Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Thursday, 17 October 2024

Traveller's Guide to the City of Forksbury

City of Forksbury

Nestled along the banks of the mighty Trent River, Forksbury is a bustling trading hub with deep roots in both history and commerce. Although secondary to the grand trading city of Juna, three days' march to the south, Forksbury thrives as a key stop for goods from the Midsea, drawing merchants, adventurers, and pilgrims alike. 

City Layout and Neighborhoods

Forksbury’s neighborhoods are distinct, each with its own charm and character, ranging from wealthy districts to areas of industry and trade.

  • Aldgraves is the city's heart, home to the Caelan Basilica, with its grand catacombs and beautiful orchards. The Cindermarket and the Town Square, with its gleaming fountain, serve as bustling centers for trade and daily life. Here, you’ll find the City Hall, the Carpenter’s Guild, and the headquarters of the Midguild, which oversees trade across the Midsea.
  • Ironmongers, often called Old Anvil by locals, is the district where blacksmiths and metalworkers ply their trade. This northern area of the city is also home to the Chandler Guild and Randolph's Emporium, a reputable shop for potions and tonics.
  • Mayfair, stretching along the northwest city wall and riverbank, boasts views of the Trent River, with access to Northport, where river traffic from the north docks. This is a quieter district, favored by wealthier merchants and officials.
  • Kingsburg, south of the Emberkeep, houses some of the city’s wealthiest families. The Emberheart family has ruled Forksbury for 200 years, with Baron Rogard residing in the Emberkeep alongside the Trent River. The grounds include orchards, gardens, and ponds, making it a beautiful yet secure stronghold.
  • Tannery Row, running along the south wall of the city, is a hub of labor and industry. Parallel to Red Street, this district is known for its leather trade, a constant bustle of workers and tanners. Nearby, Almshood and St. Owain’s Church mark one of the poorer areas of Forksbury, where the Five Fingers gang is rumored to hold sway over the local criminal underworld.
  • Panyers, near the Rivergate, leads travelers across the Milusbryg Bridge to Fort Caerberdin. It is a lively district, full of traders, inns, and riverfolk. If you're looking for a warm meal and good company, The Blue Fork Inn and Blackswan’s Tavern are favored stops for both locals and travelers.
  • Vulcan’s Kitchen, in Ironmongers, is famed for its blacksmiths, while Poulters, south of the Arena of Mercia, offers a taste of Forksbury’s less glamorous, working-class life.

Landmarks and Notable Buildings

  • Caelan Basilica: The religious and architectural marvel of Forksbury, the Basilica dominates the skyline. Its sprawling catacombs attract pilgrims and scholars alike, and its peaceful orchard offers a rare moment of quiet in the bustling city. The Bishop Ewina leads services here, presiding over the city’s religious affairs.
  • The Arena of Mercia: This grand arena is a symbol of Forksbury’s Mercian heritage. Here, festivals, games, and grand tournaments take place, bringing in crowds from nearby towns and villages.
  • Emberkeep: The seat of Baron Rogard and his family, the Emberhearts, this imposing fortress by the Trent River is both the city’s defense and a reminder of its noble lineage. The Baron’s influence over Pelshire and the surrounding lands makes this a seat of power worth respecting.
  • The Curiosity Cabinet: One of Forksbury's more intriguing shops, Guthri's Curiosity Cabinet is renowned for rare and magical items. Located near the Masons Guild, it draws adventurers looking for that perfect enchanted weapon or trinket.

Guilds and Commerce

Forksbury’s wealth is driven by trade, both local and international. The Midguild regulates much of the city’s dealings with the Midsea, ensuring a steady flow of goods through Southport and Northport.

  • The Mariners Guild oversees the ships and cargo that come through Port Mercermarch, located just outside the Portgate. This district is a maze of warehouses, shipyards, and taverns, a vital hub for those seeking passage or to trade goods from across the sea.
  • The Mercer Guild controls much of the textile and cloth trade, ensuring the city's merchants remain competitive with neighboring cities like Juna. Their guildhall lies near the town square, close to the Masons Guild.

