Wednesday, 21 August 2024

Logos Location #9: Iseldek's Drop part 1

Cartography by Dyson Logos, source

Introduction and Background

Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. 

Iseldek's Drop part 1 is the first part of an adventure for B/X D&D for a party of adventurers of levels 3-7, set in Norwold

Iseldek's Drop is a dungeon based around a vertical shaft that seemingly plummets endlessly into the bowels of Mystara. The shaft was formed many thousands of years ago during the Great Rain of Fire that ended the Blackmoor civilization. An arcane device created by the Arvorians and utilizing many eldritch crystals that had been placed high up above the atmosphere of Mystara and held up by powerful levitation magic then fell back down as a result of the disaster, piercing the earth in what is now Iseldek's Drop. Small fragments of eldritch crystals can still be found embedded in the walls of the shaft, and the Arvorians are keen to salvage as many as they can. They believe that when they reach the bottom of the shaft there will be a massive lode of eldritch crystals from the crashed device. Iseldek was the arvorian overseer who discovered the shaft, and organised the initial salvage process. Iseldek himself died as a result of falling down the shaft - his body is yet to be recovered. Some say he tried to levitate down to the bottom but his spell failed; others say a rival Arvorian pushed him. Either way the site was named after him - Iseldek's drop. 

Iseldek's Drop is a multilevel dungeon  but each level is quite small and compact. The top four levels presented here are suited for a party of average level 3. Each level is of course centred around the shaft which has strange properties - magic that enables flying or levitation does not work within the shaft itself. This could be connected to why the device that was hovering so high up suddenly fell back to the ground. Therefore the Arvorians and their servants and allies either use the excavated stairs or use ropes to abseil or climb up and down the shaft. Generally speaking the Arvorians prefer to use stairs, and only use ropes to haul up or lower things of little value (such as orc and kobold workers). If the rope snaps then whatever the rope was holding onto is gone. From floor to floor each level is about 30ft below the previous level, as can be seen by looking down the shaft. 

So what brings the PCs to Iseldek's Drop? This could be part of a campaign against the Arvorians and investigating the eldritch crystals, starting with The Glowing Gemstone for 1st level characters, then moving on to the Ruined Arvorian Outpost for 2nd level characters. This adventure could segue on from that, and the human trapper Berresford who the PCs may rescue from the outpost could point them in this direction.  

Level 1 Key


1) The Entranceway: This wide passage opens out onto the rolling forested hills . The entranceway is always guarded by 4 orcs + 1 orc veteran (2nd level warrior). Furthermore there will be orc crossbowers in the arrow slits in rooms 2 and 6 (one crossbower each)

2) The Dorm. This room has a number of rough wooden bunks along the south wall and a set of shelves along the east wall. In here are 3 orcs and 2 orc crossbowers. Only one crossbower at a time can fire through the port into the entranceway (#1). 

3) 2 Arvorian Adepts + 4 orcs. Arvorian adepts are 2nd level eldritch crusaders (figher/clerics). There are two racks that hold basic weapons (orcish spears, hand axes and javelins). The arvorians are sending the orcs out on patrol.  

4) Orc Trophy room. This place is a short passageway but there is an alcove in the south wall with a ledge that now holds the severed heads of various enemies and victims slain by the orcs. 

5) 2 orcs + 1 orc subchief. This room also contains barrels and boxes of food and drink stores. The subchief has hidden the orcs treasure at the bottom of a barrel of beets, potatoes and turnips. If the vegetables are removed then at the bottom the PCs will find 2300sp, 110gp and a small amethyst worth 50gp

6) 3 orc crossbowers and 1 veteran orc crossbower are manning the firing port into the entranceway, although only one orc at a time can fire from the port. In the south wall there is a curtained off alcove that is home to an Arvorian Apprentice (a 2nd level Arvorian arcane knight called Paranna) who oversees who the orcs allow into the site. She will emerge from behind the curtain and join in the fight. In her alcove is a bottle of mead and a statuette of an Arvorian warrior carved in mammoth ivory worth 400gp (18" tall and weighing 20lb)

7) The top of the drop. This circular chamber is dominated by the top of the shaft. There is no ceiling above the shaft here - it is open to the sky. Around the rim are various buckets, coils of rope and what would pass as a safety harness for an orc - a leather belt with a metal ring for passing rope through. The stairs down are just off this room. The stairs to the west (left) lead down to area 10 and the stairs to the east (right) lead down to area 8

Level 2



Note that areas 8 & 9 do not connect to the other rooms by any passage on this level - they can only be accessed by the stairs up to area 7 or by braving the shaft. 

