllach's Love Nest - a huge bed built of empty kegs and timbers, covered with furs and blankets. Particularly unfortunate explorers may burst in on the ogre pair during an intimate moment, leading to a traumatizing combat with a naked, tumescent, very enraged ogre (And the missus will be extremely unhappy, as well...).

B is for the Butcher

Illustration by me

C is for the Copper Dragon Mask

magic item by +V. A. 

Harkening to the powers of the copper dragon, a wearer of the mask may either project a line of acid (4d4 damage) or a cloud of slowing gas (save or slow as per spell for 6 combat rounds) once per day.
Wearing the mask comes with a cost, and the bearer becomes cursed with greed. Each month of owning the mask increases the lure of gold, making the bearer more likely to take foolhardy action in pursuit of wealth, or come into conflict with their colleagues. The mask requires a monthly save or one of the following effects takes place:

1. Character gains a gambling addiction
2. Character attempts to mislead peers in dividing treasure or reward
3. Character attempts to steal an item from another character or npc.
4. Character attempts to cheat another character or npc for an item (misrepresent value, short payment, etc.)
5. Character becomes susceptible to bribes
6. Character attempts to shirk a debt.
7. Character is distracted from a task or quest by the promise or rumor of quick wealth
8. A devout or divine-powered character strays away from their diety or required tithes.

Be sure to check out more ramblings from leicester

C is for Corridor 23

Dungeon connection by me.

Corridor 23 is just another corridor. What makes it special is the nasty trap called the henchmen clipper. A trap that does not punish the one that spring the trap but unfortunate souls that are stationed 15 feet away from it.

The corridor itself has the look of some royal passage belonging in an old castle and is somewhat spacey even if the long corridor twist and turns and dark shadows play on the old stone walls.


söndag 15 februari 2015

TAADAD: Day 1 alchemist laboratory and Abhumans

It is far from over, many hours left of the first day but can show you what have allready been done this far to inspire you all.

Dungeon Room: Alchemist Laboratory



New monster: Abhumans

monster by +Terje Nordin 

No. Enc: 3d6 (6d10)
Alignment: Chaotic
AC: A12/D7
HD: 1-1
Attacks: 2 claws (1d4), acid spit (1d8) once per day
Saving throw: 18
Special: Sonar
Move: 12
Moral: 9

Are these alabaster hued horrors the result of a mad alchemists experiments or spawned from the night-dark womb of the subterranean abyss? They lurk in the darkness, moving silently and unseen despite their multitudinous numbers, to ambush unwary adventurers. Their pale, short bodies are warped images of human anatomy. But their faces lack any recognizable aspect - hungry grins full of sharp teeth, instead of eyes they have bat-like ears to navigate by sonar.
The abhuman matriarch is a 5 HD huge hulking monster who sits immobile and magnificent in the lair spawning new legions to serve and worship her


TAADAD: What about an alphabetical Community project?

What do you out there say about making a small community project!? More correctly making it with me and keeping it light and easy without preasure and see where it leads!?

Project TAADAD: The Aenglum Alphabetical Dungeon a´Day community project

Ok, this is mostly me writing down some daydreaming without any clue of what I am doing and then we add a pound of improvisation to the bowl.

What is this?

  • This is a small project where we make an undefined sized dungeon where everything is unknown until some partisipant unlocks a new part of the complex!
  •   This is a challange to make some part of a dungeon each day or at a pace of your own choosing following the alphabet. Make this to hone your skills or just for the fun of it. 
  • If you have the skills you could be part of both editing and whatever and make sense of the dungeon., the history of it, the inhabitants of it, dungeon dressing and cut and paste to make the rooms make sense.

What do I do?

You make a room, monster, stats or whatever and then add it to the dungeon, following the alpabetical order. Day 1 it will be A, Day 2 it will be B. An easy way to do it is just puting it on your g+ feed and calling it TAADAD and write my name so I will be notified with it.
I put all the goodies in a folder and then on this blog. As time pass some of you may be inclined to help out making something more solid out of this, all are welcome in this process, and all help is fun and appreciated. If the dungeon is somewhat playable it will be released as a free pdf for the community. 

Ok, enough rambling. Hope some of you jump on the crazy train to mad station! We start... NOW! (or?)

My contribution Day 1: Alchemist Laboratory


söndag 6 juli 2014

Under: The first expedition. Dungeon One.

