I’m nonetheless preserving on with the #Dungeon23 tasks – right here’s stage 2 in its entirety with the total map and short-form stocking.
2-1 Nook Tower – Degree 2
This stage of the tower is partially collapsed and open to the weather. It’s empty until the toadfolk in space 1-3 have climbed up right here to cover.
2-2 Nook Tower – Degree 3
This ruined stage is utilized by a pair of blood eagles as their nest. Amongst their detritus is an amulet on a gold chain.
2-3 Lengthy Tower – Degree 2
Bandits on the run have moved into this tower briefly however are afraid of the denizens throughout the delve and thus don’t go in any additional than obligatory, solely utilizing this area to gap up. This stage serves as a short lived barracks and 2d6-1 bandits are right here together with their chief (a stage 2 fighter) and a small hoard of stolen items.
2-4 Lengthy Tower – Rooftop
The bandits hold a watch of 2d3-1 bandits right here, maintaining a tally of the toadfolk and darklings and making an attempt to not antagonize both group. They are going to descend the ladder if there’s a commotion within the tower, leaving one behind as lookout.
2-5 Spherical Tower – Degree 2
d4+1 darklings take watch right here. They’re sad with the bandits encroaching on their turf and can assault anybody that appears like a bandit. In addition they often take potshots from the japanese arrow slit into the damaged part of wall in space 3.
2-6 Spherical Tower – Rooftop
The darklings have deserted this space as a result of it’s uncovered to the solar and the bandits in 4.
2-7 Darkling Homicide
4 darklings are arrange right here to protect the stoutly barred door to the courtyard (9) and to observe (and assault) anybody coming in via the gates (8). One has an amulet that permits it to forged darkness as soon as per day and makes use of this to gather our bodies in the event that they succeed at targetting interlopers. There’s a useless bandit stuffed into the nook of this tight area, lately slain, with a number of small valuable stones hidden in his boots.
2-8 Ruined Gatehouse
Whereas the outer gates nonetheless stand, the gatehouse itself doesn’t. Clambering via the rubble will probably make sufficient noise to draw the eye of the darklings in 7, and probably even the bandits in 3-4 and the inside courtyard (11-13).
2-9 Outer Courtyard
Ostensibly bandit-controlled, contested by the darklings at evening. 2d6-7 bandits will probably be right here at any time, and can try and make a diversion for presumed bandits coming via 8. The far finish north of the tower accommodates a bunch of products stolen from a service provider caravan.
2-10 Central Dome
This dome sits above the central shaft of the dungeon and was as soon as a library (though the scrolls are lengthy destroyed, and even one of many cabinets has been burned sooner or later. One bandit retains watch on the stairs right down to 18, and can head to 19 to alert others if non-bandits enter this space.
2-11 Inside Courtyard
That is the first area of the bandits as it’s secure from the harrassment of the darklings. They usually enter by way of 1-4 and climb up the lengthy tower to get right here (to keep away from crossing in entrance of 2-7). 10 bandits keep on this space, largely huddled in opposition to the partitions to guard in opposition to the climate. They’ve a small hoard of loot with them.
2-12 Nook Tower
Two of the bandit lieutenants (stage 1 fighters) have arrange right here beneath orders from the captain in 2-3. They ignore the arrow slits and are simply pleased to have a pleasant roof over their heads.
The least-liked bandits (three of them) are assigned right here to observe for folks coming throughout the hilltop. It’s a shit posting they usually realize it.
2-14 Higher Yard
The hilltop is dwelling to the good tower. The bandits need in, however the doorways are sealed. Presently three bandits are right here searching for a approach in. The key door to the tunnels has not been discovered but and is beneath a skinny layer of grime.
2-15 Nice Tower Entrance
The good brass doorways of the tower are locked and barred, and solely immense power or a knock spell will get previous them. Stairs lead up, and a statue of the magi who had this tower constructed is on a dais on the base of the steps (with handheld out, and a reputation plate on the base of the statue). If a gem price 250gp or extra is positioned within the statue’s hand, it’ll forged “contact different airplane” for the individual putting the gem there (and destroy the gem) with all of the shortcomings and attainable detrimental results of that spell.
2-16 Nice Tower Degree 2
A wall of fireside springs up from the northwest to southeast components of this room ought to anybody come up the steps with out saying the title of the magi from the statue under.
2-17 Nice Tower High
This stage has a roof however is usually open to the air with parapets trying down on the areas under. A small desk in opposition to the central pillar is roofed in a wealthy purple fabric with a single small stone within the center – a lodestone that seems to be a luckstone on first examination. The animated exoskeleton of a crab-man stands on guard right here, chopping the ropes of any who would climb up utilizing a grappling hook.
2-18 The Descent
This chamber connects right down to space 1-10 under and the dome above. The east facet has collapsed and any highly effective spells would possibly nicely collapse the entire room. A single bandit is on guard right here and can yell to alert the bandits in 2-10 and 2-19.
2-19 Final Barracks
8 bandits are bunked right here. They don’t like being on this space as a result of a number of of their quantity have gone lacking and they’re frightened of the remainder of the tunnels on this stage. However it’s nonetheless higher than sleeping within the courtyard above.
2-20 The Pool
Water drips down from the ceiling right into a 30 foot extensive pool. The primary individual to drink from the pool after moonrise on any day will achieve the advantages of a bless spell for 1d4 hours.
Two lengthy stone benches embellish this area. Each are bloodstained. A number of humanoid ribs are on the bottom behind the east bench.
2-22 Particles Strewn Room
Ruined furnishings, bits of clothes, and some damaged weapons and a defend are scattered about. There’s a clear path between the south and east doorways (made by the ghouls).
2-23 Ghoulish Stays
Contemporary human bones are on the small tables on this room – nonetheless crimson and uncooked. Stays of bandits, darklings, and morlocks alike consumed by the ghouls. d4-2 ghouls will probably be right here.
2-24 An Providing
The stone desk on the south finish of this littered corridor has a gold-plated human cranium on it, an providing introduced up right here by the morlocks for the ghouls. It seems to be like a entice, so the bandits who’ve seen it are avoiding it.
2-25 Useless Watch
A solitary ghoul watches for intruders from the key stairwell to the north. It can try to cover from anybody coming into from 24. It wears remnants of outdated finery and a silver tiara.
2-26 North “Desk”
A pair of morlock skeletons lie right here, absolutely consumed however not eliminated to chamber 23 but. d4-1 ghouls will probably be right here. The scent of the ghast in 28 will be smelled from the japanese door.
2-27 South “Desk”
A solitary bandit is on this “desk”, paralyzed by the ghouls and never but consumed. d4-2 ghouls will probably be right here with him. The scent of the ghast will be smelled via the east door.
2-28 Ghastly Courtroom
The ghast ruler of those ghouls sits atop the large dais gnawing on a leg. d3 ghouls are in attendance. The ghast wears ruined finery and wields a jewelled platinum rod that can also be a +1 mace.
The 1200 dpi model of the map was drawn at a scale of 300 pixels per sq. and is 10,800 pixels (36 squares) extensive. To make use of this with a VTT you would want to resize the squares to both 70 pixels (for five′ squares) or 140 pixels (for 10′ squares) – so resizing it to both 2,520 pixels extensive or 5,040 pixels extensive, respectively.
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