Difference between revisions of "Zenopus"

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Sample Dungeon
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:Note: ''Ghost of Saltmarsh'' (2019) identified “Portown” as Saltmarsh. The text below has not been updated.
  
Background — 100 yeors ago the sorcerer Zenopus
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==Sample Dungeon==
built a tower on the low hills overlooking Portown. The
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{{hatnote|{{wp|John Eric Holmes|Holmes, J. Eric}} (1977, 1978) “Sample Dungeon”. ''Dungeons & Dragons: Basic Rules'' ©1977, 1978 TSR. 2nd Edition, November 1978}}
tower was close to the sea cliff west of the town and,
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* [[#Background|Background]] • [[#A|A]] • [[#B|B]] • [[#C|C]] • [[#D|D]] • [[#E|E]] • [[#F|F]] • [[#G|G]] • [[#H|H]] • [[#I|I]] • [[#J|J]] • [[#K|K]] • [[#L|L]] • [[#M|M]] • [[#N|N]] • [[#P|P]] • [[#RT|RT]] • [[#S|S]]
oppropriorely, next door lo the graveyard.
 
  
Rumor hos it that the mogic1on mode extensive
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'''''Background'''''<span id="Background"></span> – 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.
cellars and tunnels underneath the tower. The !own is
 
located on the ruins of a much older city of doubtful
 
history and Zenopus was so1d to excavate in his cellars
 
in search of ancient treasures.
 
  
Fifty years ago, on o cold wintry night, the wizard's
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Rumor has 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.
tower was suddenly engulfed in green flame. Several
 
of his human servants escaped the holocaust, saying
 
their most er hod been destroyed by some powerfu I
 
force he hod unleashed in the depths of the tower.
 
Needless to soy the lower stood vacant for a while ofter
 
this, but then the neighbors and the night watchmen
 
complained that ghostly blue lights appeared in the
 
windows or night, that ghos1ly screams could be heard
 
emanating from the tower al 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 lown and the tower was battered
 
lo rubble. This slopped the hountlngs but the
 
townsfolk continue to shμn the ruins. The entrance to
 
1he old dungeons can be easily located as o flight of
 
brood stone steps leading down into darkness, but the
 
few adventurous souls who hove descended into crypts
 
below the ruin hove either reported only empty stone
 
corridors or have foiled 10 return al all.
 
  
Other magic-users hove moved into the town but
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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 had been destroyed by some powerful force he had unleashed in the depths of the tower. Needless to say 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 had a catapult rolled through the streets of the town and the tower was battered to rubble. This stopped 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 have either reported only empty stone corridors or have failed to return at all.
the site of the old tower remains abandoned.
 
Whispered tales ore 1old of fabulous 1reasure and unspeakable
 
monsters in the underground passages
 
below lhe hilltop, and the story tellers ore always
 
careful to point out lhot the reputed dungeons Ile In
 
close proximity to lhe foundations of the older, prehuman
 
city, lo the graveyard, and to 1he sea.
 
  
Portown is o small but busy city linking the caravan
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Other magic-users have 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.
routes from the sou1h io the merchant ships that dare
 
the pirate-infested waters of the Northern Sea. Humans
 
and non-humans from all over the globe meet here. Al
 
the Green Dragon Inn, the players of the game 901her
 
1heir characters for on assault on the fabulous possoge:s
 
beneath the ruined Wizard' s lower.
 
  
The Dungeon Moster should read the background
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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.
material above to the assembled players and then let
 
them decide how they will proceed. Because of the
 
nature of some of the trops in the dungeon, it is highly
 
recommended that no one attempt it alone. If only one
 
player is taking his or her character ,nto the dungeon,
 
the Dungeon Moster should recommend employing
 
one or more men-al-arms These non-player chorocters
 
con then be " rolled up" and hired oui for o shore of the
 
treasure. The stairway from the surface leads 1wen1yf1ve
 
feet srraight down and ends in the corridor marked
 
START on the Dungeon Master's map.
 
  
A – This is a large room, 120 ft. X I 00 ft. There ore
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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 share 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.
doors in the east, west and the south wall. The room is
 
furnished w ith rough tables and benches and as many
 
beds as lhere are occupants. The occupants ore goblins.
 
