CavernsOfMiro I

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7/28/2019 CavernsOfMiro I http://slidepdf.com/reader/full/cavernsofmiro-i 1/6 The Caverns Of Miro  Inspiration Disclaimer: Abulafia was heavily consulted in creating mental jump-off points for this dungeon. A big shout out to the contributing authors that add to that site. Visit it. Touch it. Love it! Abulafia is awesome. Add to it!  Inspirational Image for Area 1 from the animated film Fire & Ice. Used without permission. Level 1 - Ancient Indo-European Ruins  Areas 1,2,3,4,5,6,7,8 d12 rooms in each area: 4,7,5,4,6,12,11,7 Area 1 - (GM thematic notes - alabaster, marble, limestone, vines, other plants and foliage, indo euro vibe) Numbered Rooms are described in full. Inter-twining ruins and hallways, should be rolled randomly on the Random Room and Random Hallways tables otherwise. Room (1) Colossus Of The Black Snakes This large room is dank, dark, and downright smelly. The floor is made from alabaster, and the walls of a limestone with marble accents. There are dark smears of what looks like very old dried blood in front of each of the walls. At the center of this large room (50x50 with no roof - appears crumbled downward) you see a collasal 50ft tall black marble statue. You see four large rings, intwined with vines and weeds from years of neglect, one ring on each of the walls. Two dark snake figures are also wrapped around each of the rings, their heads meeting near the top of each of the rings. Inside each ring is a 3 x 3 stone grid of individual letters or characters, in an unknown language. Each of the four rings has a unique grid of characters within its bounds.

Transcript of CavernsOfMiro I

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The Caverns Of Miro Inspiration Disclaimer: Abulafia was heavily consulted in creating mental jump-off points for this dungeon. A big shout out to thecontributing authors that add to that site. Visit it. Touch it. Love it! Abulafia is awesome. Add to it!

 Inspirational Image for Area 1 from the animated film Fire & Ice. Used without permission.

Level 1 - Ancient Indo-European Ruins

 Areas 1,2,3,4,5,6,7,8

d12 rooms in each area: 4,7,5,4,6,12,11,7 

Area 1 - (GM thematic notes - alabaster, marble, limestone, vines, other plants and foliage, indo euro vibe)

Numbered Rooms are described in full. Inter-twining ruins and hallways, should be rolled randomly onthe Random Room and Random Hallways tables otherwise.

Room (1) Colossus Of The Black Snakes

This large room is dank, dark, and downright smelly. The floor is made from alabaster, and the wallsof a limestone with marble accents. There are dark smears of what looks like very old dried blood infront of each of the walls. At the center of this large room (50x50 with no roof - appears crumbleddownward) you see a collasal 50ft tall black marble statue. You see four large rings, intwined withvines and weeds from years of neglect, one ring on each of the walls. Two dark snake figures are alsowrapped around each of the rings, their heads meeting near the top of each of the rings. Inside eachring is a 3 x 3 stone grid of individual letters or characters, in an unknown language. Each of the fourrings has a unique grid of characters within its bounds.

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If the ring is touched without the appropriate three characters pushed in (in proper order), the snakeswill come to life and immediately drop and strike the person that offended the God's sanctuary ofRings. After one strike attack attempt each, the black ruby-eyed snakes will slither lightning fasttowards the black marble collosus. They move their way up the limbs and embed themselves in holesthroughout the head and torso and arms of the statue. Notes: The black snake bites will enact a Save

VS. Poison. 6 HP damage, or 3HP if save made. Each snake has 6HP of its own. Their is an old journalfound in Room (x) which includes the sequences needed to get through these altar puzzles. The statueis a 6 HD behemoth, which will enact the scale rules found over on Scrapprincess' site* (add url)

Room (2) Great Stone Faces

Great roundish shaped Stone Faces dot a large public garden area. Each stone ediface is 15ft tall and15 ft wide. The artistry is somewhat simple. If you touch any of the large teeth of the statues, stonescarabs crawl non-stop from the mouth of that statues, swarming towards you.

Note that the faces seem to point upwards at a angle that allow them to look up the Black Collossus OfSnakes from Room 1.

