Scale: 10 ft. PDF version forthcoming! |
Wandering Monsters
During the day, no wandering monster checks should be made within the Watchtower Compound.At night, on the other hand, there is a 2-in-6 chance of an encounter every hour, rolled on the same table as presented in the previous progress point.
The Watchtower
Level 1
1W1 - Foyer
The double door on the south wall is stuck due to a pile of broken barrels and furniture piled against it. Doors leading north are not locked; the door to the north-west is slightly ajar. The floor creaks as the party walks. |
1W2 - Infirmary
Tables are strewn about - several cabinets with broken vials line the walls. The ceiling has hangers on it - stained brown - that look to have originally been used for mosquito netting.
Nothing of value remains.
|
1W3 - Smoking Lounge
Moldy divans and arm chairs line this space: several on their sides, several upright. Along the west wall are several storm-shuddered windows - two of which are closed, one of which unlatched and hanging partially open. In the standing furniture, seat cushions disguise spines made of bone. If a character sits in one of these chairs, they must Save vs Poison or be infected with a withering disease which will kill them in 1d4 hours. A character wearing armor should get some form of advantage to this save proportional to the armor worn - as the bone may crush or fail to puncture the protective material. How this is arbitrated is at the discretion of the GM. |
1W4 - Surgery
This room has a number of surgical implements strewn about the floor. There is a mild staining to the floor with a rectangular patch in the center of the room that appears clean. A character entering into this space will feel a sudden, inexplicable chill. If the character entering the room has a light, there is a 5-in-6 chance the light will go out. Lamps can be re-lit; torches appear to be spent. |
1W5-9 - Children's Ward
This space, an extension of the infirmary and hospital, was utilized commonly for young patients as a byproduct of its open, well-lit hallway to the north: which seemed to encourage them at the time. Each of the rooms is much the same - a cot, a stool, and an end-table: all aged and gathering cobwebs.
1W5) This room contains a doll sitting on the bunk; a window to the outside is shut and barred. The doll is surrounded by a network of strings and pulleys attached to four buckets suspended in the upper corners of the room. If the lines are tripped, the buckets will tip over, dumping a stale yellow powder. Any character exposed to the powder must Save vs Poison or be knocked unconscious until the following midnight. A character so unconscious cannot be wakened by most means - slapping or splashing, for example, do not help.
The doll, during the day, is a normal doll; at night, its eyes will move - staring at a random secret or hidden thing. If it is taken out of the Watchtower Compound, the magic will fade in 1d4 days. If it is taken into the under-dungeon, it will burst into flames.
1W6) The end table in this room is on its side; the stool is missing.
1W7) Three Coffer Corpses (FF 19) - one half the size of the others - occupy this room. The smallest one has embedded in its rib cage a silver spike, festooned with elaborate detailing. The spike is worth 100 gold pieces. 1W8) Beneath the cot in this room is a locked chest containing 700 silver pieces and three clear diamonds worth 200 gold pieces each. Under the chest is a concealed compartment in which 3 pit vipers are hidden (1 HP, AC 7, THAC0 20: on successful bite, 1 damage and Save vs Poison or die). 1W9) There is only a cot for furniture in this room - and it is oddly clean. Hanging from the ceiling are hundreds of threads, each with silver pieces, a hole punched in the center, through them. 400 silver pieces total. While the silver remains undisturbed - that is, allowed to hang and not cut down as treasure - any character that sleeps in the bed will heal at twice the normal rate, but will be plagued with horrible visions in their dreams. |
1W10-14 - North Ward
The North Ward once housed recovering but stable medical patients. Each room contains, unless otherwise specified, a cot - broken or otherwise in disuse - an end table, and a stool. 1W10) Three stools surround the cot in this room - no end table is present and all that remains of the cot is its frame. 1W11) The slowly rotting floor creaks in the warm wet of the ambient air. 1W12) A window on the north-west corner has been boarded shut. The cot is on its side on the west wall. 1W13) Opening the door, the furnishings in this room are perched on the south wall, as though gravity is perpendicular for them. Party members stick to the floor, as normal. Unless forcibly held open, the door will shut behind the party, as they enter - upon re-opening, it will lead instead to a random other room in the Watchtower, determined by rolling 1d3-10: 1d3 for the "tens" and 1d10 for the "ones". A roll of 1 to 34 will result in the door opening into that numbered room on the first level of the Watchtower: a roll of 35 or above instead will open as follows:
1W14) There is no end table nor stool in this room and the cot has no legs. At the head of the cot is a skull made of quartz: eyes and teeth, mother-of-pearl. The skull is worth 70 gold pieces, but the cot is trapped. If the skull is disturbed, the cot falls away and the floor around it collapses, requiring any characters within 5 feet to Save vs Paralysis or fall into a damp, spongy pit. They will take 1d4 points of damage from the fall, but they will also disturb a colony of mushrooms at the bottom. These mushrooms release spores - immediately exposing any characters in the pit and exposing any characters in the room one round later. An exposed character must Save vs Poison or suffer from lung damage - a further 1d4 damage and bouts of coughing: doubling the chance of attracting a wandering monster until the damage has healed. |
1W15-20 - South Ward
The South Ward was used to house more ill patients, in that it was better exposed to the sunlight: hoping that fresh, warm air would help them in recovery. Each room has a cot, stool, and end table - each in disrepair or disuse - unless otherwise specified. 1W15) During the day, this room is empty - a former storage closet, now occupied by only broken crates. During the night, a spiral stairwell down emerges. The stairwell is a trick - it does not lead anywhere and anyone who goes into it beyond the first loop will find, upon retreating, upwards, that they are climbing infinitely and the stairwell cannot be exited by normal means. Fortunately, however, the end-point of this magic has been sealed - so no harm will come to the party: when morning comes, anyone trapped in this manner will awaken in a randomly determined bedroom somewhere on the compound - as though the stairwell had been the end of a strange dream. The mechanism for determining which building and which room is at the discretion of the GM. 1W16) Fungus hangs from the ceiling in this room - which is more moist in feel than the others - and the floor has a sticky purple glaze to it. If a character makes any sound in this room, the fungus will shudder, releasing a proportional amount of spores: in small doses, it has audio-visual effects: blurring sounds and sights and imposing a -1 penalty on attack rolls, chances to detect or disarm elements, etc. - large doses knock a character unconscious 1-4 hours. Save vs Poison, Elves are immune. The room has an end table, but no other furniture. 1W17) More of the fungus from 1W16. The room has a cot and stool, but no end table. 1W18) Two Thoul (B 43) occupy this space. 1W19) A figurine of a dancer is standing on the end table. It is worth 10 gold pieces. 1W20) There is no cot in this room - only an end table and stool in opposing corners, south-east and south-west. The floorboards are zebra-ed: that is, alternating in color tone between boards. In the center, there is a board that runs north-to-south, perpendicular to the others. Characters walking from the entrance to the south wall in this room have a chance to trigger a trap: when triggered, the lighter boards curve upwards around the perpendicular board, forming a rib cage and trapping anyone in its vicinity unless they Save vs Paralysis. Characters in the will be trapped: their weight triggering the mechanism - if more than 4 are trapped together, all involved suffer 1d4 damage as the constricting space crushes them together. |
1W21 - HallThree rows of long tables with bench seating, oriented north to south, occupy this space. Beneath the easternmost table, a section of Grasping Roots has broken through the floorboards and is in the process of entangling the table's legs. There is still some silver cutlery strewn about the table tops: in total, 70 gold pieces worth.1W22 - Small VaultThe door to this room is locked. Inside, the walls and ceiling are lined with rope. There is no furniture.1W23 - OutlookA single chair sits in the center of this room. A window to the north and a window to the west are both open. |
1W24 - West Barrack
This space appears to had bedding in it for up to six individuals at a time. The floorboards, however, are decaying and moist - in the northern side of the room specifically, the wall and ceiling show definitive sag as the swamp has crept into the foundation. In the southern 10 feet of the room, this is simply unnerving to walk on - in the northern 10 feet of the room, a character moving at combat speed must test to see if they slip. In the north-west corner, a Shifting Muck encounter is lurking - able to move along the floorboards, but unable to transition out the threshold of the door. |
1W25 - North West ArmoryThe door to this room is locked. Weapon racks line the walls, empty, and several barrels with fetid liquid are housed in the north west corner.1W26 - North West Defense
This curving hallway has multiple firing slits cut into the wall, allowing an archer to shoot out, but making it very difficult to shoot in. The floorboards in the south-west portion have rotted through, leaving ankle-deep water and muck (difficult terrain) in that quarter of the space. The ceiling sags in this place - as though the rafters have likewise begun to rot.
