Difference between revisions of "Zenopus"
(Created page with "Sample Dungeon Background — 100 yeors ago the sorcerer Zenopus built a tower on the low hills overlooking Portown. The tower was close to the sea cliff west of the town and...") |
|||
| Line 1: | Line 1: | ||
Sample Dungeon | Sample Dungeon | ||
| − | Background | + | Background – 100 years ago the sorcerer Zenopus |
built a tower on the low hills overlooking Portown. The | built a tower on the low hills overlooking Portown. The | ||
tower was close to the sea cliff west of the town and, | tower was close to the sea cliff west of the town and, | ||
| − | + | appropriately, next door to the graveyard. | |
| − | Rumor hos it that the | + | Rumor hos it that the magician made extensive |
| − | cellars and tunnels underneath the tower. The | + | cellars and tunnels underneath the tower. The town is |
located on the ruins of a much older city of doubtful | located on the ruins of a much older city of doubtful | ||
| − | history and Zenopus was | + | history and Zenopus was said to excavate in his cellars |
in search of ancient treasures. | in search of ancient treasures. | ||
| − | Fifty years ago, on | + | Fifty years ago, on a cold wintry night, the wizard’s |
tower was suddenly engulfed in green flame. Several | tower was suddenly engulfed in green flame. Several | ||
of his human servants escaped the holocaust, saying | of his human servants escaped the holocaust, saying | ||
| − | their | + | their master hod been destroyed by some powerful |
| − | force he | + | force he had unleashed in the depths of the tower. |
| − | Needless to soy the | + | Needless to soy the tower stood vacant for a while after |
this, but then the neighbors and the night watchmen | this, but then the neighbors and the night watchmen | ||
complained that ghostly blue lights appeared in the | complained that ghostly blue lights appeared in the | ||
| − | windows | + | windows at night, that ghastly screams could be heard |
| − | emanating from the tower | + | emanating from the tower at all hours, and goblin |
figures could be seen dancing on the tower roof in the | figures could be seen dancing on the tower roof in the | ||
moonlight. Finally the authorities hod a catapult rolled | moonlight. Finally the authorities hod a catapult rolled | ||
| − | through the streets of the | + | through the streets of the town and the tower was battered |
| − | + | to rubble. This slopped the hauntings but the | |
| − | townsfolk continue to | + | townsfolk continue to shun the ruins. The entrance to |
| − | + | the old dungeons can be easily located as a flight of | |
| − | + | broad stone steps leading down into darkness, but the | |
| − | few adventurous souls who | + | few adventurous souls who have descended into crypts |
below the ruin hove either reported only empty stone | below the ruin hove either reported only empty stone | ||
| − | corridors or have | + | corridors or have failed to return at all. |
Other magic-users hove moved into the town but | Other magic-users hove moved into the town but | ||
the site of the old tower remains abandoned. | the site of the old tower remains abandoned. | ||
| − | Whispered tales | + | Whispered tales are told of fabulous treasure and |
| − | monsters in the underground passages | + | unspeakable monsters in the underground passages |
| − | below | + | below the hilltop, and the story tellers are always |
| − | careful to point out | + | careful to point out that the reputed dungeons lie in |
| − | close proximity to | + | close proximity to the foundations of the older, pre-human |
| − | city, | + | city, to the graveyard, and to the sea. |
| − | Portown is | + | Portown is a small but busy city linking the caravan |
| − | routes from the | + | routes from the south to the merchant ships that dare |
the pirate-infested waters of the Northern Sea. Humans | the pirate-infested waters of the Northern Sea. Humans | ||
| − | and non-humans from all over the globe meet here. | + | and non-humans from all over the globe meet here. At |
| − | the Green Dragon Inn, the players of the game | + | the Green Dragon Inn, the players of the game gather |
| − | + | their characters for an assault on the fabulous passages | |
| − | beneath the ruined | + | beneath the ruined Wizard’s tower. |
| − | The Dungeon | + | The Dungeon Master should read the background |
material above to the assembled players and then let | material above to the assembled players and then let | ||
them decide how they will proceed. Because of the | them decide how they will proceed. Because of the | ||
| − | nature of some of the | + | nature of some of the traps in the dungeon, it is highly |
recommended that no one attempt it alone. If only one | recommended that no one attempt it alone. If only one | ||
| − | player is taking his or her character | + | player is taking his or her character into the dungeon, |
| − | the Dungeon | + | the Dungeon Master should recommend employing |
| − | one or more men- | + | one or more men-at-arms These non-player characters |
| − | + | can then be “rolled up” and hired out for a shore of the | |
| − | treasure. The stairway from the surface leads | + | treasure. The stairway from the surface leads twenty-five |
| − | feet | + | feet straight down and ends in the corridor marked |
| − | START on the Dungeon | + | START on the Dungeon Master’s map. |
| − | A – This is a large room, 120 ft. | + | |
| + | A – This is a large room, 120 ft. × 100 ft. There are | ||
doors in the east, west and the south wall. The room is | doors in the east, west and the south wall. The room is | ||
| − | furnished | + | furnished with rough tables and benches and as many |
| − | beds as | + | beds as there are occupants. The occupants are goblins. |
| − | There | + | There are at least three goblins. The Dungeon Master |
| − | should | + | should increase the number of goblins if the party of |
| − | adventurers | + | adventurers is a large one—i.e., if more than three are |
| − | in the party, | + | in the party, have five goblins, more than five, seven or |
eight goblins, etc. | eight goblins, etc. | ||
The goblins wear leather armor and carry swords | The goblins wear leather armor and carry swords | ||
| − | and daggers. They | + | and daggers. They can each take one 8-sided die of |
| − | hits minus one point, | + | hits minus one point, i.e. roll a regular hit die, subtract |
| − | + | one—the result is the goblin’s hits. If one is rolled do | |
not subtract. If half their number is killed, the other(s) | not subtract. If half their number is killed, the other(s) | ||
| − | will | + | will try to escape through one of the doors or surrender. |
