Difference between revisions of "Zenopus"

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(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...")
 
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Sample Dungeon
 
Sample Dungeon
  
Background 100 yeors ago the sorcerer Zenopus
+
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,
oppropriorely, next door lo the graveyard.
+
appropriately, next door to the graveyard.
  
Rumor hos it that the mogic1on mode extensive
+
Rumor hos it that the magician made extensive
cellars and tunnels underneath the tower. The !own is
+
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 so1d to excavate in his cellars
+
history and Zenopus was said to excavate in his cellars
 
in search of ancient treasures.
 
in search of ancient treasures.
  
Fifty years ago, on o cold wintry night, the wizard's
+
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 most er hod been destroyed by some powerfu I
+
their master hod been destroyed by some powerful
force he hod unleashed in the depths of the tower.
+
force he had unleashed in the depths of the tower.
Needless to soy the lower stood vacant for a while ofter
+
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 or night, that ghos1ly screams could be heard
+
windows at night, that ghastly screams could be heard
emanating from the tower al all hours, and goblin
+
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 lown and the tower was battered
+
through the streets of the town and the tower was battered
lo rubble. This slopped the hountlngs but the
+
to rubble. This slopped the hauntings but the
townsfolk continue to shμn the ruins. The entrance to
+
townsfolk continue to shun the ruins. The entrance to
1he old dungeons can be easily located as o flight of
+
the old dungeons can be easily located as a flight of
brood stone steps leading down into darkness, but the
+
broad stone steps leading down into darkness, but the
few adventurous souls who hove descended into crypts
+
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 foiled 10 return al all.
+
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 ore 1old of fabulous 1reasure and unspeakable
+
Whispered tales are told of fabulous treasure and
monsters in the underground passages
+
unspeakable monsters in the underground passages
below lhe hilltop, and the story tellers ore always
+
below the hilltop, and the story tellers are always
careful to point out lhot the reputed dungeons Ile In
+
careful to point out that the reputed dungeons lie in
close proximity to lhe foundations of the older, prehuman
+
close proximity to the foundations of the older, pre-human
city, lo the graveyard, and to 1he sea.
+
city, to the graveyard, and to the sea.
  
Portown is o small but busy city linking the caravan
+
Portown is a small but busy city linking the caravan
routes from the sou1h io the merchant ships that dare
+
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. Al
+
and non-humans from all over the globe meet here. At
the Green Dragon Inn, the players of the game 901her
+
the Green Dragon Inn, the players of the game gather
1heir characters for on assault on the fabulous possoge:s
+
their characters for an assault on the fabulous passages
beneath the ruined Wizard' s lower.
+
beneath the ruined Wizard’s tower.
  
The Dungeon Moster should read the background
+
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 trops in the dungeon, it is highly
+
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 ,nto the dungeon,
+
player is taking his or her character into the dungeon,
the Dungeon Moster should recommend employing
+
the Dungeon Master should recommend employing
one or more men-al-arms These non-player chorocters
+
one or more men-at-arms These non-player characters
con then be " rolled up" and hired oui for o shore of the
+
can then be “rolled up” and hired out for a shore of the
treasure. The stairway from the surface leads 1wen1yf1ve
+
treasure. The stairway from the surface leads twenty-five
feet srraight down and ends in the corridor marked
+
feet straight down and ends in the corridor marked
START on the Dungeon Master's map.
+
START on the Dungeon Master’s map.
  
A – This is a large room, 120 ft. X I 00 ft. There ore
+
 
 +
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 w ith rough tables and benches and as many
+
furnished with rough tables and benches and as many
beds as lhere are occupants. The occupants ore goblins.
+
beds as there are occupants. The occupants are goblins.
There ore at least 1hree goblins. The Dungeon Moster
+
There are at least three goblins. The Dungeon Master
should increose the number of goblins if 1he party of
+
should increase the number of goblins if the party of
adventurers 1s a large one – i.e., if more than three are
+
adventurers is a large one—i.e., if more than three are
in the party, hove five goblins, more than five, seven or
+
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 con each toke one 8-s,ded d,e of
+
and daggers. They can each take one 8-sided die of
hits minus one point, 1 e. roll a regular hit die, subtract
+
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
+
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 fry to escape !hrough one of the doors or surrender.
+
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 o treasure but will, in reality, try lo
+
to lead the party to a treasure but will, in reality, try to
gu,de !hem to one of the dangerous trap rooms and
+
guide them to one of the dangerous trap rooms and
 
then run.
 
then run.
  