Points of Interest for Travelers

  • Taverns and Inns: Whether you seek a lively evening of music and ale at Blackswan's Tavern or a comfortable stay at the Ramshead Inn, Forksbury offers a range of accommodations. For travelers wishing to explore the city’s seedy underbelly, the Red Goose Tavern in Almshood offers a less savory but interesting perspective on life in the city.
  • Markets: The Cindermarket by the Town Square is the city’s primary open-air market, offering everything from fresh produce to finely crafted goods. Those venturing to the outskirts of the city may find unique treasures in The Brambles and Pellwick Orchards, just outside Northgate.

History and Legends

Forksbury’s history is entwined with the myth and legacy of the ancient Eotan, giant titans who once ruled much of the world. Legend holds that the Eotan brought necromancy into the world in their final years, leading to the eventual fall of their empire. Their influence is still felt in the limestone caverns beneath Forksbury, where ancient ruins, crypts, and dungeons attract explorers and adventurers eager to uncover the city’s forgotten past.

The city itself was settled over 1,000 years ago by the Mercians and has since grown into a key trading hub, though its turbulent history of conflict with the Avalar and rival baronies is never far from memory. Baron Rogard, who presides over Forksbury and its lands, remains ever watchful of his feuding neighbor to the west, Baron Sigulf of Walcastra.





Friday, 23 August 2024

Campaign Map of Arthea

Campaign map of Arthea
The bonkers big map of Arthea, showing Bronn, Cassea, and Gudana

The map of Arthea, an exercise in excessive detail. Originally intended to build out the world of Dragon Garage, but a sequel isn't looking likely, so now it's just for the game world in Dungeons & Dragons. 

The characters are on the continent of Bronn, which extends from the arctic circle down to the Midsea. Druidun Dungeon is basically in what would be Southern France. 

The map is based on early maps of the earth, mostly ancient Greek maps, and then warped from there. Africa has been smushed up with the Amazon jungles of South America, with a great mountain range in between. 

Another great mountain range runs through Bronn, known as the Wornspine. The great plains beyond are dominated by the ruthless Centaur Khanates. The far east is dominated by the Celestial Empire of Shantun.

Since the whole campaign is based in a stylized medieval Europe, everywhere further afield has more monsters and otherworldly kingdoms.

The ports on the southern shores of Bronn have plenty of traders and travellers, so word of fabulous far off treasures and tombs is relatively easy to find. Getting the actual treasures is quite another matter...
 


Friday, 26 July 2024

The quixotic quest to build a D&D 5e megadungeon: level one, part one

1st level of Castle Druidun megadungeon
Level one of the Castle Druidun megadungeon!

If I knew how much work it would be to make a real megadungeon, which is almost as much work as writing a book, I probably would never have started. How far drive will compel me is an open question.

I've got 3 levels of the castle fleshed out, and 2 levels of the dungeon populated. Advice on The Internet recommends every room have at least 3 different points of interest in every room. Ugh. Considering that each level of Druidun has roughly 100 rooms, that's 300 items of interest. Keeping that interesting and varied has been... challenging. 

I started burning out on level 2. 

A decent megadungeon should have at least 10. 

Yikes.

On the positive side, players advance in level much, MUCH faster than they ever used to. From 1,500 to 2,500 points for 2nd level in AD&D to just 300 points in 5e. 

Since in the traditional megadungeon each level is pegged to the players level (3rd level of the dungeon is meant for 3rd level players), that means... the dungeon is WAY too big. To get enough experience to advance to the next level, in 5e the players may only need to clear 1/4 of Druidun! 

Maybe less.

I've had to go back and raise the lethality of the challenges players face in areas they haven't entered yet. They've already got enough XP for 3rd level. And hell yes, I'm making them go back to town and train with a mentor, as is right and proper to do, to advance in levels. Take that, 5e simplicity and streamlining!

The first Random Encounter list I did up for Druidun was filled with NPC characters and social interactions. I didn't roll often enough for encounters, ultimately only presented players with one. The other encounters seemed like the NPCs would just get grilled endlessly by the players for information which I didn't have, which would trigger paranoia and increasing demands ("Why aren't they telling us? Let's force them!"), which would be exhausting, so I dropped it and didn't bother. 

Instead, I've made monster combo encounters, of giant scorpions and kobolds, for example, that might present more interesting tactical challenges.