Concealed in the murk are a set of Grasping Roots. In the corner, by the roots, is a mostly-decayed victim thereof: an unrecognizable adventurer, face down. The adventurer wears chainmail, carries a short sword and ruined torch, and has 700 silver pieces in a purse on its person.
|
1W27 -Reception
This space was the reception hall for the chapel built in to the compound, itself. There are unused braziers - now with some degree of topsoil accruing in them - in the corners of the room - and a statue, the head and one arm of which have been broken off, stands in the space between the two southern wall doors. On the floor is a carpet - red, once, but now dingy and mold-eaten - leading from both southern doors into the east door. The east door is stuck. Five Infected Rats gnaw on the edges of the carpet. |
A relatively narrow hallway with no windows, but pictures of saints on the north and south walls. Inside, a group of 10 Manes (MM 17) are hovering around the open door in the west wall - noticeably distraught by the iconography. |
1W29 - Hall of Fellowship
In this space are sizeable windows, shuttered, and half of the party of Manes from 1W28. There is a threadbare carpet in the room, as well as what appears to have once been furniture, smashed and thrown against the walls. The double door to the south is barred from this side. |
1W30 - Chapel
The central temple area, this room has an altar and pulpit on the concave southern side - with seating (surprisingly well preserved) in the center of the room. The walls have hangings on them - renditions of saints and religious iconography - but the faces, specifically, in each of the images has faded to blank. On the altar are a set of candles, silver, worth 50 gold pieces. |
1W31 - Courtyard
The courtyard is largely scrub grass - but taller dog weed grows in the north-west and south-west corners. Concealed in the north-west grass are two Coffer Corpses (FF 19) who are lying down. On the wall next to them is painted crudely on the wall, "THE WAY IS BOUND TO THE MOON," letters somewhat flaking. During the day, the area marked with a circle is an eerily perfect ring of sandy soil where grass does not grow. During the evening, the soil in the ring dissipates into a stairwell leading downward into the Under-Dungeon, room 1E1. Of the doors to the south, the one to the west is ajar; the one to the east, unlocked. The double door to the west is locked. The door to the north is stuck. |
1W32 - Reflection Chamber
In the north-west corner are piled gardening tools and implements. Along the south wall are crates - they are full of dirt: though it is uncertain as to what was in them before. On the walls are large mirrors - two on the north and south walls, respectively, and three on the west wall. In the center of the room is a two-person loveseat, wrought-iron. |
1W33 - West Watch
Along the west wall are arrow slits, allowing one to shoot out, but that would make it difficult to shoot in. Along the east wall are weapon racks - empty. Six Zombies (B 44) mill aimlessly about. The door to this room is barred from the outside. |
1W34 - Shed
The door to this outbuilding is locked and swollen - requiring a strength check to open, as though stuck. The northern half of the floor has given way, rotted through. The southern half contains several crates - broken. There is a peg-board on the wall, as well as some tool handles. Only one rusted hand-drill remains hanging. Six Infected Rats occupy the crates. |
Level 2
2W1 - South Foyer A decrepit hand rail guards against a sheer fall to 1W1. Along the south wall, east of the railing, are barrels. They have some vinegar solution in them - an unidentifiable organic mass having been preserved, but long since gone to mush. Along the north wall is a series of closets; some open, some closed. Inside is mostly dust and cobwebs - coupled with the occasional moth-eaten overcoat. |
|
2W2 - Southeast Den A carpet, molded and slowly blackening, runs from the south-west to north-east side. The door to W3 is locked. The doors to W4 are stuck. |
|
2W3 - Long Closet This room is lined with cleaning supplies. As the party enters, natural light sources flicker, but do not go out. If the party enters at night, any light sources passing the threshold into this space will turn white - casting a "ghost light" around them: broken or decrepit furnishings will have a sheer visual overlay of how they appeared when maintained, when the compound was occupied. Likewise, containers that are missing their contents will appear - in the ghost light - to have those contents in spectral form. The visions are just that - visions: shades of the past - and the party cannot interact with them directly. |
|
