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Sword Labyrinth
An extensive labyrinth is right under the local lord's keep, which is within the port city. The Sword of Knighthood is in the dungeon. It attracts every monster. Monsters combine into armies in this dungeon to contend over the sword.
- Sword of Knighthood
- The Sword of Knighthood uses the stats of Troll Slapper from the GMG.
- It can be destroyed if it is 'broken by an elf and a dwarf in concert'.
- The Sword of Knighthood will attract armies of monsters over time, to its location. They will be compelled to steal it or kill for it.
The dungeon is an attempt to test an 11th level party.
Layout Overview
- The dungeon has 7 "zones", plus an entrance base-camp and an internal airspace that can be traversed to get around a few areas.
- Each zone contains about 16 encounters and its own roll on the treasure tables. So there are seven contiguous dungeons down here.
- The delta cavern, elephant sorcerer lake, and classic forest are underground hex regions.
- Each zone is made of 1-5 areas.
- Every area has 4-16 rooms.
- Every area is controlled or contested by dungeon factions whose power is signified somewhat by their "depth".
- The GM determines the Sword of Knighthood's specific location/owner before the adventure begins.
- The border between the dungeon and the outer world is the Basement Beach.
- (treasure items with descriptions in the GMG will be italicized)
Dungeon Factions
Depth 0
- Vagrants
- Beach Critters
- Fishmen
- Ratmen
- Feral Men
Depth 1
Depth 2
- Sea Monkeys
- Undead Frogmen
- Sloughs (hob2)
- Rock Ogress (hob ogre stats)
- Bug-Troll (hob troll stats)
Depth 3
- Vampire
- Ghouls
- Birdmen
- Hill Giants
Depth 4
- Gold Monkeys
- Wyrms
- Slimes
Zones Index
Area Index