Our adventurers of the first expedition cleared their first dungeon this past friday. Hence can I now share it here for all yer pleasure.

The dungeon is placed beneath the burnt out ruins of an old mansion. Part of the mansions cellar are included into the natural caves of the evil druidic occult order of kidnappers that inhabit them.

I used the d30 adventure generator for the plot and stuff and I must say I am a big fan of the D30 stuff out there.


onsdag 16 april 2014

Adventure: The Troll Caves of Ghol Dhagron

The Troll Caves at Gohl Dhag'ron



An adventure originally conceived by Jim Magnusson, translated and completed by Jim Magnusson with help from Anders Bohlin and Jonas Håkansson.


This adventure should be possible to fit into most underground dwarven societies, or just about anywhere where you could place a trollridden grotto. This is an introductory adventure to “dvärgatid”, a free swedish dwarf mini RPG (driven by any system of your choice and is by no means necessary in any way)  and it's free for any mountainleader (GM/ML/SL) to edit and add howsoever he or she feel like it. Its been translated and completed for “Erik Tenkars Free Fanzine” which seem to have been delayed for a while. (see Tenkars Tavern)


The story so far: A few years ago there was a cave-in that caused a lot of damage and a few casualties in the old parts of the dwarven fortress. Many dwarves moved out of the area to new and safer habitats. Some old owls however remained. This story begins with just such an owl; more accurately an old dwarf called Haugert Whiteeyes of clan Farthumlin.
In his youth Haugert was a great blacksmith and warrior, known for his large war hammer Quogranbaal (“Stormslayer”). Time passed and eventually Farthumlin retired and put his hammer on the shelf in his treasury which is believed to be a magnificent place. He had over the years served the kingdom bravely and his merchandise had alwayes been considered to be of the finest quality.


Then came the cave-in and Haugert lived in the middle of the affected area. His home is now in ruins, but he refuses to move and is now a very bitter old dwarf even by Dwarvish eyes, which says a lot. To add to this the tunnel down to his treasury has collapsed and Haugert is too old and his sight is too poor for him to attempt the difficult task of digging up the goodies.
Now it just so happens that there's a back door but Haugert is well aware that goblins have moved into the area which therfore has been classified as a prohibited area. It is considered too dangerous and unnecessary to clear them out.




Introduction

Usually the cliche of stating an adventure with the characers sitting in an inn should be avoided. But dwarves beeing dwarves and as a dwarf drinking mead could not be cosidered out of place let’s start the adventure in an inn.


The group is approached by a young man (dwarf of course) that presents himself as Groth. He says that he comes with word from an old dwarf named Haugert, that wants to meet with them. He tells them that Haugert who lives in the old quarters of the dwarven settlement is prepared to offer a few gold coins if they just are to hear his story.


Groth: Is a young dwarf who is a child of one of Haugerts old comrades. Groth usually delivers food and supplies to the old dwarf and it was on one of these occasions that Haugert asked him to contact the group.


Old Quarter

The characters must travel through a dilapidated part of the fortress to reach Haugerts house. It's quite run down but you can see that it was once a beautiful house that stood three floors high against a rock wall in the cave block. Wooden double doors with copper decorations can be seen at the top of the stout stairs.


If the characters knock on his door  it's Haugert himself who opens. He is very sullen and suspicious but his mood brightens a bit when he hears who the visitors are. He tells the story of the treasury and his lost relics and how he will pay well to have them returned to him. To reach the treasury they have to go to a place called the troll caves at Gohl Dhag'ron, a couple of caves beyond an old bridge where goblins moved in since a while back.


The Key: He also gives the characters a great and magnificent key made from beautiful metal.


The journey to the caves

One must trudge a bit to get to the caves. It can be quite dangerous if you happen to bump into something bigger down there, but the road there would otherwise be considered to be quite safe compared to the dangerous areas that are also hidden there in the mountain.


Roll 1D8; on a roll of 1-2 the party encounter something that has found its way up through the caves at the fort.


