MAP EXPERIMENT:
Feast Hall of Len the Voracious
Gus L – Map and Editing
Seven contributors have given some info about a different room for
a map, below are the keyed rooms that they created and I drew a map up for,
minor editing has been done to place the rooms in a more sensible manner and to
follow a general theme based on the rooms provided. Level is not really a consideration for this
locale as it is more atmospheric than challenging, perhaps a place to find a
clue to greater things or simply a way to introduce a terrible demon to your
game.
FEAST
HALL OF LEM THE VORACIOUS
Beyond a name attached to a peculiar ruin several miles from the
edge of the choked forest little is known about the glutton Lem. The Hall is large, of simple timeless block
construction that may be only a few decades old or hundreds, the lands around
it show some evidence of cultivation, but only the faintest traces, the hint of
a drainage ditch or the chimney stones of a farmhouse.
The Hall is obviously cursed and all shun it despite rumors that
Lem was a collector of art and treasures as well as a gastronome. Around the Hall for about a half mile the
land is wrapped in permanent chill, with a blanket of snow and crisp winter
winds even when the rest of the forest is at the height of summer. Trappers claim that the endless cold has
attracted winter wolves, and maybe even ice trolls who are trapped each spring
in the chill of the Hall’s curse.
If the exterior of the Hall is examined an inscription above the
great doors can be seen faintly beneath a coating of blue ice. It is obscured, but with some effort can be
revealed to read “Acheruntis Pabulum”.
AREA
1 – The Black Pit
Unlit and smelling faintly
of crisp air this room is chilled but not uncomfortable.
The floors, wall, and
ceiling of the room are faced with black marble. In the center of the room is a
20' deep pit full of semi-opaque black fluid. The fluid evaporates if removed
from the pit. If touched to bare skin, it feels like cold air - it does not
have any "wet" sensation at all. Anyone immersed in the pit will be
able to breathe normally, but for each round immersed there is a 10% cumulative
chance that the character will turn jet black.
At the bottom of the pit is
a 2' wide replica of the room above, except made from white marble. A segment
of the model room's wall has an obvious seam and a handle on its backside, and
may be detached from the model - if this is done, a secret door in the room
above (in the same relative location of course) will slide open. The white replica cannot be seen by anyone looking down at the
surface of the fluid - but if a character sticks their head in the liquid, they
will see a dim white shape at the bottom of the pit.
A well concealed sliding panel leads to a small side chamber with
a spiral staircase that from which frosty clouds of cold air slowly
billow. A less will concealed pivoting
panel on the South Eastern wall can be spotted due to wear and an obvious seam
by anyone looking closely at the walls.
(contributed by Patrick Wetmore)
AREA
2 – The Kitchen
The room is dark and smells of dust.
Several long stone tables stretch across this room situated along the east/west axis.
Four gigantic cauldrons line the north wall of the room. There is a large Kexoke (feathered serpent) hidden in the eastern-most cauldron. The Kexoke will lie in wait and attack any character searching the cauldrons.
There is an iron trapdoor in the center corner of the room, with a
steeply slanted shaft leading down to Area 7.
A fire pit dominates the center of the Eastern wall; the chimney
shaft leads up out of the complex. The vent is far above, and in shadow;
subsequently, no light enters the room through this channel. The climb up the
chimney shaft is roughly 40’. A flock of ice ravens nest in the chimney. They
will attack midway through the climb.
Kexoke: AC:8 [11] HD: 4 Attack: Beak 1d6 + venom attack. Move 40’. ML 8. Venom attack: slow poison 3x daily, only works once per victims. ST or move and attack at ½ normal rate for 1d4 hours.
Kexoke: AC:8 [11] HD: 4 Attack: Beak 1d6 + venom attack. Move 40’. ML 8. Venom attack: slow poison 3x daily, only works once per victims. ST or move and attack at ½ normal rate for 1d4 hours.
Ice Ravens (6): AC:4 [15] HD: 1 Attack: Beak 1D4.
Move 50’. ML 10.
(contributed by Michael
Gibbons)
AREA
3 – Evil Still
This small room smells
slightly smoky, and there is a light, smoky haze throughout the room, which is
lit by two torches ensconced in the walls.
