Showing posts with label Adventure Locations. Show all posts
Showing posts with label Adventure Locations. Show all posts

Friday, September 11, 2026

Adventure Locations: The Breath of the Mountain

Click to download large image/map

Tone: Sword & Sorcery / Ancient Wonder

Hook: The mountain spring feeding the valley’s lower aqueduct has abruptly turned foul, reeking of sulfur and dead marrow. The source traces directly back to the Apennine Colossus—a colossal stone titan crouched over a mountain pool, carved centuries ago by an artisan cult who worshipped earth and water. A hermit scholar offers a handsome bounty to anyone willing to enter the Colossus, purge whatever nest has claimed its guts, and clear the choked cisterns.

The Exterior: The Crouching Titan

The Colossus looms over a moss-grown tarn, depicted as a haggard, bearded elder pressing a monstrous stone beast into the pond below. Its body is constructed of rough-hewn Elemental Stone, and stalactites harvested from nearby caverns. Water normally cascades from the pressed beast's jaws into the basin. Now, only a sluggish, foul-smelling black ooze trickles down its stone flanks.

  • The Lower Approach: An arched breach in the rock behind the titan's right thigh serves as the maintenance entrance, partially hidden by creeping ivy and weeping maidenhair ferns.

Area 1: The Hydraulic Cistern & Basal Reservoirs

The lowest level sits directly within the titan’s rocky dais, cut deep into the mountain bedrock beneath the water line.

  • Atmosphere: Pitch black, echoing with the relentless drip and slap of stale water. The air is cold and heavy with limestone dust and damp rot.

  • Features: A massive stone basin feeds a network of lead and terracotta siphons designed to pressurize the exterior fountains. Corroded brass sluice gates control the flow between chambers.

  • Encounter / Hazard: Silt and muck have backed up behind the western sluice. A pair of subterranean scavengers (such as troglodytes or an amphibious carrion crawler) have nested among the rusted valves, dragging surface kills down into the muck.

  • Tactical Element: Breaking the rusted iron wheel on the intake gate can release a violent surge of dammed water, sweeping medium-sized creatures across the chamber toward the grate.

Area 2: The Lower Hall (The Hearth Chamber)

Reachable via a narrow spiral staircase of dressed limestone that winds up through the titan's left leg into its hollow torso.

  • Atmosphere: Warmer and dry, smelling of stale ash and cured stone. The ceiling curves inward like the ribcage of a leviathan.

  • Features: A monumental brick-and-stone fireplace dominates the northern wall. In antiquity, smoke from this hearth was channeled through internal flues to vent through the Colossus’s nostrils to simulate breath. Sturdy stone benches and niches for oil lamps line the walls, remnants of the cult that once tended the waterworks.

  • Encounter / Challenge: The fireplace flue is blocked by a dry tangle of dead wood and bones, housing a cluster of roosting giant bats or stirges. Lighting the hearth clears the pests but immediately fills the upper chambers with thick, disorienting smoke unless the chimney damper in the torso is manually forced open.

Area 3: The Middle Chamber (The Observation Torso)

A vaulted landing built within the titan's chest and shoulders, where the staircase clings to the curved outer shell.

  • Atmosphere: Drafty, illuminated by pale beams of daylight cutting through hidden slits in the stone.

  • Features: Narrow observation slits carved beneath the folds of the titan’s stone beard look out over the tarn and the mountain path below. The mechanics for the hydraulic siphon pass straight through the floor, housing an ancient iron pressure pump that operates on a counterweight system.

  • Encounter / Puzzle: The pump is jammed by the calcified remnants of an intruder who tried to pillage the brass fittings decades ago. Safely releasing the tension requires a steady hand or brute force; triggering it prematurely snaps the counterweight chain, whipping across the room like an iron flail.

Area 4: The Upper Grotto (The Cranium)

The crown of the Colossus, carved out hollow within the skull and brow.

  • Atmosphere: Chilly, windy, and reeking sharply of sulfur and rot. Wind whistles low and mournful through the open stone eyes and gaping mouth.

  • Features: Two wide viewing alcoves form the titan’s eyes, offering a panoramic view of the mountain passes. In the center sits an altar of red marble directly above the chimney flues, surrounded by corroded copper basins meant to hold fragrant oils.

  • The Climax: A rogue sorcerer or displaced hill hag has made a lair of the skull, using the natural acoustics of the hollow mouth to cast amplifying whispers across the valley below. They have fouled the water reservoir below by steeping ritual remains in the head's primary cistern feeder. Defeating the occupant and unstopping the main ventilation pipe restores clean flow to the fountains below, clearing the foul curse from the waters.