The first level of the dungeon is divided into different themed sections: the ancient druid tunnels are in the north west (tombs and catacombs), the halls of King Eomel in the north (dining rooms, treasure display vaults, arenas), a more recent goblin warren in the north east, the prison and formal dungeon in the east (naturally), and the dwarven mines to the south, including workshops, refineries, and furnaces. 

All of these areas have long since been overrun (in some cases multiple times) but other factions and monsters, hopefully giving the space a rich history that will be figured out by the players as they progress. 

The Eldritch Veil wizards ran sinister and forbidden magical experiments on level 1 of the dungeon (some of which are still going, even after their forced departure) and particularly in the castle itself (levels 1-3, probably extending on to level 4). Level five of the castle now is dominated by a colony of giant wasps. 

The necromancer has built his lair in the west of level 1, extending the original druid complex with fresh chambers dedicated to the God of Death, Nergul. 

The whole place has then been criss-crossed by the tunnels dug by monsters like ankhegs, umber hulks, goblins, giant ants and the like, connecting areas that would otherwise be far more defensible and offering players the opportunity to bypass dangerous sections. It also allows multiple ways to enter and leave the complex. Like water pouring into the pit on Oak Island, you can never really be sure you've cleared Druidun; the monster tide keeps pouring in. 

Each staircase is aligned to the level above it in the castle. There are notes and hints for the DM on the map, which is purely functional and not meant to be seen by the players. I can't begin to imagine the amount of work a painted player map would take. 



Saturday, 20 July 2024

Third, fourth and fifth levels of Castle Druidun

3rd floor map of Castle Druidun
3rd floor map includes the catwalks around the outer walls and the balcony of the Great Hall



4th floor map of Castle Druidun
4th floor map includes the top floors of the outer towers and the upper level library and study.
5th floor map of Castle Druidun
5th floor map includes the giant wasp nests that have overrun the eastern halve of the keep

Monday, 15 July 2024

2nd floor of Castle Druidun megadungeon

2nd floor of Druidun Castle for DND
2nd floor of Druidun Castle

NOTE: I figure the maps of the castle are probably of more interest than the room content, so I'll just be posting floors 2-5 of the upper structure. I didn't bother numbering the outer tower upper levels; there are some notes on inhabitants in the 1st floor annotations. The east barbican tower roof and floors have collapsed, exposing the area to the elements.

Friday, 31 May 2024

1st floor of Druidun Castle megadungeon: locations 1 - 6

Castle Druidun megadungeon surface level
Updated with castles in the middle of the North, West and South walls (keeping the towers about an arrow shot apart).

NOTE: The castle could probably do with a few more towers on the outer walls. The keep was designed so that there'd be natural light coming in to every chamber (with the exception of the hall going south outside of the Great Hall). 

I was not going for perfection, just verisimilitude: the castle is meant to be (semi) plausible. I looked at a number of real castles and extrapolated from there. 

There are numerous means in ingress and egress, especially for the dungeon (various tunnels that exit in the wilderness or graveyards): I never liked when there's only one route in or out. Makes for a lot of awkward moments, and no one is going to want a lair along the entry highway. I considered smashing down a section of the outer wall to give more ways into the castle, but decided against it.

The rooms are marked in red, the vertical shafts and stairs in green; they align with all the levels above and below.

The moat has deteriorated into a ditch with pools of standing water, marsh and thick mud. The air around the castle is often a thick acrid fog that limits vision to 60 feet (darkvision is unaffected). 

There are two large windlasses south of the keep for lowering dwarven mining platforms into the depths. 

windlass for a mine

Everything is crumbling and overgrown by weeds, and a thick mist that smells of swamp with an acrid tang (chlorine) often envelopes the area. 

Here's a snippet of the location descriptions:

TOP OF CASTLE is ringed with gargoyle statues. There is one gargoyle statue smashed on the ground by the South East corner, but there is still a gargoyle above. None seem to be missing. 


A sneaky gargoyle, KROTH, has moved another statue gargoyle to replace the one it pushed off. It now switches positions as it pleases, moving the gargoyle statues around as cover. It is on the lookout for wizards and spell casters, and drop masonry on them, or opportunity attack if they are isolated. It will flee if presented with too many enemies. SEE 3. ENTRY AREA 


  1. OUTER WALLS

Thick black vines adorned with thorns grip the outer walls; they have serrated black leaves coated in a sickly sheen, yet smell delightful. The thorns are poisonous. If characters approach within 20 feet of the wall, roll 1d6: on a 1-2, 1d6 vine blights (adjust for party size) detach themselves from the knotted mass of vines and attack. 