8) These two alcoves have a bookshelf, a table and a chair each and are considered quiet study areas for Arvorians. There is an Arvorian Apprentice (2nd level Arcane Knight) here studying, called Zephod. He will react angrily to amy interuptions especially by unauthorised intruders. The bookshelves have 24 books in total, each book is worth 20gp. The subject of each book is up to the DM but they are neither magical (no mages' spellbooks) nor particularly informative about this dungeon. 

9) Level 2 balcony for the shaft. There is no safety rail here so those peering over the edge had better watch their footing. In the south is a small alcove with an alabaster statue of Iseldek who discovered this shaft. The statue is 3ft high and weighs 180lb/1800 coins but will sell for 200gp if undamaged. To either side are small bookshelves, holding 12 books total worth 20gp each. 

10) This room has iron bars across it like a jail cell, and there is an iron door that is usually locked. Considering this is the only easy way down, the PCs will need to deal with this barrier. If they make a noise then an orc subchief who acts as gatekeeper appears from area 10a and demands an explanation. If the PCs kill him from a distance before he can reach the bars then retrieving the key from his body may be problematic.
There is also a crude wooden orcish idol just on the other side of the bars about 4ft tall. If the head is pressed or twisted then a Magic Mouth spell is activated outside room 11.

10a) This curtained off section is the home of the gatekeeper, the orc subchief mentioned above. He holds the key to unlock the door that allows passage through the wall of iron bars. 

11) The passage approaching this room has stairs leading up. Immediately outside the door here there is a magic mouth spell prepared by a clever Arvorian. If humans walk within 10ft of this then it will start shouting in Orcish language "Intruders immediately outside!". If the orcish idol in room 10 has been pressed the Magic Mouth will shout out in orcish "Intruders at the Iron Gate!". This place is pretty squalid and has 6 orcs and an orc veteran living here. They will attack any intruders and they can also here any announcement from the Magic Mouth spell and will respond accordingly. 

11a) This secret door opens to reveal a small shaft dropping down to the next level. There is a ladder firmly in place that leads to area. The orcs know of the secret passage down and may either tell PCs in exchange for their lives or maybe try to use it themselves if they are not in combat with the PCs. 

12) This room is currently unoccupied but against the west wall there are several bookshelves with documents and records about the running of this site by the Arvorians. 

13) This room is occupied by a dire wolf. It has been trained to leave Arvorians and orcs alone but will attack other species. The Arvorians take it hunting on the surface and it has brought several kills (two deer, two large hares) down here and partially consumed them. Around its neck is a fine leather collar studded with silver and with a silver ring worth 160gp. It guards the stairs down to level 3.

Level 3 


14) This room has the main stairs going up to level 3 (area 13). It is dominated by a large pool that contains safe fresh water. This is magically renewed by a small conch shell on the bottom that is connected to the Elemental Plane of Water and provides a small but steady stream of pure water. This is used by most of the inhabitants of these first four levels. There are also 4 small alcoves, one on each wall. Each has a small bronze statuette of an Arvorian champion or leader worth 50gp each and weighing 30lb. 

15) This secret room has a ladder at its north end leading up to area 11a. It has 2 small flights of steps between which is a platform holding a chest. Inside is a patch of Yellow Mold that will billow forth spores if the chest is opened. If anyone survives this yellow mold they will find 400gp and 3 gems worth 100gp each (pale green Chrysoprase gems) inside the chest. The Arvorians know this is a trap and the orcs have been warned to leave it alone. There is a skeletal dead orc lying at the bottom of the stairs - the corpse shows a slight trace of yellow mold around its skull. 