Editor's Note: This adventure is inspired by the actual Apennine Colossus, found in Vaglia, Tuscany

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Thursday, July 30, 2026

Adventure Seed: The Tomb of Al Khazneh

 

The facade and location of the actual tomb reimagined for fantasy gaming. Artwork by Gerald Williams, using AI assisted generation.

Who didn't enjoy Indiana Jones and the Last Crusade? The Temple of the Sun, was actually the Tomb of Al Khazneh, in Petra. Real location for the entrance, but not the same inside as the movie would lead us to believe. Nevertheless, the image of this specific temple facade has stuck in my mind for 37 years, at the time I am writing this. It was very memorable. And I know I'm not the only DM to use the same location for adventures in their campaigns.

In reality, the temple inside isn't a huge grand affair. No multi-levels, no maze of caverns and tunnels. Just a small, straight forward, tomb with areas for sacred rituals. For all intents and purposes, it is the scene of the final showdown and the adventure that focuses on the journey to get to it.


Map based on the actual interior of the tomb. Artwork by Gerald Williams, using AI assisted generation.


Here are a few suggestions for running an adventure centered on a compact, Al-Khazneh-style tomb:

  • Emphasize the Canyon Approach (The Journey): Since the interior is small, treat the narrow gorge leading up to the temple as a major part of the dungeon crawl. Use rockfalls, narrow choking points, sniper ambushes on the high cliffs, and ancient warding glyphs to make reaching the threshold feel like a major achievement.

  • Use the Side Chambers as Ritual/Puzzle Locks: To prevent the party from just rushing straight to the final chamber, tie the main tomb alcove to the side rooms. For instance, the barrier or sarcophagus in the inner sanctum remains sealed until priests' braziers are lit or ancient riddles are solved in the side chambers (b and c).

  • Add Verticality and Lair Actions to the Showdown: Compact floor plans can easily turn into static combat. Give the boss lair actions—such as crumbling pillars, shifting sand traps, animated statues, or magical darkness. Encourage players to use the tall columns or ledge alcoves for high-ground advantages.

  • Time Pressure / Rival Factions: Introduce a race against the clock. A rival adventuring party or cult could be hot on their heels (or already setting up an ambush inside), turning the small space into a high-stakes standoff where cover and tactical positioning matter immensely.


Would you like some specific ideas for traps or lair actions tailored to these individual chambers?

1. The Side Chamber Puzzle Locks

  • The Twin Seals (b and c): The heavy stone doorway leading into the Inner Sanctum (e) is sealed by an ancient Nabataean-style magical barrier. To lower it, the party must simultaneously interact with the altars in the Chamber of Ancient Rites (b) and the Crypt of the Forgotten Kings (c).

  • The Pressure Trap: If an altar is activated incorrectly or out of sequence, the side room's stone doors drop shut, and sand begins pouring rapidly from ceiling grates, filling the room in 3 rounds unless a mechanical or Arcana check resets the mechanism.

2. Lair Actions for the Inner Sanctum (e)

On Initiative Count 20 (losing initiative ties), the guardian or tomb spirit can channel the structure itself:

  • Sifting Sands: Loose sand across the floor swirls violently. The main chamber floor becomes difficult terrain, and any creature standing on it must succeed on a Strength saving throw or be knocked prone or pulled 10 feet toward the center of the room.

  • Echoes of the Ancients: The ancient carvings along the walls glow with searing radiant or necrotic energy. Energy beams fire across the room between the pillars in (a) or along the walls of (e), forcing players to actively use line-of-sight and cover behind the central pillars.

  • Structural Collapse: A piece of the high carved ceiling detaches above a 10-foot-square area. Creatures in the area must make a Dexterity saving throw or take bludgeoning damage and become restrained under falling masonry.
  • Treasury Secrets (d): Hidden behind a secret door, painted with a mural, is the treasure vault. Add any traps, or puzzles on how to open it as you please.

3. The Final Vault Trap (i)

The left and right priest antechambers (g and h) are explicitly priest antechambers, so their encounters are directly tailored to the daily rites, preparations, and duties of the tomb's clergy:


1. Purification and Preparation (g)

  • The Ritual Basin: This room contains a stone basin once used by priests for ceremonial washing before entering the Inner Sanctum (e).

  • The Hazard / Challenge: The basin holds murky, stagnant water infused with ancient holy oils—or a trapped Water Elemental / Ooze lying in wait.

  • The Mechanic: To open the door to (e) safely, a character must perform the proper ritual purification (a Religion check or casting a cleansing spell like Purify Food and Drink). Failing to purify oneself triggers a curse of frail body (disadvantage on Strength/Constitution saves) upon stepping into the central hall.