Vine Blight

Medium plant

Neutral Evil

Armor Class: 12 (natural armor), HP 26 (4d8 + 4) Speed: 10ft.

Str 15 Dex 8 Con 14 Wis 10 Int 5 Cha 3

Stealth +1

Condition Immunities: blinded, deafened

Senses: blindsight 60 ft. (blind beyond this radius), passive perception 10

Languages: Common

Challenge: 1/2

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.


Actions

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC: 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.


Entangling Plants - Recharge 5. Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC: 12 Strength saving throw or become restrained. A creature can use its action to make a DC: 12 Strength check, freeing it self or another entangled creature within reach on a success.


B. DRAINAGE TUNNEL

A drainage channel, with metal bars at either end, goes under the wall into a pond outside the castle walls. The drainage gate is barred at both ends by iron bars. It is just large enough for a human to crawl through, although not wide enough to turn around. 


The water is cold and up to 3 feet deep. 


Three poisonous water snakes are living in the water. 


The bars have strength 20, but Shanghai Knights fans know tricks to bend them. Anyone going through the water and not drying off within the next hour must make a constitution check of DC 5 or get a cold and suffer -1 penalty to rolls for 1d6 days.


Poisonous water snakes (3):

Tiny Beast, Unaligned

Armor Class 13

Hit Points 2 (1d4)

Speed 30 ft., swim 30 ft.

STR2 (-4)DEX16 (+3)CON11 (+0)INT1 (-5)WIS10 (+0)CHA3 (-4)

Senses Blindsight 10 ft., Passive Perception 10

Languages --

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.



1. CASTLE GATES

The castle looms up out of the woods, bleak and forelorn. It’s crumbling turrets are adorned with shrubs and vines. The enormous barbican gates stand ajar. Painted on them is an inverted pentagram in what looks like dried blood. 


As you approach the front gates of the castle, you start to feel more and more like you are walking upstream through a river. The air itself seems to resist you, but there is no wind. You hear murmurs at the edge of your hearing.


The murmurs grow louder, becoming a chorus of voices, saying, “Go back! Go back! Go back!”


Make a DC 10 vs. Wisdom. Characters who fail are unable to move any further towards the gate, although they could scale a wall or try again after a short rest. Those who succeed are able to press on through. They can also drag or carry those who are unable to move through the gate of their own free will. There is no actual physical pressure against them. 


THE BARRIER NOTE: Put in place by the wizards as they fled, it is meant to keep people out of the castle, where they might discover their various sins. Only works the first time someone tries to enter through the gates.



2. ENTRY WAY

Both portcullis are raised, and The massive iron banded gate doors are ajar, and “KEEP OUT” has been painted on them in bird dung. 


PASSAGE INTO CASTLE: The portcullis inside has been raised, and the passage into the castle is lined with human skulls and bones nailed to the walls, from floor to ceiling. Thick black mould grows out of their eye sockets and gaping jaws. A crate sits against the north wall.


TRAP: Anyone within 10 feet of the walls will be subjected to a blast of toxic poison black mould that bursts out of the skulls, unless someone with a necromancer amulet is within 10 feet (or within) of the entrance, in which case the trap will not trigger. DC 10 CON save or POISONED and take 2d6 damage. 


CRATE: The crate is filled with rusted caltrops, enough to cover a 20x20 area.



3. ENTRY AREA

The central yard is overgrown with weeds and wild grasses. Bushes have cropped up around the base of the keep and along the outer walls. You see no entrance to the keep. The grounds to the south are larger and you can see a stable against the outer wall. There are a dozen chickens roaming around the area, and a chicken coop against the outer wall of the south tower. A dozen hens are within, laying eggs. Two hitching rails, a worn trough and several rickety buckets are in front of the barbican tower, along with an old wagon with well worn wheels. 


