Nargad's Hideout
First foremost I use donjon.bin.sh for the maps. I may rotate w/ them in paint but nothing fancy. All that I add is the content and if you want donjon will do that for you too. Bottom line donjon is dope, check it out and use it!
Howdy, I'm
Wintergreen and Pandesmos puts a gun to my head every week to get you some RPG
resources. I will focus on small
dungeons, lairs, camps, etc. Nothing
that will take games to plow through, hopefully something that can be used
on numerous levels and above all else please CHANGE ANYTHING you want, after all it is your game. I wont be specifying any systems or stats and may do a highwayman's camps one week then a space station the next, no promises.
NARGAD'S HIDEOUT
- Random Seed: 1339101483
- Layout: Cavernous
- Size: Tiny
BASIC
INFO
- One square is 10'x10'
- The cavern was dug out of a hill and through numerous large boulders
- Most rooms are little more than dirt, stones and roots, but a few areas were sloppily hewn through boulders too large to move or dig around
- In weaker areas, wooden beams or crude stone walls help hold the ceilings
Thirty years ago
the Yellow Tooth goblin clan dug out a home in the stony hills overlooking the
Western Trade Way. The nearby townsfolk, weary of goblin raids, enlisted the
aid of a paladin and his adventurer friends to clean out the caves and end the
attacks for good. The clan was annihilated and the adventurers were planning to
collapse the cave until their paladin leader (who the locals now call Softy
McSquish) saw the big teary eyes of 25 recently orphaned goblin children.
Praying profusely, the paladin led his group back to town and declared the
goblin threat at an end.
Unfortunately for
the townsfolk, the Yellow Tooth clan prevented the incursion of the Venomous
Raiders led by the Hobgoblin, Nargad. Nargad, lacking a susceptibility to moral
dilemmas, quickly realized that the only thing between his gang and a spacious hideout
in prime territory was a group of starving orphans. Small goblin skull shoulder
guards now signify ranking members of the Venomous Raiders, and the Western
Trade Way has never before seen such a high frequency of attacks.
Nargad and the
Venomous Raiders have taken to sparing most merchants on the Trade Way,
preferring taxes over death, and Nagrad's Hideout has slowly become a strange
mix of road raiding bandit's den, black market, and haven for the unsavory.
1 - ENTRANCE TO THE HIDEOUT
The entrance is
3' wide, 8' tall, and tucked into the hillside. A large oak tree and boulder
hide the entrance well and make it hard to find if not actively seeking it.
Once inside the
ground, mostly smooth hard packed dirt, slopes downward sharply for 15 feet
before entering an antechamber of sorts.
This and all other rooms/areas are lit with torches every few feet.
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2 - ANTECHAMBER OF SORTS
The antechamber
is made from dirt, crude stonework and wooden beams. 1 - 3 of Nargad's henchmen guard 3 large
levers stuck into the western wall and direct newcomers to the Pay Room. The levers can drop enough rocks and
debris to obliterate the first 40' of the entrance.
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3 - THE PAY ROOM
A surprisingly
polite hobgoblin with a claymore strapped to his back sits at a stool
collecting the entrance fee to the hideout (10gp per head per day). The room
is made of stone and appears quite sturdy. Mismatched cabinets, drawers and
chests line the walls covered in an assortment of random weapons, bottles,
& other every day outlaw items.
Inhabitants:
(1d4) henchmen, (1d3) guests and The Accountant
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4 - LARGE INTERSECTION
OF SORTS
Three pathways
cut through this area and the ground here is smooth packed dirt. A filthy
purple curtain covers part of the northwestern wall and it seems to be the
source of a faint, foul smell. A rack of mostly a dozen mismatched spears and
polearms stands on the southern wall.
(1d6+10)
Close
inspection of this area would reveal numerous past combats.
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5 - ARMORY
Two long, faded
red tables, littered with one handed weapons and shields make a rough choke
point on this area. Rows of mismatched armor line the walls, and two dingy
yellow tables covered in tarps sit against the back wall.
A small anvil
and forge, worked by a disgruntled half-orc, sit against the southern wall.
Numerous ventilation holes have been bored into the crude stone work of this
wall, and it's stability is quite suspect.
The half-orc
can mend damaged equipment (poorly). He's also responsible for selling the
armor and weapons on the red tables, or passing it out in times of defense.
Inhabitants:
(1d10) + the half-orc
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6 - THE BUNKROOM
Any dwarf
making it this far into the Hideout will weep at the crimes against
construction that occur in the hallway leading to the Bunkroom. Stone, dirt,
and tangles of roots point towards imminent collapse. The Bunkroom itself
however was cut from 2 large boulders.
Sixteen three
man bunks fill the room and a large three drawer dresser sits at the foot of
each one. Some of the beds match & some of the dressers match but none of
the beds match the dressers. Guests can sleep here as long as they can afford
the daily fee, some staying months on end.
A large wooden
lever on the southern wall can supposedly collapse the hallway leading to the
Bunkroom.
Inhabitants:
(3d12+2)
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7 - SMALL BLACK MARKET
Any bandit with
bullshit information or legitimately stolen goods can set up shop in this
small black market. Most of the vendors are temporary and supply is rarely
based on demand, but some of the regulars, like the local historian, actually
live in the Bunkroom and can sell very helpful information (e.g., good marks,
secret ways into a nearby walled city).
Inhabitants:
1d12 vendors and 1d12 buyers/talkers
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8 - COOKING AND EATING AREA
A lizardman
lacking taste buds over sees the small cooking and eating area. He can make a
meal out of anything though and the free pot of slop isn't actually that
terrible. Regulars always bring their own bowls as anyone that ever leaves
with a bowl disappears a short while later, and the slop is always especially
delicious the next day. All non-slop food items cost triple their normal
price.
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9 - THE TABLES
Poisons,
passage, henchmen, forgeries and the most specialized and unsavory goods can
be found at these tables. Each table is given a good sized area for privacy,
and are rented directly from Nargad for a premium, as his henchmen will
actually help these vendors when disputes arise
Inhabitants:
1d4 vendors, 1d6 milling customers in
the pro black market
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10 - HENCHMEN'S QUARTERS
A minimum of 10
henchmen are around at all times to keep the peace and collect Nargad's
fees. They are paid poorly but free
room and board coupled with the right to be as dirty as they want with the
guests keeps them happy. Each henchman has his own bunk area here but there
is little privacy. The henchmen are
fiercely protective, and if you come through here with anything but whores, you're gonna have a
bad time.
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11 - NARGAD'S QUARTERS
A large
circular bed of thick furs and blankets takes up much of this area. Crates,
chests and cabinets spill their contents along the western wall, and along
the northern wall is a desk, cabinet and a large, very obviously, locked
chest.
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12 - NARGAD'S SECRET STASH
A small alcove
hidden behind a rock conceals a small satchel of Nargad's most valuable
items. Curiously, the satchel holds much more than it seems it can.
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13 - NARGAD'S SECRET ESCAPE
A small tunnel
leading to a safe area outside the hideout is hidden behind a rock. Only
Nargad knows of it.
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14 - THE BAD PLACE
This is the
shitter. A wizard that couldn't pay
his tab added a 4' wide, 85' deep hole to make amends for his lack of coin.
The business bench is well worn and not very sturdy.
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15 - THE GUEST'S ESCAPE
A narrow
pathway behind an alarmed secret door leads to a winding corridor that all
the henchmen and guests will lead to a place of safety outside the hideout.
It dead ends after 300 yards.
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