Room (3) The Tattoed Spider

Use ---> As a result of a spider bite, your joints will develop monstrous tattoos that move about devouring the flesh. The

only known cure is to eat the spider's poop/guano; which should be noted as pretty much squirting almost non-stop from the

spider throughout the fight.

Room (4) Orchard Of The Spirit Ram

You enter a large 100 x 50 ft area of dark green grasses, purple leaved trees swaying in the wind,large pond rippling back and forth from the air moving over it. The wind picks up a bit as you enterthe area. You see a large ephemeral ram eating small bright red fruit from a tree near the central pondof the area. It looks your way, but then gently goes back to eating fruit.

Room (5) Alfwaatha's Chasm Of Nirvana

 Insane Giant. But only goes nuts if taken or driven out of the Chasm Of Nirvana. Otherwise, acts like a Zen Buddist monk 

drinking herbal teas.

Room (6) Ancient Battleground of Golems

The resting grounds for this faction? -> Most of these hedhogmen are enslaved. They are ruled by the withered and old, whoare one points wiser and weaker than the rest and go into battle with d4+1 golems or steampunkish devices. They are

headquartered in a laboratory. Most carry a staff of some kind.

Room (7) Elephant Graveyard

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 Ruled over by the Flare Elephant. Who is challenged once a year for control over to the elephant graveyard. Note, steamwill come out of the elephant's ears just prior to his unleashing the volcanic burst.

Room (8) - The Labyrinth Of Sin

Room (9) - The Halls of the Inscrutable Discord

Room (10) Black Sanctuary Of Orphia

 Includes, Gukarchard, Bringer of Destruction, Bringer of Sloth :: This demon has a horse-like head with crest. Its rotting

face has two stalked blue eyes, a snouted nose, tiny humanlike ears, and a tiny sucker-like mouth. Attached to its long,

muscled horse-like torso are four tentacles ending in large toothy suckers and hairy legs. Its whole body is covered with

blackish warty skin. It has bat-like wings. The urine smell around it is overwhelming.

 Includes, The Inquisitor of One Thousand Lunacies :: is a pudding, ooze, slime, etc from Mitteleuropean city or countryside,but currently based in a monastery.

Room (11) Sanctum Sanctorum Of The Crow-Headed Fools

 Most of these crow-headed creatures are worshippers of the plague gods. They are ruled by two crippled or deformed (a

bloated queen, sacred paraplegiac, etc) tyrant(s) and are allied to no-one. They are headquartered in a volcano. Most carry

a mace of some kind.

AREA 1 TABLES:

Area 1 Random Encounters List, (1 in 6 chance of needing to roll on this table per "Turn" of groupmovement. If you get a "1", roll on this encounter table.)

d101- You find the wand of interrogation, amidst rubble.2- Roll on Area 1 Random Monster table3- You run into Harry Turtledove.4- Roll on Area 1 Random Monster table5- You run into Mitt Romney.6-10 Roll on Area 1 Random Monster table.

Area 1 Monster List

d30

Area 1 NPC and Items List

Elmo - stats here...Harry Turtledove - stats here...Mitt Romney - stats here...

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Wand Of Interrogation

This otherwise non-descript wand is made of alabaster, tipped with a blue sapphire. Once tapped on theshoulder or head of the victim, a blue energy-smoke amalgam encompasses the victims entire head,choking them "seemingly" to the point of death, but the victim will only suffer 2HP in actuality. They

will answer any question you ask them with three word or less answers. The victim/target gets to rollSAVE vs. SPELL once per turn. If the roll is made, then within 1d4 turns the effect will wear off.

Wand Of Genital Disfigurement 

Just messes up your genitals, Really badly. Enough said. No reverse known other than a wish (orequivalent level spell of transforming). Save VS Spell, and only get warped, not transfigured.

Abulafia goodness to possibly jump off from...

Next ten things to riff off of...

Orchard. Edible fruits. Bless +1 to all who eat for 10 turns.

Great stone faces

Ancient battleground, the remains of bizarre war machines ...

Spiritram

Giant Tatooed Spider - As a result of a spider bite, your joints will develop monstrous tattoos that move about devouring the

flesh. The only known cure is to eat only the spider's poop/guano; which should be noted as pretty much squirting almost

non-stop from the spider throughout the fight.