If surrender is accepted the captured goblins will offer | If surrender is accepted the captured goblins will offer | ||
| − | to lead the party to | + | to lead the party to a treasure but will, in reality, try to |
| − | + | guide them to one of the dangerous trap rooms and | |
then run. | then run. | ||
| − | There | + | There are small wooden chests under each bed |
| − | and several leather | + | and several leather sacks hanging on pegs along the |
| − | wall. Most of the | + | wall. Most of the sacks contain junk, dirty clothes, old |
bones, etc., but two contain coins, 500 silver pieces | bones, etc., but two contain coins, 500 silver pieces | ||
| − | + | each. There are several cloaks hanging on pegs and in | |
| − | + | a pocket of one cloak there is a magical potion of | |
| − | growth in | + | growth in a glass vial. One of the chests contains an |
| − | + | additional 2000 copper pieces but the chest is booby-trapped | |
| − | and an opening | + | and an opening releases a cloud of sleep gas |
| − | filling an area 6 | + | filling an area 6 × 6 × 6 feet. Anyone within this area |
| − | who | + | who fails to make his saving throw against poison falls |
| − | deeply asleep for | + | deeply asleep for a number of turns. The Dungeon |
| − | + | Master determines the exact number of turns of unconsciousness | |
| − | by secret roll of | + | by secret roll of a 6-sided die, subtracting |
| − | a 1 if the character | + | a 1 if the character has a high constitution. |
| + | |||
| + | |||
| + | B – This is a 50 ft. × 50 ft. room with a north door | ||
| + | and on open door at the south end. The four deep | ||
| + | niches in the walls can be seen from the north doorway | ||
| + | but they are covered with cobwebs and nothing can be | ||
| + | seen within them The room is totally dark and the floor | ||
| + | is covered with an inch of undisturbed dust. | ||
| − | + | There are four skeletons in the niches. They do not | |
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
attack unless someone advances over ten feet into the | attack unless someone advances over ten feet into the | ||
room, then they all rush out and attack until destroyed | room, then they all rush out and attack until destroyed | ||
| − | or turned away A first level cleric must roll a 7 or more | + | or turned away. A first level cleric must roll a 7 or more |
with two 6-sided dice to turn them and then make a | with two 6-sided dice to turn them and then make a | ||
| − | second roll | + | second roll to see how many are turned away. If |
| − | turned, they run out the | + | turned, they run out the door at the end of the room farthest |
| − | from the | + | from the cleric. |
| − | There is no treasure in | + | |
| + | There is no treasure in this room. | ||
| + | |||
C – C is an empty corridor. All corridors in this | C – C is an empty corridor. All corridors in this | ||
| − | dungeon are 10 feet wide | + | dungeon are 10 feet wide and 10 feet high. (The magic-user’s |
secret corridor (S to F} is 5 feet by 5 feet.) | secret corridor (S to F} is 5 feet by 5 feet.) | ||
Remember that at the end of 3 turns a wondering monster | Remember that at the end of 3 turns a wondering monster | ||
| − | might | + | might appear—corridors are likely places for this |
to happen. | to happen. | ||
| + | |||
D – An almost empty room with a 6 ft. tall stone | D – An almost empty room with a 6 ft. tall stone | ||
statue in the center. There is a door in the middle of | statue in the center. There is a door in the middle of | ||
| − | each wall, north, south, | + | each wall, north, south, east and west. The statue is |
| − | facing the door by which the party | + | facing the door by which the party just entered. Doors |
| − | + | to this room always open from the outside, but at the | |
| − | + | same time the statue will rotate on its base to face the | |
| − | opening door. Once | + | opening door. Once it has been opened, the door starts |
| − | + | to slowly shut, activated by a powerful spring in the | |
| − | + | hinges—it will stay open to allow the party to enter. | |
The door opens outward into the corridor. | The door opens outward into the corridor. | ||
| + | |||
From inside the room all doors are firmly held shut | From inside the room all doors are firmly held shut | ||
| − | except the one the statue is | + | except the one the statue is feeing—that door can be |
easily opened. To open any door, then, the statue must | easily opened. To open any door, then, the statue must | ||
| − | be rotated on its | + | be rotated on its base (it turns easily) until it faces the |
| − | door. Then the door opens easily. Doors | + | door. Then the door opens easily. Doors can not be |
| − | forced open, they | + | forced open, they are held by the equivalent of a “wizard |
| − | lock. | + | lock.” |
| + | |||
E – Room E is always en empty room. The size of | E – Room E is always en empty room. The size of | ||
the rooms and the number of doors is variable, as | the rooms and the number of doors is variable, as | ||
| − | shown on the Dungeon | + | shown on the Dungeon Master’s map. |
| + | |||
| − | F – This is a magic- | + | F – This is a magic-user’s room He is an evil |
| − | + | thaumaturgist (fourth level) who hos been trying to | |
| − | + | take over the dungeon level. The room is 50 ft. by 60 | |
| − | ft. There is | + | ft. There is a large door in the south wall and a smaller |
one in the north wall. The magic-user himself is standing | one in the north wall. The magic-user himself is standing | ||
| − | behind a work table | + | behind a work table in the southwest corner. |
| − | Near him is a second level fighting | + | Near him is a second level fighting man whom he holds |
| − | under a charm spell. Actually this man is one of the | + | under a ''charm'' spell. Actually this man is one of the |
| − | smugglers from the sea | + | smugglers from the sea cave whose curiosity allowed |
| − | him | + | him to wander too far into the underground. |
| + | |||
The fighter is basically neutral but will attack | The fighter is basically neutral but will attack | ||
fiercely on command from the magic-user. Armor class | fiercely on command from the magic-user. Armor class | ||
| − | 5 ( | + | 5 (chainmail), he carries a magic +1 sword. He wears |
| − | o jeweled | + | o jeweled belt (stolen) with rubles worth 1000 gold |
pieces. | pieces. | ||
| − | S12 | + | :S12 I10 W9 C13 D10 C12 Level 2, Hits 11 |
The thaumaturgist (4th level magic-user) knows six | The thaumaturgist (4th level magic-user) knows six | ||
| − | spells: | + | spells: read magic, charm person, magic missile, |
| − | protection from good {he | + | protection from good {he is lawful evil}. wizard lock. |
