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Sword Labyrinth Index
Delta Cavern
This is a cave that is 24 miles long (north-south) and 16 miles wide (east-west). There are large tunnels out, in both the north and south ends. The ceiling is about 112' feet high, although this varies a bit throughout the cave, because the landscape within the cave is so hilly. The hills are full of grasses that glow dimly in blue and green colors. A few thickets and stalagmites mark the cavern landscape as well. Close to the midpoint of this cavern is a green stone mansion (the dragon slaves' mansion).
The Delta Cavern contains territories of depth 2 & depth 3 monsters. Many are gathered into specific camps and have strong zones of influence.
- NW: sea monkeys
- NE: sloughs
- central: mercenaries (volgris's)
- SW: harpies & slaves
- SE: hill giant & slaves
It does not have to follow this structure exactly, but, crawling through the delta cavern goes in a loop:
- Party arrives at landmark.
- GM describes the visible landmarks nearby.
- Roll who is occupying the landmarks using d100 wanderer table below.
- Arbitrate whether nearby NPC's will march toward each other to in-fight.
- Arbitrate whether the NPC's move to another spot.
- Roll to see if the NPC's observe the PC's.
- Arbitrate the action of (likely hostile) NPC's.
Delta Cavern Landmark Map
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Landmarks
1 north tunnel : Leads to Clock tower 1F
2 glowing thicket : Camp of Seamonkeys
3 green mansion : Camp of Mercenaries -- (Robard inside)
4 hole-riddled wall of rock
5 marshy depression : Camp of Sloughs
6 ancient well
7 hillock with cave
8 old abandoned barn n pasture : Camp of Harpies
9 misty thicket : Camp of Hill giants
10 blown-over enormous tree
11 field of criss-crossing natural ditches
12 south tunnel
the camps
- Seamonkeys in [2], the Glowing Thicket
- 39 Blue monkeys (killer ape) with sabers and light crossbows. A few have warhammers and throw throwing axes. They wear bandanas, striped shirts, bicorne hats, and so on.
- These sea monkeys mostly sleep in trees of the growing thicket, through which they brachiate.
- Mercenaries outside [3], the Green Mansion
- 23 mercenaries are bivouac'd near the green mansion. They are making trenches and awaiting reinforcements. (They were employed by Volgris the Strident. They are here to besiege Robard the Crass, who is camped inside the Dragon Slaves' Mansion.)
- The mercs use the men-at-arms stats with studded leather and the following suggested weapon loadouts, damage & reach in parentheses:
- A: mace (d6p+d8p2+1 / 2'), dagger (2d4p+1 / 1'), large shield (+6def)
- B: spear (2d6p+4 / 13'), mace (d6p+d8p2+1 / 2'), shortbow (2d6p / rof:12)
- C: awl pike (2d6p+4 / 18'), 2 daggers (2d4p+1 / 1')
- Sloughs in [5], the Marshy Depression
- Four sloughs(hob2) live here. They have a deal to quarter and split their kills in exchange for mutual protection. They sleep on rocks under a pine-sedge lean-to. The lean-to contains a small nook full of water that exits into the swamp waters. The sloughs use the nook for plumbing, fishing, and as an occasional covert exit.
- The sloughs prefer their food raw, thinly sliced with a square butcher knife.
- The sloughs may be referred to by their differentiating characteristics: "Waddle", "Tusk", "Proboscis", "Spots".
- Harpies in [8], the Abandoned Barn
- Roost of 14 harpies who frequent the hay loft. Each controls a lowly human in miserable shape who cleans the barn out and forages for food. The slaves at home will reluctantly fight for the harpies. These are the harpy slaves:
- Burl the one-handed beggar
- Paluk the dwarf
- Naia the cleric of the eternal lantern
- Skop the fisher
- Yalvin the forest hermit
- Shirga the launderer
- Velli the castle maid
- Magdul the shepherd
- Shruk the fisher
- Kren the horseman
- Polti the beach bum
- Braddle the saddler
- Millib the barmaid
- Olzo the hurrkling
- Hill Giants in [9], the Misty Thicket
- Four hill giants (girl boy girl boy) are hanging out in here, trying out an alliance. Their names are Oltha, Jong, Murgi, and Knorm. They have built most of a gigantic cabin out of thicket pines; it is missing the roof. They have one bardiche between them (Jong's), and the other three basically use tree trunks and boulders.
