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Sword Labyrinth Index
Crustvein
Overview
Self-sustaining flora & fauna systems. Territories of 'depth 1' & 'depth 2' creatures.
Classic Forest
3x3 hexes (24 x 24 miles) of deciduous forest with coniferous patches. Includes a brook and a ravine. Forest floor is made of dense silicate rock rather than soil.
- Spruce thicket
- A few miles of lanky dark-green trees packed tightly together. The cave floor here is made of wet broken slates, and is covered with fallen boughs and long cones, carpeted with old red pine needles.
- South hill
- A gradual hill only about 15' tall, covered in straw-like fibers of delicate rock. The fibers convert to clouds of dust at the slightest disturbance. The dust obstructs vision and breath.
- The south hill is the lair of a drake.
- Small treasure pile centered in the drake cave
- bill-guisarme with a blade shaped like a rose petal (w 280sp)
- garnet and amber sculpture of autumn leaves (w 100sp)
- (weapon to suit party) pommel inset with a chrysoberyl (w ~200sp)
- chipped tourmaline (w 80s)
- a copper belt buckle with a relief of a chessboard (w 35sp)
- (weapon to suit party) head/blade is blackened with weaponblack
- throwing knife, blackened, engraved with detailed minute wasps (w 75sp)
- tiger-eye cufflinks (w 240sp)
- opal & silk choker (w 380sp)
- Solomar's Gossamer Garment
- Amar's Swift Sandals
- Ravine
- A gigantic ditch in the stone floor of the dungeon. It is 58' deep, and is a steep (but not completely vertical) climb down. The ravine's floor is full of humus and centipedes, and the lower walls are slick with organic matter.
- Gulch
- A winding, canyon which meanders and branches off into different curving directions, all between thick walls of rock.
- The floor of the gulch is mostly littered with small piles of gravel, although there are some tumbleweeds and skeletons of livestock as well.
- 500' into the gulch is a single [cattle, aurochs-bull] (hob2).
- There is a 2-in-6 chance of a mudslide per day passing through the gulch. The mudslide pins characters and deals 3d6p crushing damage; physical save vs +5 to not be buried & begin suffocating.
- Hemlock thicket
- A crop of tsuga trees which rise out of the rock floor at odd angles. Their branches are small, brittle, and sharp. Every tree is under 10' tall.
- North hill
- A hill 20 feet high, made of smooth beige stone. It is made of steep ledges 4-8' apart. Every ledge and flattish surface on this hill is riddled with full mud puddles, all the way up to its crown.
- A flail snail lurks in the north hill.
Dark Smog Zone
Stalagmite-filled dark cavern, riddled with pits, and full everywhere of thick smoke.
- Pit-filled chamber
- A terraced cavern 280' across. There are stalagmites up to 6' thick, some of which connect to the ceiling (38' high). In addition to the smoke, the stalagmites block line of sight within 60' (4-in-6 chance).
- There are open pits every 10 feet or so. The pits are all 7-15 ft deep. The pits are the only part of the cavern relatively free of sooty smoke. Occasionally one or two dead vermuses are in the bottom of a pit.
- A sort of brook is running across the bottom layer of all the pits. It is fresh running water, less than ankle deep and only a little salty.
- In one pit a morningstar is leaning. Its head resembles pikemen with their pikes out (w 150sp).
- In another is a ripped purse with 13 silver pieces.
- Erythrite chamber
- A 20' roundish chamber full of purple-red crystals (an arsenic mineral).
- The smoke in this chamber is an "arsenic smog" which will lower d12p fractional constitution per second breathed.
- Mud-filled chamber
- This room stinks completely of organic mud and is covered in smooth orange slop. There is a big hole in the floor the mud has mostly stopped flowing into (it goes to the winding tube).
- Winding tube
- A spiraling shaft which twists into a horizontal tunnel after 15 feet. The path of the tunnel gnarls and sidewinds. It is full of stony nodules and big free-standing stones that have eroded into glassy shells.
- A slough (hob2) scampers around behind the wet glassy rocks. It will be violent but can be bought with food (about 4k calories/day).
- Caught in the stomach of the slough is a large lumpy aquamarine (w 500s).