| − | and web. He carries a scroll of | + | and web. He carries a scroll of levitation. When caught |
in this room he will (a) direct the fighter to attack, and | in this room he will (a) direct the fighter to attack, and | ||
| − | (b) try | + | (b) try to exit through the secret door behind him. While |
doing this there is a 50% chance that he will drop the | doing this there is a 50% chance that he will drop the | ||
| − | magic scroll. | + | magic scroll. If magic is thrown at him his saving throw |
| − | is | + | is better than that of magic-users of the third level, add |
| − | + 1 to his saving throw score | + | +1 to his saving throw score |
| − | S9 | + | :S9 I16 W9 C10 D11 C12 Level 4, Hits 9 |
| − | If he | + | If he can get out the door he will put a wizard lock on it |
| − | and run up the stairs | + | and run up the stairs to his tower. The rest of room F is |
occupied by 3 stone statues of men. They are men | occupied by 3 stone statues of men. They are men | ||
turned to stone by the magic-user with a special wand | turned to stone by the magic-user with a special wand | ||
| − | which he | + | which he has in his tower. He will use the wand on |
anybody entering his hideaway. | anybody entering his hideaway. | ||
| − | G – Gloomy. Piles of | + | |
| + | G – Gloomy. Piles of rocks and rubbish four feet | ||
high cover the floor. There is a door in the center of | high cover the floor. There is a door in the center of | ||
| − | every wall except the north | + | every wall except the north. |
| − | There are | + | |
| − | hiding | + | There are 2–8 giant rats in the room, but they are |
| − | dwarf might spot them (on a roll of | + | hiding in the shadows and not easily seen. An elf or a |
| − | die). They will | + | dwarf might spot them (on a roll of say 1 or 2 on a six-sided |
| − | The rats | + | die). They will attack if the room is entered. |
| − | points each, and hove a treasure. Concealed in a | + | |
| − | of old bones, chewed leather | + | The rats are armor class 7 (leather), hove 2 hit |
| − | its nest is a belt attached to which | + | points each, and hove a treasure. Concealed in a mass |
| − | gold piece value) | + | of old bones, chewed leather straps and bits of armor in |
| − | electrum pieces. | + | its nest is a belt attached to which is a silver dagger (50 |
| + | gold piece value) in a sheath and a bag containing 50 | ||
| + | electrum pieces. It tokes a turn of careful searching in | ||
the refuse to come up with these things. | the refuse to come up with these things. | ||
| − | H | + | |
| − | and south walls. There is | + | H – A room 80 ft. × 50 ft., with doors in the north |
| + | and south walls. There is a river running through the | ||
room, 50 ft. wide. It enters and exits through holes in | room, 50 ft. wide. It enters and exits through holes in | ||
| − | the east and west wall with less than | + | the east and west wall with less than a foot of air space |
over the water. The channel is 10 feet deep and the | over the water. The channel is 10 feet deep and the | ||
| − | current is swift. Anyone falling | + | current is swift. Anyone falling in will be swept away |
| − | unless he | + | unless he has a strength of 15 or better. Men in metal |
| − | armor will sink to the bottom if they | + | armor will sink to the bottom if they fall in. They may be |
able to shed their armor (50% chance) in one turn and | able to shed their armor (50% chance) in one turn and | ||
get to the surface. The current will deposit anyone | get to the surface. The current will deposit anyone | ||
| − | swept away | + | swept away in room K at the end of a turn. Being |
dragged under the rock wall between rooms is | dragged under the rock wall between rooms is | ||
dangerous. Anyone with a constitution of 12 or better | dangerous. Anyone with a constitution of 12 or better | ||
will survive unhurt, others run a 50% chance of taking a | will survive unhurt, others run a 50% chance of taking a | ||
die of damage from drowning. | die of damage from drowning. | ||
| + | |||
The walls of room H are fitted granite blocks as is | The walls of room H are fitted granite blocks as is | ||
| − | the ceiling 20 feet above. The Dungeon | + | the ceiling 20 feet above. The Dungeon Master will |
| − | hove to evaluate the | + | hove to evaluate the characters’ attempts to cross. The |
floor is also rock, 15 feet wide on each bank and the | floor is also rock, 15 feet wide on each bank and the | ||
drop into the river is sheer. | drop into the river is sheer. | ||
| + | |||
| + | ---- | ||
I – Doors in the north, south and east walls give | I – Doors in the north, south and east walls give | ||
| Line 224: | Line 241: | ||
the west wall is a bronze mask, about the size of a manhole | the west wall is a bronze mask, about the size of a manhole | ||
cover. The eyes and mouth are shut. Below the | cover. The eyes and mouth are shut. Below the | ||
| − | mask, in common language, Is an inscription: | + | mask, in common language, Is an inscription: “I’ll answer |
questions, one, no more. I never speak til it be | questions, one, no more. I never speak til it be | ||
| − | four. | + | four.” |
| − | The magic is activated by shining the light of | + | The magic is activated by shining the light of a |
single torch, lantern, etc. on the sundial so the shadow | single torch, lantern, etc. on the sundial so the shadow | ||
of the gnomon falls on the Romon numeral IV The | of the gnomon falls on the Romon numeral IV The | ||
| − | bronze mask then opens Its eyes and soys | + | bronze mask then opens Its eyes and soys “Speak, I’ll |
| − | answer. | + | answer.” It will give a reasonable answer to any brief |
| − | pertinent question and then say, | + | pertinent question and then say, “I’ve answered one, |
| − | now go away. I will not speak again today. | + | now go away. I will not speak again today.” |
Since the shadow hos to be held on IV, there is little | Since the shadow hos to be held on IV, there is little | ||
chance of triggering the magic occidentally, even by | chance of triggering the magic occidentally, even by | ||
walking around the sundial with a light. | walking around the sundial with a light. | ||
J -A room 60 by 50 feet. The celling is out of sight | J -A room 60 by 50 feet. The celling is out of sight | ||
| − | in the darkness but there | + | in the darkness but there are large spider webs In the |
| − | comers. There | + | comers. There are doors in the middle of all 4 walls. |
A giant spider lurks In the darkness of the roof, | A giant spider lurks In the darkness of the roof, | ||
thirty-five feet obove. He will drop on unwary adventurers. | thirty-five feet obove. He will drop on unwary adventurers. | ||