There ore at least 1hree goblins. The Dungeon Moster
 
should increose the number of goblins if 1he party of
 
adventurers 1s a large one – i.e., if more than three are
 
in the party, hove five goblins, more than five, seven or
 
eight goblins, etc.
 
  
The goblins wear leather armor and carry swords
 
and daggers. They con each toke one 8-s,ded d,e of
 
hits minus one point, 1 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 fry to escape !hrough one of the doors or surrender.
 
If surrender is accepted the captured goblins will offer
 
to lead the party to o treasure but will, in reality, try lo
 
gu,de !hem to one of the dangerous trap rooms and
 
then run.
 
  
There ore small wooden chests under each bed
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'''''A'''''<span id="A"></span> – 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.
and several leather socks hanging on pegs along the
 
wall. Most of the socks contain junk, dirty clothes, old
 
bones, etc., but two contain coins, 500 silver pieces
 
eoch. There are several cloaks hanging on pegs and in
 
o pocket of one cloak there is o magical potion of
 
growth in o glass viol. One oi the chests contains an additional
 
2CX>O copper pieces but the chest is boobytrapped
 
and an opening releoses a cloud of sleep gas
 
filling an area 6 X 6 X 6 feet. Anyone within this area
 
who foils to make his saving throw against poison falls
 
deeply asleep for o number of !urns. The Dungeon
 
Moster determines the exoc1 number of turns of unconsciousness
 
by secret roll of o 6-s,ded die, subtracting
 
a 1 if the character hos a h,gh constitution
 
  
B – This is o 50 ft. X 50 ft. room with o north door
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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.
and on open door al the south end. The four deep
 
niches in the walls con be seen from the north doorway
 
but they are covered with cobwebs and nothing con be
 
seen within them The room is 1otolly dark and the floor
 
is covered with on inch of undisturbed dust.
 
There ore 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 ta see how many are turned away. Jf
 
turned, they run out the dooir at the end of the room farthest
 
from the clenc
 
There is no treasure in 1h1s room.
 
  
C – C is an empty corridor. All corridors in this
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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.
dungeon are 10 feet wide end 10 feet high. (The magicuser'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 ore 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, eOS1 and west. The statue is
 
facing the door by which the party 1us1 entered. Doors
 
lo this room always open from the outside, but or the
 
some time the statue will rotate on Its base to face the
 
opening door. Once 11 has been opened, the door starts
 
ro slowly shut, activated by a powerful spring in the
 
hinges – 11 will stay open lo 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 bose ( It turns easily) until it feces the
 
door. Then the door opens easily. Doors con not be
 
forced open, they ore held by the equivalent of o "wizard
 
lock."
 
  
E Room E is always en empty room. The size of
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'''''B'''''<span id="B"></span> This is a 50 ft. × 50 ft. room with a north door and an 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.
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
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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.
thoumaturgist (fourth level) who hos been trying to
 
toke over the dungeon level. The room is 50 ft. by 60
 
ft. There is o 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 mon whom he holds
 
under a charm spell. Actually this man is one of the
 
smugglers from the sea cove whose curiosity allowed
 
him lo wander 100 far into the underground.
 
The fighter is basically neutral but will attack
 
fiercely on command from the magic-user. Armor class
 
5 (chainmoll), he carries a magic + I sword. He wears
 
o jeweled bell (s1olen) with rubles worth 1000 gold
 
pieces.
 
  
S12 110 W9 C13 010 C12 level 2, Hits 11
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There is no treasure in this room.
  
The thaumaturgist (4th level magic-user) knows six
 
spells: reod magic, charm person, magic missile,
 
protection from good {he i~ lawful evil}. wizard lock.
 
and web. He carries a scroll of levootion. When caught
 
in this room he will (a) direct the fighter to attack, and
 
(b) try lo exit through the seaet door behind him While
 
doing this there is a 50% chance that he will drop the
 
magic scroll. lf magic is thrown at hlm his saving throw
 
is be1ter than that of magic-users of the 1hird level, add
 
+ 1 to his saving throw score
 
  
S9 116 W9 ClO D11 C12 Level 4, Hits 9
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'''''C'''''<span id="C"></span> – 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 wandering monster might appear—corridors are likely places for this to happen.
  