Towards the base of the keep are pieces of statuary, broken into a dozen pieces, that seems to have been thrown from the roof. It looks like the remains of a gargoyle. Yet none of the 32 gargoyles that ring the castle roof is missing…


WAGON: The wagon is stained with human blood, detached fingers and eyeballs, 4 copper pieces stuck between the wooden slats, and a silver ring inscribed with the word: “Martha” worth 10sp.


GARGOYLE Kroth

AC 15, HP 52, Speed 30, STR+2, DEX0, CON+3, INT-2, WIS0, CHA-2

Resistance: bludgeoning, piercing, slashing from non-magical attacks; immune to poison, senses 60ft, passive per 10, challenge 450xp. 

2 ATTACKS +4 bite and claws, 1d6+2 piercing (bite) slashing (claws). 

DROPPED MASONRY: +0 attack, 1d4+2 to 1d10+2 bludgeoning damage, depending on size of object thrown/dropped. An entire gargoyle statue does 3d10 damage.


Kroth is a canny and sneaky gargoyle; It will move gargoyle statues around the top of the castle, and then take its place. Makes opportunity attacks if it sees a good chance to snatch away a character without repercussion. It will drop rocks and and masonry down on the character and then HIDE, purely for malicious fun. May attack sentries or try and steal shiny objects. It has a collection of loot in a cluster atop the castle. It may accept/demand an offering of a shiny item for safe passage. The necromancer and the bandits give it offerings to keep it appeased. Kroth does not bother the giant wasps, and the wasps don’t bother him.



4. SOUTH BARBICAN TOWER

The towers have been mostly stripped of furnishings, save for a rack in the centre of the first floor. There is a corpse strapped to it, now desiccated, with a knife embedded up to its hilt in the skull. 


The south tower 2nd floor has 3 chairs by one of the balistaria, and a blanket laid out on the floor. There are a sixteen makeshift beds of hay and blankets on the floor, and a pot hanging over a patch of ashes ringed by stones by the loop hole.


There is a large chest with their stash of looted heirlooms (60 gp altogether) and coins: 42 gp, 71 sp and 120 cp. The coins are kept in Argus’ tent, and there is a poison needle on the lock that will prick anyone who tries to pick it (DC 15, 1d6 necrotic damage, paralyzed for 6 rounds). There are 9 bandits in the gang, but 4 are away ambushing passerbys on the road. There are three cots in each tent, and 3 explorer packs. 


CHEST TRAP: the lock is protected by a poison pin, DC 15 to avoid; fail, roll CON 10: poisoned for a day if save, death otherwise. 



4a. NORTH BARBICAN TOWER

There are a few chairs and some cobwebs. Otherwise, empty. May include some of the bandits. 


The bandits are not prepared for visitors, as this is a remote location and they have gotten lazy. There are five bandits in the area: 2 on the north wall, 4 in the north tower. They are armed with bows, daggers and swords, and each has a horn and twenty arrows. Argus has a ‘pet’ mastiff wardog.


They have moved to the towers after the dragon moved in to the old mine, and they now offer the beast cows to keep it from eating their horses. They are already down several. The bandits are nervous about the ghouls the necromancer is keeping in the stable, and ‘pasty-face’s’ increasing power. They are planning to find a new, and less crowded lair, but this spot is feared by locals and patrols won’t approach it. 


The bandit leader is Argus. He will try and strike a friendly tone until he can suss out who the characters are and what they want. He and his band are working with the necromancer, helping him abduct townspeople and secure fresh corpses. Argus will invite the characters in for ale and poison them then take their belongings. If the characters seem too strong, he will let them go unmolested, then ambush them when they try to leave the dungeon, and steal the player’s loot.


The gang are all Chaotic Evil. 


Argus - The Affable Sociopath: Argus is a charismatic leader, known for his ability to manipulate others. He presents himself as friendly, making it easier for him to exploit those around him.

• Hit Points: 17

• Ability Scores: Strength 12, Dexterity 16, Constitution 14, Intelligence 13, Wisdom 10, Charisma 18

• Skills: Stealth, Deception, Persuasion

• Weapons: Longsword, Dagger, Shortbow
• Attack Bonus: +4 (Dexterity modifier + Proficiency bonus)
• Damage Bonus: +2 (Dexterity modifier)
• AC: 15 (Leather armor)
• Stealth Bonus: +8
• Deception Bonus: +4
• Persuasion Bonus: +4

Stuff: Has key to the towers of the barbican and walls (all same key), votive statue of Nerghoul the Dread (skull head wreathed in flames).


