I'm mainly doing different maps to rest my eyes by looking at something else. If the weather, and events, weren't going on I would head out to the local state park and listen to wind in the trees instead of sitting at home.
Ah, this thread only has two pages so far. I thought it had more. After 4 or 5 pages, I'll make another thread. Traveller mapping I wanted to do is done, I'll start back on the caves.
Preliminary map, more corridors and rooms will be added.
Notice the inability of any ballista to cover another one. No overlapping fields of fire. They really needed an artillerist.
Any spell caster with the ability to send a small animal, or spirit in, can easily spot the flaws.
The crews in rooms 3 and 4 had to walk across the opening to get their weapons. Bad idea.
The crews in room 2 and 5 did not.
Why the cobble stones for floors ? They make a nice crunching sound when anyone walks across them. Of course, if the inhabitants are trying to sneak up on the bad guys, not a good idea.
Each room 2 through 5 has a portcullis in the opening. Nice way to keep infantry out of these rooms, but it does block the field of fire.
As a for instance to combat that, some or all of the rooms could be 10' to 20' off the floor with the tunnel into these rooms being slanted downwards, with a stone shutter blocking fire from coming in. Which also has flaws.
The next set of caves will be more detailed. I found this one rather depressing.
Part 02
8) 80' x 90' killing zone for the two balistae.
9) odd-shaped room with two ballistae. The celing broke up and dropped stones on them and the crews.
10) beds of the crews. Why are they in good shape ? Could they be an illusion ? And old campfire. Wood table debris.
11 through 16) Were the passageways there to confuse attackers ? Doesn't matter, all is dust and debris. Some pieces of metal that were once armor and weapons is all that is left. Oddly, no bones nor remains of those who once lived here.
Enjoy your break. LakeWatch in the south would have 3-4 levels, and Rorial Halls would have 4-5 levels below the ground level and 2-3 above it, each level showing living quarters, mines and working areas, and parts taken over by the fell beasts of the darkness, as this region has been totally abandoned by the dwarves who fled in their haste to escape a balrog type monster whose lair is in the bottom level. Have fun with that.
Just as an aside, here is a link to the donjon generator site, which can produce all sorts of dungeons etc. Here is a large dungeon in the Steampunk style as an example.
General Dungeon Walls Superior Masonry Dungeon Floor Hewn Stone (difficult to run) Temperature Cool Illumination Shadowy (phosphorescent fungus every 20 ft.) Corridors a Part of the ceiling has collapsed into the corridor c A group of demonic faces have been carved into the walls e Tripping Chain i Rusting iron spikes line the walls m Hail of Needles n Pit Trap r The sound of rushing water fills the corridor s Spiked Pit Trap u A stream of quicksilver cuts across the corridor v A large demonic idol with ruby eyes sits in an alcove here w An iron chandelier hangs from the ceiling here x The walls here have been engraved with geometric patterns z Skeletons hang from chains and manacles against the walls Wandering Monsters 1 3 x Small Monstrous Spider, trying to lure the party into an ambush 2 1 x Gelatinous Cube, wielding bizarre eldritch powers 3 1 x Large Monstrous Spider, lost and desperate 4 4 x Small Monstrous Spider, scavenging for food and treasure 5 11 x Tiny Monstrous Spider, wandering senselessly 6 1 x Medium Monstrous Spider, scouting from another part of the dungeon Room #1 North Entry Stuck Stone Door (slides to one side) → Leads to room #58
East Entry #1 Stuck Iron Door East Entry #2 Iron Portcullis Empty Room #2 North Entry #1 Secret Stuck Stone Door Ⓢ The door is located above a small stone dais and opened by twisting an iron ring
North Entry #2 Stuck Iron Door West Entry Secret Stuck Stone Door Ⓢ A stone statue and section of wall pivots open when a command word is spoken
East Entry Locked Stone Door (superior lock) Room Features A stream of oil flows along a channel in the floor, and a rusted breastplate lies in the south side of the room Room #3 West Entry Iron Portcullis South Entry Locked Stone Door (good lock) Room Features A stair ascends to a wooden platform in the north-east corner of the room, and several pieces of blood-soaked clothing are scattered throughout the room Monster 2 x 1st Level Warrior Dwarf Treasure: Small Bag of Incense (120 gp); Rapier (20 gp); hoard total 140 gp
Room #4 North Entry #1 Locked Iron Door (superior lock) (magically reinforced) North Entry #2 Stuck Stone Door West Entry Stuck Stone Door (slides up) South Entry #1 Archway South Entry #2 Locked Stone Door (superior lock) → Leads to room #26
Room Features A chute falls into the room from above, and someone has scrawled "Good spot for trap" in orcish runes on the north wall Hidden Treasure Hidden Unlocked Iron Chest 200 gp; Berserking Sword; hoard total 200 gp
Room #5 North Entry #1 Locked Stone Door (common lock) North Entry #2 Unlocked Stone Door West Entry Secret Locked Iron Door (magic lock) Ⓢ The door is concealed behind a statue of Death, and opened by placing a coin in his open hand