  1. Giant Spiders "You notice how the cave corridor in front of you is covered by some sort of web." If the characters approach the web the spiders will try to encircle the group before they attack. They climb in the shadows on the ceiling to get into position. With a successful Perception check you can see the spiders up there but a player should should ask about it first. 1D4 +2 Giant Spiders .HD: 1:special: A weak Poison
  2. Goblins 1D6 Goblins
  3. Taerth the Feral Many years ago so Taerth lost his way and came to the troll caves and fell down the precipice and hurt himself badly. He has lived a long time in the dark, eating what he could find and is now completely insane and wild. Taerth is dressed in rags and armed with knives he’s made out ​​of goblin bones. Taerth HD: 4 (Taerth doesn’t want to fight to the death, instead he’ll try to escape if he feels that things are going badly)
  4. Romdrath (A nasty Dragon Worm)
  5. giant rats 1D8 rats are out hunting for food. Roll 1D6: 1-3 The rats will flee if confronted with torches. 4-6 The rats are rabid from hunger and will fight to the last drop of blood.
  6. Zombies! A few stray zombies from some unholy place have finally found the scent of brain and are going up towards the fortress to spread their horrible infection! Zombie Number: 2D4 HD: 2

Arriving at the Troll Caves

The Troll Caves of Gohl Dhag’ron are a few caves in two levels beyond a large crevice. It is infested with a couple of trolls and a small band of goblins. One or another spider, rat and bat of various sizes at times try to make a home for itself but mostly they end up as snacks for the trollls.


1. First ledge The cave leads down to a large gorge, roughly 15 meters across. A large wooden bridge extends over to the other side. It is at least 50 meters down to the bed of craggy rocks down below. Two sturdy wooden poles have been raised on both sides of the bridge. A couple of heavy hemp ropes are wrapped around the these poles and tied in a similiar manner to a pair of poles on the ledge on the other side. A closer look at the bridge reveals it's some kind of hybrid construction, a blend between suspension bridge and regular bridge. One might conclude that cutting the ropes would make the bridge able to withstand much less weight rather than making it collapse right away.
There is a strong wind current in this large cave.
Roll 1D6 1-3 There is a lit fire in room 4. A huge crouching form can be seen in front of the fireplace. 4-6 The fire in room 4 is not lit.
2. The Bridge across Sure it's a creaking old bridge but it seems stable enough to allow a group of adventurers to pass (after all the trolls and goblins have managed to walk on it).
  • From the bridge one could spot the shamanistic fetishes further ahead (see 3)


3. Second ledge. You can clearly see the ledge extending about 10 meters to the right and the same to the left beyond the bridge. Directly in front of the bridge and the ledge is the large cave opening into room 4. If the earlier roll indicated that the fire was lit (see 1) a mountain troll sits on a large tree trunk in front of a big fire.


  • On the second ledge in the area of the cave entrance a shaman has erected some "fetishes" - which in this case is a bunch of sticks, skulls and bones (both animal and humanoid) tied to a pole on both sides of the entrance. Maybe to protect against bad omens and scare away trespassers.
1D6; 1-2. The fetishes are useless 3-4. If they touch the fetishes the goblin shaman will sense the trespassers. 1D6 goblins are sent to investigate.  5-6.  If they touch the fetishes a troll shaman will sense the trespassers. 1D2 trolls will investigate.


4. The Dining Room This is where the trolls gather to eat. They normally sit on the two large logs (they’re Silver oak to be precise) and between them they have a big fire with a skewer they thrust any poor victim that they come across onto. The last thing to be roasted on the skewer was a giant rat.
  • If anyone takes a closer look the room is full of gnawed bones of all sizes from all sorts of wild animals that have crossed paths with the hungry trolls. One or another poor adventurer surely has some parts of his or her skeleton mixed with the carcasses from spiders, rats, snakes and pigs. The trolls really don’t seem too picky about what they eat.
  • If the trolls aren’t here they may be found in rooms 5 or 7 or wandering the halls.
  • A bag is leaning against one of the logs among the bones and dirt. An adventurer had it with him before he met his fate.The trolls havn’t  given it any attention, it has just been thrown in the trash. The bag is in leather and drab from dust and the passage of time. A decorative rose adorns the front. Roll 1D6; 1. it contains a decorative dagger! It must be worth a small fortune (compared to most other daggers at least). 2. two potions of healing! 3. A bag of coins! 4. A couple of rotten apples. 5. A map showing the way to some fabulous place. 6. A comb, a scarf and a make-up kit.
  • Mountain Troll; These hulking monster are very hard to defeat. Maybe it’d be better for smart players to avoid them? HD: 6


