Login
Registration code:
Access code:
forgot your reg code?
Use the registration codes recieved during software registration. You must be logged in to upload files.
Jörðgarð Map of Week #14 Revised

Contributor:MarkOlivaRating:Not enough votes yet
Date Added:01/15/2014Downloads:574
Description:As we near publication of the Northwest book of the Jörðgarð (TM) campaign setting, we've rejected two, older dragon lair maps and replaced them with no and improved maps.

The second of the two involves the 14th Map-of-the-Week release, the second in a series of lair maps in the post-devastation swamp and lake area of the fallen Æsir Empire. This week, we see the cavern lair of Ófnir, an evil-aligned, male black, red and yellow dragon sorcerer-warrior. After the devastation of the fallen empire, the Darkness sent the evil dragon Ófnir into the swamp and lake area. The elven King Dáin of Álfheim then sent the good dragon Yrsung (last week's lair) into the area to keep Ófnir in check.

Key to the Dungeon Plan of Ófnir's Lair

Note that this is a cutaway map. Ófnir's lair and the tunnel leading to it run underground.

1. Trail Leading to the Lair.

2. Entrance. The cave opening is nearly 70 feet/21 m wide.

3.-4. Charred Areas. The PC maps show only the chars. They are about 30 feet/9 m in width. The game master's map shows the usually invisible but activated explosion traps at these points. The traps are the result of magic spells worked upon the tunnel walls across from the chars. Ófnir can suppress the traps with a mental command, if he wishes to do so. Otherwise, they activate automatically. An explosion at point 3 causes 10d8 points of damage, at point 4 6d8 points of damage. Attempts to detect and evade these traps always are made with the check most beneficial to the character making the check. If the checking party concludes that the scorch marks are the result of traps (as opposed to dragon breath), they have a Dungeons Daring edge of 5 or an OGL 3.5 bonus of +5 on their checks. Gaming data:

Dungeons Daring campaigns: One can detect these trap with any of the following checks:

Sense Advanced Traps: DL 20
Sense Traps: DL 25
Detect Magic: DL 35
Sense Magic: DL 30

Small stone ridges rise from the floor at these points. They are about 30 inches/75 cm high. If it oc-curs to the PCs to crawl between the ridge and the wall at this point, damage from the explosion is reduced by 90%. The magic of the traps can be dispelled, but the traps cannot be evaded.

OGL 3.5 campaigns: One can detect this trap with any of the following checks:

Search (Rogues only): DL 25
Detect Magic: DL 35

Small stone ridges rise from the floor at these points. They are about 30 inches/75 cm high. If it oc-curs to the PCs to crawl between the ridge and the wall at this point, damage from the explosion is reduced by 90%. The magic of the traps can be dispelled, but the traps cannot be evaded.

5. Ófnir's Cave. Ófnir usually is half buried in his treasure.

The dungeon plan is available in two versions:

1. The original FM8 map in FMP format, fully editable, from our Jörðgarð web page (9 MB).

2. As a JPG flat map, 1360 x 990 pixels (700 KB), with the hyperlink below.

Both versions are released for personal and commercial use under the Open Game License Version 1.0a, which you can read on the Jörðgarð web site.

www.vintyri.org/joerdhgardh/joerdhgardh.htm

Mark Oliva
The Vintyri (TM) Project
www.vintyri,org
info@vintyri.org
Comments
Copyright © 2003-2007, NBOS Software. All rights reserved. 'Fractal Mapper', 'ScreenMonkey', 'Character Sketcher', 'Inspiration Pad', 'Fractal World Explorer', 'Goblin API', 'AstroSynthesis' are trademarks of NBOS Software. 'Dwarven Beserker' art by V. Shane.
Member contributed resources