Monster 1 x Troglodyte Zombie Treasure: 260 gp; hoard total 260 gp
Room #6 West Entry Iron Portcullis South Entry #1 Stuck Stone Door (slides down) → Leads to room #32, inhabited by 4 x Small Monstrous Spider
South Entry #2 Secret Locked Stone Door (common lock) Ⓢ The door is located several feet above the floor and only four feet high
Monster 8 x Tiny Monstrous Spider Treasure: 130 gp; Potion of Bull's Strength; hoard total 130 gp
Room #7 West Entry Stuck Stone Door Room Features A large kiln and coal bin sit in the center of the room, and someone has scrawled "Alix Erneyth died here, her luck ran out before her arrows" on the south wall Monster 7 x Tiny Monstrous Spider Treasure: Potion of Owl's Wisdom; hoard total
Room #8 North Entry Unlocked Stone Door → Leads to room #24
East Entry Stuck Stone Door → Leads to room #19
Monster 4 x Tiny Monstrous Spider Treasure: None
Room #9 North Entry Archway West Entry Trapped and Locked Stone Door (common lock) Ⓣ Wall Blade Trap
Room Features A shallow pit lies in the west side of the room, and a whistling noise can be faintly heard near the south wall Room #10 East Entry Unlocked Stone Door South Entry Unlocked Stone Door → Leads to room #16
Hidden Treasure Hidden Trapped and Locked Iron Chest (good lock) Acid Arrow Trap
260 gp; Golden Pearl (120 gp), Hematite (10 gp); hoard total 390 gp
Room #11 East Entry #1 Trapped Iron Portcullis Ⓣ Ceiling Pendulum
East Entry #2 Locked Iron Door (magic lock) South Entry Secret Stuck Stone Door Ⓢ The door is located several feet above the floor and only two feet high
Room Features Someone has scrawled a large X on the south wall, and a hissing noise can be heard in the west side of the room Room #12 North Entry Stuck Stone Door West Entry Trapped and Locked Iron Door (superior lock) Ⓣ Acid Arrow Trap
East Entry Secret Stuck Stone Door Ⓢ The door is opened by standing on a small floor tile
South Entry Locked Stone Door (magic lock) Room Features A toppled statue lies in the north-west corner of the room, and someone has scrawled "This paladin is dead" in draconic script on the east wall Monster 8 x Tiny Monstrous Spider Treasure: 400 sp; Feather Token; hoard total 40 gp
Room #13 North Entry Stuck Iron Door (slides up) West Entry #1 Archway West Entry #2 Unlocked Iron Door East Entry Archway Room Features Part of the ceiling has collapsed into the room, and a group of demonic faces have been carved into the north wall Monster 5 x Small Monstrous Spider Treasure: 160 gp; hoard total 160 gp
Room #14 North Entry Stuck Iron Door (slides down) East Entry Archway Room Features A balcony hangs from the east wall, and a group of draconic faces have been carved into the south wall Room #15 North Entry Stuck Stone Door South Entry Stuck Stone Door Room Features The north and east walls have been engraved with geometric patterns, and skeletons hang from chains and manacles against the north and south walls Room #16 North Entry Unlocked Stone Door → Leads to room #10
West Entry Locked Stone Door (superior lock) Room Features A stone stair ascends towards the south wall, and a stack of barrels filled with rotting fruit stands against the north wall Room #17 West Entry Secret Trapped and Unlocked Stone Door Ⓢ The door is located near the ceiling and designed to make noise when opened
Ⓣ Acid Arrow Trap
East Entry Locked Iron Door (common lock) South Entry Stuck Stone Door Room Features The floor is covered in square tiles, alternating white and black, and a fountain decorated with screaming faces sits in the center of the room Monster 1 x Bat Swarm Treasure: 220 gp; hoard total 220 gp
Room #18 West Entry #1 Stuck Stone Door West Entry #2 Stuck Stone Door → Leads to room #48
South Entry Trapped Iron Portcullis Ⓣ Burning Hands Trap
Room Features The room has a high domed ceiling, and a set of demonic war masks hangs on the north wall Monster 1 x Large Monstrous Spider Treasure: 150 gp; hoard total 150 gp
Room #19 West Entry Stuck Stone Door → Leads to room #8, inhabited by 4 x Tiny Monstrous Spider
East Entry Unlocked Stone Door → Leads to room #52
Room Features A crater has been blasted into the floor in the south-east corner of the room, and several iron blobs are scattered throughout the room Room #20 North Entry Secret Stuck Stone Door Ⓢ The door is located near the ceiling and opened by standing on a small floor tile
East Entry Locked Iron Door (superior lock) Room Features Someone has scrawled "The Bears of Nulbaram killed a demon here" on the south wall, and several pieces of rotten rope are scattered throughout the room Room #21 East Entry Trapped and Stuck Stone Door Ⓣ Fire Trap
→ Leads to room #50
Room Features A well lies in the south-west corner of the room, and a stack of barrels filled with rotting fruit stands against the west wall Monster 3 x Small Monstrous Spider Treasure: 4000 cp; hoard total 40 gp
Room #22 North Entry #1 Trapped and Stuck Stone Door Ⓣ Burning Hands Trap
North Entry #2 Archway West Entry Archway → Leads to room #42
East Entry Stuck Stone Door South Entry Locked Iron Door (good lock) Monster 1 x Grimlock Treasure: 140 gp; hoard total 140 gp