Fang - Mastif (war dog)

Medium Beast, Unaligned

Armor Class 12

Hit Points 5 (1d8 + 1)

Speed 40 ft.

STR 13 (+1) DEX 14 (+2)

Skills Perception +3

Senses Passive Perception 13

Languages --

Challenge 1/8 (25 XP)

Proficiency Bonus +2

Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


Gwyn - Gwyn is cautious and prefers to stay in the shadows, picking off enemies from a distance.

• Hit Points: 11

• Ability Scores: Strength 10, Dexterity 18, Constitution 12, Intelligence 12, Wisdom 14, Charisma 10

• Skills: Stealth, Perception, Survival

• Weapons: Shortbow, Dagger

• Attack Bonus: +4 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +2 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +5

• Perception Bonus: +6

• Survival Bonus: +4


Kellen - Kellen is a brute with a short temper and a love for combat. 

• Race: Half-Orc

• Hit Points: 18

• Ability Scores: Strength 16, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 10, Charisma 8

• Skills: Intimidation, Athletics, Perception

• Weapons: Longsword, Dagger

• Attack Bonus: +4 (Strength modifier + Proficiency bonus)

• Damage Bonus: +3 (Strength modifier)

• AC: 16 (Chainmail armor)

• Intimidation Bonus: +4

• Athletics Bonus: +5

• Perception Bonus: +2


Astrid - Astrid is a clever and quick-witted member of the group, often using her cunning and guile to outsmart opponents.

• Hit Points: 8

• Ability Scores: Strength 8, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 10, Charisma 12

• Skills: Stealth, Sleight of Hand, Deception

• Weapons: Dagger, Shortbow

• Attack Bonus: +3 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +2 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +5

• Sleight of Hand Bonus: +4

• Deception Bonus: +5

Garrett - Known for his stealth and ability to blend into the shadows. Garrett is a mute and unable to speak.
Hit Points: 11
• Ability Scores: Strength 10, Dexterity 16, Constitution 12, Intelligence 12, Wisdom 10, Charisma 10

• Skills: Stealth, Perception, Acrobatics

• Weapons: Dagger, Shortbow

• Attack Bonus: +3 (Dexterity modifier + Proficiency bonus)

• Damage Bonus: +1 (Dexterity modifier)

• AC: 13 (Leather armor)

• Stealth Bonus: +8

• Perception Bonus: +2

• Acrobatics Bonus: +5



5. SOUTH YARD 

The south yard is vast, and there are two mine platforms. Each has a wooden rig over a mine shaft attached by ropes to a large wheel on its side, with a dozen spokes, mounted on a sturdy pole topped by a gearwheel apparatus attached to the platform rig by ropes. There are scattered wooden mine carts by the farther one. The area along the South East corner is flooded, filled by water gushing from a large pump. Bull rushes grow out of the water. 


There is a stone lined opening with two tall wooden boards perpendicular to each other. Nearby are three tattered tents, several rail posts for horses and a water trough. 


TENTS: Empty except for a crate (also empty) and a pile of chicken bones.



6. WINDLASS, TURN WHEEL AND MINE SHAFT

Built of sturdy wooden beams without nails, all perfectly fitted. A large 20 foot in diameter wheel with 20 spokes is attached to the windlass from a central shaft topped by a gear wheel, with rope and gears. There are metal columns at the corners of the shaft with slots; wheels mounted on the platform fit into them, and there is a breaking mechanism. 


A lever is mounted on the north side of the platform with cables leading to the brakes. The platform is forty feet across and made of thick wooden planks criss crossed with metal mine cart tracks; on the north side several holes have been ripped in the boards, surrounded by claw marks. 


There are faintly glowing red stones irregularly placed in the shaft walls near the top; they emit a little heat, and you can feel dank air rushing up out of the shaft. 


The shaft goes down into inky blackness, from which rises the very faint sound of drums. The metal and wheels have been recently greased, and it is clear of plants and weeds. The ground under the wheel spokes has been well trodden and is dusty.


Mounted in an irregular pattern in the shaft walls are softly glowing red stones. A breeze of hot wet air rises up from below.


Continued here.