Thursday, March 22, 2012

Slave Pits: Map of Hucwind Castle

Work on my re-imagined version of the Slave Pits continues. Here is a map of Hucwind Castle:

Notes: The castle is meant to look like an abandoned ruin; however, there are clues for the astute adventurer that there is something horrific going on within.

  1. The path that leads to the castle has been deliberately hidden and obscured; however, it is so well-worn that anyone who is actively looking for it can find it.
  2. All of the surviving structures of the castle are only one story tall — everything higher has collapsed. The only stable construction at the second story are the two areas around the towers. This is, in part, due to some reconstruction of these platforms and of the upper section of the wall. Dwarves and gnomes can spot the new construction on a roll of 1-2 on a d6. This new construction on the outer wall hides a series shallow pit traps which hide steel spikes coated in poison from the sting hounds. The spikes will do d3 damage, but the poison is weak. It isn’t effective on a 1-2 on a d6 and even if it is, the saving throw is made at +2.
  3. Rubble halves movement rate and takes twice as long to search. Wandering monster checks are also doubled, with a 1-2 on a d6, where a ‘2’ indicates giant centipedes.
  4. This is an old well. It is one of two entrances into the dungeon below.
  5. The gate (which is really a large oak door) has been distressed on the outside to look old and weathered; however, it is new and the interior is reinforced with steel. It is barred from the inside and cannot be opened from the outside without breaking it down.
  6. These were once monastic cells and are now rooms used by kuo-toa hybrids/sea bloods that either are well along in becoming full blooded kuo-toa/deep ones or had something go wrong with their creation. Therefore, none can easily pass for human. They guard the castle from intruders and will use nets, man catchers and lochaber axes in combat. They will try to capture intruders in order to interrogate and possibly enslave.
  7. This was once the room of the abbot, it is now used as a storage room.
  8. This was once a storage room. The ceiling has collapsed.
  9. This was once a guest room. The ceiling has collapsed.
  10. This was once a monastic cell. The ceiling has collapsed.
  11. This was once a library. The ceiling has collapsed. Should a party wish to spend the time, they can find 1d3 books in decent, if damaged shape as well as a clerical scroll.
  12. This was the dining hall and is still used as such. There is a podium from which scripture was read during meals.
  13. This was a kitchen and is still being used as such.
  14. This tower is home to a large mutant half-breed and his pet sting hound.
  15. This was once a chapel. Most of the roof has collapsed. Should a party wish to spend the time, they can find 1d6+1 Beads of St. Cuthbert.
  16. This was once a guard house. The roof has collapsed. It is now a nest for giant centipedes.
  17. This guard tower functions as a kennel for sting hounds. There will always be 1d6 present.
  18. This guard tower is occupied all the time by 1d6 hybrids/sea bloods. The trap door in the floor leads to the dungeon below.
  19. This used to be a gatehouse, of sorts. It is now the home of an ochre jelly that the hybrids/sea bloods feed with various failed experiments.
  20. This open area is always watched by 1d6+1 hybrids/sea bloods along with at least one sting hound. They are very good at using the natural shadows to hide. They will thus surprise a party on 1-3 on a d6.


  1. This map has a more natural look to it of a castle or monastery than most I see in professional RPG products -- the walls follow the terrain, rather than being a neat rectangle.

    One question I have about the inhabitants: do they expect guests/intruders? Areas six and 18 seem generously stocked, especially when one adds nearby sting-hounds. I'd had the impression Hucwind Isle was well off the beaten paths.

    Really enjoying this exercise. :)

    1. The reason the castle is so well stocked is because of what happens underneath in the dungeon below. They keep it "off the beaten path" so that no one investigates; however, should anyone do so, they mean to make sure no one walks away. Otherwise, the vile experiments that go on underneath might see the light of day...

    2. It occurred to me after I posted that, "Gee, maybe those guards are there as much for what's below, as for outsiders." :) Also, as I recall the original Kuo-Toa description had a chance for certain ones ("monitors?") to go insane and have to be put down. Perhaps this is a danger for those undergoing transformation in the former monastic cells, too.

    3. Yep. The monitors are 7th level monks with 56hp that "control the community members who become violent or go insane." Given that the experiments below have no guarantee of success (and will fail more often than not) there are things that must be "controlled."

  2. Great map, great project, keep it up!