Showing posts with label #OSR #TSR #MAZE. Show all posts
Showing posts with label #OSR #TSR #MAZE. Show all posts

Friday, February 13, 2015

Random Rooms

Note, I have drawn these things from my imagination and various other inspirations including items posted on the Internet. I claim no original ownership of all these items. This is a resource for your games.

Random things to find in a dungeon or other area. 
  1. A petrified Medusa
  2. A pentagram
  3. A sealed 400 year old barrel of tuna. (A saving throw vs vomit is appropriate.)
  4. Gigantic quintuple-sized area
  5. Rusty chains hang from the ceiling
  6. Phosphorescent moss/lichen/shrooms.
  7. A bone scroll tube containing a partial map to this or a nearby level.
  8. Dire warnings against trespassers
  9. Faded images on the walls, all that can be discerned is odd shapes and forms. 
  10. A giant hallway with pillars going in all directions. There is the sound of whispers and images you see flicker just outside your perception.
  11. Abandoned and partially collapsed railway tunnels from a bygone age.
  12. Caverns filled with steaming hot springs.
  13. Magic Mouths.
  14. A room, perfectly appointed with a hardwood desk, a bookshelf, rich red carpets, and some nice statuary. All nailed to the roof.
  15. A room with a door at the far end and some tapestrys on the walls, and a mirror on the 'left' wall. One of the tapestries depicts the room and mirror with a door opposite the mirror on the 'right' wall. Of course, the door is not really there at all.
  16. A torch lit banquet hall with a meal set for 50. The table is set, the food is set out, still warm, and smells great. No one is around at all.
  17. A area full of giant spider webs.

Stocking your Dungeon

Here are some links to stuff I find useful to fill in a dungeon.










The End.
We take no responsibility for character deaths.

Monday, February 9, 2015

The Amazing Maze



The Amazing Maze! 

You'll Be Amazed...
By this Maze!!!


Well maybe not, but I decided to stat up the creatures in this maze for your OSR gaming needs. Make sure to read all entries before running this. 

I'm not sure (is anyone) where this advertisement first appeared, but I've always liked it, so...

Starting from the top (the red dragon) and working right.

I.) Young Adult Red Dragon (10HD): HD 10 (40hp); AC 2 [17]; Atk 2 claws (1d8), 1 bite (3d10); Move 9 (Fly 24); Special: Breathes fire (3d30), speaks draconic and common languages.

Treasure (optional): There is the body of a dead human with 71gp in a belt pouch, wearing a cloak of protection +2 and leather armor +1. The body also has a normal short sword and dagger.

Notes: This dragon is being held captive in this area. It is too big to navigate the maze and escape on its own. Once per day food and water are magically teleported into this area to keep it alive, but the dragon is very angry at being held like this and will attack anyone entering into its area. The only hope to avoid a fight is to offer the dragon a means of escape.

II.) Giant Spider: HD 2+2; AC 6[13]; Atk 1 bite (1d6 + poison); Move 18; Special: lethal poison, 5 in 6 chance to surprise prey.

Treasure (optional): Hidden in the spider's nest are two gems individually worth 10 and 50gp. 

Notes: This spider can be encountered anywhere in the maze. The area on the map is its lair, which is a room full of web with a nest near the ceiling where it"hangs out" if doing nothing else.

III.) Deep One: HD 1d8+2 (5hp); AC 6 [13]; Atk trident (1d6+3) or other weapon Move 6 (swim 12) 

Treasure (optional): Colored seashells worth 10sp.

Notes: This deep one has been geased to remain in this room until he kills seven adventurers. (Only TWO more to go!)

IV.) Minotaur: HD 6+4 (28hp); AC 6 [13]; Atk Head butt (2d4), 1 bite (1d3) and battleaxe (1d8); Move 12; Special: Never gets lost in labyrinths.

Treasure (optional) Three gems worth 100, 50 and 10gp respectively, which the minotaur carries in a shabby belt pouch. 

Notes: This is the master of this maze. He knows it like the back of his hand and will stalk any party he detects entering the maze. His tactic is to sneak up behind a party that is already engaged with a creature and attack from behind.

V.) Manticore: HD 6+4 (32hp); AC 4 [15]; Atk 2 claws (1d3), 1 bite (1d8), 6 tail spikes (1d6); Move 12 (Fly 18); Save 11; Special: Flies, tail spikes.

Treasure (optional): None. Just some crunched up bones of hapless victims.

Notes: This manticore is hungry, aggressive and dumb as a stump. It likes man flesh and will specifically target one human until it is dead and try to eat its body.

VI.) Evil Dwarf: HD 1 (8hp); AC 4 [15]; Atk Battleaxe (1d8+3); Move 6; Special: Detect attributes of stonework.

Treasure (optional): +2 battle axe, 43 gp and a map of this maze.

Notes: This Dwarf is named Dwarde. He is tasked with infiltrating any adventuring groups who encounter him. Then he will try to report back to his master, providing information on the adventuring group.



Notes: This maze may be used in several different ways. Here are my personal suggestions.

1.) The Death Trap. The characters are dropped or teleported into this maze by an evil wizard or other nefarious foe. Their enemy expects them to die (Mr. Bond), but maybe, just maybe the adventures will survive to fight another day. Evil villains never actually watch to make sure their enemies are actually killed in their deathtraps now do they?!?


2.) The Sublevel. This is the sublevel to a larger megadungeon. The adventures might wander into here and before they realize what has happened and how dangerous some of these creatures in here are. 


3.) There is no Spoon. There is no rhyme or reason. The adventurers just find an entrance to this magical maze and decide to explore it.


The End



By Clangador Moonthorne
Edited by Brony Hornblower