5. The trolls’ sleeping chamber The trolls sleep here while they are not out hunting or eating.  Along the walls, they’ve strewn brushwood, rags and hay to make it really cozy.
  • A huge clay jug is half buried in the straw. It’s filled with a disgusting filth of an alcoholic beverage the trolls have brewed in collaboration with the goblins. It tastes like it smells, and will probably kill anyone who doesn’t have the stomach for it.
6. The troll hoard The trolls usually only care about eating, sleeping and drinking and they have carried all the loot and rubbish they have collected over time to this room. The goblins have taken the most shiny and useful stuff and most parts left are either damaged or useless.
7. The Goblin chambers
A small tribe of goblins make their home here. They make an easy living and they do not really care for decorating. There should be at least 1D8 goblins in this room at any time. There is a small chance that a troll is here visiting too - roll 1D4-2 to see if there is any trolls present (on a result of minus or zero there is no troll).
  • A large lattice of thick sturdy wood is placed over a hole in the middle of the room. The goblins themselves can’t move this lattice becauseof it’s weight. They usually ask the trolls for help when they want to move it.
  • The hole leads to 7b, the prison cell. The goblins love to have some prisoners around, be it for fresh food or entertainment. They should even be smart enough to know that a prisoner is perfect to have for leverage in negotiations and any other contact with the surrounding folks, be it dwarf or human.
  • The prisoner of the day is 1. Lucilda. A young woman from a farm in the surrounding area. 2. Gnort. A tinkering man of the moles. A great expert on fungus. 3. Mark. A human ranger. 4. Hulgmild. A dwarven brewerer caught by the goblins while he was traveling with his big barrels of mead to the mines. 5. Rariiria. An elven teacher. 6. Frachash. A goblin warrior from a rival tribe, all smeared in clay.
8. Prisoner Corridor
The goblins use this corridor while fetching prisoners from room 7b. They usually hang around the western part of the room, guarding the prisoners.
  • In the northwestern part of this area there is a wooden door leading to the prison room. (See7b)
  • In the southwest of the room is a short hallway and a winding staircase up to room 5
  • In the south-eastern part of the room, there is a ledge that extends up to a wider corridor that goes to room 5. The ledge is about five feet tall.
9. Backdoor Here's the back door to the treasury. This room, that is more like a small cavity in the end of the cave leading here, has a minor stairway leading up to a small platform. Two pillars with dwarven faces ingraved on them stand on each side of the door on the platform. The door seem to be very durable and has some scratches. A few splinters have been hacked off during the futile attempts to open it by force.
  • The key that the characters previously got fits into the lock which opens the sturdy and highly durable door leading into the treasure chamber. On more than one occasion the trolls and goblins have attempted to open the door, but they soon grew weary and tired of trying.
  • The actual keyhole is not on the door itself.  A dwarf would not want to make it easy to get in through the back door to his treasury. The key hole can be found in the mouth of one of the ingravings on the left pillar.


10. Treasury Here's the treasury containing among other things the legendary Quogranbaal. This old weapon will feel great in any hands and it will be a shame to give it back to that old dwarf. There is at least 1D4 other things of note here.
1. Some heavy bars of pure silver 2. Pieces of armor of great quality fitting any dwarf of the right size. 3. Weapons of great dwarven quality (1-6 axes, 1-6 hammers) 4. some even heavier bars of gold! 5. Haugerts complete suit of dwarven armor. Decorative and superb! 6. A chest containing a small fortune.

A small area of two squares has been left open on purpose for a secret passage on the north wall. This door could lead to any kind of future adventure. But then again if you are satisfied with how it is you just let that wall be a wall and nothing else.

tisdag 6 augusti 2013

Den falska ärans tempel, revised

Lekade med en gammal dungeon som jag publicerade nu för länge sedan. Den falska ärans tempel
Texten på denna är tydligare tycker jag...



fredag 2 augusti 2013

Aenglum/Under: Dvärgatid, del 3

Fortsatt inspirerad av olika dvärgtabeller. Bloggen From the sorceress skull av Trey, skrev ett härligt inlägg kallat Secret Santicore: Dwarf Clan Feuds. Tack Simon Hogwood som tipsade om det. Sedan har vi bloggen Middenmurk av Tom Fitzgerald som skrev Heigh Ho!. Tack August Aronsson som tipsade om denna.

Idag så dyker det upp några ytterligare tabeller och sedan ett introduktionsäventyr till din framtida dvärgkampanj! ;)

Min mjöd, mitt skägg, min skatt!

