[nbos] Joerdhgardh Maps of Week #13 & #14 Revised
"Mark Oliva"
Wed Jan 15th, 2014
As we near publication of the Northwest book of the Joerdhgardh (TM)
campaign setting, we've rejected two, older dragon lair maps and replaced
them with new and improved maps.

The first of the two involves 13th Map-of-the-Week release from 2011. It
was the first in a series of lair maps in the post-devastation swamp and
lake area of the fallen AEsir Empire. This week, we see the cavern lair of
Yrsung, a good-aligned, female red, black and yellow-white dragon
sorcerer-warrior. After the devastation of the fallen empire, the Darkness
send the evil-aligned dragon ”fnir into the swamp and lake area. The elven
King DŠin of Ńlfheim then sent Yrsung into the area to keep ”fnir in check.
Birnir's Eye is a diving device, similar to but much more powerful than a
crystal ball.

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 AEsir Empire. This week, we see the cavern lair of ”fnir, an
evil-aligned, male black, red and yellow dragon sorcerer-warrior. After the
devastation of the fallen empire, the Darkness sent the evil dragon ”fnir
into the swamp and lake area. The elven King DŠin of Ńlfheim then sent the
good dragon Yrsung (last week's lair) into the area to keep ”fnir in check.

Key to the Dungeon Plan of Yrsung's Lair

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

1. Trail Leading to the Lair.

2. Entrance. The cave opening is nearly 80 feet/24 m wide.

3. Charred Areas. The chars are about 30 feet/9 m in width. They hide
invisible but fire traps at these points. The traps are the result of magic
spells worked upon the tunnel walls across from the chars. Yrsung can
suppress the traps with a mental command, if she wishes to do so.
Otherwise, they activate automatically. A fire blast causes 8d8 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 this trap with any of the
following checks:

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

One can dash through the trapped area before the trap is released with the
following checks:

Evade Traps: DL 25
Dexterity: DL 30

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

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

One can dash through the trapped area before the trap is released with the
following checks. Feat enhancements are applicable.

Jump skill: DL 25
Reflex save: DL 30

4. Yrsung's Cave. The only objects in the cave are Birnir's Eye and the
skeletons of a few devoured cows and horses.

5. Birnir's Eye.

Key to the Dungeon Plan of ”fnir's Lair

Note that this also is a cutaway map. ”fnir'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 chars are about 30 feet/9 m in width. There are
invisible explosion traps at these points. The traps are the result of
magic spells worked upon the tunnel walls across from the chars. ”fnir 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. ”fnir's Cave. ”fnir usually is half buried in his treasure.

Getting the maps:

You can get the dungeon plan of Yrsung's lair in two versions from the
Joerdhgardh website:

1. The original FM8 map in FMP format, fully editable (5 MB).

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

You also can get the dungeon plan of ”fnir's lair in two versions from our
website:

1. The original FM8 map in FMP format, fully editable, (9 MB).

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

These dungeon plans are released for personal and commercial use under the
Open Game License Version 1.0a, which you can read on the Joerdhgardh web
site.

http://www.vintyri.org/joerdhgardh/joerdhgardh.htm

Mark Oliva
Webmaster, the Vintyri Project (TM)
Internet: http://www.vintyri.org <http://www.vintyri.org>
E-Mail: info-at-vintyri.org <mailto:info-at-vintyri.org>
The Vintyri Project is a non-commercial service
Celebrating 20 Years of RPG Freeware



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