Saturday, February 8, 2014

The Secret Smithy of Rurik Thick-Thewed

This map is an entirely secret or concealed enclave accessible via any cavern system or mountainous area.  I've statted it up as a One-Page-Dungeon in my usual format with DCC RPG as the system.

Included is a .JPEG, Keyed .JPEG and .PNG for VTT users as well as a link to the One-Page-Dungeon in .PDF.


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.

11.  Steam Tunnel.   Once every 20 minutes the excess steam created in Rurik's Forge must vent through this tunnel.  Any creature in the tunnel when it does suffers 8d7 points of damage.  There will be a rumbling 12 rounds before the venting that shakes the entire complex, and another of the same 3 rounds before venting.  It is possible for a Halfling, Elf or unarmored Human or Dwarf to climb into room 10 through the secret door.  This would leave them in an extremely vulnerable position if the Living Statue has not already been dealt with.

Secret Smithy of Rurik Thick-Thewed .PNG

Secret Smithy of Rurik Thick-Thewed OPD .PDF