2. The Vestry and Sacred Texts (h)

  • The Clerical Archives: Stone niches along the walls hold petrified scrolls, ritual vestments, and ceremonial paraphernalia used by the attending priests.

  • The Clue / Boon: Investigating (h) with a successful History or Investigation check allows players to discover the exact incantation needed to bypass the traps on the final sarcophagus (i), or reveals the vulnerability of the tomb's guardian.

  • The Trap: Removing the high priest's ceremonial medallion from its pedestal without leaving an equal weight in gold or silver unleashes a Glyph of Warding (Blindness/Deafness or Silence), leaving the party compromised right before the main fight.]

4. The Final Vault Trap (i)

  • The False Sarcophagus: The sarcophagus in the final alcove (i) is protected by a localized gravity or necrotic glyph. Anyone approaching without uttering the sacred entry phrase triggers a wave of force that blasts intruders backward down the stairs into chamber (e), potentially knocking them into waiting hazards or minions.

5. What the F happened to (f)?

I'm old and forgetful! That's what happened to F. I missed it! And now you get to deal with my mistake. Writing isn't easy. Seriously, I proofread everything and now you see why I have an electronic imp watching over my shoulder. In my defense, she missed it too!


Please, as always, if you have questions, comments, or suggestions, leave a comment, share with your friends, and join us on Facebook at Portcullis, the Gateway to Adventure

Thursday, July 23, 2026

Adventure Location: The City-State of Aurelia

 

Artwork by Gerald Williams, using AI generation

I've been running role-playing games for decades, specifically "the world's most famous fantasy role-playing game system" [IYKYK]. And over the years, I've enjoyed running through the streets of Lankhmar, and slogging through the sewers of the City-State of the Invincible Overlord. They are truly great modules, full of ideas, but they are no longer supported by their publishers. However, they're terribly expensive. So I've decided to create my own offering for the gaming community that will be supported by myself and guest contributors, but most importantly will be available FREE OF CHARGE.

Over the following months, various articles and maps will be published here on Portcullis, as well as artwork, and stat blocks. The occasional fanfic story or two will also grace these pages. Though is it fanfic if I'm the original author posting my own material? *shrugs*

Eventually, once enough material is generated, and if there is even a call for it, everything will be collected and made available in pdf form. Of course it will have to be self hosted and published since many places such as DriveThruRPG and the like have rules about AI assisted artwork and writing. Personally I do not care for such policies as they discriminate against creators with disabilities and neurodivergent individuals. Yes, I said what I said. Artificial Intelligence gives those with creative difficulties a means of self-expression and getting their creations out to the public.

Check back here often, and join us on our Facebook page at: Portcullis, The Gateway to Adventure.

"Stay tuned, keep your blades sharp, and check back often as the city walls take shape. And don't forget to follow our new Facebook page to join the conversation!" ~ Redcap

Thursday, March 14, 2024

Adventure Seed: Temple of the Threefold Eye (Updated)

Art Content created by Gerald Williams

The Temple of the Threefold Eye, is an Adventure Seed meant to take place as a one shot scenario taking a few sessions, or can be dropped into a longer running campaign. It may not be used in a commercial product. Nor included in any collection or product without the express permission of the author, Gerald Williams.

The original premise for the adventure was a hidden, solitary temple, with a statue of an otherworldly entity. The idea was that anyone who made the treacherous journey through the mountains to find the temple, and then spend the night sleeping inside, would be granted a prophetic dream, or have their mind crushed by eternal madness. The mysterious Trioptic Entity, would be of unknown origins and power.

Overview:

Hidden amidst treacherous peaks, the Temple of the Threefold Eye, stands as a testament to forgotten cosmic forces. Its crumbling stone walls cling to the mountainside, and the air within hums with ancient magic. Few dare to venture here, for the temple’s reputation is as varied as the shifting winds that whip through its corridors.

The Statue:

At the heart of the temple’s dimly lit sanctum rests the Statue of the Trioptic Entity. Carved from obsidian, its features evoke both awe and unease:

Horned Aspect: The statue depicts a towering, horned figure—an otherworldly being that defies mortal understanding. Its curved horns sweep back like crescent moons, hinting at celestial or infernal origins.

Dual Eyes: Two eyes, each the size of a human head, gaze outward. Their irises shimmer with iridescence, reflecting the colors of distant galaxies. These eyes are said to see beyond the veil of reality.

Third Eye Gem: The most captivating feature lies in the statue’s forehead: a colossal, multifaceted gem. Its facets shift between azure, amethyst, and obsidian. Legends claim it holds the secrets of creation and destruction.