Room #23 East Entry Iron Portcullis Empty Room #24 East Entry Archway South Entry Unlocked Stone Door → Leads to room #8, inhabited by 4 x Tiny Monstrous Spider
Room Features A magical idol of a god of light in the south side of the room conjures a small silver mirror for whomever offers a prayer, and a corroded holy symbol lies in the south-east corner of the room Room #25 North Entry Locked Iron Door (good lock) East Entry Locked Iron Door (magic lock) Room Features A large demonic idol with ruby eyes sits in the south side of the room, and someone has scrawled "You cannot kill it with wizardry" on the west wall Monster 3 x Tiny Monstrous Spider Treasure: 240 gp; Oil of Magic Stone; hoard total 240 gp
Room #26 North Entry #1 Locked Stone Door (superior lock) → Leads to room #4
North Entry #2 Stuck Stone Door South Entry Locked Stone Door (magic lock) Empty Room #27 East Entry Stuck Stone Door Monster 4 x Small Monstrous Spider Treasure: 290 gp; hoard total 290 gp
Trap Burning Hands Trap Hidden Treasure Locked Iron Chest (superior lock) 3000 cp; hoard total 30 gp
Room #28 North Entry Iron Portcullis West Entry Unlocked Stone Door South Entry Stuck Iron Door (slides up) Room Features The floor is covered in square tiles, alternating white and black, and various torture devices are scattered throughout the room Monster 1 x Gelatinous Cube Treasure: 1000 sp; hoard total 100 gp
Room #29 North Entry Locked Stone Door (superior lock) West Entry Stuck Iron Door East Entry #1 Stuck Stone Door East Entry #2 Stuck Iron Door Empty Room #30 North Entry Stuck Iron Door West Entry Stuck Stone Door Room Features Numerous pillars line the east and west walls, and someone has scrawled "Abandon all hope" on the north wall Monster 1 x Bat Swarm Treasure: 260 gp; Small Steel Mirror (10 gp); hoard total 270 gp
Room #31 North Entry Stuck Iron Door West Entry Stuck Iron Door East Entry Archway South Entry Unlocked Iron Door (slides up) Room Features A set of demonic war masks hangs on the east wall, and a stone sarcophagus sits in the north-west corner of the room Room #32 North Entry #1 Stuck Stone Door North Entry #2 Stuck Stone Door (slides down) → Leads to room #6, inhabited by 8 x Tiny Monstrous Spider
South Entry Secret Locked Stone Door (good lock) Ⓢ The door is opened by tracing a labyrinthine pattern
Room Features A narrow pit covered by iron bars lies in the west side of the room, and a shattered sword lies in the center of the room Monster 4 x Small Monstrous Spider Treasure: 270 gp; Lance (10 gp); hoard total 280 gp
Room #33 North Entry #1 Locked Iron Door (common lock) North Entry #2 Trapped and Unlocked Stone Door Ⓣ Spear Trap
South Entry Archway Room Features Several square holes are cut into the ceiling and floor, and a rusted gauntlet lies in the south side of the room Monster 1 x Bat Swarm Treasure: 110 gp; Simple Lock (20 gp); hoard total 130 gp
Room #34 North Entry Unlocked Stone Door → Leads to room #57
West Entry Unlocked Stone Door East Entry #1 Unlocked Iron Door East Entry #2 Stuck Stone Door South Entry Iron Portcullis → Leads to room #52
Room Features A magical mural on the west wall can be used to scry upon any known individual within the dungeon, and a wooden ladder rests against the south wall Monster 2 x 1st Level Warrior Dwarf Treasure: 200 gp; Longsword (15 gp); hoard total 215 gp
Room #35 North Entry Trapped and Unlocked Iron Door Ⓣ Spiked Pit Trap
East Entry Locked Stone Door (superior lock) Empty Room #36 North Entry Archway Room Features A magical mirror on the north wall answers simple questions about the dungeon (yes/no), and a large demonic idol with ruby eyes sits in the south side of the room Monster 1 x Large Monstrous Spider Treasure: Composite Longbow (100 gp); hoard total 100 gp
Room #37 North Entry #1 Locked Stone Door (magic lock) → Leads to room #56
North Entry #2 Secret Unlocked Stone Door Ⓢ The door is located near the ceiling and designed to make noise when opened
Ⓣ Spiked Pit Trap
→ Leads to room #38, inhabited by 1 x Bat Swarm
East Entry Secret Stuck Stone Door Ⓢ The door is located near the ceiling and designed to make noise when opened
South Entry Stuck Iron Door (slides up) Room Features Someone has scrawled "The walls listen" on the south wall, and an acrid odor fills the north side of the room Monster 7 x Tiny Monstrous Spider Treasure: 600 sp; hoard total 60 gp
Room #38 North Entry #1 Archway North Entry #2 Iron Portcullis West Entry Locked Stone Door (magic lock) South Entry Secret Unlocked Stone Door Ⓢ The door is located near the ceiling and designed to make noise when opened
Ⓣ Spiked Pit Trap
→ Leads to room #37, inhabited by 7 x Tiny Monstrous Spider
Monster 1 x Bat Swarm Treasure: 160 gp; Healer's Kit (50 gp); hoard total 210 gp
Room #39 East Entry Unlocked Stone Door Empty Room #40 West Entry Locked Stone Door (good lock) Empty Room #41 North Entry Locked Stone Door (magic lock) West Entry Trapped and Unlocked Stone Door Ⓣ Hail of Needles
Monster 1 x Large Monstrous Spider Treasure: 80 pp; Deep Green Spinel (130 gp), Smoky Quartz (20 gp), Zircon (60 gp); hoard total 1010 gp
Room #42 East Entry Archway → Leads to room #22, inhabited by 1 x Grimlock
