Dungeon ‘23 - Week 2
Week 2 is complete and my map looks… even more insane. Here’s what I’m working with so far, which will definitely need some fixing up. I’ll simply the map when I get around to filling the grounds betwixt the walls next week. Still having a blast working through this project. The full map (so far) is below, but I’m only detailing the new rooms from Week 2. I must confess I wrote more than seven, but I’m sure I’ll fall behind in the future to even things out.
4H - The Southern Guard Tower, First Floor
- 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. Double doors with portcullis connect to the training grounds to the north. 
- Tapestries of a tall, bearded man in robes (Ossifrage?) and several animal-headed knights and well-dressed nobles. 
- Weapon and armor racks and barrels along the walls. 
- 3 beastfolk guards on duty at all times. 
- Guard by the door to the training grounds operates the portcullis, lowering it during emergencies. 
- 2 guards watch over the trapdoor leading to the dungeon level. 
- Captain Nosewise (dog-headed guard) manages this garrison, serving under Syr Waltheof FitzAllen. 
- Stairs lead to the next level, snores can be heard at all hours. 
4I - The Western Guard Tower, First Floor
- 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. No door. 
- Gang of ratfolk (Leader is a woman named Taragon with 3 enforcers) and their “pet” cockroaches live here. 
- Hostile to intruders, worried about someone moving in on their turf. 
- Taragon is missing three fingers and possesses the Nine-Fingers Knife (below). 
- A desk with locked drawers contains ledgers and notes about a smuggling operation. 
- Hidden trapdoor leads directly to the Furnace level while an iron-runged ladder leads to the second floor. 
Beastfolk Thief - STR 9, DEX 14, WIL 10 - HP 4
Dagger (d6), No Armor
- Swarm at opportune moments, never fight fair.
- Able to squeeze into tight spaces to escape or ambush.
- Always looking to strike a deal.
Giant Cockroach - STR 4, DEX 11, WIL 2 - HP 3Bite (d4) or Acid Spittle (d6), Chitin (1)
- The size of a small dog or large cat.
- Swarm and bite, use wings to fly around dizzily.
- Can spit globs of acid short distances.
Nine-Fingers Knife - d8+1 (Superior)An unassuming dagger with a razor edge and a notched bone handle stained red-brown with old blood. It can be used in place of a lockpick in a pinch without penalty. When called upon, the knife can bypass any lock, mundane or magical, regardless of complexity, but doing so takes 1 minute and requires the knife's wielder to cut off one of their fingers.
4J - The Northwest Guard Tower, 2nd Floor
- 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. Doors on the southwest and northeast (beneath stairs) sides connect to the ramparts. 
- Stairs lead to tower top, normally blocked off by a currently open trap door. 
- Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense. 
- An imp (named Koal) will try to get the PCs to follow him to the top floor. 
- “No guards to eavesdrop!” 
- A bull-headed guard stands by each door, seemingly oblivious to the Imp - they will notice if the PCs appear to be talking to “no one.” 
- “They don't see what they don’t like!” Koal says. 
4K - The East Guard Tower, 2nd Floor
- 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. Doors on the southwest and northeast (beneath stairs) walls connect to the ramparts. 
- Stairs lead to tower top, blocked off by a heavy iron-bound trapdoor. 
- Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense. 
- Three guards stand behind a barricade of furniture with a cask of oil at the ready. 
- Guards are panicked, waiting for reinforcements. They cannot abandon their post lest the vines from below creep in. 
4L - The Northeast Guard Tower, 2nd Floor
- 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. Doors on the west and southeast walls connect to the ramparts. 
- Stairs lead to tower top, blocked off by a heavy iron-bound trapdoor. 
- Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense. 
- A cat-headed knight (Syr Tibert Gyb) is interrogating a raven-headed beastfolk (Bartram) he has accused of theft. 
- Won’t stand to be interrupted. 
- Accuses PCs of theft if they interfere. 
- Bartram did, in fact, steal several sets of keys and signet rings under Taragon’s orders, but Syr Tibert didn’t see it. 
- A pair of horse-headed guards stand by the doors to ensure that no one interrupts Syr Tibert. 
- Will draw weapons and attack if their orders to stay away aren’t followed. 
- An animated broom (Goethe) and a dustpan (Dukas) skitter around the room cleaning dust, doing their best to avoid Syr Tibert and his guards. 
- Seemingly unbothered by the “interrogation” going on. 
Syr Tibert Gyb, Beastfolk Knight - STR 12, DEX 10, WIL 13 - HP 6
Sword (d6+1), Plate (2) & Shield (1)
- Archaic speech peppered with animal sounds.
- Finely crafted but antique armor.
- Fights honorably and to the death unless offered surrender. Will issue dueling challenges.
4M - The South Guard Tower, 2nd Floor
- 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. 