Failed Golem Laboratory
A thick and drab stone tower, almost forty feet tall. Its outside has rings of 1'-wide windows, which are each circular, and they ring the tower every ten feet or so.
Tossed next to the front door is a wooden javelin with carvings of flame patterns (w 10sp).
- 1F - Material storage
- 1A : Entrance chamber
- A square antechamber that ends in two hallways forking off in a Y-shape.
- The brickwork is smooth and glossy; the stone floor is flat and smooth as the top of a pudding.
- The air is chill and breezy.
- Four zombie-cueyatls are banging on all the doors in this hall.
- 1B : Waiter chamber
- A square room cluttered with lignite.
- There is a dumbwaiter in the wall. (With its current cabling, it can support 99lbs).
- 1C : Scrappy strips room
- A small room cluttered by a sort of huge raggedy curtain.
- The floor is littered with dust and pebbles; the space is taken up by leathery strips hanging from the ceiling.
- The ragged strips are suspended, their top ends are pinched between the stones in the ceiling.
- The floor is full of cobwebbed dust bunnies that are 10-20 feet long.
- Stuck to one strip is a bronze pendant with 5 gold studs (w 50sp).
- 1D : Oubliette-style junction
- A windowless, stale room with piles of clay-filled dirt. Mice scamper around the crooked bricks. Brown water drips from a rusted grate in the ceiling.
- 1E : Plaster-dust room
- At one point there was a decorated stucco wall in here. It has fallen off the supporting walls and turned into a grey slop.
- The floor is mostly covered in old wet plaster. In a few spots it has clumsy streaks of sooty mud.
- 1F : Tool room
- The floor is littered with wooden splinters which are all fully rotten, nearly to dirt.
- A few rusty hammer and hatchet heads are laying randomly on the floor, as are some metal rails that are 6' each.
- There is a painting on the wall of a huntsman missing a flying pheasant (w 45sp).
- 1G : Duckweed room
- This swampy room is full of dead reeds and woody vines. There are sharp chunks of red ceramic arranged in piles of rubble.
- The floor has a spongey 4-inch layer of moss, which has rotted.
- 1H : Manuals and workshop
- Old sheet metal shelf, which has odd brace-and-bit drills and coping saws.
- There is a heavy wooden table reinforced with thick bars of steel.
- Some small steel toolboxes are here, which are full of pamphlets, which list long tables of specific dimensions of parts.
- 2F - Manipulation lab
- 2A : Metal jaw room
- Room of rotten rickety wooden floorboards.
- Here there are 8 animatronic sculptures of man-sized steel mallards, all bolted to the floor, gone crooked from the floor's dilapidation.
- Most of the steel ducks have flat hydraulic presses for bills, but 2 have beartraps for jaws and 1 has a row of sideways giant ant mandibles.
- A flat-billed metal duck hidden in junk on the floor acts as an immobilizing leg trap; it uses an attack roll +4 and deals 1d6p damage. It then requires a feat of strength vs d20+4 to escape.
- 2B : Intake
- There is a dumbwaiter in the wall.
- (Caught in the dumbwaiter shaft, is a scimitar featuring a golden hilt carved like snakeskin (w 200sp))
- Two gurneys are here; wooden tables with four swiveling wheels. There is also one wooden wheelbarrow.
- Along the southeast wall is a 6'x8' portrait of 3 old travellers smoking under a tree. The portrait is painted with silver and other metallic paints (w 1000sp).
- Furthermore there is a rack, which is full of about a quarter ton of rocks and iron billets.
- 2C : Adhering skin room
- A room with a square pedestal in the center. The pedestal is in the middle of 6' of bare floor, but around the pedestal is a 1-wide rug shaped like a square ring.
- On this square-rim-shaped rug are so many rat skeletons, and sludge piles, and bones, and rotten refuse, that the rug is not visible under it. But the rest of the floor is only a bit dusty.
- Throughout the room are also highly sticky strips of skin, which act like enormous flypapers.
- Furthermore, hanging around the room and filling up space, are very fine steel wires, which are snares suspended by the ceiling, which catch those who walk into them.
- The steel wires can be broken by a fos 14 or sawing through them with at least an ax-hammer.
- On top of the square pedestal, is a pair of enormous oversized gloves with a bumped texture.