| Line 248: | Line 265: | ||
If the party enters and does not see the spider, the | If the party enters and does not see the spider, the | ||
| − | monster will select | + | monster will select a victim (by random number assignment |
of some sort) and try to drop on top of him. | of some sort) and try to drop on top of him. | ||
If the spider makes his first hit he has dropped on | If the spider makes his first hit he has dropped on | ||
| Line 254: | Line 271: | ||
lands beside the victim on the floor and the bottle | lands beside the victim on the floor and the bottle | ||
proceeds from there. If the spider gets a knock-down it | proceeds from there. If the spider gets a knock-down it | ||
| − | Is | + | Is a surprise (naturally), and the spider gets the next |
blow. The character knocked down makes his fits! hit | blow. The character knocked down makes his fits! hit | ||
| − | with | + | with a -2 off his roll, ofter that he hits normally. There is |
no treasure in this room, but a + 1 dagger is lmbedded | no treasure in this room, but a + 1 dagger is lmbedded | ||
| − | in the | + | in the spider’s body (evldentally a souvenir from some |
previous battle); it can be found only if the beast is cut | previous battle); it can be found only if the beast is cut | ||
open. | open. | ||
| Line 271: | Line 288: | ||
L – Another cove with the river running through It. | L – Another cove with the river running through It. | ||
There Is phosphorescent fungus growing on the rocks, | There Is phosphorescent fungus growing on the rocks, | ||
| − | so anyone | + | so anyone can see without l ights. There are east and |
west entrances on both sides of the river to the sandy | west entrances on both sides of the river to the sandy | ||
beach. The river is only ~ feet deep at the center of | beach. The river is only ~ feet deep at the center of | ||
| − | the channel and | + | the channel and can be forded. |
There is a giant crab concealed under the sand on | There is a giant crab concealed under the sand on | ||
| Line 284: | Line 301: | ||
M – A large sea cave with entrances to the north | M – A large sea cave with entrances to the north | ||
| − | and south. There is a sandy beach, on which | + | and south. There is a sandy beach, on which are drown |
up two row-boats. The entrance to the sea Is to the west | up two row-boats. The entrance to the sea Is to the west | ||
about 500 feet. If it is day up above, the cove will be | about 500 feet. If it is day up above, the cove will be | ||
dimly illuminated by sunlight coming through the tunnel. | dimly illuminated by sunlight coming through the tunnel. | ||
If it is night, torches in the hands of the occupants | If it is night, torches in the hands of the occupants | ||
| − | w ill shed | + | w ill shed a dim glow. |
The cove Is used by smugglers and pirates. There | The cove Is used by smugglers and pirates. There | ||
| − | + | are four pirates present now, sitting In one of the boots, | |
| − | talking. They | + | talking. They are normal men (1 6-sided hit die ), armor |
| − | class 7, and | + | class 7, and are armed with cutlasses. (At the Dungeon |
| − | + | Master’s discretion he may increase the number of pirates.) | |
Each pirate carries 2-12 gold pieces In his purse | Each pirate carries 2-12 gold pieces In his purse | ||
(roll 2 6-sided dice). The pirates use the cove to hide | (roll 2 6-sided dice). The pirates use the cove to hide | ||
| − | treasure and there are chests in the f irst boot and | + | treasure and there are chests in the f irst boot and a |
| − | prisoner in the second boat. Every turn there is | + | prisoner in the second boat. Every turn there is a 25o/o |
chance of another boatload of 2-5 pirates rowing In. | chance of another boatload of 2-5 pirates rowing In. | ||
| − | The prisoner is | + | The prisoner is a girl, Lemundc the Lovely, whose |
| − | father is a powerful lord in the city above. lemundo is | + | father is a powerful lord in the city above. lemundo is a |
| − | good fighter in her own right and carries | + | good fighter in her own right and carries a concealed |
dagger in her girdle, but right now she is bound and | dagger in her girdle, but right now she is bound and | ||
gagged. She Is lying In the bottom of the second boat, | gagged. She Is lying In the bottom of the second boat, | ||
| Line 315: | Line 332: | ||
pieces and 12 gems each worth 100 gold pieces. | pieces and 12 gems each worth 100 gold pieces. | ||
Exit from the underground can be mode by rowing | Exit from the underground can be mode by rowing | ||
| − | out to the sea, although there is | + | out to the sea, although there is a posslblltry of meeting |
another boat coming In. There is a large octopus ot the | another boat coming In. There is a large octopus ot the | ||
bottom of the sea cave, 3 hit dice (16 hit points), armor | bottom of the sea cave, 3 hit dice (16 hit points), armor | ||
| Line 321: | Line 338: | ||
always throw the monster a large fish or the body of | always throw the monster a large fish or the body of | ||
one of their victims and so ii does not attack their boars. | one of their victims and so ii does not attack their boars. | ||
| − | If the octopus makes | + | If the octopus makes a “hit” with a tentacle it will nor |
do any damage Immediately but will pull the victim | do any damage Immediately but will pull the victim | ||
overboard and try to drown him. See H for more information | overboard and try to drown him. See H for more information | ||
| Line 330: | Line 347: | ||
N – This large room – 120 feet by 70 feet – is | N – This large room – 120 feet by 70 feet – is | ||
port of the catacombs of the city. The north wall hos | port of the catacombs of the city. The north wall hos | ||
| − | caved in and there | + | caved in and there are doors only at the east and west |
| − | ends of the tomb. Ten stone sarcophagi | + | ends of the tomb. Ten stone sarcophagi are scattered |
about, four empty with the tops off. Six, however, are | about, four empty with the tops off. Six, however, are | ||
closed. If the adventurers open one, roll a die to see | closed. If the adventurers open one, roll a die to see | ||
which they hove chosen. | which they hove chosen. | ||
| − | #1 contains only moldering bones but releases | + | #1 contains only moldering bones but releases a |
cloud of noxious gas whrch renders unconscious | cloud of noxious gas whrch renders unconscious | ||
anyone within 3 feet unless they make their saving | anyone within 3 feet unless they make their saving | ||
throw against poison. Unconsciousness lasts 1 to 6 turns, | throw against poison. Unconsciousness lasts 1 to 6 turns, | ||
| − | depending on the Dungeon | + | depending on the Dungeon Master’s die roll. |
