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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:

Delta Cavern Landmark Map

+--1-------+
|          |
|          |
|2         |
|          |
|3   4   5 |
|          |
|    6     |
|          |
|        7 |
|          |
|    8   9 |
|          |
|          |
|   10     |
|          |
|       11 |
|          |
|          |
+---12-----+

 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)

  1. field of gigantic caber-sized arrows sticking out of the ground
  2. a row of old stone boulders and ancient weight-stones
  3. a bunch of monkey skulls skewered on wooden stakes
  4. smokey brushfire
  5. an innocuous [chaff monster] -- behind a hillock or tussock, or in the tall grass
  6. a 20+d20p foot wide busted up stone grate
  7. gnawed skeleton (inert)
  8. 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]
  9. field of frozen garbage full of dead roaches
  10. a long rickety wooden fence 5' high, about 400' wide
  11. a mundane spider is on you.
  12. fog
  13. breeze of butane
  14. sort of a big field of skins laying here peeled off various critters
  15. incoming ooze-like flood, full of rubble and dead trees. the wave is 20 feet tall.
  16. vast pile of sharp rusty scrap metal 600 yards wide and 40 yards long
  17. zone of sinkholes and pits
  18. tiring quagmire; jump? check or increment fatigue
  19. several flies are eating a rotting corpse of [roll from encounter table]
  20. dust cloud
  21. heap of dead [chaff monster]
  22. astral rift just spitting out small rocks; bout a pebble a day
  23. dead old man in a loincloth
  24. air contaminated with ashes
  25. stinky purple mist
  26. 3d6 rows of 2'-4' tall cubical stones, all piled close together, within 3' of each other
  27. dense undergrowth ahead, supporting a thorny wall
  28. a mundane tick is on you.
  29. ornery wild oxen
  30. 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