2W4 - Southeast Watch Station This portico - a walking space above room 1W2: Infirmary - is open to the elements above, but has palisade walls with some arrow slits along its perimeter. The shaded section, including the doors, is open to the external walk, but covered with a sloping roof. The roof line slopes - but the ceiling under it does not. This section is trapped. If both doors to W2 are open at the same time, iron bars extend downward from the eaves of the gables at an angle, having been hidden in the roof, wedging themselves into the floorboards. Likewise, bars close off W2. Upon closing, 2d8 Pit Vipers (B42) are dumped out of a trapdoor and will attack anyone inside in panic. Potential tells for the trap may include holes in the lintel for the door frames, noticing that there is no apparent way up - detecting secret doors may find the trapdoors that will loose the Pit Vipers - into the space that is necessarily created by a slanting roof without a slanting ceiling, or stab marks along the perimeter of the roof line. |
|
2W5 - Parishioner's Atrium This atrium is open to the elements: the western overhang windows having been blown onto the floor inside. Characters standing on the overhang feel a chill: if the party props up or re-hangs the windows so as to look through them, the sandy circle in 1W31 will appear to glow. A ruined divan graces the north wall; scrap-wood which might have been a chair and end table, the south. A circular carpet - moist, decayed, and mold-blackened - lies on the floor. The door to 2W6 is locked - but will open on its own at night if the window is re-hung. |
|
2W6 - Governor's Quarters In this room is an old, king-sized four-post bed with canopy. The canopy has long since decayed. Along the north wall is a sitting area; the south, a writing desk. Any supplies remaining in the desk have been waterlogged - useless. During the daylight, the bed appears to be a standard wooden bed, decaying with age and dereliction; at night, it appears to be made of iron, a mirror in the canopy ceiling lined with mean-looking barbs. In both cases, it is trapped. A character which enters the bed may (during the day) or will (at night) trigger a collapse. Save versus Paralysis or take 1d6 damage (daylight) or 2d4 damage, plus Save vs Poison or contract a necrosis as a result, preventing natural healing of the damage (night). |
|
2W7 - Prime Advisor's Quarters Several bookcases line the walls: largely empty - what does remain being consumed by time and mold. A cot with no mattress can be seen in one corner, an end table with chemical burns and antique alchemical equipment in another. Three Coffer Corpses (FF 19) wait in the room: staring at the bookshelves or equipment as though missing something. The alchemical equipment, if recovered, is worth 100 gold pieces. 2W8 - Treasury Closet A door frame, but no door, opens into a thin closet. Against the east wall, a drape has fallen over a chest; the north and south walls are slick and heavily molded. The chest is locked, containing 700 silver pieces, 500 gold pieces, and two garnets worth 50 gold pieces each: but if a character enters the room, there is a chance they will step through the rotting floorboards, disturbing a colony of fungus. When this occurs, a cloud of spores is released - all characters in the space must Save (any characters within ten feet of the door must also, but may re-roll if they fail) vs Death or choke. |
|
|
|
2W9 - Northeast Watch Station The doors to this space are stuck. The perimeter is open to the outside behind a wooden palisade with arrow slits. The shaded space is covered by a gable roof; there is no ceiling - a character beneath it can see the rafters. On the wall is a short bow that seems somehow untarnished by its exposure to the elements. A character retrieving it will note there are silver finishings on it which, if wiped or polished, reveal a symbology of Law. Hirelings of neutral or Lawful disposition, if witnessing the event, are inspired and will be at +1 to Morale for the duration of the expedition to the Watchtower Compound. It is otherwise as a normal short bow - but the inlays increase its value to 40 gold pieces. |
|
2W10 - North Foyer In the center of the space is a stairwell leading down to the circuitous hall of 1W. To the southwest, what appears to be a cabinet is built into the wall - five feet deep by ten feet wide, running from floor almost to ceiling - but there are no doors. |
|
2W11 - Statuary Torn paper litters the floor of this room. To the south is a stone statue - a sitting humanoid, pudgy in appearance: pudgy in a way that it doesn't quite mesh with how weight would normally be distributed on a human of similar stature. The head is missing - two windows are shuttered on the north wall. |
|
2W12 - West Common To the south, a cabinet - five feet wide by ten feet long, reaching almost to the ceiling - but with no discernible doors is built into the wall. Atop the "cabinet" - if a character looks - can be found a cobwebbed scroll, level 2, which will summon 1d4 Skeletons to fight for the spell-caster, lasting one turn per spell caster level before crumbling to dust. A stairwell leads up to 3W. |
|
