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View Full Version : Jrgar Map of the week #23 - Ruins of Gr's Crossing #2



Mark Oliva
08-08-2011, 12:42 AM
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The 23rd Jrgar (TM) Map-of-the-Week release shows the dungeon levels of the ruins of the sir Empire village of Gr's Crossing. There is little left of the village, as far as the eye can see at first. However, the dark draug Nrgul has his dungeon lair 100 feet/30 m beneath the surface. There are no physical paths to the dungeon levels. They can be reached only by magic.

However, there is a magical trap on the surface level that will whisk unwitting and unwilling adventurers from the surface into the dungeon. It is in the small half ring of stones in the upper left corner of the map (see last week's release). Anyone who ventures within this half ring of stones will be teleporterd automatically to the dungeon below.

You can get these two floor plans in two versions:

1. As JPG flat maps, each 1360 x 1020 pixels (1.9 MB combined), available above.

2. The original FM8 map in FMP format, fully editable, from our Jrgar web page (32 MB). This version includes PDF pamphlets that tell you how to use the layers that are built into the maps. PLEASE NOTE: This version also contains the surface level that comprises last week's map! You need download only once.

PLEASE NOTE: Unfortunately, there were errors in last week's release of the FM8 version. If you downloaded it before Sunday, August 7, please download again to get the corrected version!

DUNGEON PLAN KEY:

Upper Dungeon Level Plan

• 1. Cells for Experiment Candidates. Prisoners who were next in line for black necromantic experiments were kept in these cells. The bars of the cells are made of lead, to prevent magic-using prisoners from casting spalls into areas outside of their cells.

• 2. Gibbets. Some of Nargl's experiments involved observing how prisoners died under various circumstances, usually as the result of his black necromantic magic. The bars of the gibbets are made of lead, to prevent magic-using prisoners from casting spells into areas outside of their gibbets.

• 3. Nargl's Treasure Chamber. Nargl should have a rich treasure. The game master should determine the chamber's precise contents, based upon the needs of his or her campaign.

• 4. Nargl's Library. Most of the tomes should deal with black necromantic magic.

• 5. Nargl's Workshop. This is where the dark draug does his magical research and experimenting.

Lower Dungeon Level Plan

• 6. Magical Teleport Circle. This is a one-way permanent teleportation circle. It teleports humans, half-elves and halflings who enter the trap on the surface into the dungeon. It will not teleport anything back to the surface.

• 7. Reception Cage. This cell includes the caged area over Location 6, the teleport circle. Prisoners are held here until Nargl enters the dungeon and moves them to other cells. The bars of the cell are made of lead, to prevent magic-using prisoners from casting spells into areas outside of the cell.

• 8. Stairway to Upper Dungeon Level.

• 9. Holding Cells. Prisoners are kept here until they are taken to their lives' final destination, the cells for victims of experiments on the upper level. The bars of the cells are made of lead, to prevent magic-using prisoners from casting spalls into areas outside of their cells.

• 10. Information Center. That's Nargl's name for it. It's the torture chamber where Nargl draws information from prisoners who are unwilling to give it.

• 11. Nargl's Teleport Circle. This circle is attuned to transport anyone to a known surface location who speaks the trigger word, Endalausntt (Endless Night).

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

The Jrgar web site:

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

Next Week: Morgur's Subterranean Lair, Part 1