A homemade still sitting
on a table in the South Eastern corner of this chamber, and in the far corner
are small sacks of assorted grains and random herbs. Working the still are Frost Quasits. The pair are arguing over
whether using rancid halfling meat would enhance the taste or ruin the
distilling process. It's a loud argument, and any character listening at the
door before entering will hear it, no roll needed. The quasits are arguing in
demonic, so it will be unintelligible unless the PCs speak the dread tongue.
The still is made from schematics that were stolen from Dwarven
craftsmen by Lem, in the far past, and is highly cherished by the quasits. They
have it hidden these plans under a loose stone.
Under the table are small jars of "abyss gin", 5 in
total. 4 are drinkable (not all that tasty, but effective) but the fifth is
poisonous. Any PC drinking more than the smallest sip must save vs. poison for
go blind for 1d4 days (do NOT tell the PC it's temporary).
The quasits, Gouger and Skimskin, are not interested in a fight,
being malicious trickster demons, but would love to sell (or give) the party
some of their disgusting hooch. They
speak common badly, and will accept souls, gold, small live animals or simply a
hearty thanks in exchange for drinks from their jars. They don’t know about the demon chained
below, but migrated to the Hall for reasons they cannot explain, drawn by his
presence, after escaping a summoning circle.
Frost Quasits (Gouger
and Skimskin) AC:4 [15] HD: 2 Attack:
Claw/Stinger 1D3/1D6+poison . Move 50’. ML 8.
The poison in an Ice Quasit’s tail causes the victim to freeze solid
over the course of 1D4 rounds in terrible agony. A save vs. paralysis will
prevent the final freezing process, as will burning the victim for at least 4
points of damage.
(Contributed by Erik
Tenkar)
AREA
4 – Feast Hall
Lit by four small windows during the day and the strange purple
light of the cold fire from midnight to dawn, room smells of midwinter frost
and rotten meat.
This giant timbered room is ringed with twelve heraldic shields on
the wall, all reversed (upside down, the mark of disgraced knights). There is a
huge fireplace on one wall, and a central table set with twelve silver place
settings. For any Player Character who is a knight or noble, roll d4: on a 1,
the PC recognizes one of the coats of arms as belonging to a knight who
disappeared 2d20 years ago.
The great fireplace begins burning with a cold purple flame every
midnight (see below) and burns down steadily until it goes out at noon.
If anyone sits in front of one of the empty silver bowls, it will
magically fill with vile-smelling soup, and a severed head, of the same species
as the sitter, will bob to the surface.
Any mortal knight who knowingly eats of the evil soup will fall
under a curse. He or she will march into the fire and be burned to death. His
or her reversed shield will appear on the wall, a thirteenth place setting will
appear at the table, and a thirteenth knight will appear at midnight.
Non-knighted people suffer no effect from eating the malignant soup.
Every midnight, the fireplace will flare into life. Twelve burning skull-faced knights troop out of the fire, sit at the table, eat human-head soup, sing, and shout bawdy jokes to each other. After an hour, they return to the cold fire. They will ignore watchers, but will all attack if any knight is disturbed or addressed. They will not pursue anyone who flees the room.
Knights: AC 3 [17]. HD 5. Attack with flaming swords (1d8 + 1d6 cold
damage) or freezing evil eye (range 50 feet, 1d8 cold damage). Move 40’. ML 14.
Loot: The silver plates, cups, and pitchers at the table are worth 60 GP for the lot. Outside of this room, the silver soup bowls have reduced magical powers: they radiate faint magic and have the power to make any food taste terrible. All the shields are cursed -1 shields.
(contributed by Paul Hughes)
AREA
5 – Desecrated Throne
Illuminated by a magical chandelier made of brass and ivory, room
smells of sea ice.
An arch curtained with ice open into this squarish room. Scorch
marks mar much of the floor, ceiling and far wall, in a roughly triangular
shape originating at the archway.
Six skeletons litter the floor. They still carry swords and wear
ruined armor.
At the far end of the room is a large raised
platform, upon which sits what would have been an ornate chair. Another skeleton sits slumped upon it. Two
more skeletons lay next to the chair, also armed.
Players who investigate the back burnt wall of the room will notice that there is a clean (untouched by fire) portion of the wall, 1' x 2' in size, with a small hook protruding from it. Presumably it once held a painting or other ornament.
Players who investigate the back burnt wall of the room will notice that there is a clean (untouched by fire) portion of the wall, 1' x 2' in size, with a small hook protruding from it. Presumably it once held a painting or other ornament.
