With this map, the eighth of nine, we come to the finale of the Hurricane Dungeon. Out of all the levels, I fiddled with the content on this one the most as I wanted to both wrap up the threads that developed while writing, and come to some sort of conclusion at the bottom. This doesn't preclude expanding the levels and restocking the plundered areas, and there's a whole 'nother, even-higher level adventure to be designed for the Ivory Tower in the palace ruins, but the party can also call it a day if they conquer this level.
The original penultimate map is a more well-defined "location." I mean to say, it has a presence and implied function just by looking at it. It screams "evil temple" and seemed perfect for a conclusion-type area.
I like underground rivers, but even more than that, I love underground lakes. Gary really captured my imagination for natural underground spaces with the D-series of modules (and Tsojcanth, to a lesser extent). "The Sunless Sea" is just such an evocative name, and if the drow hadn't been co-opted by Forgotten Realms' "Underdreck" and turned into lame edgelords, I could have easily seen myself adapting Gary's source material into a full-on underground campaign. I also relished accounts of the Black Reservoir level in Castle Greyhawk, so this level map is kind of my homage to all that.
A big lake in a cavern projects fear, creates a sense of vulnerability, implies unseen threats and alien danger... and, more importantly, suggests hidden treasure. Who knows what might be trapped in this cave beneath the black water? That scene in The Two Towers (the film) in which Gandalf fights the Balrog as they plummet down a chasm, then emerge into a vast space with their fires glimmering across the black water as they fall... I think it's my favorite scene in the entire trilogy.My first thought was to make this a drow temple-outpost, but as I said, I kind of hate the modern drow and wasn't sure I had a decent spin on the classic version, so in the course of writing the upper levels, I decided to make the inhabitants of the lowest level a mere cult of demon-worshipers. I made the decision earlier in the writing process, though I don't remember at which point (maybe as I was figuring out who the NPCs were for the Level 5 stocking roll), but the idea developed into a lot more than that by the time I got to writing the key for Level 9. Certainly, the decision gave me a generic creative goal to work toward that I (hopefully) make pay off at the end.
This level had a few more rooms than the previous two cave levels, and I added a few more just to provide extra living space for the cultists. I also added the new access from Level 8, plus some doors and other details like ledges and columns, and cleaned up a few incongruities and flaws in the map that were bugging me. After adding the title, scale, and shading, along with level key numbers, the map turned out like this:
I made my content stocking rolls for the original 26-room dungeon level and came up with the following initial results:
–Empty: 9 (34.5% / 35%)
–Monster: 8 (31% / 20%)
–Monster + Treasure: 6 (23% / 25%)
–Stairs: 0 (0% / 5%)
–Trick/Trap: 0 (0% / 5%)
–Treasure: 3 (11.5% / 5%)
The
first % number is the percentage of the actual content rolls; the
second % number is the typical expected percentage spread (per OSRIC
guidelines). After adding 5 more keyed areas to the map, bringing the total to 31, I counted them all as "Empties," knowing I would have to fudge the final number in order to house the extra cultist encounters I intended to add to the temple. So, out of the now-31 rooms, the numbers looked like this:
–Empty: 14 (45% / 35%)
–Monster: 8 (26% / 20%)
–Monster + Treasure: 6 (19% / 25%)
–Stairs: 0 (0% / 5%)
–Trick/Trap: 0 (0% / 5%)
–Treasure: 3 (10% / 5%)
As I filled out the key, added new enemies (and removed some), these percentages changed again, but I'll get into that further below.

_251216.jpg)

_251129.jpg)