- If worn, the tree-frog-gloves do not allow fine gripping or any finessed feats of legerdemain, but they do stick to things and can aid climbing. They stick on to the wrist well enough that they typically take fifty-five minutes to take off without tools.
- 2D : Braid and polearms room
- A room crowded with standing looms, and pine racks of clubs and handaxes, military forks and awl pikes.
- (22 halberds 55 handaxes 33 clubs 77 military forks).
- One loom has a braid so long that it lies on the floor and coils against the opposite wall. The braid is made of spines and worms. Also woven into the braid are mummified snakes.
- 2E : Short corridor
- A short, square room 10' long. There is one door behind and one in front. One wall (the east) has a small alcove in it, which holds an ancient bowl of soup. At the bottom of the soup is a high-quality zircon (w 200s).
- 3F - Offices
- 3A : Pulverizing room
- A mallet is leaning on the wall; there is a half-barrel a few feet from the wall. There's a drab dough inside the barrel.
- Two vermuses are pulverizing bones with brains in the barrel. A third vermus is supervising.
- 3B : Dumbwaiter room
- A crank and cable are here, suspending a dumbwaiter in a well-like platform.
- Also in this room are a dozen empty clay jugs that are all 2' tall.
- There is also a 200' coil of of iron chain, a little stiff from rust.
- There is a stack of copper buckets here, as well as a single sea sponge that is 4'x2', which is dead and dry, and which contains hundreds of years of grime.
- 3C : Small casino
- The room has a few narrow paths around janky tables. A few tables have hand-drawn blackjack decorations.
- On some others, there are lopsided dice made of sheep bone, and betting chips made of paper.
- On one gambling table is a 1' long red ceramic sculpture of an auroch (w 10sp).
- There's a painting of ladies playing croquet leaning on the wall.
- Four vermuses are in here seeing if you can get high by eating mold from the wall.
- 3D : Two-person closet
- There are two wobbly hard chairs against the wall in this room, facing each other, and that's all the furniture.
- Rolled against the inside of a leg in the west chair is a tiny green sapphire (w 500s).
- 3E : Briefing room
- A room which is empty except a 3' circular dais a few inches high, near the south wall.
- 3F : Decapitated bird lodge
- A room with one door in each corner. Some stones in the floor are missing, and are small holes directly to the second floor.
- The room is furnished with chaises longues and taxidermied birds of over 100 species. All the stuffed birds are decapitated.
- 3G : Petanque room
- The eastern part of this room is taken up by a sand pit a few inches deep. There are iron shotputs lying in random spots. The shotputs are engraved with geometric tesselations.
- 3H : Execution chamber
- This is a room with one iron maiden, as well as a rectangle-shaped cage cantilevered from the brick wall. There are 4 morningstars inside the cage, bracketed to the wall.
- A hidden trapdoor will drop a character to room 2C the adhering-skin room (physical save vs +4 to avoid: 3d4p falling damage).
Lung
Inside a giant lung. The corridors are meaty-smelling and slimy. There are vesicles and bubble-like flesh nodules. The entire giant lung structure is split into four lobes, which are each about eight miles long. They are the upper left, lower left, upper right, and lower right lobes. A fifth area is a brachial bridge between the upper lung lobes.
- Upper left lobe
- The 8 miles of this lobe are split into four gymnasium-sized rooms, each 2 miles along. The giant rooms are separated by membranous bulwarks. The bulwarks are 85% opaque.
- (Populated with d6+7 ghouls, with a 1-in-6 chance of a ghast about)
- (Exits to dark smog zone. Within the lung zone, the upper left lobe also connects to the brachial bridge and the lower left lobe.)
- Lower left lobe
- There are long partitions and berms made of lung in this room, separating the zone into riparian valleys and hogsbacks.
- It is plain to see that southward, the lung ends in a simple dead-end; a wall that's a mile long.
- A camp of 7 abandoned zombies is here. One zombie has a leather purse caught on its teeth containing 18sp 14cp 7tc.
- Brachial Bridge
- A mile-long tunnel which always has enough of a curve that only the next 99 feet are visible.
- As it is a low-traffic zone, the chance of a wandering monster party is only 1-in-8.
- Upper right lobe
- This lobe of the lungscape has several steep ravines, and pillars that extend from the floor of the cavern to the ceiling.