Empty Room #43 West Entry Archway Empty Room #44 North Entry Secret Unlocked Stone Door Ⓢ The door is located near the ceiling and opened by tracing a holy symbol
West Entry Trapped and Unlocked Iron Door (slides up) Ⓣ Scything Blade Trap
Empty Room #45 West Entry Secret Stuck Stone Door (slides down) Ⓢ The door is located near the ceiling and only two feet high
Empty Room #46 North Entry #1 Archway North Entry #2 Locked Iron Door (common lock) Room Features Someone has scrawled "Rix died here" on the south wall, and an acrid odor fills the north-east corner of the room Monster 1 x Bat Swarm Treasure: 210 gp; Deep Blue Spinel (300 gp), Lapis Lazuli (7 gp); Scimitar (15 gp); hoard total 532 gp
Room #47 North Entry Trapped Iron Portcullis Ⓣ Spiked Pit Trap
West Entry Secret Locked Stone Door (good lock) (slides up) Ⓢ The door is located several feet above the floor and opened by standing on a small floor tile
Hidden Treasure Hidden Trapped and Locked Iron Chest (common lock) Burning Hands Trap
Amber (150 gp), Blue Star Sapphire (900 gp); Chain Shirt (100 gp); hoard total 1150 gp
Room #48 West Entry #1 Locked Stone Door (magic lock) West Entry #2 Unlocked Stone Door East Entry #1 Stuck Stone Door → Leads to room #18, inhabited by 1 x Large Monstrous Spider
East Entry #2 Unlocked Iron Door East Entry #3 Locked Iron Door (magic lock) Empty Room #49 East Entry Archway Monster 4 x 1st Level Warrior Dwarf Treasure: 150 gp; Breastplate (200 gp); hoard total 350 gp
Room #50 North Entry Unlocked Iron Door West Entry Trapped and Stuck Stone Door Ⓣ Fire Trap
→ Leads to room #21, inhabited by 3 x Small Monstrous Spider
East Entry Unlocked Iron Door Room Features A corpse lies in front of an open chest in the north-east corner of the room, and a pile of rotten fruit lies in the north-west corner of the room Room #51 West Entry #1 Unlocked Iron Door West Entry #2 Iron Portcullis Monster 2 x Tiny Monstrous Spider Treasure: 150 gp; hoard total 150 gp
Room #52 North Entry #1 Iron Portcullis → Leads to room #34, inhabited by 2 x 1st Level Warrior Dwarf
North Entry #2 Stuck Stone Door (slides to one side) West Entry Unlocked Stone Door → Leads to room #19
South Entry #1 Locked Stone Door (superior lock) (slides down) South Entry #2 Archway Empty Room #53 East Entry Iron Portcullis Room Features Spirals of green stones cover the floor, and several pieces of torn paper are scattered throughout the room Room #54 West Entry Iron Portcullis Trap Large Net Trap Hidden Treasure Invisible Trapped and Unlocked Iron Chest Fusillade of Darts
230 gp; Blue Star Sapphire (900 gp), White Pearl (80 gp); hoard total 1210 gp
Room #55 West Entry Trapped and Unlocked Stone Door Ⓣ Pit Trap
East Entry Unlocked Stone Door Room Features A crater has been blasted into the floor in the south-east corner of the room, and a pair of dice lies in the south-west corner of the room Room #56 North Entry Stuck Stone Door West Entry #1 Trapped and Unlocked Stone Door (slides up) Ⓣ Camouflaged Pit Trap
West Entry #2 Trapped and Stuck Iron Door (slides up) Ⓣ Scything Blade Trap
South Entry Locked Stone Door (magic lock) → Leads to room #37, inhabited by 7 x Tiny Monstrous Spider
Empty Room #57 North Entry #1 Unlocked Stone Door North Entry #2 Trapped and Unlocked Stone Door Ⓣ Wall Blade Trap
South Entry Unlocked Stone Door → Leads to room #34, inhabited by 2 x 1st Level Warrior Dwarf
Room Features A magical idol of a goddess of death in the north side of the room grants resistance to undead magic (for one day) to whomever sacrifices a magical item upon it, and a torn backpack lies in the north-west corner of the room Room #58 North Entry Stuck Stone Door West Entry #1 Trapped and Locked Stone Door (common lock) Ⓣ Camouflaged Pit Trap
West Entry #2 Stuck Stone Door (slides down) East Entry Locked Iron Door (good lock) South Entry Stuck Stone Door (slides to one side) → Leads to room #1
Room Features Several square holes are cut into the walls, and a faded and torn tapestry hangs from the west wall
Posted By: QuentenEnjoy your break. LakeWatch in the south would have 3-4 levels, and Rorial Halls would have 4-5 levels below the ground level and 2-3 above it, each level showing living quarters, mines and working areas, and parts taken over by the fell beasts of the darkness, as this region has been totally abandoned by the dwarves who fled in their haste to escape a balrog type monster whose lair is in the bottom level. Have fun with that.
Rorial Halls, thats what I thought. Multiple levels. I was thinking about a lookout cave for the Halls way up as well.
The lookout level, part 01. The lookout area's floor shows wind blown debris, and rocks roughened by weather. The two rooms to the right are ready rooms for defenders. Smaller, 10' wide, passageways lead off the lookout area.
OMG, you have stopped resting. A great project this one is going to be. Love the side view - just as a suggestion, what about the Annual 56 (no 5, 2011), Vertical dungeon geomorphs - below is the example pic from the annual
Since the next one will be 9 levels, and multiple maps per level, I probably should have gone to a different thread Caves 2 instead of leaving it in this thread.