The Legends:

Whispers echo through the mountain passes, recounting the temple’s dual nature:

1. The Gift of the Trioptic Entity:
  • Those who sleep within the temple’s shadow may experience profound revelations:
  • Inspiration: A bard might awaken with verses that weave reality itself. A playwright could pen a drama that moves gods to tears. An author might birth a tome that alters history.
  • Truth Unveiled: Seekers of hidden knowledge may glimpse cosmic truths—their minds expanded or shattered by revelations.
  • Lore and Spells: The temple occasionally imparts forgotten spells or cryptic lore, inscribed on dream-touched scrolls.
  • These fortunate souls emerge changed, their creativity ignited or their understanding of existence forever altered.
2. The Madness of the Trioptic Curse:
  • Others who slumber here suffer a darker fate:
  • Insanity: Their dreams twist into maddening nightmares. They wake with fractured minds, haunted by visions of eldritch realms.
  • Whispers from the Abyss: The gem’s third eye whispers forbidden knowledge, driving them toward madness. Some become obsessed with deciphering its cryptic messages.
  • Eyes of the Entity: A few claim to see through the statue’s eyes, glimpsing distant worlds and the cosmic dance of gods. But this communion exacts a toll—their sanity unravels.

Adventure Hooks:

  • The Seeker’s Quest: A desperate artist seeks inspiration. They journey to the temple, hoping to create a masterpiece. Will they emerge as a genius or a broken soul?
  • The Scholar’s Obsession: A sage believes the gem holds the key to rewriting reality. They hire the party to retrieve it, unaware of the curse that awaits.
  • The Cult of the Trioptic Eye: A secretive cult worships the statue. They seek to awaken the entity, believing it will reshape the world. Can the adventurers thwart their plans?


GM Notes:

Be as creative as you want to be with the mood and reality of the temple's environment. Use surrealistic background music. Foreshadow with mad prophecies, whatever you like.
  • Dreamscapes: Use dream sequences to convey revelations or madness. These dreams will occur and get stronger to any outside the temple as they approach it.
  • Gem’s Whispers: Drop cryptic hints about forgotten spells or cosmic events. Use the temple as a way of revealing new spells, lore, or information in your campaign.
  • The Entity Awakens: As the temple’s power waxes, the statue’s eyes glow brighter. Cataclysm looms. Maybe the entity begins to awaken on its own when disturbed, or when someone tries to steal its powerful eye gem.

May your adventurers tread carefully, for the Trioptic Entity guards its secrets with both benevolence and malevolence.

Updated: July 13th, 2026

Friday, July 21, 2017

Adventure Locations: Tower Castles

**This article is about Tower Castles in general, and their use in adventures. It is not meant to be a technical discussion about such structures.**

Image in the Public Domain¹ - Eugène Viollet le Duc, c.1856

"A tower castle is a small castle that mainly consists of a fortified tower, or a tower-like structure, that is built on natural ground. It is thus different from the motte-and-bailey castle, which it may resemble, but whose main defensive structure is built on a motte, or artificial hill. The tower castle is occasionally also described as a tower house castle or a tower house." ²

Technically there are several differences between a round tower and a square tower. A round tower offers more protection from siege engines, sappers, and projectiles. Square towers are easier to build, but their corners leave them vulnerable to mining. Unless your campaign uses advanced technical warfare rules, neither structure really matters for game purposes.

Many adventures seem to revolve around this type of structure in fantasy gaming. They are rather straightforward affairs, easily drawn up, and just as easily redressed to be used as a different location for later re-use. Often they are used in a gauntlet-style tier of encounters, with each successive level being more difficult than the last, until the Big Bad Guy (the BBG) is encountered at the top. This approach, however, has several drawbacks such as characters scaling the outside of the structure, or magic spells allowing characters to fly, thus skipping most of the encounters to confront the BBG. Often the whole party isn't present to help the characters that went on ahead.. leaving them without backup, so be prepared with a contingency plan for your adventure.

Tower castles are the most likely to have "dungeons" underneath them as they either sit on a natural rock foundation, or on solid ground. Motte-and-bailey castles have artificial mounds under them and underground construction would make them unstable, or at least limited in size. The legendary Tower of Zenopus, is an example of a tower castle.


Example Tower Castles:

Comlongon Castle


Image in the Public Domain - MacGibbon, D; Ross, T c.1887

Hedingham Castle

Image in the Public Domain - An Inventory of the Historical Monuments in Essex, Volume 1, c.1916


Suggested Reading:

The Project Gutenberg EBook of British Castles, by Charles H. Ashdown, c.1911 - Has numerous drawings and sketches.

Sources:

¹ - Source - Dictionnaire raisonné de l'architecture française du XIe au XIe siècle, c.1856
² - From Wikipedia - Tower Castle