16) 3rd level balcony for the drop. Interestingly this level has 3ft high railings around the rim, reducing the likelihood of accidental falling. 

17) 2 orc Shaman acolytes dwell here. They are far enough from the entrance that they do not expect intruders but they will still attack any humans and demihumans. On the southwest wall is a disturbing mural of demonic things devouring humans while Arvorians and orcs look on and cheer. 

18) This room is slightly lower than others on this level - the stairs from areas 17 and 19 both descend about 10ft to this room. In here there is a dire wolf, tamed by the orcs, particularly the subchief in room 19. It also has the stairs going down to area 22.  

19) This room holds 4 orcs + 1 orc subchief. The subchief has raised the dire wolf in room 18 from a pup and it is loyal to him. He and his gang will investigate if there is a disturbance in room 18. Underneath the subchief's mattress is a sack with 2500sp & 100gp

20) This room has several benches and acts as a makeshift chapel of Chaos. There are murals on the walls depicting Scions of the Outer Dark. There is also an Orc Minor Shaman + 2 orc shaman acolytes
Orc minor shaman: AC 6, Mv 120ft, HD 4(d6), hp 15, THAC0 17, Att 1 mace for 1d6+1 or by spell, Save C4, Ml 10, Align C, 125xp, Equipment: leather armour, mace +1, shield, unholy symbol, 14gp, spells: Rage, Vigour, Hold Person

21) This almost-triangular room has an Arvorian Junior Priest. She is supposed to be keeping an eye on the orcs but most of the time she lets them do as they wish as long as they don’t threaten her or other Arvorians. 
Arvorian Junior Priest: AC 3, Move 60ft, HD 3(d6), THAC0 19, Att 1 mace for 1d6+1 or by spell, Save C3, Ml 10, Align C, equipment: chain mail, shield +1, mace, 15gp , silver & turquoise unholy symbol worth 150gp, spells: Cure Light Wounds, Darkness, Aura of Shadows

Level 4


22) This balcony looking down the drop has its west half as part of the steps leading up to level 3 (area 18). There is a bookshelf in an alcove. If anyone touches any of the books, 4 stirges nesting behind the book case are disturbed and fly up to attack the intruders. Note that as the stirges use natural flight they can fly up and down the shaft without the problems that those trying to use magical flight will encounter. 
Stirge: AC 7, Move 30ft/fly 180ft, HD 1* (5hp), THAC0 19 (17 on first attack) Att 1 beak for 1d3, Spec Abil drain blood for 1d3hp/rnd once attached (no to-hit roll needed), Save F2, Ml 9, Align N, XP 15, 

23) This room has what seems to be a horrible demonic statue with wings, horns, fangs and claws. It is actually a gargoyle that will leap into action should either anyone try to damage it from afar or if anyone gets within 10ft of it. The Arvorians have allowed it to nest here on the understanding it does not attack Arvorians. There are 5 pedestals about 4' high  with humanoid skulls on them, former victims of the gargoyle. Hidden inside each one is a gem the gargoyle has collected, each worth 100gp (2 aquamarines, a piece of jade and 2 large pearls). 
Gargoyle: AC 5, Mv 90ft/Fly 150ft, HD 4, hp 18, THAC0 16, Att 2 claws/1 bite/1 horn for 1d3/1d3/1d6/1d4, Spec abil: immune to non-magical weapons, Save F8, Ml 11, Align C, 125xp

24) This room is slightly lower than the rest of the level. In the middle is a bookshelf with various records and documents. There are 3 Arvorians, an apprentice and two adepts here on the east side of the bookshelf. 

24a) This stairway down is hidden by a secret door in room 24. Halfway down, just before the stairs turns west, there is a patch of yellow mold on the steps that will be triggered if anyone steps on it. Note that it is possible to jump right over it if going down, though PCs need to make a dexterity check. Failure means they have landed on the yellow mold.  Note that this is the only stairs down to level 5. If the PCs do not find the secret door or are scared of the yellow mold they will have to negotiate the shaft. 