That might be for the best. It takes me 2 minutes to open this thread and wait for all the graphics to sort themselves out so the boxes aren't jumping down the page
Comments
Great Outpost 2
Great Outpost 1
I'm mainly doing different maps to rest my eyes by looking at something else. If the weather, and events, weren't going on I would head out to the local state park and listen to wind in the trees instead of sitting at home.
Notice the inability of any ballista to cover another one. No overlapping fields of fire. They really needed an artillerist.
Any spell caster with the ability to send a small animal, or spirit in, can easily spot the flaws.
The crews in rooms 3 and 4 had to walk across the opening to get their weapons. Bad idea.
The crews in room 2 and 5 did not.
Why the cobble stones for floors ? They make a nice crunching sound when anyone walks across them. Of course, if the inhabitants are trying to sneak up on the bad guys, not a good idea.
Each room 2 through 5 has a portcullis in the opening. Nice way to keep infantry out of these rooms, but it does block the field of fire.
As a for instance to combat that, some or all of the rooms could be 10' to 20' off the floor with the tunnel into these rooms being slanted downwards, with a stone shutter blocking fire from coming in. Which also has flaws.
Room 2) A secret door and passageway leads down to room 6. Room 7 is on the same level as this room.
Room 5) A double reinforced door leads down to a passageway that goes to Part 02.
Room 6) nothing left, but the false doors on the west side, they could be traps.
Room 7) Two old campfires, probably from the survivors who are gone. Various tables and debris.
Part 02
8) 80' x 90' killing zone for the two balistae.
9) odd-shaped room with two ballistae. The celing broke up and dropped stones on them and the crews.
10) beds of the crews. Why are they in good shape ? Could they be an illusion ? And old campfire. Wood table debris.
11 through 16) Were the passageways there to confuse attackers ? Doesn't matter, all is dust and debris. Some pieces of metal that were once armor and weapons is all that is left. Oddly, no bones nor remains of those who once lived here.
Taking a break.
Just as an aside, here is a link to the donjon generator site, which can produce all sorts of dungeons etc. Here is a large dungeon in the Steampunk style as an example.
General
Dungeon Walls Superior Masonry
Dungeon Floor Hewn Stone (difficult to run)
Temperature Cool
Illumination Shadowy (phosphorescent fungus every 20 ft.)
Corridors
a Part of the ceiling has collapsed into the corridor
c A group of demonic faces have been carved into the walls
e Tripping Chain
i Rusting iron spikes line the walls
m Hail of Needles
n Pit Trap
r The sound of rushing water fills the corridor
s Spiked Pit Trap
u A stream of quicksilver cuts across the corridor
v A large demonic idol with ruby eyes sits in an alcove here
w An iron chandelier hangs from the ceiling here
x The walls here have been engraved with geometric patterns
z Skeletons hang from chains and manacles against the walls
Wandering
Monsters
1 3 x Small Monstrous Spider, trying to lure the party into an ambush
2 1 x Gelatinous Cube, wielding bizarre eldritch powers
3 1 x Large Monstrous Spider, lost and desperate
4 4 x Small Monstrous Spider, scavenging for food and treasure
5 11 x Tiny Monstrous Spider, wandering senselessly
6 1 x Medium Monstrous Spider, scouting from another part of the dungeon
Room #1
North Entry Stuck Stone Door (slides to one side)
→ Leads to room #58
East Entry #1 Stuck Iron Door
East Entry #2 Iron Portcullis
Empty
Room #2
North Entry #1 Secret Stuck Stone Door
Ⓢ The door is located above a small stone dais and opened by twisting an iron ring
North Entry #2 Stuck Iron Door
West Entry Secret Stuck Stone Door
Ⓢ A stone statue and section of wall pivots open when a command word is spoken
East Entry Locked Stone Door (superior lock)
Room Features A stream of oil flows along a channel in the floor, and a rusted breastplate lies in the south side of the room
Room #3
West Entry Iron Portcullis
South Entry Locked Stone Door (good lock)
Room Features A stair ascends to a wooden platform in the north-east corner of the room, and several pieces of blood-soaked clothing are scattered throughout the room
Monster 2 x 1st Level Warrior Dwarf
Treasure: Small Bag of Incense (120 gp); Rapier (20 gp); hoard total 140 gp
Room #4
North Entry #1 Locked Iron Door (superior lock) (magically reinforced)
North Entry #2 Stuck Stone Door
West Entry Stuck Stone Door (slides up)
South Entry #1 Archway
South Entry #2 Locked Stone Door (superior lock)
→ Leads to room #26
Room Features A chute falls into the room from above, and someone has scrawled "Good spot for trap" in orcish runes on the north wall
Hidden Treasure Hidden Unlocked Iron Chest
200 gp; Berserking Sword; hoard total 200 gp
Room #5
North Entry #1 Locked Stone Door (common lock)