If he con get out the door he will put o wizard lock on if
 
and run up the stairs 10 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 hos in his tower. He will use the wand on
 
anybody entering his hideaway.
 
  
G Gloomy. Piles of irocks and rubbish four feel
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'''''D'''''<span id="D"></span> 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.
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 ore
 
hiding In the shadows and nor easily seen .. An elf or a
 
dwarf might spot them (on a roll of soy 1 or 2 on o sixsided
 
die). They will ottack ,f the room is entered.
 
The rats ore armor doss 7 {leather), hove 2 hit
 
points each, and hove a treasure. Concealed in a moss
 
of old bones, chewed leather s1rops 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 bog containing 50
 
electrum pieces. 11 tokes a turn of careful searching in
 
the refuse to come up with these things.
 
  
H -A room 80 ft. X 50 ft., with doors in the north
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From inside the room all doors are firmly held shut except the one the statue is facing—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.
and south walls. There is o river running through the
 
room, 50 ft. wide. It enters and exits through holes in
 
the east and west wall with less than o 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 hos o strength of 15 or better. Men in metal
 
armor will sink to the bottom if they foll 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 o 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 Moster will
 
hove to evaluate the characters' pttempts 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 o
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'''''E'''''<span id="E"></span> – Room E is always an empty room. The size of the rooms and the number of doors is variable, as shown on the Dungeon Master’s map.
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 o 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 ore large spider webs In the
 
comers. There ore 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 o 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 o surprise (naturally), and the spider gets the next
 
blow. The character knocked down makes his fits! hit
 
with o -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
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'''''F'''''<span id="F"></span> This is a magic-user’s room. He is an evil thaumaturgist (fourth level) who has 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.
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.
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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 a jeweled belt (stolen) with rubies worth 1000 gold pieces.
There Is phosphorescent fungus growing on the rocks,
 
so anyone con see without l ights. There ore 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 con be forded.
 
  
There is a giant crab concealed under the sand on
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:S12 I10 W9 C13 D10 C12 Level 2, Hits 11
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 ore 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 o dim glow.
 
The cove Is used by smugglers and pirates. There
 
ore four pirates present now, sitting In one of the boots,
 
talking. They ore normal men (1 6-sided hit die ), armor
 
class 7, and ore 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 o
 
prisoner in the second boat. Every turn there is o 25o/o
 
chance of another boatload of 2-5 pirates rowing In.
 
The prisoner is o girl, Lemundc the Lovely, whose
 
father is a powerful lord in the city above. lemundo is o
 
good fighter in her own right and carries o 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
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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.
  
The treasure is in two chests In the first boot. One
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:S9 I16 W9 C1O D11 C12 Level 4, Hits 9
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 o 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 o " hit" w ith 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
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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 three 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.
port of the catacombs of the city. The north wall hos
 
caved in and there ore doors only at the east and west
 
ends of the tomb. Ten stone sarcophagi ore 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 o
 
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
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'''''G'''''<span id="G"></span> – 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.
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
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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.
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 o 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
+
The rats are armor class 7 (leather), have 2 hit points each, and have 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 takes a turn of careful searching in the refuse to come up with these things.
four walls. II contains two ghouls and some smashed
 
coffins. The ghouls ore armor class 6, and if they score o
 
hit they can paralyze their opponent (unless he is an
 
elf). They con 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 O gold pieces.
 
  
The east door leads to a short dirt tunnel which
 
ends blindly under the cemetery.
 
  
RT- Rot tunnels. They ore only 3 feel in diameter,
+
'''''H'''''<span id="H"></span> – 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.
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 o 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 ore 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 ore two visible doors at ground level, north
+
The walls of room H are fitted granite blocks as is the ceiling 20 feet above. The Dungeon Master will have 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.
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 ore both open. There ore 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
+
'''''I'''''<span id="I"></span> 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.
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
+
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 Roman numeral IV. The bronze mask then opens its eyes and says “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.
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 o 25% chance the ope will attack him. If
 
anyone else opens the coge, the ope will attack
 
someone in the room and then try to escape through o
 
window, down the side of the tower and off through
 
the city streets.
 