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Alfwaatha Talarya the insane giant desires to burn the Leolahad's Crag, using Chasm of Nirvana as a lair.

Flare elephant

-Volcano Finale

-Heavy Attack

-Drill Crush

Garden of Healing

Gukarchard, Bringer of Destruction, Bringer of Sloth :: This demon has a horse-like head with crest. Its rotting face has two

stalked blue eyes, a snouted nose, tiny humanlike ears, and a tiny sucker-like mouth. Attached to its long, muscled horse-

like torso are four tentacles ending in large toothy suckers and hairy legs. Its whole body is covered with blackish warty

skin. It has bat-like wings. The urine smell around it is overwhelming.

The Halls of the Inscrutable Discord - Chorus of singers mangled to only sing one note. Ala Elric.*

As you enter the Black Sanct?

Labyrinth of the Sin. (surrounds the Black Sanctuary listed below*)

The Black Sanctuary of Orfia, who is primarily concerned with Mutational magic.

The area around the tower is subject to spectral howling at all hours.Generally constructed in Overly refined; style, the tower contains the following levels: Four Levels: the wizards private

chambers and the library, plus (Wunderkammer – medical oddities, natural history specimens), and (Extra-dimensional

rooms – dimensional doors, portals, gifts from otherworldly beings).

 Protected by (Created monsters (roll 1d6 to determine type: 1 – golem 2 – homunculus 3 – clockworkian 4 – living statue 5

 – caryatid column 6 – gargoyle)) and (Hired mercenaries (roll 1d6 to determine the type of mercenaries: 1-2 – bandits 3-4 – sellswords 5 – berzerkers 6 – fallen knights)).

 Also, Don't touch that because It's cursed!

Oh no, you knocked that one thing over and Now we seem to be somewhere else.

 At least one room is/has Wall covered in runes.

 Abortive Experiment: Gollum-shaped golem.

 In the Dustbin: Insect husks.

The Inquisitor of One Thousand Lunaciesis a pudding, ooze, slime, etc from Mitteleuropean city or countryside, but currently based in a monastery.

 Noteworthy features:

Frost Breath, uncontrollable. Difficult life.

Missing eyes-if already eyeless, has extra eye

 Motivation: Murder hobo: seeks loot, plunder, power Every villain needs at least one mutation: Magician

Other Stuff:

Ride(s) mutant steed:

You have no teeth and must eat stuff like a fly, hoiking up digestion enzymes over your food and then soaking it up with

 your fan like tongue.

Extra pair of legs

Mutation: Body [contains] swarmed bodies of other dead creatures

Has a magic weapon

Own(s) 5 hounds/beasts characteristic of patron god or styleRide(s) mutant steed:

Black Skin

Bird wings

Add a wizard level

Own(s) 4 hounds/beasts characteristic of patron god or style

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Gift of patron god--add a power characteristic of creature's god or schtick if it has one, otherwise just get a magic itemWears demonic armor

Has a magic weapon

Some factions in and around Level 1: ???

Most of these jackal-headed warriors are drugged. They are ruled by a single wizard, witch, shaman, etc. and are allied to

no-one. They are headquartered in a swamp. Most carry a mace of some kind. They are ruled by a single leader with fivemore HD than the rest and are mounted on panthers. They are headquartered in the steppe. Most carry a spiked chain of

some kind.

Most of these devildwarves are extremely intelligent. They are ruled by a symbiotic unimind and are allied with a group of

dark elves rumored to all be typical warriors of their race. They are headquartered in a military encampment. Most carry a

spiked chain of some kind.

Most of these crow-headed creatures are worshippers of the plague gods. They are ruled by two crippled or deformed (a

bloated queen, sacred paraplegiac, etc) tyrant(s) and are allied to no-one. They are headquartered in a volcano. Most carry a

mace of some kind.

Most of these hedhogmen are enslaved. They are ruled by the withered and old, who are one points wiser and weaker than

the rest and go into battle with d4+1 golems or steampunkish devices. They are headquartered in a laboratory. Most carry a

staff of some kind.

Some Website Random Tables to utilize:

http://satyrelite.blogspot.com/2013/04/yet-still-more-unlikely-treasures.html