North Entry #2 Unlocked Stone Door
West Entry Secret Locked Iron Door (magic lock)
Ⓢ The door is concealed behind a statue of Death, and opened by placing a coin in his open hand
Monster 1 x Troglodyte Zombie
Treasure: 260 gp; hoard total 260 gp
Room #6
West Entry Iron Portcullis
South Entry #1 Stuck Stone Door (slides down)
→ Leads to room #32, inhabited by 4 x Small Monstrous Spider
South Entry #2 Secret Locked Stone Door (common lock)
Ⓢ The door is located several feet above the floor and only four feet high
Monster 8 x Tiny Monstrous Spider
Treasure: 130 gp; Potion of Bull's Strength; hoard total 130 gp
Room #7
West Entry Stuck Stone Door
Room Features A large kiln and coal bin sit in the center of the room, and someone has scrawled "Alix Erneyth died here, her luck ran out before her arrows" on the south wall
Monster 7 x Tiny Monstrous Spider
Treasure: Potion of Owl's Wisdom; hoard total
Room #8
North Entry Unlocked Stone Door
→ Leads to room #24
East Entry Stuck Stone Door
→ Leads to room #19
Monster 4 x Tiny Monstrous Spider
Treasure: None
Room #9
North Entry Archway
West Entry Trapped and Locked Stone Door (common lock)
Ⓣ Wall Blade Trap
Room Features A shallow pit lies in the west side of the room, and a whistling noise can be faintly heard near the south wall
Room #10
East Entry Unlocked Stone Door
South Entry Unlocked Stone Door
→ Leads to room #16
Hidden Treasure Hidden Trapped and Locked Iron Chest (good lock)
Acid Arrow Trap
260 gp; Golden Pearl (120 gp), Hematite (10 gp); hoard total 390 gp
Room #11
East Entry #1 Trapped Iron Portcullis
Ⓣ Ceiling Pendulum
East Entry #2 Locked Iron Door (magic lock)
South Entry Secret Stuck Stone Door
Ⓢ The door is located several feet above the floor and only two feet high
Room Features Someone has scrawled a large X on the south wall, and a hissing noise can be heard in the west side of the room
Room #12
North Entry Stuck Stone Door
West Entry Trapped and Locked Iron Door (superior lock)
Ⓣ Acid Arrow Trap
East Entry Secret Stuck Stone Door
Ⓢ The door is opened by standing on a small floor tile
South Entry Locked Stone Door (magic lock)
Room Features A toppled statue lies in the north-west corner of the room, and someone has scrawled "This paladin is dead" in draconic script on the east wall
Monster 8 x Tiny Monstrous Spider
Treasure: 400 sp; Feather Token; hoard total 40 gp
Room #13
North Entry Stuck Iron Door (slides up)
West Entry #1 Archway
West Entry #2 Unlocked Iron Door
East Entry Archway
Room Features Part of the ceiling has collapsed into the room, and a group of demonic faces have been carved into the north wall
Monster 5 x Small Monstrous Spider
Treasure: 160 gp; hoard total 160 gp
Room #14
North Entry Stuck Iron Door (slides down)
East Entry Archway
Room Features A balcony hangs from the east wall, and a group of draconic faces have been carved into the south wall
Room #15
North Entry Stuck Stone Door
South Entry Stuck Stone Door
Room Features The north and east walls have been engraved with geometric patterns, and skeletons hang from chains and manacles against the north and south walls
Room #16
North Entry Unlocked Stone Door
→ Leads to room #10
West Entry Locked Stone Door (superior lock)
Room Features A stone stair ascends towards the south wall, and a stack of barrels filled with rotting fruit stands against the north wall
Room #17
West Entry Secret Trapped and Unlocked Stone Door
Ⓢ The door is located near the ceiling and designed to make noise when opened
Ⓣ Acid Arrow Trap
East Entry Locked Iron Door (common lock)
South Entry Stuck Stone Door
Room Features The floor is covered in square tiles, alternating white and black, and a fountain decorated with screaming faces sits in the center of the room
Monster 1 x Bat Swarm
Treasure: 220 gp; hoard total 220 gp
Room #18
West Entry #1 Stuck Stone Door
West Entry #2 Stuck Stone Door
→ Leads to room #48
South Entry Trapped Iron Portcullis
Ⓣ Burning Hands Trap
Room Features The room has a high domed ceiling, and a set of demonic war masks hangs on the north wall
Monster 1 x Large Monstrous Spider
Treasure: 150 gp; hoard total 150 gp
Room #19
West Entry Stuck Stone Door
→ Leads to room #8, inhabited by 4 x Tiny Monstrous Spider
East Entry Unlocked Stone Door
→ Leads to room #52
Room Features A crater has been blasted into the floor in the south-east corner of the room, and several iron blobs are scattered throughout the room
Room #20
North Entry Secret Stuck Stone Door
Ⓢ The door is located near the ceiling and opened by standing on a small floor tile
East Entry Locked Iron Door (superior lock)
Room Features Someone has scrawled "The Bears of Nulbaram killed a demon here" on the south wall, and several pieces of rotten rope are scattered throughout the room
Room #21
East Entry Trapped and Stuck Stone Door
Ⓣ Fire Trap
→ Leads to room #50
Room Features A well lies in the south-west corner of the room, and a stack of barrels filled with rotting fruit stands against the west wall