  
The magic-user keeps his wand of petrifaction
+
Since the shadow has to be held on IV, there is little chance of triggering the magic accidentally, even by walking around the sundial with a light.
(turns flesh to stone if he makes o 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.
+
'''''J'''''<span id="J"></span> – A room 60 by 50 feet. The ceiling is out of sight in the darkness but there are large spider-webs in the corners. There are doors in the middle of all 4 walls.
By the time the adventurers hove worked their way
+
 
through this, the Dungeon Moster will probably have
+
An enormous spider lurks in the darkness of the roof, thirty-five feet above. He will drop on unwary adventurers. He is armor class 3 (plate mail), has <ins title="Changed from “6 hit dice (31 hit points)” in the 2nd Edition, November 1978.">4+4 hit dice (21 hit points)</ins>, and its bite causes <ins title="Changed from “1–8” in the 2nd Edition, November 1978.">2–8</ins> points of damage and is poisonous<del title="Deleted in the 2nd Edition, November 1978."> (&minus;1 on saving throw dice because it is so strong)</del>.
lots of ideas of his or her own to try out. Design your
+
 
own dungeon or dig new passages and levels in this
+
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.
one. What lies in the (undiscovered) deeper levels
+
 
where Zenopus met his doom? Do the pirates hove
+
If the spider makes its first hit it has dropped on the character and knocked him down. If it misses it lands beside the victim on the floor and the battle 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 first hit with a &minus;2 off his roll, after that he hits normally. There is no treasure in this room, but a +1 dagger is imbedded in the spider’s body (evidently a souvenir from some previous battle); it can be found only if the beast is cut open.
other treasure troves hidden in the sea coves? What
+
 
inhuman rites ore practiced deep in the ghoul haunted
+
 
passages beneath the graveyard? What ore the townspeople
+
'''''K'''''<span id="K"></span> – 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 an exit to the west. The cave is completely dark, characters without lights or infravision will have to feel their way out.
going to do when they discover that our friends
+
 
ore tampering with Things Better Len Alone?
+
 
 +
'''''L'''''<span id="L"></span> – Another cave with the river running through it. There is phosphorescent fungus growing on the rocks, so anyone can see without lights. There are east and west entrances on both sides of the river to the sandy beach. The river is only 3–4 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 that moves on either beach. It runs 60 feet in 1 turn, in armor class 3 (plate mail), and takes 2 hit dice (8 hit points). It strikes with its giant claws one at a time as fast as a man<ins title="Added in the 2nd Edition, November 1978.">, doing 2–12 points of damage per hit</ins>.
 +
 
 +
 
 +
'''''M'''''<span id="M"></span> – A large sea cave with entrances to the north and south. There is a sandy beach, on which are drawn up two row-boats. The entrance to the sea is to the west about 500 feet. If it is day up above, the cave will be dimly illuminated by sunlight coming through the tunnel. If it is night, torches in the hands of the occupants will shed a dim glow.
 +
 
 +
The cave is used by smugglers and pirates. There are four pirates present now, sitting in one of the boats, 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 cave to hide treasure and there are chests in the first boat and a prisoner in the second boat. Every turn there is a 25% chance of another boatload of 2–5 pirates rowing in.
 +
 
 +
The prisoner is a girl, Lemunda the Lovely, whose father is a powerful lord in the city above. Lemunda 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 back.
 +
 
 +
Lemunda the Lovely:
 +
:S10 I14 W12 C15 D12 C17 Level 2, Hit Dice 2
 +
 
 +
The treasure is in two chests in the first boat. 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 made by rowing out to the sea, although there is a possibility of meeting another boat coming in. There is a large octopus at the bottom of the sea cave, 3 hit dice (16 hit points), armor class 7 (leather), which will attack boats. The pirates always throw the monster a large fish or the body of one of their victims and so it does not attack their boats. If the octopus makes a “hit” with a tentacle it will not 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 to swim. The octopus gets 6 attacks per melee round!
 +
 