Varje Dvärg värdesätter sin klans säkerhet, sitt mjöd, sin yxa men sist men inte minst sin skatt. Denna skatt kan vara den lilla förmögenhet han har skaffat sig under sin livstid, det kan vara arvegodset men det kan också vara mycket äldre än så och den kanske inte ens är i hans eller klanens besittning längre! Men en skatt är en skatt och den är värd att kämpa för; kanske för äran, klanens framtid eller liknande - detta är bara undanflykterna för skatten är dvärgens för enkel girighets skull. En Dvärg älskar helt enkelt sin skatt.

1t6 "Skatter som finns inom klanen, om nu klanen har en skatt."


  1. Dvärgagraven En förfader begravdes med största delen av klanens skatter. 1t6; 1-2 Graven är på en plats som Dvärgarna sedan länge lämnat efter sig. Dess plats är ristad på gamla svårtydda runor. 3. Den gamla graven finns på en plats som nu svärmar med fiender. Man kan dock vara trygg i att de gamla dvärgalåsen inte rås på av sådan låga varelser! 4-5 Graven är i säkert förvar i dvärgafästningen. 6. Denna dvärgagrav är i samma område som den gamla dvärgakonungens. Säkrare kan ingen vara!
  2. Trolldomsskatten De skatter klanen har ansamlats sägs innehålla flertalet klenoder av trolldomskaraktär. Kanske är det bäst att låta dessa mystiska skatter vila?
  3. Uråldrig skattkammare Klanens skatter går långt tillbaka i tiden och den kammare där dessa skatter dväljs har stått där i många dvärgåldrar.
  4. Den religösa skatten De skatter som klanen har främst är religösa reliker i guld och silver.
  5. Skatten som försvann. Den mest legendariska skatt som klanen uppburit är nu försvunnen i historien. Kanske finansierade skatten något viktigt göromål eller liknande?
  6. Drakskatten. Den skatt som klanen anser sin ligger nu under en drakes magfläsk och frodas. En dag när draken dör så kan klanen åter hämta hem det som rättmäktigen är sitt!





Trollgrottorna vid Gohl Dhag'ron

Detta äventyr borde gå att sätta in i de flesta dvärgasamhällen. Det är ett introduktionsäventyr till dvärgatid och det är fritt fram för Bergaledaren (SL) att ändra och lägga till hur denna än känner för det.

Introduktion: I de gamla delarna av dvärgfästningen skedde för många år sedan nu ett ras. Många flyttade ut från den delen till nyetablerade och säkrare hålrum. Vissa gamla uvar stannade dock kvar. Detta börjar med just en sådan uv; rättare bestämt Haugert den vitögde av klan Farthumlin.
Haugert var i sin ungdom en stor smed och krigare, känd för sin stora krigshammare Quogranbaal (Stormdräpe). Tiden gick och till slut så la Farthumlin hammaren på hyllan i sin skattkammare som tros vara av en magnifik sort. Han hade ju under åren tjänat riket tappert och hans vapen hade ju setts vara av yppersta kvalitet.

Så kom raset och Haugert bodde ju mitt i det drabbade området. Hans bostad är nu mycket raserad men han vägrar att flytta och är en mycket bitter dvärg sett till dvärgiska ögon vilket säger en hel del. Saken var ju den att gången ner till hans skattkammare rasat och då han är till åren och halvt blind så är det inte bara att gräva sig ner dit och hämta godsakerna.

Nu är det ju så att det finns en bakdörr men Haugert är väl medveten att det flyttat in oknytt och att det området är klassat som förbjudet område. Det anses alldeles för farligt eller onödigt att rensa ut.

Inledning

 Man bör ju undvika att rollpersonerna skall sitta på ett värdshus men då dvärgar gillar sitt mjöd så kan man inte säga att det vore ett otänkbart scenario. De kontaktas av en ung man (dvärg såklart) som presenterar sig som Groth. Han berättar att han kommer med bud ifrån  Haugert att denna man vill träffa dom. Han berättar på ett ungefär vars Haugert bor och kan säga så mycket som att det rör sig om guld att tjäna och att det kommer att vara värt besväret att i minsta fall bara lyssna på den gamla dvärgens ord.