Monster 3 x Small Monstrous Spider
Treasure: 4000 cp; hoard total 40 gp
Room #22
North Entry #1 Trapped and Stuck Stone Door
Ⓣ Burning Hands Trap
North Entry #2 Archway
West Entry Archway
→ Leads to room #42
East Entry Stuck Stone Door
South Entry Locked Iron Door (good lock)
Monster 1 x Grimlock
Treasure: 140 gp; hoard total 140 gp
Room #23
East Entry Iron Portcullis
Empty
Room #24
East Entry Archway
South Entry Unlocked Stone Door
→ Leads to room #8, inhabited by 4 x Tiny Monstrous Spider
Room Features A magical idol of a god of light in the south side of the room conjures a small silver mirror for whomever offers a prayer, and a corroded holy symbol lies in the south-east corner of the room
Room #25
North Entry Locked Iron Door (good lock)
East Entry Locked Iron Door (magic lock)
Room Features A large demonic idol with ruby eyes sits in the south side of the room, and someone has scrawled "You cannot kill it with wizardry" on the west wall
Monster 3 x Tiny Monstrous Spider
Treasure: 240 gp; Oil of Magic Stone; hoard total 240 gp
Room #26
North Entry #1 Locked Stone Door (superior lock)
→ Leads to room #4
North Entry #2 Stuck Stone Door
South Entry Locked Stone Door (magic lock)
Empty
Room #27
East Entry Stuck Stone Door
Monster 4 x Small Monstrous Spider
Treasure: 290 gp; hoard total 290 gp
Trap Burning Hands Trap
Hidden Treasure Locked Iron Chest (superior lock)
3000 cp; hoard total 30 gp
Room #28
North Entry Iron Portcullis
West Entry Unlocked Stone Door
South Entry Stuck Iron Door (slides up)
Room Features The floor is covered in square tiles, alternating white and black, and various torture devices are scattered throughout the room
Monster 1 x Gelatinous Cube
Treasure: 1000 sp; hoard total 100 gp
Room #29
North Entry Locked Stone Door (superior lock)
West Entry Stuck Iron Door
East Entry #1 Stuck Stone Door
East Entry #2 Stuck Iron Door
Empty
Room #30
North Entry Stuck Iron Door
West Entry Stuck Stone Door
Room Features Numerous pillars line the east and west walls, and someone has scrawled "Abandon all hope" on the north wall
Monster 1 x Bat Swarm
Treasure: 260 gp; Small Steel Mirror (10 gp); hoard total 270 gp
Room #31
North Entry Stuck Iron Door
West Entry Stuck Iron Door
East Entry Archway
South Entry Unlocked Iron Door (slides up)
Room Features A set of demonic war masks hangs on the east wall, and a stone sarcophagus sits in the north-west corner of the room
Room #32
North Entry #1 Stuck Stone Door
North Entry #2 Stuck Stone Door (slides down)
→ Leads to room #6, inhabited by 8 x Tiny Monstrous Spider
South Entry Secret Locked Stone Door (good lock)
Ⓢ The door is opened by tracing a labyrinthine pattern
Room Features A narrow pit covered by iron bars lies in the west side of the room, and a shattered sword lies in the center of the room
Monster 4 x Small Monstrous Spider
Treasure: 270 gp; Lance (10 gp); hoard total 280 gp
Room #33
North Entry #1 Locked Iron Door (common lock)
North Entry #2 Trapped and Unlocked Stone Door
Ⓣ Spear Trap
South Entry Archway
Room Features Several square holes are cut into the ceiling and floor, and a rusted gauntlet lies in the south side of the room
Monster 1 x Bat Swarm
Treasure: 110 gp; Simple Lock (20 gp); hoard total 130 gp
Room #34
North Entry Unlocked Stone Door
→ Leads to room #57
West Entry Unlocked Stone Door
East Entry #1 Unlocked Iron Door
East Entry #2 Stuck Stone Door
South Entry Iron Portcullis
→ Leads to room #52
Room Features A magical mural on the west wall can be used to scry upon any known individual within the dungeon, and a wooden ladder rests against the south wall
Monster 2 x 1st Level Warrior Dwarf
Treasure: 200 gp; Longsword (15 gp); hoard total 215 gp
Room #35
North Entry Trapped and Unlocked Iron Door
Ⓣ Spiked Pit Trap
East Entry Locked Stone Door (superior lock)
Empty
Room #36
North Entry Archway
Room Features A magical mirror on the north wall answers simple questions about the dungeon (yes/no), and a large demonic idol with ruby eyes sits in the south side of the room
Monster 1 x Large Monstrous Spider
Treasure: Composite Longbow (100 gp); hoard total 100 gp
Room #37
North Entry #1 Locked Stone Door (magic lock)
→ Leads to room #56
North Entry #2 Secret Unlocked Stone Door
Ⓢ The door is located near the ceiling and designed to make noise when opened
Ⓣ Spiked Pit Trap
→ Leads to room #38, inhabited by 1 x Bat Swarm
East Entry Secret Stuck Stone Door
Ⓢ The door is located near the ceiling and designed to make noise when opened
South Entry Stuck Iron Door (slides up)
Room Features Someone has scrawled "The walls listen" on the south wall, and an acrid odor fills the north side of the room
Monster 7 x Tiny Monstrous Spider
Treasure: 600 sp; hoard total 60 gp
Room #38
North Entry #1 Archway
North Entry #2 Iron Portcullis
West Entry Locked Stone Door (magic lock)
South Entry Secret Unlocked Stone Door
Ⓢ The door is located near the ceiling and designed to make noise when opened