 +
 
 +
'''''N'''''<span id="N"></span> – This large room—120 feet by 70 feet—is part of the catacombs of the city. The north wall has 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 have chosen.
 +
{|
 +
|-
 +
|#1||contains only moldering bones but releases a cloud of noxious gas which 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 its 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 1 hit die monster and will continue to attack until it draws blood, doing 1 die of damage, or its intended victim runs from the room. It will then return to the coffin with its owner. The dancing dagger is hard to hit—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 it back in the sarcophagus will stop the attacks of course.
 +
|-
 +
|#3||skeletal form wears rings and a coronet worth 300 gold pieces.
 +
|-
 +
|#4||skeletal form wears jewelry worth 900 gold pieces.
 +
|-
 +
|#5||animated skeleton (7 hit points), armor class 7, is armed with a curved scimitar. It will attack as soon as the lid is removed.
 +
|-
 +
|#6||skeletal form in chainmail holds a magic sword +1. Any warrior-type drawing it from the scabbard will feel the surge of magical power it gives.
 +
|}
 +
When the party enters the room there is a 50% chance a giant rat will burst through the loose dirt at the north end of the room and attack. Armor class 7, 4 hit points. At the end of each turn or each 10 melee rounds there is another 50% chance that a rat will enter from the tunnels. The rats will not, however, leave room N except to go back to the tunnels.
 +
 
 +
The sarcophagus lids are heavy. Four or more men can lift them off, one man would have to slide the lid off, and this would take 1 turn. Thus it will take several turns to get them all open and the rats are pretty sure to show up.
 +
 
 +
 
 +
'''''P'''''<span id="P"></span> – This room is 50 by 80 feet and has doors in all four walls. It 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 take 2 hit dice (11, 9 hit points respectively). The coffins contain, in addition to indescribable odds and ends, 50 platinum pieces and 5 gems each worth 10 gold pieces.
 +
 
 +
The east door leads to a short dirt tunnel which ends blindly under the cemetery.
 +
 
 +
 
 +
'''''RT'''''<span id="RT"></span> – Rat tunnels. They are only 3 feet in diameter, round and dug through the soft earth of the cemetery. A man could crawl through them, but it should be hard for him to fight (a &minus;2 from his attack die roll). A halfling or dwarf would be at no particular disadvantage. Every 100 feet there is a 50% chance of meeting a rat, every 200 feet a 50% chance of coming on 5 gold pieces. The tunnels form an endless maze and there is no end to the rats. The tunnels intersect the dungeons at the northernmost corridor and at room N. Rats are described under room N.
 +
 
 +
 
 +
'''''S'''''<span id="S"></span> – Spiral Staircase. The spiral staircase begins at floor level at the north wall and winds around up to the roof 25 feet above, making 1 full turn. The stair ends in a closed trap door in the ceiling, leading up to room S1.
 +
 
 +
The room contains a giant snake, armor class 6 (leather 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.
 +
 
 +
 
 +
''S1'' – 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 street outside and the trap in the ceiling are both open. There are a fireplace, cooking utensils and a few chairs. The room is unoccupied. The trap door above leads to room S2.
 +
 
 +
 
 +
''S2'' – Just above S1 and shaped the same, also with a spiral stair leading to the roof, trap door closed. No doors, but narrow (2 foot wide), tall windows in each wall. This is the wizard’s study, and here he has his two giant volumes of magic spells, table, lamps, chemicals, skulls, loose pages of parchment, mystic designs on the floor, etc.
 +
 
 +
Against the south wall there is an ape in an iron cage. The key is in the lock of the cage door. The ape is 2 hit die and is armor class 7 (leather), and will attack as soon as he gets out—he hates the cage and has been waiting to get even. If the magic-user opens the cage there is a 25% chance the ape will attack him. If anyone else opens the cage, the ape 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 compartment of the table (only 5% chance of locating this compartment). Hidden among the undecipherable parchment notes on the table is a scroll which reverses the wand effect, but only for one 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 have worked their way through this, the Dungeon Master 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 have other treasure troves hidden in the sea caves? 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 Left Alone?
 +
 
