Dylvwyllynn

The Map of Dylvwyllynn

Each map tile represents a 500' x 500' section of the city of Dylvwyllynn. While PCs may move within a tile, the only way to pass from one to another is via the roads for teleportation. The tiles are not scaled to miniature figures, but players may still use them for useful vicual clues, denoting marching order, and locating PCs in relation to hazards.

Placing the Tiles

The City Map Key shows the location and orientation od each tile and defines the city's size and shape. As the PCs move through the city, the DM places the map tiles on the table to mathc the City Map Key. The letter in the center of each tile is used for orientation. For example, if the letter is upside downon the Key, the DM should be sure the letter on the map tile is upside down when place don the table.

When PCs discover Dylvwyllynn, the DM places the map tiles in the configuration for the entrance area. When the PCs leave this area, the tiles are moved and reoriented one at a time as each new area is entered. Encounters, pursuit, and evasion take place on the tabletop in much the same scrolling fashion as a computer game maze.

Tile Descriptions

Tiles A-D. These are neighborhoods of dwarven family villas, apartments, shops, taverns, and inns.

Tile E. These are the warehouses, grain silos, meeting halls, and other large structures.

Tile F. the tiles depict great, cavernous dwarven cathedrals. They have vaulted ceilings soaring to a height of 200' and are dominated by huge statues of dwarven deities. The statues were carved in situ and the cavern excavated around them. The solid granite figures are 30' tall, each standing on a 25' high x 25' wide hexagonal pedestal. Each faces south with the name of the deity etched in 10' high dwarven runes on all six faces of the pedestal. The DM is free to decide which deities are depicted. Many were damaged in the quake and some are even toppled.

Tile G. This tile may be cut in two. This is a collapsed section and must be oriented to suit the map. It is impassable as the rubble is a dangerous, shifting mass of boulders and rocks.

Attempting to tunnel a passage requires a great deal of work and time as well as the proper tools and materials for shoring up the walls. Spells such as Disintegrate or Transmute Rock to Mud are of little use. With nothing to support the mass of loose rock above, the ceiling collapses into the void created by the boulders destroyed or softened by a spell; however, a Stone Shape spell works well for creating a buttress or supporting pillar. To make a passage requires 3d12 hours of labor per 100' of tunnel created. The tunnels are not automatically safe. Unless at least one party member has a Mining or Engineering proficiency, any new tunnels are treated as "unsafe areas" (see #4, Encounter Table).

The G Tile is used as an overlay on other tiles to indicate that the area is in ruins.

DM note: The collapsed northern end of Dylvwyllynn is not the end to travel in that direction. It is the DM's option whether there are openings in this unsteady slag barrier which may lead to deeper realms of The Deep or to undiscovered portions of Dylvwyllynn.

Tile H. These garden caverns were delved with steeply domed roofs 100' high. They were planted with fruit trees, flowering shrubs, and a multitude of flowers. They contained several fountains and were lighted overhead by a large stone orb on which special Continual Light spells were cast. When the dwarves fled, the magical lights failed. The trees, shrubs, and flowers died and were replaced by a forest of fungi. There are several different varieties of large tree-like fungi growing in scattered stands throughout these caverns. The floor is carpeted with a bizarre swirling rainbow pattern of colorful molds and lichens. Movement is reduced to one half normal rates due to the clouds of mold spores rising form underfoot. Any movement or fighting causes the mold spores to rise and disperse. While harmless, they obscure vision to one-half normal and are unpleasant to breathe. Most creatures avoid these areas due to the adverse atmosphere and ravenous mold men. For encounters in this tile, roll d6.

Tile I. Like Tile G, this one can be cut in two. It depicts the shore of Lake Atrox (area 9). The dwrves built stone quays out into the lake and traveled its waters in enchanted stone barges. None of the barges still exists. All that remains now is the cold water and crumbling piers. If an encounter occurs, see area 9 or the Tile K encounters.