#2 contains a partially clothed skeleton which | #2 contains a partially clothed skeleton which | ||
| Line 366: | Line 383: | ||
feel the surge of magical power ii gives. | feel the surge of magical power ii gives. | ||
When the party enters the room there is a 50% | When the party enters the room there is a 50% | ||
| − | chance | + | chance a giant rat will burst through the loose dirt al the |
north end of the room ond attack. Armor class 7, 4 hit | north end of the room ond attack. Armor class 7, 4 hit | ||
points. Al the end of each turn or each 10 melee | points. Al the end of each turn or each 10 melee | ||
| Line 380: | Line 397: | ||
P – This room is 50 by 80 feet and hos doors In all | P – This room is 50 by 80 feet and hos doors In all | ||
four walls. II contains two ghouls and some smashed | four walls. II contains two ghouls and some smashed | ||
| − | coffins. The ghouls | + | coffins. The ghouls are armor class 6, and if they score a |
hit they can paralyze their opponent (unless he is an | hit they can paralyze their opponent (unless he is an | ||
| − | elf). They | + | elf). They can toke 2 hit dice ( 11, 9 hit points respectively) |
The coffins contain, in oddillon to Indescribable | The coffins contain, in oddillon to Indescribable | ||
odds and ends, 50 platinum pieces and 5 gems each | odds and ends, 50 platinum pieces and 5 gems each | ||
| − | worth l | + | worth l a gold pieces. |
The east door leads to a short dirt tunnel which | The east door leads to a short dirt tunnel which | ||
ends blindly under the cemetery. | ends blindly under the cemetery. | ||
| − | RT- Rot tunnels. They | + | RT- Rot tunnels. They are only 3 feel in diameter, |
round and dug through the soff earth of the cemetery. | round and dug through the soff earth of the cemetery. | ||
A man could crawl through them, but ii should be | A man could crawl through them, but ii should be | ||
| Line 396: | Line 413: | ||
halfling or dwart would be at no particular disadvantage. | halfling or dwart would be at no particular disadvantage. | ||
Every 100 feet there is a 50% chance of meeting | Every 100 feet there is a 50% chance of meeting | ||
| − | a rot, every 200 feet | + | a rot, every 200 feet a 50% chance of coming on 5 |
gold pieces. The tunnels form on endless maze and | gold pieces. The tunnels form on endless maze and | ||
there is no end lo the rots. The tunnels intersect the | there is no end lo the rots. The tunnels intersect the | ||
dungeons at the northernmost corridor and at room N. | dungeons at the northernmost corridor and at room N. | ||
| − | Rots | + | Rots are described under room N |
S – Spiral Staircase. The spiral staircase begins ot | S – Spiral Staircase. The spiral staircase begins ot | ||
floor level 01 the north wall ond winds around up to the | floor level 01 the north wall ond winds around up to the | ||
| Line 409: | Line 426: | ||
moves 100 feet per turn. | moves 100 feet per turn. | ||
| − | There | + | There are two visible doors at ground level, north |
and south as well as the trap doors in the ceiling. There | and south as well as the trap doors in the ceiling. There | ||
is a secret door under the stairs, opened by pressing a | is a secret door under the stairs, opened by pressing a | ||
hidden catch. | hidden catch. | ||
| − | SI – Ground floor of the | + | SI – Ground floor of the magician’s tower, entered |
through the trap door in the floor. There is a door | through the trap door in the floor. There is a door | ||
to the north and a spiral stair leading up, just like the | to the north and a spiral stair leading up, just like the | ||
one in the room below, ending in a trap door in the | one in the room below, ending in a trap door in the | ||
ceiling. The door to the stree, outside and the trap in the | ceiling. The door to the stree, outside and the trap in the | ||
| − | ceiling | + | ceiling are both open. There are a fireplace, cooking |
utensils and a few choirs. The room is unoccupied. The | utensils and a few choirs. The room is unoccupied. The | ||
trap door above leads lo room S2. | trap door above leads lo room S2. | ||
| Line 426: | Line 443: | ||
a spiral stair leading to the roof, trap door closed. No | a spiral stair leading to the roof, trap door closed. No | ||
doors, but narrow (2 foot wide), toll windows in each | doors, but narrow (2 foot wide), toll windows in each | ||
| − | wall. This is the | + | wall. This is the wizard’s study, and here he hos his two |
gion1 volumes of magic spells, table, lamps, chemicals, | gion1 volumes of magic spells, table, lamps, chemicals, | ||
skulls, loose pages of parchment, mystic designs on the | skulls, loose pages of parchment, mystic designs on the | ||
| Line 436: | Line 453: | ||
os soon os he gets out – he hates the cage and hos | os soon os he gets out – he hates the cage and hos | ||
been waiting to get even. If the magic-user opens the | been waiting to get even. If the magic-user opens the | ||
| − | cage there ls | + | cage there ls a 25% chance the ope will attack him. If |
| − | anyone else opens the | + | anyone else opens the cage, the ope will attack |
| − | someone in the room and then try to escape through | + | someone in the room and then try to escape through a |
window, down the side of the tower and off through | window, down the side of the tower and off through | ||
the city streets. | the city streets. | ||
The magic-user keeps his wand of petrifaction | The magic-user keeps his wand of petrifaction | ||
| − | (turns flesh to stone if he makes | + | (turns flesh to stone if he makes a hit with it) hidden in |
a secret comportment of the table (only 5% chance of | a secret comportment of the table (only 5% chance of | ||
locating this comportment). Hidden among the undecipherable | locating this comportment). Hidden among the undecipherable | ||
| Line 459: | Line 476: | ||
where Zenopus met his doom? Do the pirates hove | where Zenopus met his doom? Do the pirates hove | ||
other treasure troves hidden in the sea coves? What | other treasure troves hidden in the sea coves? What | ||
| − | inhuman rites | + | inhuman rites are practiced deep in the ghoul haunted |
| − | passages beneath the graveyard? What | + | passages beneath the graveyard? What are the townspeople |
going to do when they discover that our friends | going to do when they discover that our friends | ||
| − | + | are tampering with Things Better Len Alone? | |
Revision as of 07:39, 29 September 2019
Sample Dungeon
Background – 100 years ago the sorcerer Zenopus built a tower on the low hills overlooking Portown. The tower was close to the sea cliff west of the town and, appropriately, next door to the graveyard.