 +
===External links===
 +
* [https://www.dragonsfoot.org/forums/viewtopic.php?t=26894 “Tower of Zenopus”] (2008 Jan.) ''Dragonsfoot forums''
 +
* [https://www.dragonsfoot.org/forums/viewtopic.php?t=41627 “A map of Holmes’ Portown”] (2010 Mar.) ''Dragonsfoot forums''
 +
* [http://zenopusarchives.blogspot.com/2013/11/at-long-last.html “The Holmes Manuscript”] <small>(2013–2016) ''Zenopus Archives'' <small>(BlogSpot)</small></small>
 +
** [https://sites.google.com/site/zenopusarchives/home/modules-and-scenarios/the-sample-dungeon “The Sample Dungeon”] <small>''Zenopus Archives'' <small>(Google sites)</small></small>
 +
** [http://zenopusarchives.blogspot.com/2015/02/part-46-zenopus-built-tower.html “Zenopus Built a Tower”] (Background)
 +
** [http://zenopusarchives.blogspot.com/2015/02/part-47-occupants-are-goblins.html “The Occupants Are Goblins”] (Rooms A–E)
 +
** [http://zenopusarchives.blogspot.com/2015/03/part-48-shadow-on-gnomon.html “The Shadow on the Gnomon”] (Rooms F–I)
 +
** [http://zenopusarchives.blogspot.com/2015/05/part-49-will-drop-on-unwary-adventurers.html “Will Drop on Unwary Adventurers”] (Rooms J–M)
 +
** [http://zenopusarchives.blogspot.com/2015/07/part-50-dancing-dagger-is-hard-to-hit.html “The Dancing Dagger is Hard to Hit”] (Room N)
 +
** [http://zenopusarchives.blogspot.com/2015/07/part-50-dancing-dagger-is-hard-to-hit.html “Indescribable Odds and Ends”] (Room P)
 +
** [http://zenopusarchives.blogspot.com/2015/10/part-52-no-end-to-rats.html “No End to the Rats”] (Room RT)
 +
** [http://zenopusarchives.blogspot.com/2015/11/part-53-room-contains-giant-snake.html “The Room Contains a Giant Snake”] (Rooms S & S1)
 +
** [http://zenopusarchives.blogspot.com/2016/05/part-54-ape-in-iron-cage.html “An Ape in an Iron Cage”] (Room S2 & Coda)

Latest revision as of 17:39, 18 September 2020

Note: Ghost of Saltmarsh (2019) identified “Portown” as Saltmarsh. The text below has not been updated.

Sample Dungeon

Holmes, J. Eric (1977, 1978) “Sample Dungeon”. Dungeons & Dragons: Basic Rules ©1977, 1978 TSR. 2nd Edition, November 1978

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 has 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 had been destroyed by some powerful force he had unleashed in the depths of the tower. Needless to say 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 had a catapult rolled through the streets of the town and the tower was battered to rubble. This stopped 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 have either reported only empty stone corridors or have failed to return at all.

Other magic-users have 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 share 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 an 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 wandering 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 facing—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 an 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 has 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 a jeweled belt (stolen) with rubies 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 C1O 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 three 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), have 2 hit points each, and have 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 takes 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 have 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 Roman numeral IV. The bronze mask then opens its eyes and says “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 has to be held on IV, there is little chance of triggering the magic accidentally, even by walking around the sundial with a light.


J – A room 60 by 50 feet. The ceiling is out of sight in the darkness but there are large spider-webs in the corners. There are doors in the middle of all 4 walls.

An enormous spider lurks in the darkness of the roof, thirty-five feet above. He will drop on unwary adventurers. He is armor class 3 (plate mail), has 4+4 hit dice (21 hit points), and its bite causes 2–8 points of damage and is poisonous (−1 on saving throw dice because it is so strong).

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 its first hit it has dropped on the character and knocked him down. If it misses it lands beside the victim on the floor and the battle 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 first hit with a −2 off his roll, after that he hits normally. There is no treasure in this room, but a +1 dagger is imbedded in the spider’s body (evidently a souvenir from some previous battle); it can be found only if the beast is cut open.


K – 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 an exit to the west. The cave is completely dark, characters without lights or infravision will have to feel their way out.


L – Another cave with the river running through it. There is phosphorescent fungus growing on the rocks, so anyone can see without lights. There are east and west entrances on both sides of the river to the sandy beach. The river is only 3–4 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 that moves on either beach. It runs 60 feet in 1 turn, in armor class 3 (plate mail), and takes 2 hit dice (8 hit points). It strikes with its 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 drawn up two row-boats. The entrance to the sea is to the west about 500 feet. If it is day up above, the cave will be dimly illuminated by sunlight coming through the tunnel. If it is night, torches in the hands of the occupants will shed a dim glow.

The cave is used by smugglers and pirates. There are four pirates present now, sitting in one of the boats, 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 cave to hide treasure and there are chests in the first boat and a prisoner in the second boat. Every turn there is a 25% chance of another boatload of 2–5 pirates rowing in.