Groth: Är en ung dvärg som är barn till en av Haugerts gamla vapendragare. Groth brukar lämna mat och förnödenheter till den gamle dvärgen och det var vid ett av dessa tillfällen som denne hade bett honom att kontakta gruppen med detta bud.

Gamla kvarteret

 Rollpersonerna måste vandra genom en förfallen del av fästningen för att nå fram till Haugerts hus. Det är halvt förfallet men man kan se spår att det en gång i tiden varit ett vackert hus som sträckte sig tre våningar upp längst med ena bergväggen i kvartersgrottan. En dubbeldörr i koppardekorerade trädörrar kan skönjas ovan den bastanta trappan.

Om rollpersonerna knackar på så är det Haugert själv som kommer för att öppna. Han är mycket butter och misstänksam men skiner halvt upp när han hör vilka det är som har kommit. Han berättar då historien om skattkammaren och hans försvunna reliker och hur han skall betala bra för att få dom återburna till honom.



För att nå till skattkammaren så måste de bege sig till något som kallas för trollgrottorna vid Gohl Dhag'ron, ett par grottor som finns bortom en gammal bro där oknytt flyttat in sedan ett tag tillbaka.

Han ger också rollpersonerna en stor magnifik nyckel i vacker metall.

Resan till trollgrottorna

 Man måste traska en bit för att ta sig till grottorna. Det kan vara rätt så farligt om man skulle råka stöta på någonting större därnere men själva vägen dit anses annars vara rätt så säker om man nu skall jämföra med de farliga områden som också döljs där i berget.

Slå 1t8; 1-2 så stöter rollpersonerna på något som funnit sin väg upp för grottorna mot fästningen.

  1. Jättespindlar "Ni märker hur grottkorridoren framför er är igenvuxen av någon sorts väv." Närmar man sig väven så kommer spindlarna att försöka omringa gruppen innan de attackerar. De klättrar uppe i taket i skuggorna för att komma i läge. Med ett lyckat perceptionsslag så kan man se spindlarna där uppe men då bör någon spelare fråga om det först. Jättespindel 1t4+2 stycken.Stridsmoral: 4 Liv: 4 attack: +0 skada: 1t4 *gift (träffar spindeln med +5 så lyckas den förgifta offret. Man får slå ett fysik motstånd på SG 14 eller ta 1t6 i moralskada (bedövande/ej dödligt)
  2. Vättar 1t6 stycken
  3. Taerth den Förvildade För många år sedan så förvillade sig Taerth vid trollgrottorna och ramlade ner för stupet och slog sig fördärvad. Han har sedan länge och väl levt i mörker och ätit det han kommit över och är nu fullkomligt galen och vild. Taerth är klädd i gamla trasor och är beväpnad med hemmagjorda benknivar han gjort av vätteben och liknande. Taerth antal: unik Stridsmoral: (4ST) 18 Liv: 10, attack: +4,  skada: 1t6 (Taerth vill inte slåss till döden utan flyr om han känner att det går dåligt 50% tappad stridsmoral)
  4. Romdrath (En otrevlig drakorm)
  5. jätteråttor 1t8 råttor som är ute på matjakt. slå 1t6 1-3 så kommer råttorna fly vid facklor som sveps framför dom. 4-6 råttorna är mycket rabida av hunger och kommer slåss till sista bloddroppen.
  6. zombies! Några vilsna zombies från något oheligt ställe har till slut hittat doften av hjärna och är på väg upp mot fästningen för att sprida sin ohyggeliga smitta! Zombie Antal: 2t4 Hållbarhet: 2t8 (de slåss till dess att deras hållbarhet är slut) Förflyttning: x0.5 (sövliga och anfaller alltid sist i rundan) attack: +0 Skada: 1t6 

Framme vid Trollgrottorna

 Trollgrottorna är ett fåtal grottor i 2 nivåer bortom en stor skreva. 