Rumor hos it that the magician made extensive cellars and tunnels underneath the tower. The town is located on the ruins of a much older city of doubtful history and Zenopus was said to excavate in his cellars in search of ancient treasures.
Fifty years ago, on a cold wintry night, the wizard’s tower was suddenly engulfed in green flame. Several of his human servants escaped the holocaust, saying their master hod been destroyed by some powerful force he had unleashed in the depths of the tower. Needless to soy the tower stood vacant for a while after this, but then the neighbors and the night watchmen complained that ghostly blue lights appeared in the windows at night, that ghastly screams could be heard emanating from the tower at all hours, and goblin figures could be seen dancing on the tower roof in the moonlight. Finally the authorities hod a catapult rolled through the streets of the town and the tower was battered to rubble. This slopped the hauntings but the townsfolk continue to shun the ruins. The entrance to the old dungeons can be easily located as a flight of broad stone steps leading down into darkness, but the few adventurous souls who have descended into crypts below the ruin hove either reported only empty stone corridors or have failed to return at all.
Other magic-users hove moved into the town but the site of the old tower remains abandoned. Whispered tales are told of fabulous treasure and unspeakable monsters in the underground passages below the hilltop, and the story tellers are always careful to point out that the reputed dungeons lie in close proximity to the foundations of the older, pre-human city, to the graveyard, and to the sea.
Portown is a small but busy city linking the caravan routes from the south to the merchant ships that dare the pirate-infested waters of the Northern Sea. Humans and non-humans from all over the globe meet here. At the Green Dragon Inn, the players of the game gather their characters for an assault on the fabulous passages beneath the ruined Wizard’s tower.
The Dungeon Master should read the background material above to the assembled players and then let them decide how they will proceed. Because of the nature of some of the traps in the dungeon, it is highly recommended that no one attempt it alone. If only one player is taking his or her character into the dungeon, the Dungeon Master should recommend employing one or more men-at-arms These non-player characters can then be “rolled up” and hired out for a shore of the treasure. The stairway from the surface leads twenty-five feet straight down and ends in the corridor marked START on the Dungeon Master’s map.
A – This is a large room, 120 ft. × 100 ft. There are
doors in the east, west and the south wall. The room is
furnished with rough tables and benches and as many
beds as there are occupants. The occupants are goblins.
There are at least three goblins. The Dungeon Master
should increase the number of goblins if the party of
adventurers is a large one—i.e., if more than three are
in the party, have five goblins, more than five, seven or
eight goblins, etc.
The goblins wear leather armor and carry swords and daggers. They can each take one 8-sided die of hits minus one point, i.e. roll a regular hit die, subtract one—the result is the goblin’s hits. If one is rolled do not subtract. If half their number is killed, the other(s) will try to escape through one of the doors or surrender. If surrender is accepted the captured goblins will offer to lead the party to a treasure but will, in reality, try to guide them to one of the dangerous trap rooms and then run.
There are small wooden chests under each bed and several leather sacks hanging on pegs along the wall. Most of the sacks contain junk, dirty clothes, old bones, etc., but two contain coins, 500 silver pieces each. There are several cloaks hanging on pegs and in a pocket of one cloak there is a magical potion of growth in a glass vial. One of the chests contains an additional 2000 copper pieces but the chest is booby-trapped and an opening releases a cloud of sleep gas filling an area 6 × 6 × 6 feet. Anyone within this area who fails to make his saving throw against poison falls deeply asleep for a number of turns. The Dungeon Master determines the exact number of turns of unconsciousness by secret roll of a 6-sided die, subtracting a 1 if the character has a high constitution.
B – This is a 50 ft. × 50 ft. room with a north door
and on open door at the south end. The four deep
niches in the walls can be seen from the north doorway
but they are covered with cobwebs and nothing can be
seen within them The room is totally dark and the floor
is covered with an inch of undisturbed dust.
There are four skeletons in the niches. They do not attack unless someone advances over ten feet into the room, then they all rush out and attack until destroyed or turned away. A first level cleric must roll a 7 or more with two 6-sided dice to turn them and then make a second roll to see how many are turned away. If turned, they run out the door at the end of the room farthest from the cleric.
There is no treasure in this room.
C – C is an empty corridor. All corridors in this
dungeon are 10 feet wide and 10 feet high. (The magic-user’s
secret corridor (S to F} is 5 feet by 5 feet.)
Remember that at the end of 3 turns a wondering monster
might appear—corridors are likely places for this
to happen.
D – An almost empty room with a 6 ft. tall stone
statue in the center. There is a door in the middle of
each wall, north, south, east and west. The statue is
facing the door by which the party just entered. Doors
to this room always open from the outside, but at the
same time the statue will rotate on its base to face the
opening door. Once it has been opened, the door starts
to slowly shut, activated by a powerful spring in the
hinges—it will stay open to allow the party to enter.
The door opens outward into the corridor.
From inside the room all doors are firmly held shut except the one the statue is feeing—that door can be easily opened. To open any door, then, the statue must be rotated on its base (it turns easily) until it faces the door. Then the door opens easily. Doors can not be forced open, they are held by the equivalent of a “wizard lock.”
E – Room E is always en empty room. The size of
the rooms and the number of doors is variable, as
shown on the Dungeon Master’s map.
F – This is a magic-user’s room He is an evil
thaumaturgist (fourth level) who hos been trying to
take over the dungeon level. The room is 50 ft. by 60
ft. There is a large door in the south wall and a smaller
one in the north wall. The magic-user himself is standing
behind a work table in the southwest corner.
Near him is a second level fighting man whom he holds
under a charm spell. Actually this man is one of the
smugglers from the sea cave whose curiosity allowed
him to wander too far into the underground.