Tile J. These are the mammoth stairwells leading up to or down to other sections of the city (see areas 5 and 6). They are wide shallow steps spiraling 1,500' up or down around a central pillar. The pillar is 150' in diameter, while the steps are 150' long. The remaining space is filled with a 50' wide ramp to allow carts or other vehicles to be hauled up or down, and a series of level, platform-like landings where those using the stairs can rest. If a G tile is used to overlay a J tile, then the stairs are impassable, being blocked about halfway up or down.

Tile K. This tile marks areas of solid rock or may be used to depict Lake Atrox. Unlike Tile G, tunnels or passageways may be delved through these areas using Disintegrate or Transmute Rock to Mud spells. (Proper tools and shoring materials are needed to excavate). For lake encounters, roll d6 and consult the following:

Adventuring in Dylvwyllynn

The city is dates back to the dawn of dwarven history. No mere cavern village or minign town, it was a city-state carved building by building from the unyielding rock. At its height, the sprawling underground city was ablaze with magical lamps and light fixtures. Then, some 1,000 years ago, the earth shifted. The earthquake damaged the city to such an extent the dwarves were forced to abandon it. Their flight was in two stages. The first wave was the bulk of the city's population fleeing the quake and its damage. They took what they could carry and departed. The second wave included the die-hards and treasure hunters who refused to leave the city regardless of consequences.

As news of Dylvwyllynn's troubles spread, orcs, Morwen, and other races that dwell in The Deep came to take advantage of the situation. These soon killed or drove out the last of the dwarven citizens and toook the city for themselves. In the years since the earthquake, the city has been populated, abandoned, and reclaimed by many different Deep races. It is currently in a wilderness-like condition, populated by innumerable predators.

On the PCs' journey through the city, food and water are not a particular problem. The city holds many fungi gardens that contain edible types. In its glory days, Dylvwyllynn was also called the City of Fountains because of its large number of public and private fountains. Unless otherwise made impossible or illogical by the map tiles, there is 50% chance of locating a working fountain for every 2,500' traveled; however, there is a 5% chance that any fountain is fouled by a poisonous fungi (type I Poison, Posison strength).

As PCs wander the city, see the Dylvwyllynn Encounter Table for instructions on random encounters. Unless otherwise indicated, movement through a tile is a t the normal movement rate for the party and only those hazards listed in the Encounter Table are present. The DM should note that there is no wood left in the city. The doors, furnishings, and other wooden items left in the city have long since gone to feed fires or to make tools and weapons. Any doors encountered are made of either stone or metal. The occupants of the city use dung and certain types of giant fungi for fuel.

Buildings, Structures, and Passageways

Most building interiros are multi-roomed, but the rooms themselves are bare and empty of anything save unidentifiable rubbish. Their furnishings have long since moldered to dust and any valuable or useful items have been looted. Many of the buildings have multiple levels, but very few have over four stories. When dwelling underground, structures can just as easily be built downward and upward. The chambers immediatly off the passageway that the PCs are following are always considered the "first floor." Unless otherwise stated in the numbered locales in the adventure, the DM may determine if there are other floors above or below the first floor by rolling d100 and consulting the following values:

Passageways

The bulk of Dylvwyllynn is built upon the same level, horixzontal plane. Thus, a PC standing on the first floor of a building on one side of the city is only a fraction of an inch higher or lower than a PC standing on the first floor of a building a mile away. This means the main passages and streets run on without grades, steps, or stairs. The passageways marked on the map tiles are either 20' wide with 20' ceilings for a main artery, or 10' wide with 10' ceilings for minor roads. Only the major and minor roads connecting the first floors of the city are detailed on the map. Smaller paths, secret passageways, and passable fissures caused by the earthquake may exist and are left to the DM's discretion. The DM should locate these before play begins and not suddenly place them for the convenience of trapped PCs.

Dylvwyllynn Encounter Table

For random encounters, see Chapter 11 of the DMG. If an encounter is called for, roll 2d6 and consult the table below. DMs using the Night Below campaign may prefer to use the wandering monster tables on the DM Reference Cards.