2W13 - Northwest Watch Station The perimeter of the square facings of this space is lined by a wooden palisade; the south-west corner has collapsed and the floor tapers down towards the marsh. The slits in the palisade are oddly lit - and if a character looks through them, they will see the exterior as it will be 2d4 hours in the future. Upon re-entering the compound, the time difference will have passed: no resources will be expended - for example, no torches go out - however the time will have passed, potentially moving the characters into the evening from the daylight. Any hirelings, etc, outside the area will expend resources as normal waiting (assuming they choose to wait). |
|
2W14 - Belching Idol The floor of this room is covered with dark pumice gravel. Against the west wall is a carving of a head - also pumice, long and angular - with two citrines as eyes. The gemstones are worth 35 gold pieces each: however if either one is removed without preventive magic, the mouth of the statue opens, making a single deep ululation: any character who hears it must Save vs. Spells or be cursed: rolling all further Saves at disadvantage - that is, rolling twice and taking the lower result - until such time as 3 consecutive such disadvantaged saves have saved and the curse is broken. |
|
2W15 - The Shifting Room This room contains a crushed cot. Velvet curtains - aged - are hanging on the north and south walls. If the door closes behind the party as they enter, upon attempting to leave, they will find themselves into 1W28, as though traveling westward from 1W29 instead of stepping back into the hallway from which they came. 2W16 - North Rot Bunk beds occupy the north west corner. There are no mattresses. A small table is in the north east corner. In the south west corner, the floor is rotted and may collapse - as a trap - dumping any character affected out of the building and onto the grounds: inflicting 1d6 falling damage. If this dump occurs, the same section in 2W17 falls through - effectively disarming the sister effect. 2W17 - South Rot In the north west corner, the floor is rotted and may collapse - as a trap - dumping any character affected out of the building and onto the grounds: inflicting 1d6 falling damage. If this dump occurs, the same section in 2W16 falls through - effectively disarming the sister effect. 2W18 - Thoul Bunk A bunk bed has been broken into two - such that two separate bunks are propped against the north and south walls, respectively. Lingering in the room are two listless Thoul (B43): no pupils in their eyes. 2W19 - Accounting Room An empty barrel sits in the north east corner. Against the window on the west wall is a writing desk. Spread across the top of the desk are 100 silver pieces. Inside the desk are mold-eaten, illegible papers. 2W20 - Unused Treasury Several open, empty chests lie against the west wall. An empty crate is in the north east corner. The ceiling is loose - there is a chance, when the door opens, that a rafter will break loose and swing down, impaling the opener. THAC0 15, 2d8 damage. |
|
2W21 - The Infernal Garden In the center of the room is an indentation, square, full of soil. Along the walls are, spaced equidistant, seven thin electrum figurines. The figurines portray unnatural creatures - devils - and are worth 10 gold pieces each. Inside the soil square, Grasping Roots are hidden just beneath the dirt. 2W22 - Southwest Watch Station The door to this space is stuck. It is open to the air - though the perimeter is lined with a wooden palisade with slits for arrows. The shaded area is covered by an angled roof. |
Level 33W1 - Inner Tower The stairs up to this space are covered in webs. Along walls and across the floors appear to be crates and barrels - containing soil, ash, and rust: the contents having been looted or rotted long since. Hidden in the space are three Black Widow spiders (B43). |
Level 44W1 - Upper Tower - Special Empty This covered space has several openings facing cardinal directions, allowing a character to see for X hexes around if looking out of the windows, a result of the elevation. The floorboards are dry and the air has a saline, coastal quality. The space is otherwise surprisingly empty. If a character looks inward during the day, they will see semi-corporeal creatures in the courtyard, acting out day to day activities. One draped in black will, in short order, walk out from a door to 1W1, over to the salt ring, and then look up at the party. At that point, the illusion stops and the looker must Save vs Spells or be shunted forward in time to the following midnight. If a character looks inward during the night, a breeze will start - originating from the Under-Dungeon Stair - pick up strength, and spray the party with salty air. Light bearers within 15 feet of the south wall must Save vs Paralysis or have their lights extinguished: at which point, the wind stops. |
Public domain artwork downloaded from ReusableArt.com, the National Gallery of Art, and OldBookIllustrations.com and adapted or cropped for thematic use. Attributions in alt text.
Very cool Taylor! How do you make this map?
ReplyDeleteGIMP. I actually posted a tutorial a while back, too, for folks who like the style!
Deletehttps://clericswearringmail.blogspot.com/2020/06/how-to-make-tsr-nostalgic-map-using-gimp.html