The fighter is basically neutral but will attack fiercely on command from the magic-user. Armor class 5 (chainmail), he carries a magic +1 sword. He wears o jeweled belt (stolen) with rubles worth 1000 gold pieces.
- S12 I10 W9 C13 D10 C12 Level 2, Hits 11
The thaumaturgist (4th level magic-user) knows six spells: read magic, charm person, magic missile, protection from good {he is lawful evil}. wizard lock. and web. He carries a scroll of levitation. When caught in this room he will (a) direct the fighter to attack, and (b) try to exit through the secret door behind him. While doing this there is a 50% chance that he will drop the magic scroll. If magic is thrown at him his saving throw is better than that of magic-users of the third level, add +1 to his saving throw score
- S9 I16 W9 C10 D11 C12 Level 4, Hits 9
If he can get out the door he will put a wizard lock on it and run up the stairs to his tower. The rest of room F is occupied by 3 stone statues of men. They are men turned to stone by the magic-user with a special wand which he has in his tower. He will use the wand on anybody entering his hideaway.
G – Gloomy. Piles of rocks and rubbish four feet
high cover the floor. There is a door in the center of
every wall except the north.
There are 2–8 giant rats in the room, but they are hiding in the shadows and not easily seen. An elf or a dwarf might spot them (on a roll of say 1 or 2 on a six-sided die). They will attack if the room is entered.
The rats are armor class 7 (leather), hove 2 hit points each, and hove a treasure. Concealed in a mass of old bones, chewed leather straps and bits of armor in its nest is a belt attached to which is a silver dagger (50 gold piece value) in a sheath and a bag containing 50 electrum pieces. It tokes a turn of careful searching in the refuse to come up with these things.
H – A room 80 ft. × 50 ft., with doors in the north
and south walls. There is a river running through the
room, 50 ft. wide. It enters and exits through holes in
the east and west wall with less than a foot of air space
over the water. The channel is 10 feet deep and the
current is swift. Anyone falling in will be swept away
unless he has a strength of 15 or better. Men in metal
armor will sink to the bottom if they fall in. They may be
able to shed their armor (50% chance) in one turn and
get to the surface. The current will deposit anyone
swept away in room K at the end of a turn. Being
dragged under the rock wall between rooms is
dangerous. Anyone with a constitution of 12 or better
will survive unhurt, others run a 50% chance of taking a
die of damage from drowning.
The walls of room H are fitted granite blocks as is the ceiling 20 feet above. The Dungeon Master will hove to evaluate the characters’ attempts to cross. The floor is also rock, 15 feet wide on each bank and the drop into the river is sheer.
I – Doors in the north, south and east walls give entrance to this room. In the center of the room is a bronze sundial on a low pedestal. Set Into the stone of the west wall is a bronze mask, about the size of a manhole cover. The eyes and mouth are shut. Below the mask, in common language, Is an inscription: “I’ll answer questions, one, no more. I never speak til it be four.”
The magic is activated by shining the light of a single torch, lantern, etc. on the sundial so the shadow of the gnomon falls on the Romon numeral IV The bronze mask then opens Its eyes and soys “Speak, I’ll answer.” It will give a reasonable answer to any brief pertinent question and then say, “I’ve answered one, now go away. I will not speak again today.” Since the shadow hos to be held on IV, there is little chance of triggering the magic occidentally, even by walking around the sundial with a light. J -A room 60 by 50 feet. The celling is out of sight in the darkness but there are large spider webs In the comers. There are doors in the middle of all 4 walls. A giant spider lurks In the darkness of the roof, thirty-five feet obove. He will drop on unwary adventurers. He is armor class 3 (plate moll), has 4 + 4 hit dice (21 hit po,nts), and his bite causes 2-8 points of damage and is poisonous
If the party enters and does not see the spider, the monster will select a victim (by random number assignment of some sort) and try to drop on top of him. If the spider makes his first hit he has dropped on the character and knocked him down. If he misses he lands beside the victim on the floor and the bottle proceeds from there. If the spider gets a knock-down it Is a surprise (naturally), and the spider gets the next blow. The character knocked down makes his fits! hit with a -2 off his roll, ofter that he hits normally. There is no treasure in this room, but a + 1 dagger is lmbedded in the spider’s body (evldentally a souvenir from some previous battle); it can be found only if the beast is cut open.
IC – A cavern, about 10 feet high, Irregularly shaped, with the river running through it. There Is a shallow beach where flotsam from the river is deposited. There is on exit to the west. The cove is completely dork, characters without lights or infrovlsion will hove lo feel their way our. ·
L – Another cove with the river running through It. There Is phosphorescent fungus growing on the rocks, so anyone can see without l ights. There are east and west entrances on both sides of the river to the sandy beach. The river is only ~ feet deep at the center of the channel and can be forded.
There is a giant crab concealed under the sand on the south beach. It will attack anything thot moves on either beach. It runs 60 feet In 1 tum, in armor class 3 (plate moil), and tokes 2 hit d ice (8 hit points). II strikes with ils giant claws one at a time as fast as a man, doing 2-12 points of damage per hit.