Chandelier: Difficult
to reach as it hangs close to the 40’ ceiling this 5’ diameter filigree of
brass wire and ivory beads is worth 200 GP to anyone seeking to decorate a high
class dwelling in poor taste.
(contributed by Ramanan Sivaranjan)
AREA
6 – Crystal Sanctuary
This large room smells of incense and smoke and
is dominated by a round altar on one side and a large stained glass window in
the wall and provides light during the day. The window is formed of
thousands of pieces of colored glass in the image of a orange and blue dragon
like creature in flight.
The Altar is bare stone with something covered
with a black velveteen cloth with a niche concealed beneath. If the cloth is removed the niche will be
revealed to hold a glowing glass dragon statue underneath it in swirling
oranges and blues. Removing the statue
from the altar (search traps will determine there is unnatural light coming
from under the statue) will cause a bright blinding light to come out from the
altar (requiring a save vs. paralysis or blinding anyone in the room for 1D4
Turns).
When the light from the altar if the statue is
removed lights the window above, the window will glow, and if the statue is
removed from the altar other than to return it to the niche, the window will
shatter into whirling shards that will form into an angry glass dragon above
the altar.
The glass
dragon will attack anyone holding the statue first and then anyone trying to
escape the room. If the statue of the glass
dragon is shattered, the glass dragon construct will also explode (for 3d12, covers room) and will be destroyed.
Glass Dragon from the Window: AC 7 [12] HD 3+3 attacks claw/claw/breath 1d8/1D8 causes
bleeding (1D3 for 1D4 rounds after hit)/1d12 30’ cone of glass slivers that cause
blindness for 1D6 turns (save vs. breath)
Dragon Statute: Finely carved crystal icon
from a long forgotten wyrm cult, as a work of art it is worth 400 GP.
(Contributed by James Aulds)
AREA 7 – Cold Storage
The room is frigid, and one can see their breath turn to mist
while inside. The chamber smells of old blood and damp. It is lit by a harsh white glow from the pit in
its center.
In the middle of this circular room is a deep well. At the
bottom of the well is an ice demon, “Frost of a Corpse’s Eye” bound with the
Chain of Deplorable Fixity. The enchanted chain renders the ice demon
powerless to leave the bottom of the well. However, the ice demon still
emanates a chilling aura that helps keep any perishables in the chamber
preserved. The ice demon is, of
course, furious at his imprisonment. He will promise much if he can
broker his release.
The chamber is lined with shelves along the walls that hold various anatomical specimens used by the mad glutton who experimented with eating all manner of creatures. A number of meathooks hang on chains from the ceiling; some of these hold aloft carcasses of various types--both humanoid and inhuman.
In the secret chamber at
the bottom of the stairs is the frozen corpse of a corpulent nobleman warlock,
dressed in rich clothing from a bygone age, he carries a pouch of gems and a
set of ornate eating utensils on a platinum chain
Frost of a Corpse’s Eye
(Lesser Ice Demon): AC:0 [19] HD: 8 Attack: claw/claw/claw/claw/bite
1D6/1D6/1D6/1D6/1D10+Freeze or Breath 2D10 + Freeze 30’ Cone. Move 40’. ML 8.
Freeze – Save vs. Paralysis or stunned for 1D4 rounds. Spell Caster: Curse
x1/day, Ice Storm x1/day, Magic Missle x3/day (as 8th level), Fear
at will, Levitate at will.
Chain of Deplorable Fixity – When inscribed with the true name of a person or creature of
less than 12HD these chains will bind that entity until it is released. The chains will provide sustenance and
prevent aging or other decay (though not madness). Most often the chains are simply wrapped
about the victim, though more compassionate jailers may simply attach them to a
single limb allowing some movement.
Specimens of Value – The meats and bones of some of the carcasses in
this room hold value to sorcerers, necromancers and alchemists. 800 GP of bones and frozen meat can be
gathered (approximately 200lbs of carcass) from creatures such as manticore,
basilisk and hippocampus. Without a
means of keeping this flesh frozen it will rot within two days reducing the
value to 200GP.
Nobleman’s Corpse – three pearls (50 GP each) a small cracked sapphire
(75GP), large amber sphere (250 GP), platinum chain (25 GP), golden fork, spoon
and knife (250 GP)
(contributed
by Jack Sheer)
Wowzers!!... this is great! Never knew of the project, but would like to be included if ever you do another. A superb map and excellent writeup!