Ⓣ Spiked Pit Trap
→ Leads to room #37, inhabited by 7 x Tiny Monstrous Spider
Monster 1 x Bat Swarm
Treasure: 160 gp; Healer's Kit (50 gp); hoard total 210 gp
Room #39
East Entry Unlocked Stone Door
Empty
Room #40
West Entry Locked Stone Door (good lock)
Empty
Room #41
North Entry Locked Stone Door (magic lock)
West Entry Trapped and Unlocked Stone Door
Ⓣ Hail of Needles
Monster 1 x Large Monstrous Spider
Treasure: 80 pp; Deep Green Spinel (130 gp), Smoky Quartz (20 gp), Zircon (60 gp); hoard total 1010 gp
Room #42
East Entry Archway
→ Leads to room #22, inhabited by 1 x Grimlock
Empty
Room #43
West Entry Archway
Empty
Room #44
North Entry Secret Unlocked Stone Door
Ⓢ The door is located near the ceiling and opened by tracing a holy symbol
West Entry Trapped and Unlocked Iron Door (slides up)
Ⓣ Scything Blade Trap
Empty
Room #45
West Entry Secret Stuck Stone Door (slides down)
Ⓢ The door is located near the ceiling and only two feet high
Empty
Room #46
North Entry #1 Archway
North Entry #2 Locked Iron Door (common lock)
Room Features Someone has scrawled "Rix died here" on the south wall, and an acrid odor fills the north-east corner of the room
Monster 1 x Bat Swarm
Treasure: 210 gp; Deep Blue Spinel (300 gp), Lapis Lazuli (7 gp); Scimitar (15 gp); hoard total 532 gp
Room #47
North Entry Trapped Iron Portcullis
Ⓣ Spiked Pit Trap
West Entry Secret Locked Stone Door (good lock) (slides up)
Ⓢ The door is located several feet above the floor and opened by standing on a small floor tile
Hidden Treasure Hidden Trapped and Locked Iron Chest (common lock)
Burning Hands Trap
Amber (150 gp), Blue Star Sapphire (900 gp); Chain Shirt (100 gp); hoard total 1150 gp
Room #48
West Entry #1 Locked Stone Door (magic lock)
West Entry #2 Unlocked Stone Door
East Entry #1 Stuck Stone Door
→ Leads to room #18, inhabited by 1 x Large Monstrous Spider
East Entry #2 Unlocked Iron Door
East Entry #3 Locked Iron Door (magic lock)
Empty
Room #49
East Entry Archway
Monster 4 x 1st Level Warrior Dwarf
Treasure: 150 gp; Breastplate (200 gp); hoard total 350 gp
Room #50
North Entry Unlocked Iron Door
West Entry Trapped and Stuck Stone Door
Ⓣ Fire Trap
→ Leads to room #21, inhabited by 3 x Small Monstrous Spider
East Entry Unlocked Iron Door
Room Features A corpse lies in front of an open chest in the north-east corner of the room, and a pile of rotten fruit lies in the north-west corner of the room
Room #51
West Entry #1 Unlocked Iron Door
West Entry #2 Iron Portcullis
Monster 2 x Tiny Monstrous Spider
Treasure: 150 gp; hoard total 150 gp
Room #52
North Entry #1 Iron Portcullis
→ Leads to room #34, inhabited by 2 x 1st Level Warrior Dwarf
North Entry #2 Stuck Stone Door (slides to one side)
West Entry Unlocked Stone Door
→ Leads to room #19
South Entry #1 Locked Stone Door (superior lock) (slides down)
South Entry #2 Archway
Empty
Room #53
East Entry Iron Portcullis
Room Features Spirals of green stones cover the floor, and several pieces of torn paper are scattered throughout the room
Room #54
West Entry Iron Portcullis
Trap Large Net Trap
Hidden Treasure Invisible Trapped and Unlocked Iron Chest
Fusillade of Darts
230 gp; Blue Star Sapphire (900 gp), White Pearl (80 gp); hoard total 1210 gp
Room #55
West Entry Trapped and Unlocked Stone Door
Ⓣ Pit Trap
East Entry Unlocked Stone Door
Room Features A crater has been blasted into the floor in the south-east corner of the room, and a pair of dice lies in the south-west corner of the room
Room #56
North Entry Stuck Stone Door
West Entry #1 Trapped and Unlocked Stone Door (slides up)
Ⓣ Camouflaged Pit Trap
West Entry #2 Trapped and Stuck Iron Door (slides up)
Ⓣ Scything Blade Trap
South Entry Locked Stone Door (magic lock)
→ Leads to room #37, inhabited by 7 x Tiny Monstrous Spider
Empty
Room #57
North Entry #1 Unlocked Stone Door
North Entry #2 Trapped and Unlocked Stone Door
Ⓣ Wall Blade Trap
South Entry Unlocked Stone Door
→ Leads to room #34, inhabited by 2 x 1st Level Warrior Dwarf
Room Features A magical idol of a goddess of death in the north side of the room grants resistance to undead magic (for one day) to whomever sacrifices a magical item upon it, and a torn backpack lies in the north-west corner of the room
Room #58
North Entry Stuck Stone Door
West Entry #1 Trapped and Locked Stone Door (common lock)
Ⓣ Camouflaged Pit Trap
West Entry #2 Stuck Stone Door (slides down)
East Entry Locked Iron Door (good lock)
South Entry Stuck Stone Door (slides to one side)
→ Leads to room #1
Room Features Several square holes are cut into the walls, and a faded and torn tapestry hangs from the west wall
I copied the above and saved it to a text file.
I am going to try a sketch pre-view of Rorial Halls. Side-view. Whew.
North Gate 2
North Gate 1
Since the next one will be 9 levels, and multiple maps per level, I probably should have gone to a different thread Caves 2 instead of leaving it in this thread.