- The giants have collected seventeen slaves, all feral men, who usually have a knife, club, or shoddy handaxe. The slaves are beaten and half-starved.
- Here are the giants' slaves' names, which some of them can't remember:
- Ambo
- Birta
- Calduk
- Dovuk
- Ebblin
- Frangi
- Gozzur
- Huzan
- Irta
- Jodzo
- Korvik
- Larzi
- Muntsu
- Narym
- Ortle
- Parg
- Quelleg
hiking (preferably from one landmark to another)
- When the party moves from one landmark to another roll 1d6:
- 1-3: a 'further difficulty'
- 4 : uneventful (2-6 miles' worth of time passes)
- 5-6: monsters wander in from behind a hillock (allow an observation check to possibly prepare)
the further difficulties (d30)
- field of gigantic caber-sized arrows sticking out of the ground
- a row of old stone boulders and ancient weight-stones
- a bunch of monkey skulls skewered on wooden stakes
- smokey brushfire
- an innocuous [chaff monster] -- behind a hillock or tussock, or in the tall grass
- a 20+d20p foot wide busted up stone grate
- gnawed skeleton (inert)
- old kegs (each time the 'kegs' are encountered, they're full of the next thing in this list):
- slime, bones, mud, crude oil, blood, pee, poop, dead mice, rotten meat juice, rocks, ants, pigskins, [proceed with junk-item table]
- field of frozen garbage full of dead roaches
- a long rickety wooden fence 5' high, about 400' wide
- a mundane spider is on you.
- fog
- breeze of butane
- sort of a big field of skins laying here peeled off various critters
- incoming ooze-like flood, full of rubble and dead trees. the wave is 20 feet tall.
- vast pile of sharp rusty scrap metal 600 yards wide and 40 yards long
- zone of sinkholes and pits
- tiring quagmire; jump? check or increment fatigue
- several flies are eating a rotting corpse of [roll from encounter table]
- dust cloud
- heap of dead [chaff monster]
- astral rift just spitting out small rocks; bout a pebble a day
- dead old man in a loincloth
- air contaminated with ashes
- stinky purple mist
- 3d6 rows of 2'-4' tall cubical stones, all piled close together, within 3' of each other
- dense undergrowth ahead, supporting a thorny wall
- a mundane tick is on you.
- ornery wild oxen
- several flies are eating the shit of [roll from encounter table]
the wandering monsters (d100)
- main camp patrols
- 01-02 : 1d8 sea monkeys (ape stats)
- 03-04 : 1d4 sloughs
- 05-06 : 1 harpy
- 07-08 : 1d4 hill giants (seen miles away)
- 09-10 : 1d4 men at arms (besieging mercs)
- 11-12 : 1d4 men at arms (slavers)
- 13-14 : 1d4 laborers (harpy-slaves)
- 15-16 : 1d4 laborers (hill-giant slaves)
- 17-18 : 1d12 flea men (goblin stats)
- 19-20 : 1d4 changelings
- lv 5ish
- 21-23 : 1d4 gnoles
- 24-26 : 1 gorilla
- 27-29 : 1 gargoyle
- 30 : 1 giant subterreanean lizard
- 31-34 : 2d6 human brigands (gangsters)
- 35-36 : 1d4 mermen
- 37 : 4 troglodytes
- 38-40 : 2 zombies
- lv 10ish
- 41-43 : 2 catoblepases
- 44-46 : 1 chimera
- 47-49 : 1d6 greater crocodiles
- 50-52 : 1 gorgon
- 53-55 : 2d6 gnoles
- 56-58 : 1 lindwyrm
- 59-61 : 2 giant toads
- 62-64 : 1 wyvern
- 65-67 : 1d10p zombies
- 68-70 : 1 smilodon
- animals / cavern prey
- 71-72 : 1d12 emus
- 73-74 : 1 rabbit
- 75-76 : 1d4 giant aphids
- 77-78 : 1 lemur
- 79-80 : 1 marmot
- 81-82 : 1d20 mice
- 83-84 : 1d20 moles
- 85-86 : 1 muskrat
- 87-75 : 1 raccoon
- 89-90 : 1 weasel
- chaff monsters
- 91 : 1 orc
- 92 : 1d10 giant beetle
- 93 : 1 falcon
- 94 : 1 big grub
- 95 : 1d12 rats
- 96 : 1d12 dogs
- 97 : 1d12 leech men
- 98 : 1d12 vipers
- 99 : 1d4 giant ticks
- 00 : 1d12 vermus