- There are slanted hillsides and culverts, which are all between half a mile and two miles long, and they branch several times at right angles.
- Additionally, there are vast piles of firm pink bubbles, some of the largest lung-bubble piles are congealed into hillocks.
- (Contains an exit to failed golem laboratory)
- This lobe contains a 3-chamber cave lair, the home of a rock ogress.
- first floor/entrance
- a double-corner, closed using a fleshy boulder
- inside is a paddy full of eighteen nervous loud swans (w 5cp ea), covered in feathers and swan shit
- the swan eggs are in thick, chipped, ceramic boxes stuffed with rotted leaves
- second floor
- 1 ogress 'Troga'
- 1 ghoul 'Oadle'
- 1 human lacky 'Mub'; with studded leather, shortbow, short sword, club. Mub carries 8gp.
- If the three cave dwellers are confronted in a fight, the ghoul will retreat upstairs quite early, and will wait for the other two to get top'd so he can eat them.
- (If the ogress is winning he will return with an awl pike, pretending this had been the plan)
- Stuff:
- large reflective spinel cut with 96 even facets (w 1000sp)
- silver jug of saffron (jug w 180sp, spices w 180sp)
- silver and fire-opal dental overlay (w 500sp)
- stout perfume bottle of 7oz winter savory (w 74sp)
- Third floor
- 30 awl pikes 30 short swords
- pine box of 100 spare shortbow strings
- Adelard's Belt of Ladder Weaving
- Shalebeard's Knuckles of Steadfastness
- Lower right lobe
- Frequent tiny pits, all about the depth of a nasty pothole.
- Freestanding glass-like screens that are all a bit bigger than a man, and full of circular holes of varying diameters.
- Meadows of pink and green ferns and grasses.
- Floating, disembodied transparent bubbles, made of a sort of skin.
- (Populated by d6+2 hurrklings, and each hurrkling has one charmed laborer).
- One hurrkling ('Beralda') wears a brass chain necklace with 407 crocodile teeth (w 204sp). Another ('Roandi') is wearing Robes of Storage, containing two backpacks: one has a whetstone, blanket, rope, flint and steel. The other has scrap cloth, leather, bone plates, needle and thread.
- Every other hurrkling has their usual book-drop chance and they carry 1d20 sp each.
Wind Cave
A barren and frigid cave made of narrow, interconnected holes in the rock. The air moves incessantly with a shrill whistle. The ground inside is covered in opaque, organic muck.
- Wound-around chamber
- An area of caves that spiral into themselves, sharing walls on multiple sides. The cavern complex's own main tunnel splits itself into upper and lower floors multiple times.
- There is a sheet-metal door in the wall of the cavern; a locker. The combination lock numbers go up to 1000. It is locked with the combination "1 141 1". A lot of dungeon inhabitants know the combination. It can be opened with by rolling d100 under one's own unmodified open lock skill. It would be trivial to pry open with tools. The locker contains a leopardskin sash (w 65sp) and a green silk turban with a ruby and decorative lapises (w 500sp).
- Triangle room
- A room with three walls; a triangular room. There is a separate triangular puddle of clear water in the center. The puddle is two feet deep and is angled to point exactly between the edges of each wall.
- Close to the edge of the triangular pool, there is a clear crystal snifter (w 90s), a locked trunk (full of 100lbs of olives), and a life-sized marble statue of a toucan (w 85sp).
- Shrill vault
- A bell-shaped room, where in the center is a curtain of thin reeds, flanged up into the ceiling. The strong winds circulating through the cave naturally fly through the brass reeds and produce a loud kazoo-like racket.
- A bug-troll (troll stats from hob) is screaming and whistling in here.
- There is a heavy crossbow on the ground still attached to an arm with the texture of dried meat (from the climate of the cave). The crossbow (w 500sp) is sculpted to shoot bolts from a golden goat's mouth.
- Red waterfall balcony
- A natural balcony in the outer boundary of the cave. It overlooks the cliff. The view shows an enormous lake, as well as a field of boulders. There is also a thicket of wizened and sickly trees. Also visible beyond the lake is a large greyish plateau. Nearby is a red-colored waterfall.
- Searching the balcony will reveal a spool of silver thread and a spool of gold thread in dark spots on the floor.