25) This large room is home to an ogre, hired by the Arvorians as a mercenary bodyguard. He has a sack hanging from his belt that contains his treasure: 460gp, 44pp and a gold and topaz torc worth 150gp. 
Ogre: AC 5, Mv 90ft, HD 4+1 (19hp each), THAC0 15, Att 1 club for 1d10, Save F4, Ml 10, Align C, XP 125, equipment: oversized club, sack of treasure

26) Administrators Quarters: Here is a senior Arvorian sword-mage (4th level arcane knight) who is responsible for the running of these top 4 levels. In a desk drawer there is a small box with 170gp, 20pp and a silver ring with a small eldritch crystal set into it. Although it glows when Detect Magic is used, it does not have any magical powers but is still worth 200gp. 
Arvorian Sword-mage: AC 3, Mv 90ft, HD 4(d6), hp 18, THAC0 16, Att 1 two-handed sword for 1d10+2 or by spell, Save MU4, Ml 10, Align C, XP 175, Equipment: Banded armour, two-handed sword +1, 2 potions of healing, spells: Magic Missile, Hold Portal, Entrapping Slime, Caustic Bolt

Commonly encountered monsters' stats

Arvorian Adept: AC 5, Move 90ft, HD 2, hp 8, THAC0 19, Att 1 weapon for 1d6, Save C2, Ml 10, Align C, 25xp, equipment: Scale armour, shield, mace, unholy symbol, 1d6gp. Typical Spells: Cure Light Wounds, Detect Law.(spells may vary at DM's discretion)

Arvorian Apprentice: AC 5, Move 90ft, HD 2, hp 8, THAC0 19, Att 1 weapon for 1d6, Save MU 2, Ml 10, Align C, 25xp, equipment: chain mail, shortsword, 2d6gp, Typical Spells: Magic Missile, Charm Person (spells may vary at DM's discretion)

Dire wolf: AC 6, Move 150ft, HD 4+1, hp 21, THAC0 15, Att 1 bite for 2d4, Save F2, Ml 8, Align N, 125xp 

Orc: AC 6, Move 120ft, HD 1, hp 5, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 8, Align C, 10xp equipment: leather armour, shield, hand-axe, 2d6sp

Orc Crossbower: AC 7, Move 120ft, HD 1, hp 5, THAC0 19, Att 1 melee weapon for 1d6 or 1 light crossbow (range  80/160/240ft) for 1d6, Save F1, Ml 8, Align C, 10xp, equipment: leather armour, hand-axe, light crossbow, 10 bolts, 2d6sp

Orc Shaman acolyte: AC 7, Move 120ft, HD 2(d6), hp 8, THAC0 19, Att 1 mace for 1d6 or spell, Save C2, Ml 8, Align C, 25xp, equipment: leather armour, shield, mace, unholy symbol, 2d6gp, spells: either Rage, Detect Law or Cure Light Wounds  (spells may vary at DM's discretion)

Orc Subchief: AC 5, Move 90ft, HD 3, hp 15, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 10, Align C, 35xp, equipment: chain mail, battleaxe, dagger, 2d8gp

Orc Veteran: AC 6, Move 120ft, HD 2, hp 10, THAC0 18, Att 1 weapon for 1d6+1, Save F2, Ml 8, Align C, equipment: Leather armour, shield, hand-axe, 2d6+7sp 

Orc Veteran Crossbower: AC 7, Move 120ft, HD 2, hp 10, THAC0 18, Att 1 melee weapon for 1d6+1 or 1 crossbow (range  80/160/240ft) for 1d6, Save F2, Ml 9, Align C, equipment: leather armour, hand-axe, light crossbow, 20 bolts, 2d6+7sp

Yellow Mold: AC always hit, Mv 0, HD 2, hp 13, Att Spores, Ml 12, align N, XP 29, spores cover 10' cubed and require save vs poison or death in 6 rounds)

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