Included is a .JPEG, Keyed .JPEG and .PNG for VTT users as well as a link to the One-Page-Dungeon in .PDF.
Enjoy!
The Secret Smithy of
Rurik Thick-Thewed can be placed within an existing cavern structure or as a
quest destination on its own. Rurik
Thick-Thewed was a great weapon and armor-smith. He had a secret technique that his
contemporaries were always trying to steal from him. To keep his technique a secret he hid it in a
remote and inhospitable location, complete with deadly traps and denizens for
the unwary intruder.
This is probably
appropriate for higher level characters, maybe 4th?
All doors in the complex
are made of heavy brass and locked with high-quality mechanisms.
1. Natural
Bridge. A Giant Cave
Fisher lives under the bridge. It
attacks anything that attempts to cross.
It will take time to eat anything it catches and kills, finishing it's
meal in 2d3 turns. Cave Fisher: Init
+5(75% chance surprise); Atk bite +6 melee (1d6+2) or web +8 missile (40'
range); AC 18; HD 3d8; MV 30’ or climb 10’; Act 1d20; SV Fort +4, Ref +1, Will
+8; AL N. STR DC 20 to break free of
web.
2. Secret
Entrance. The secret door
to Rurik's Smithy is equipped with the most diabolical and impassable magical
wards. No creature save a demi-god or
higher could hope to overcome them.
Unfortunately, Rurik forgot to set the wards the last time he left and
all that is left is a normal secret door with a scything blade trap. Reflex DC 15 or 3d4 Damage.
3. Concealed
Entrance. 50' below the lip
of the crevasse is a 5' diameter hole in the western wall. It leads to the steam tunnel. It is extremely hard to detect from the top
as the crevasse is constantly filled with steam vapor. Characters who spend several turns observing
the crevasse will notice a periodic thickening of the steam and may surmise it
must originate from somewhere within the crevasse.
4. Welcome Hall of
Rurik Thick-Thewed. This room is
richly appointed with the remains of sturdy and comfortable furniture and
decorative pieces. A medieval
man-cave. Some art objects that have
survived the centuries can be gathered and sold for 200 GP. There is also a
formula for a secret allow that Rurik was working on. It involves mixing Mithril with Diamond dust
to create the perfect metal for making blades.
He never quite got the mixture right...
5. Hammer Room. On an altar-like stone table against the
north side of the room, flanked by eternal flame torches, lies the smith-hammer
of Rurik Thick-Thewed. It is crafted of
the finest metals and imbued with magical power. It can be used as a Warhammer +1 as well as giving a +5 to any smith-related tasks or
checks, including knowledge. There is a
diabolical trap in this room however.
Anyone who is not Rurik, or a descendant or Rurik, that touches the
hammer triggers numerous spouts at the top of the room to open and discharge
highly flammable oil. In 15 turns the
oil will reach the height of the eternal flame torches and ignite, causing 20d6
damage to any living creature in the room.
There is a switch in a random stone on the west wall 3' high and 4' from
the southwest corner that will stop the oil and open drainage holes in the
floor.
6. Oddities Room. Rurik set aside this room for creations of
his that interested him but didn't quite work out like he wanted. One such is the crossbow-axe. The crossbow portion only has half the normal
range and the trigger guard comes loose on a natural 2 or 3 and the Battleaxe
is unwieldy, causing only 1d8 points of damage.
The whole contraption also causes the wielder to only roll a d14 for
initiative. It is a +2 magical weapon in all other respects however. The GM should come up with one or two other
such useful, but flawed, items.
7. Nearly-Finished
Room. Rurik kept his
finished components to weapons and armor in this room. The lot could be sold for 500 GP to weapon and armor smiths, or
used by one to reduce the cost of crafting excellent quality weapons by half.
8. Rare Materials
Storage. Flawless steel
ingots lie in pallets on the floor. Two
chests, seemingly carved of the stone of the cavern itself, sit near the
eastern wall. One contains 5 lbs. of pure mithril and is trapped
with poison gas (Death in 2d3 rounds or Fort Save DC 18 for 5d6 damage). The other has 1,500 GP in rare gems, but also contains a very angry small Earth
Elemental that has been trapped here for hundreds of years. Elemental, Earth: Init +4;
Atk slam +8 melee (2d6); AC 18; HD 4d8; MV 30’ or dig 30’; Act 1d20; SP
elemental traits; SV Fort +7, Ref +2, Will +5; AL N.
9. The Long
Stairs. The
stairs heading south from the main hallway are made of riveted metal. When any creature touches the floor on the
first landing, the entire length of stairs pivots 45 degrees forming a slick
ramp to the bottom. Creatures who cannot
brake their fall take 1d6 damage when they smash into the stone wall at the
bottom. Climbing back up would prove
extremely difficult, especially for characters in armor. Crashing into the wall will reveal the secret
door. This is actually a further trap
designed to lure intruders into the deadly Steam Tunnel, for once a living
creature passes through the secret door, a steel portcullis will drop behind
them. The portcullis locks into place
under the stone floor and is nearly impossible to raise by brute force. The steel bars are 3 inches thick.
10. Forge of Rurik
Thick-Thewed. This is where the
magic happened. Rurik's secret was
harnessing the power of fire and water.
The pool to the north contains and endless supply of pure heavy water
and the basin to the south living fire.
The two combine underneath the dais to power a living statue that would
assist Rurik with his smithing. It will
attack anyone entering the room but can only function off of the dais for 5
rounds or it will run out of steam (literally) and cease to function. Living statue: Init
+6 (surprise); Atk tongs +6 melee(1d8) and hammer +6 melee(1d10), or flame gout
+4 missile (3d8); AC 20; HD 5d8; MV 30’; Act 1d30; SP surprises 50% of time; SV
Fort +6, Ref 0, Will 0; AL N. It can
only use the flame gout twice before needing to recharge on the dais. Two flawless diamonds are set in the statues
eyes. Removed they are worth 500 GP each. The anvil on the dais is coated in mithril
and would be worth 1,250 GP if it
can be removed. It weighs 1,000 lbs.
Secret Smithy of Rurik Thick-Thewed .PNG
Secret Smithy of Rurik Thick-Thewed OPD .PDF
No comments:
Post a Comment