The prisoner is a girl, Lemunda the Lovely, whose father is a powerful lord in the city above. Lemunda 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 back.

Lemunda the Lovely:

S10 I14 W12 C15 D12 C17 Level 2, Hit Dice 2

The treasure is in two chests in the first boat. 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 made by rowing out to the sea, although there is a possibility of meeting another boat coming in. There is a large octopus at the bottom of the sea cave, 3 hit dice (16 hit points), armor class 7 (leather), which will attack boats. The pirates always throw the monster a large fish or the body of one of their victims and so it does not attack their boats. If the octopus makes a “hit” with a tentacle it will not 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 to swim. The octopus gets 6 attacks per melee round!


N – This large room—120 feet by 70 feet—is part of the catacombs of the city. The north wall has 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 have chosen.

#1 contains only moldering bones but releases a cloud of noxious gas which 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 its 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 1 hit die monster and will continue to attack until it draws blood, doing 1 die of damage, or its intended victim runs from the room. It will then return to the coffin with its owner. The dancing dagger is hard to hit—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 it back in the sarcophagus will stop the attacks of course.
#3 skeletal form wears rings and a coronet worth 300 gold pieces.
#4 skeletal form wears jewelry worth 900 gold pieces.
#5 animated skeleton (7 hit points), armor class 7, is armed with a curved scimitar. It will attack as soon as the lid is removed.
#6 skeletal form in chainmail holds a magic sword +1. Any warrior-type drawing it from the scabbard will feel the surge of magical power it gives.

When the party enters the room there is a 50% chance a giant rat will burst through the loose dirt at the north end of the room and attack. Armor class 7, 4 hit points. At the end of each turn or each 10 melee rounds there is another 50% chance that a rat will enter from the tunnels. The rats will not, however, leave room N except to go back to the tunnels.

The sarcophagus lids are heavy. Four or more men can lift them off, one man would have to slide the lid off, and this would take 1 turn. Thus it will take several turns to get them all open and the rats are pretty sure to show up.


P – This room is 50 by 80 feet and has doors in all four walls. It 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 take 2 hit dice (11, 9 hit points respectively). The coffins contain, in addition to indescribable odds and ends, 50 platinum pieces and 5 gems each worth 10 gold pieces.

The east door leads to a short dirt tunnel which ends blindly under the cemetery.


RT – Rat tunnels. They are only 3 feet in diameter, round and dug through the soft earth of the cemetery. A man could crawl through them, but it should be hard for him to fight (a −2 from his attack die roll). A halfling or dwarf would be at no particular disadvantage. Every 100 feet there is a 50% chance of meeting a rat, every 200 feet a 50% chance of coming on 5 gold pieces. The tunnels form an endless maze and there is no end to the rats. The tunnels intersect the dungeons at the northernmost corridor and at room N. Rats are described under room N.


S – Spiral Staircase. The spiral staircase begins at floor level at the north wall and winds around up to the roof 25 feet above, making 1 full turn. The stair ends in a closed trap door in the ceiling, leading up to room S1.

The room contains a giant snake, armor class 6 (leather 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.


S1 – 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 street outside and the trap in the ceiling are both open. There are a fireplace, cooking utensils and a few chairs. The room is unoccupied. The trap door above leads to room S2.


S2 – Just above S1 and shaped the same, also with a spiral stair leading to the roof, trap door closed. No doors, but narrow (2 foot wide), tall windows in each wall. This is the wizard’s study, and here he has his two giant volumes of magic spells, table, lamps, chemicals, skulls, loose pages of parchment, mystic designs on the floor, etc.

Against the south wall there is an ape in an iron cage. The key is in the lock of the cage door. The ape is 2 hit die and is armor class 7 (leather), and will attack as soon as he gets out—he hates the cage and has been waiting to get even. If the magic-user opens the cage there is a 25% chance the ape will attack him. If anyone else opens the cage, the ape 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 compartment of the table (only 5% chance of locating this compartment). Hidden among the undecipherable parchment notes on the table is a scroll which reverses the wand effect, but only for one 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 have worked their way through this, the Dungeon Master 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 have other treasure troves hidden in the sea caves? 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 Left Alone?

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