Collecting and Painting old miniatures, OD&D, Wargaming, OSR games.

Friday, March 17, 2023

Five Miles West update 9

 


This next area is mostly empty rooms. The four square pits have warmer air flowing up from them with a mildly foul odor. These lead to the various feeding rooms of the Coilers below. The round pit off of Room 67 has cooler air flowing from it, and leads down to Level 4. 

MiterHunk can expand his roots down the round pit to make a ladder for the party, if he decides to be helpful, and if they think to ask him. If they missed MiterHunk on the first level this may be the first encounter with him.

Between Scalded Bob's raiding party and his Ogre henchman in Room 64, adventurers could get pinched in this area, or they may be able to use it as a harbor if they can manage the pits. 





Thursday, March 9, 2023

FMW update 8

 



The tombstone revenant at 58 was created by the Mange Witch. She is rather weak physically but the ability of the charm spell makes her troublesome for smaller parties. Played as an NPC she could be bargained with to make more revenants. The secret room in 58 may be updated to hold a soul jar for the Mange Witch. 

At Scalded Bob's base (64) an encounter with the ogre in conjunction with the Hell Pumpkin detainees, and prisoners could lead to quite an unpredictable situation!. Nice treasure in the room with a Ring of Serpent control which should be very handy if they meet up with Coilers on the way to Dire Fangs lair.

Room 61 and 63 are considered empty, but may be added to as I perform edits ( which I'm trying to keep at a minimum.)

FMW update 7

 



  At 52 the hallway ceiling is arched, and marked "King". There is a similar arch at the west end of the hallway (off the map). This is the start of the second level. Moving west down the hallway is another arch to the north marked "Light" which enters the 3rd level. Alert players may begin to notice the correspondence between dungeon level designations, and the poem at the beginning of the adventure. 

   Room 54 drops down by 10' from the main hallway and is a large graveyard with small crypts and graves and the larger mound in the middle. There is no floor per se so so the ground is not level and line of sight is broken. Although there is a Wight guarding his mound in the middle, more than one encounter can happen in this area including wandering monsters. 

FMW update 6

 



This is an old crypt area on the second level. It is down the stairs from Room 40,42 and past an Archway marked "King". The steps at 43 lead up into the crypt area. The area is also accessible from First level Room 9 down steps to secret door.  

The hinged floor grates in the crypt area, and the portcullis in Room 50 are all connected to the double link chain in Room 42. Pulling the chain to open the portcullis in Room 50 to get to the good stuff, will also open the three floor grates covering the tunnels that are teeming with ghouls and ghasts!

The portcullis in Room 50 is blocking the alcove, but the players can see the double link chain that will raise it. They can also see Grim Pearl and a satchel of goodies behind it!

Will the party backtrack together to 42 to use the chain, or split the party to get the portcullis open? Are they actually able to take on the ghouls, once the floor grates are open? They could just bypass this challenge, but Grim Pearl is quite a find and will be useful as they make their way farther into Level 2.



Sunday, March 5, 2023

Vaults of Vaarn

   I ordered this a few weeks back based on a review by Questing Beast. I've had time for a quick thumb thru, and looks to be a well rounded world set up, with lots of possibilities. It definitely generated a few new ideas for my for my Dungeon 23 project.