1. Första avsatsen Skrevan som sträcker ut sig framför spelarna är runt 15 meter över till andra sidan. En stor träbro sträcker sig över skrevan. Fallet vid avsatsen sträcker sig åtminstonde 50 meter rakt ner till en bädd av klippiga stenar. 2 bastanta träpålar om vardera sida av bron håller i ett par enorma hamparep (12cm tjocka och virad i flera varv runt pålarna. Tittar man närmare på bron så är det en annorlunda hybridkonstruktion av hängbro och vanlig bro. Med lite klurande kan man nog slå fast att skulle man kapa repen skulle bron klara mycket mindre tyngd men inte nödvändigtvis rasa.
Sinnen: det drar en hel del vind igenom det stora grottrummet. perceptionsslag på lyssna görs med -2. Detta gäller ju båda lag. Det är svårt att ifrån någon av grottorna höra om det kommer någon över bron.
slå 1t6 1-3 elden i rum 4 är tänd. man kan se en enorm hukande form framför elden. 4-6 elden i rum 4 är släckt
2. Bron Visst är det en gnekande gammal bro men den verkar nog stabil att föra över en grupp vandrare. (den håller ju för troll och vättar)

  • Från bron borde man se inom kort häxpålarna torna upp sig. (se 3)
3. Andra avsatsen. Man ser tydligt avsatsen sträcka sig ca 10 meter åt höger och likadant åt vänster bortom bron. Rakt framför bron och avsatsen är den stora grottöppningen in till rum 4. Slog man att elden var tänd (se 1) så sitter det ett bergatroll på en stor trädstam framför en stor brasa. En jätteråtta som

  • På den andra avsatsen vid sidan av grottöppningen har en shaman rest några "häxpålar" - vilket är en påle med en massa pinnar och ben som knutits fast och en massa snören med ditknutna benknotor och några dödskallar. Dessa pålar (på båda sidor ingången) skall skydda mot otur och angripare. Dessa kan säkerligen avskräcka en hel del från intrång. 
4. matrummet Detta är trollens matrum. De sitter normalt på de två hitdragna stora stockarna (Silverek) och emellan dessa har de en stor eld med ett spett de spettsar det de kommer över. Senast alltså var det en jätteråtta som fick sätta livet till.
  • Det ligger fullt med små och stora rengnagda djurskelett på golvet. Spindel, vätte, råtta, äventyrare och allt trollen kommit över. Är inte trollen här så befinner de sig oftast i rum 5 eller 7.
  • lutad mot en av stockarna under lite benrester och smuts ligger en väska som en av äventyrarna hade med sig. Trollen har inte ägnat denna någon större tanke så den har bara slängts skräp på med tiden. Väskan är i läder och smutsgrå av bendamm och tidens gång. En dekorativ ros pryder dess framsida.
5. Sovrummet Här sover trollen då de inte jagar eller äter. längst med väggarna har de slängt ris, trasor och hö för att göra det riktigt mysigt. 
  • Ett enormt lerkrus ligger vid en del av halmen. Detta är en vidrig smörja till alkoholdryck som trollen bryggt i samarbete med vättarna - det smakar som det doftar och skulle nog dräpa någon som inte har mage för den.
6. Förrådet
7. Vättarnas kammare.
  • Ett stort galler i mitten av rummet med hålet till fångrummet (7b).
8. Fångkorridoren 
  • i nordvästra delen av detta område så finns det en trädörr som leder mot fångrummet. (se 7b)
  • I sydvästra delen av rummet finns en kort korridor som går över till en snirklig trappa upp till rum 5.
  • I sydostligaste delen av rummet så finns en avsats som sträcker sig upp till en vidare korridor som går till rum 5. Avsatsen är runt fem meter hög.
9. Bakdörren Här finns bakdörren till skattkammaren.

  • Nyckeln som rollpersonerna tidigare fick passar till låset som öppnar denna bastanta och ytterst stryktåliga dörr. Trollen och vättarna har några gånger försökt sig på att öppna dörren men har sedan tröttnat och gett upp. Nyckelhålet sitter dock inte på själva dörren utan man får leta reda på det. En dvärg vill ju inte göra det enkelt att komma in genom bakdörren till sin skattkammare.
10. Skattkammaren Här är skattkammaren

Bergtroll

Dessa hulkande monstrum är mycket svåra att besegra och det kan ju löna sig för smarta spelare att kanske låta dom vara?
element: eld
stridsmoral: 6t8+6
Liv: 14
Försvar: 15
Förflyttning: x1
Attack: +3
skada: Stor knölpåk 1t8+3
special: regenererar skada (1 liv per runda), tar dubbel skada av eld, mörkerseende.

he he he, ja ja, det är ett gratis äventyr av enklare sort så ni får hålla till godo med upplägget och detaljrikedomen. Det är ju en one-page dungeon av enklaste sort. Får lägga till mer om jag orkar

phew! orkar jag bry mig om en Dvärgatid 4??