ReplyDeleteGood stuff. Gonna use this in my WFRP game if I get the chance. I especially like the sensory descriptions at the beginning of each room.
ReplyDeleteNote a couple typos: "Area 7" is labelled "Area 1", "Stinger" is misspelled "Stringer"
excellent work gustie, this just was one of those random thoughts i had from when the mappers where talking about all doing the same map on g+, it was just a few emails, but turned out nice, look for more
ReplyDeleteI like this quite a bit. The Ice ravens are a nice touch.
ReplyDeleteI just want to say, your maps are absolutely gorgeous!!! I love the way you put so much art into them, my personal favorite is "The Red Demon in the Swamp" it reminds me of "Ogre" the Steve Jackson game. Great stuff, I linked your blog on mine,
ReplyDeletehttp://stonewerks.wordpress.com/
I hope you are cool with that, keep up the great work!!!
Glad you're liking my stuff. Your maps are excellent by the way - I like a) the broken up hatching/use of sand textures b) your chasm technique is well worth stealing.
DeleteRed Demon does owe something to Ogre and to other giant Sci-fi tanks - I suspect there's an actual Continental Seige Unit sunk into the livid fens and crawling with froghemoths/cybernecromancy. Perhaps worth drawing out sometime.
This is absolutely lovely, Gustie. I think I'm going to place this in the forest of my D&D&LB campaign. Since so much of that campaign is based on the idea of the world being unknown and terrifying to human-things, this will serve as a sufficiently mysterious and creepy local.
ReplyDeleteIf you ever do this again, I insist you let me know. I'd love to participate in something like this.
I ran this story by a group of new players (using my D&D-ish rules). I felt the rooms lacked a certain background 'glue' story. This also had its advantages though. The players had the profound feeling that there was so much more to this dungeon than they had thought of, which I happily reinforced.
ReplyDeleteThe pool filled with black mist really mindfucked the players. They went back to the nearby village to buy a sheep, sacrificed it to appease any evil spirits in that haunted ruin, and threw the bleeding carcass into the pool to see what would happen. The priest of Trithereon might experience some consequences of the heresy which he condoned in the near future. The PC that eventually got down into the pool turned black, but didn't find out until he removed his helmet a whole lot later.
The ice demon would do nearly anything to be freed, so he willingly explained about Lem and his feasts of exotic creatures, allowing the players to get some sense of purpose to the ruins. The secret stairwell was covered in ice, so the PCs needed to roll dexerity checks to get down safely. It also made a corpse at the bottom plausible. When they were in the cellar, the cold chilled them, so they had to roll saving throws (paralysis) or temporarily lose dexterity points. No big deal, who needs dexterity right? Until they realised they needed to get back up those stairs before being near the demon froze them to death.
The ice demon casually mentioned that some of the corpses in the cellar probably weren't entirely dead yet, posing another fun dilemma for the players, and giving the demon leverage because the PCs needed him to keep those damn things frozen.
I loved the way how things were just a little dangerous, but not plain deadly, although the glass dragon nearly wiped them all out.
They didn't discover the Kexoke until after they had spent the night there.
This short game succeeded in getting the players were extremely paranoid.
Thanks for putting this online!
Glad you enjoyed it - suprised but glad! Suprised as this was an experimental sort of thing put together by the fellow at Pilgram's Guide to the Zeitgeist and each room was written by a different author without any idea what it was going into - Tenkar did the still room, Pat Wetmore the Well, Jack Shear the demon - well everyone's name is up there, but the idea was to get some others (I think myself, Matt J. and Dyson) to each draw a map. I don't know if any other maps were drawn. I drew the map and edited it into the vaguest semblance of a coherent location. Glad it was remotely playable. I think I added the dead guy on the stairs, mostly because I thought there needed to be more treasure, and some evidence of gluttons. I kind of figured he had a heart attack from being a big slob and eating too much roast manticore, but slipped on icy stairs is better.
DeleteAs a more general thing I think mysterious hints of a past are about all one should provide in a published product, unless it's a past that is specific and locked into the locale. I wrote something about it once, but basically the gist is that players see only the evocative, creepy tip of an iceberg, and I don't think it's especially useful to tell GMs what the rest of the iceberg is as background story is because we've each got our game world and will bend the module to it anyhow. Best to make the bending easy.
Delete