- Two doors on the west and east walls connect to the ramparts. 
- Portcullises can be raised and lowered to block the door. 
- A northern door leads to a stone parapet with a drawbridge that connects to the keep. 
- A portcullis can be raised and lowered to block the door. 
- Stairs lead to tower top, blocked off by a heavy iron-bound trapdoor. 
- Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense. 
- Ten beds with two bunks to sleep the outer wall’s garrison. 
- A wooden door connects to a smaller room with a garderobe (toilet). 
4N - The West Guard Tower, 2nd Floor
- 80’x80’x30’ with thick stone walls made from well-fitted blocks placed without mortar. Doors on the northwest and southwest walls connect to the ramparts. 
- Stairs lead to tower top, blocked off by a heavy iron-bound trapdoor. 
- Trapdoor on the floor leads to a descending ladder to the floor below. 
- A simple pulley system allows for barrels and crates to be raised and lowered between floors. 
- Arrow slits in walls, each flanked by a barrel of arrows and bolts for castle defense. 
- A pair of guards mill about the room, both in the employ of Taragon. 
40 - The Northwest Guard Tower, 3rd Floor
- Two tiers, separated by ornate stone battlements and connected by a short staircase. 
- An iron-bound trap door, currently open, normally blocks access to the floor below. 
- Signal brazier ready to light rests within sight of the other towers. 
- Currently empty, save the imp Koal. 
- Loyal to Haborym, wants to see his master freed from Ossifrage’s control. Tries to recruit the PCs with promises of wealth and power. 
- Tells them to go to the Western Guard Tower to access the secret ladder on the first floor. 
- “Tell Taragon I sent you, she’s a friend to the Master!” 
Koal, the Imp - STR 6, DEX 12, WIL 9 - HP 6
Burning Fangs (d6, Dex Save or target takes another d6), No Armor
- A flaming skull with bat wings, flits about chaotically.
- Speaks quickly with a voice that snaps and pops like burning wood.
- Turns invisible and flies away if it fears for its life.
4P - The East Guard Tower, 3rd Floor
- Two tiers, separated by ornate stone battlements and connected by a short staircase. 
- An iron-bound trap door, currently open, normally blocks access to the floor below. 
- Signal brazier rests within sight of the other towers. It lacks wood and oil to burn. 
- A trebuchet operated by a team of three mole-headed engineers dominates the second tier. 
- Two guards remain at their posts by the brazier and the trapdoor, both nervous about the vines below and the Gardener but unable to abandon their posts. 
4Q - The Northeast Guard Tower, 3rd Floor
- Two tiers, separated by ornate stone battlements and connected by a short staircase. 
- An iron-bound trap door, currently open, normally blocks access to the floor below. 
- Signal brazier ready to light rests within sight of the other towers. 
- Three guards and one serjeant stand at their posts, order the PCs to go back down the stairs. 
Beastfolk Serjeant - STR 11, DEX 9, WIL 13 - HP 5
Sword (d6+1), Mail (1) & Shield (1)
- Archaic speech peppered with animal sounds.
- Dressed in ancient livery with a pin denoting their rank.
- Issues orders to nearby guards but leads from the front.
4R - The South Guard Tower, 3rd Floor
- Two tiers, separated by ornate stone battlements and connected by a short staircase. 
- An iron-bound trap door, currently open, normally blocks access to the floor below. 
- Signal brazier ready to light rests within sight of the other towers. 
- Three guards and one serjeant stand at their posts, order the PCs to go back down the stairs (unless Captain Nosewise is with them or on the floor). 
- A table littered with notes, journals, and maps sits on the second tier beneath a canvas canopy. 
- Captain Nosewise spends his mornings and evenings here before returning to the first floor to oversee the outer wall’s garrison. 
- Maps showcase an assortment of foreign lands, some of which may not even be part of the same universe. 
- Notes and journals are mostly daily logs and action reports. 
4S - The West Guard Tower, 3rd Floor
- Two tiers, separated by ornate stone battlements and connected by a short staircase. 
- An iron-bound trap door, currently open, normally blocks access to the floor below. 
- Signal brazier ready to light rests within sight of the other towers. 
- Three guards and one serjeant stand at their posts, more easy going than the other towers’ guards, but will escort the PCs downstairs if they bother Pierre the Scholar. 
- Pierre is a pig-headed beastfolk who serves under Syr Caden, an owl-headed knight stationed in Lips’ Tower. 
- He is busy studying the night’s sky, mapping constellations to add to the library’s star charts. 
- Is rather brusque and in a hurry, as the castle often relocates every few (2d4) days, which doesn’t give him much time to draw up his maps. 
- Will be quite friendly with a PC who shows aptitude for astronomy and/or cartography, offering them information about the castle in exchange for their assistance. 
 
            