Claw's Depths: Scale: 10 Yards

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claw's depths

Background: ALIEN ORIFICE is the name of my extraterrestrial megadungeon campaign setting and associated house rules for the
Original Game. Beneath the barren surface of the planet Inanna in the Fringe Worlds is a vast, sprawling underworld, carved out by a
mysterious race known as the Architects, who may or may not be extinct. The underworld is divided into separate nodes, connected by
tunnels many miles in length. Some of these nodes consist of only a few chambers, while others are city-sized and multi-levelled. The
One-Page Dungeon described here is a small node, occupied and defended by some of the many robots who have escaped from
human tyranny and established a free republic within Inanna's underworld. In this particular corner of the labyrinth, a robot wizard called
Claw is engaged in the task of transcribing and deciphering a series of ancient inscriptions left by the Architects.
Random Encounters: Roll 1d6 every three turns. A roll of 1
indicates an encounter. Roll 1d4 on the following table:
1. Claw (see below) + robot students (1d3)
2. Crystal spider (1)
3. Robot guards (1d6)
4. Robot guards (1d3) + robot hounds (1d3)
Map Key
N.B. The whole area of the map is illuminated by continual light
spells cast by Claw. Ceilings are 8-30 (2d12+6) feet high.
1. Sentry Post: Robot guards (2) and robot hounds (2). They
are not here to kill intruders, but merely to escort travellers
through the central passage and prevent anyone interrupting the
students, examining the inscriptions, or finding the secret shaft. In
truth, the guards are bored with all this scholarly business (they
are sports fans) and they will be ready for a bit of fun (fighting,
gambling, or what have you) if the opportunity arises.
2. Inscribed Chamber: Walls covered with arcane inscriptions.
Brown-robed robot students (6) at work transcribing the
characters onto scrolls set out on trestle tables. The scrolls, if
studied and correctly interpreted (Intelligence check, Decipher
Codes skill, etc.), yield the spells shield and alter time. The
remaining inscriptions contain 1d4 further spells of levels 1-3.
3. Store Room: Stacked trestles, scaffold poles, ladders, etc.

scale: 10 yards

4. Central Passage: In the shadowy western alcove, beyond a


broken down door, lurks a crystal spider (1). This child-sized
creature, morphologically similar to a Terran arachnid, is covered
with a hard crystalline carapace. Hence the name. It ignores
robots but hungers for fleshy prey. Amongst a litter of small bones
and other remains can be found a satchel containing 115 groats, a
green gem worth 40 groats, and a pistol with 50 rounds of
ammunition. The secret door in the eastern wall is opened by
pressing a switch in a hidden recess.

5. Claw's Chamber: Furnishings suitable for a wizard's study tapestries, bookcases, desk, robot's head paperweight, etc. Claw the
robot wizard (1) accompanied by robot students (2). Claw himself is a hulking, eight-foot-tall former war robot with a handsome,
imperious face. He is robed in black. His right arm is unremarkable, but his left is over-sized and terminates in a meshed bundle of
razor-sharp, sickle-like claws. Among his effects are several valuable books on philosophy and mathematics worth a total of 900 groats,
a platinum inkwell worth 60 groats, and his grimoire, which contains most spells of the 1st and 2nd levels. The secret door is behind a
bookcase that swivels out from the wall.
6. Secret Shaft: Wizard-locked door. On the other side, a natural chimney with iron rungs driven into the rock ascends some 150
feet to another node of the underworld, close to a free robot enclave. The exit will be guarded.
7. Sentry Post: Robot guards (2) and robot hounds (2) keep watch here. See area 1 for details.
Stat Blocks (N.B. All robots are immune to charm, hold and sleep spells.)
Claw, robot wizard: HD 4; hp 12; AC 5 [14]; Attack 1 claw (1d10+1); Move 9; Save 13; AL C; CL/XP 5/240; Spells: detect magic, read magic; continual
light, detect invisibility.
Crystal spider: HD 3; AC 2 [17]; Attack 1 bite (1d6 + save or paralysed for 4d6 rounds); Move 6; Save 14; AL N; CL/XP 4/120.
Robot guards: HD 2; AC 5 [14]; Attack 1 two-handed sword (1d10); Move 9; Save 16; AL N; CL/XP 2/30.
Robot hounds: HD 3; AC 7 [12]; Attack 1 bite (2d4); Move 12; Save 14; AL N; CL/XP 3/60; Special: Detect invisible beings. Surprised only on a 1.
Robot students: HD 1; AC 6 [14]; Attack 1 sword (1d8); Move 12; Save 17; AL C; CL/XP 1/15.

Original map made by Dyson Logos in 2012: http://rpgcharacters.wordpress.com/2012/11/02/friday-map-claws-depths/


One-Page Dungeon made by Alan Brodie in 2012. Released under the Creative Commons Attribution-Share Alike 3.0 licence
http://creativecommons.org/licenses/by-sa/3.0/
Crystal spider adapted from Terminal Space by Albert Rakowski. Buy Terminal Space here: http://www.lulu.com/shop/albert-rakowski/terminalspace/paperback/product-20262546.html

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