M – A large sea cave with entrances to the north and south. There is a sandy beach, on which are drown up two row-boats. The entrance to the sea Is to the west about 500 feet. If it is day up above, the cove will be dimly illuminated by sunlight coming through the tunnel. If it is night, torches in the hands of the occupants w ill shed a dim glow. The cove Is used by smugglers and pirates. There are four pirates present now, sitting In one of the boots, talking. They are normal men (1 6-sided hit die ), armor class 7, and are armed with cutlasses. (At the Dungeon Master’s discretion he may increase the number of pirates.) Each pirate carries 2-12 gold pieces In his purse (roll 2 6-sided dice). The pirates use the cove to hide treasure and there are chests in the f irst boot and a prisoner in the second boat. Every turn there is a 25o/o chance of another boatload of 2-5 pirates rowing In. The prisoner is a girl, Lemundc the Lovely, whose father is a powerful lord in the city above. lemundo is a good fighter in her own right and carries a concealed dagger in her girdle, but right now she is bound and gagged. She Is lying In the bottom of the second boat, not the one occupied by the pirates. Her family would be very grateful to get her bock. Lemunda the lovely:
S10 114 W12 C15 012 C17 Level 2, Hit0ice2
The treasure is in two chests In the first boot. One chest contains 2000 silver pieces, the other 1000 electrum pieces and 12 gems each worth 100 gold pieces. Exit from the underground can be mode by rowing out to the sea, although there is a posslblltry of meeting another boat coming In. There is a large octopus ot the bottom of the sea cave, 3 hit dice (16 hit points), armor class 7 (leather), which w ill arrack boats. The pirates always throw the monster a large fish or the body of one of their victims and so ii does not attack their boars. If the octopus makes a “hit” with a tentacle it will nor do any damage Immediately but will pull the victim overboard and try to drown him. See H for more information about drowning; assume that all characters know how lo swim. The octopus gets 6 attacks per melee roundl
N – This large room – 120 feet by 70 feet – is port of the catacombs of the city. The north wall hos caved in and there are doors only at the east and west ends of the tomb. Ten stone sarcophagi are scattered about, four empty with the tops off. Six, however, are closed. If the adventurers open one, roll a die to see which they hove chosen.
- 1 contains only moldering bones but releases a
cloud of noxious gas whrch renders unconscious anyone within 3 feet unless they make their saving throw against poison. Unconsciousness lasts 1 to 6 turns, depending on the Dungeon Master’s die roll.
- 2 contains a partially clothed skeleton which
holds a jeweled dagger in the bony hands folded across ilS chest. If the dagger is removed it will flash away into the air, turn and attack the one who touched it. It strikes as a l hit die monster and will continue to attack un1il ii draws blood, doing 1 die of damage, or its intended viclim runs from the room. It will then return to the coffin with its owner. The dancing dagger is hard to hil – armor class 3 – and if hit It falls to the floor and remains motionless for 3 melee rounds and then takes up the attack again! Putting ii back in the sarcophagus will stop the attacks of course. 113 skelerol form wears rings and a coronet worth 300 gold pieces.
- 4 skeletal form wears jewelry worth 900 gold
pieces 115 animated skeleton (7 hit points), armor doss 7, is armed with a curved scim,tor. It will attack as soon as the lid is removed. /16 skeletal form in chainmoil holds a magic sword + 1. Any warrior-type drawing it from the scabbard will feel the surge of magical power ii gives. When the party enters the room there is a 50% chance a giant rat will burst through the loose dirt al the north end of the room ond attack. Armor class 7, 4 hit points. Al the end of each turn or each 10 melee rounds there is another 50% chance that a rot will enter from the tunnels. The rots will not, however, leave room N except to go bock ta the runnels. The sarcophagus lids are heavy. Four or more men can lift them off, one man would hove to slide the lid off, and this would take 1 turn. Thus ii will toke several turns to get them all open ond the rots are pretty sure to show up.
P – This room is 50 by 80 feet and hos doors In all four walls. II contains two ghouls and some smashed coffins. The ghouls are armor class 6, and if they score a hit they can paralyze their opponent (unless he is an elf). They can toke 2 hit dice ( 11, 9 hit points respectively) The coffins contain, in oddillon to Indescribable odds and ends, 50 platinum pieces and 5 gems each worth l a gold pieces.
The east door leads to a short dirt tunnel which ends blindly under the cemetery.
RT- Rot tunnels. They are only 3 feel in diameter, round and dug through the soff earth of the cemetery. A man could crawl through them, but ii should be hard for him to fight (a -2 from his attack die roll). A halfling or dwart would be at no particular disadvantage. Every 100 feet there is a 50% chance of meeting a rot, every 200 feet a 50% chance of coming on 5 gold pieces. The tunnels form on endless maze and there is no end lo the rots. The tunnels intersect the dungeons at the northernmost corridor and at room N. Rots are described under room N S – Spiral Staircase. The spiral staircase begins ot floor level 01 the north wall ond winds around up to the roof 25 feet above, making 1 full turn. The stair ends in o closed trap door in the ceiling, leading up to room S1 The room contains a giant snake, armor class 6 ( leofher and shield), 2 hit dice ( 13 hit points), and moves 100 feet per turn.
There are two visible doors at ground level, north and south as well as the trap doors in the ceiling. There is a secret door under the stairs, opened by pressing a hidden catch.
SI – Ground floor of the magician’s tower, entered through the trap door in the floor. There is a door to the north and a spiral stair leading up, just like the one in the room below, ending in a trap door in the ceiling. The door to the stree, outside and the trap in the ceiling are both open. There are a fireplace, cooking utensils and a few choirs. The room is unoccupied. The trap door above leads lo room S2.
S2 – Just above S1 and shaped the some, also with a spiral stair leading to the roof, trap door closed. No doors, but narrow (2 foot wide), toll windows in each wall. This is the wizard’s study, and here he hos his two gion1 volumes of magic spells, table, lamps, chemicals, skulls, loose pages of parchment, mystic designs on the floor, etc.
Against the south wall there is on ope in on iron cage. The key is in the lock of the cage door. The ope is 2 hit die and is armor class 7 ( leather), ond will attack. os soon os he gets out – he hates the cage and hos been waiting to get even. If the magic-user opens the cage there ls a 25% chance the ope will attack him. If anyone else opens the cage, the ope will attack someone in the room and then try to escape through a window, down the side of the tower and off through the city streets.
The magic-user keeps his wand of petrifaction (turns flesh to stone if he makes a hit with it) hidden in a secret comportment of the table (only 5% chance of locating this comportment). Hidden among the undecipherable parchment notes on the table is a scroll which reverses the wand effect, but only for 1 person and only once.
The magic-user himself is described in room F. If he is not in room F he will be found here. By the time the adventurers hove worked their way through this, the Dungeon Moster will probably have lots of ideas of his or her own to try out. Design your own dungeon or dig new passages and levels in this one. What lies in the (undiscovered) deeper levels where Zenopus met his doom? Do the pirates hove other treasure troves hidden in the sea coves? What inhuman rites are practiced deep in the ghoul haunted passages beneath the graveyard? What are the townspeople going to do when they discover that our friends are tampering with Things Better Len Alone?