There ore small wooden chests under each bed
+
There are small wooden chests under each bed
and several leather socks hanging on pegs along the
+
and several leather sacks hanging on pegs along the
wall. Most of the socks contain junk, dirty clothes, old
+
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
eoch. There are several cloaks hanging on pegs and in
+
each. There are several cloaks hanging on pegs and in
o pocket of one cloak there is o magical potion of
+
a pocket of one cloak there is a magical potion of
growth in o glass viol. One oi the chests contains an additional
+
growth in a glass vial. One of the chests contains an
2CX>O copper pieces but the chest is boobytrapped
+
additional 2000 copper pieces but the chest is booby-trapped
and an opening releoses a cloud of sleep gas
+
and an opening releases a cloud of sleep gas
filling an area 6 X 6 X 6 feet. Anyone within this area
+
filling an area 6 × 6 × 6 feet. Anyone within this area
who foils to make his saving throw against poison falls
+
who fails to make his saving throw against poison falls
deeply asleep for o number of !urns. The Dungeon
+
deeply asleep for a number of turns. The Dungeon
Moster determines the exoc1 number of turns of unconsciousness
+
Master determines the exact number of turns of unconsciousness
by secret roll of o 6-s,ded die, subtracting
+
by secret roll of a 6-sided die, subtracting
a 1 if the character hos a h,gh constitution
+
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.
  
B – This is o 50 ft. X 50 ft. room with o north door
+
There are four skeletons in the niches. They do not
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
 
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 ta see how many are turned away. Jf
+
second roll to see how many are turned away. If
turned, they run out the dooir at the end of the room farthest
+
turned, they run out the door at the end of the room farthest
from the clenc
+
from the cleric.
There is no treasure in 1h1s room.
+
 
 +
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 end 10 feet high. (The magicuser's
+
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 appear – corridors ore likely places for this
+
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, eOS1 and west. The statue is
+
each wall, north, south, east and west. The statue is
facing the door by which the party 1us1 entered. Doors
+
facing the door by which the party just entered. Doors
lo this room always open from the outside, but or the
+
to this room always open from the outside, but at the
some time the statue will rotate on Its base to face the
+
same time the statue will rotate on its base to face the
opening door. Once 11 has been opened, the door starts
+
opening door. Once it has been opened, the door starts
ro slowly shut, activated by a powerful spring in the
+
to slowly shut, activated by a powerful spring in the
hinges – 11 will stay open lo allow the party to enter.
+
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 feeing – that door can be
+
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 bose ( It turns easily) until it feces the
+
be rotated on its base (it turns easily) until it faces the
door. Then the door opens easily. Doors con not be
+
door. Then the door opens easily. Doors can not be
forced open, they ore held by the equivalent of o "wizard
+
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 Master's map.
+
shown on the Dungeon Master’s map.
 +
 
  
F – This is a magic-user's room He is an evil
+
F – This is a magic-user’s room He is an evil
thoumaturgist (fourth level) who hos been trying to
+
thaumaturgist (fourth level) who hos been trying to
toke over the dungeon level. The room is 50 ft. by 60
+
take over the dungeon level. The room is 50 ft. by 60
ft. There is o large door in the south wall and a smaller
+
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 In the southwest corner.
+
behind a work table in the southwest corner.
Near him is a second level fighting mon whom he holds
+
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 cove whose curiosity allowed
+
smugglers from the sea cave whose curiosity allowed
him lo wander 100 far into the underground.
+
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 (chainmoll), he carries a magic + I sword. He wears
+
5 (chainmail), he carries a magic +1 sword. He wears
o jeweled bell (s1olen) with rubles worth 1000 gold
+
o jeweled belt (stolen) with rubles worth 1000 gold
 
pieces.
 
pieces.
  
S12 110 W9 C13 010 C12 level 2, Hits 11
+
: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: reod magic, charm person, magic missile,
+
spells: read magic, charm person, magic missile,
protection from good {he i~ lawful evil}. wizard lock.
+
protection from good {he is lawful evil}. wizard lock.
and web. He carries a scroll of levootion. When caught
+
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 lo exit through the seaet door behind him While
+
(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. lf magic is thrown at hlm his saving throw
+
magic scroll. If magic is thrown at him his saving throw
is be1ter than that of magic-users of the 1hird level, add
+
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 116 W9 ClO D11 C12 Level 4, Hits 9
+
:S9 I16 W9 C10 D11 C12 Level 4, Hits 9
  
If he con get out the door he will put o wizard lock on if
+
If he can get out the door he will put a wizard lock on it
and run up the stairs 10 his tower. The rest of room F is
+
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 hos in his tower. He will use the wand on
+
which he has in his tower. He will use the wand on
 
anybody entering his hideaway.
 
anybody entering his hideaway.
  
G – Gloomy. Piles of irocks and rubbish four feel
+
 
 +
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 2-8 giant rats in the room. but they ore
+
 
hiding In the shadows and nor easily seen .. An elf or a
+
There are 2–8 giant rats in the room, but they are
dwarf might spot them (on a roll of soy 1 or 2 on o sixsided
+
hiding in the shadows and not easily seen. An elf or a
die). They will ottack ,f the room is entered.
+
dwarf might spot them (on a roll of say 1 or 2 on a six-sided
The rats ore armor doss 7 {leather), hove 2 hit
+
die). They will attack if the room is entered.
points each, and hove a treasure. Concealed in a moss
+
 
of old bones, chewed leather s1rops and bits of armor in
+
The rats are armor class 7 (leather), hove 2 hit
its nest is a belt attached to which Is a silver dagger (50
+
points each, and hove a treasure. Concealed in a mass
gold piece value) In a sheath and a bog containing 50
+
of old bones, chewed leather straps and bits of armor in
electrum pieces. 11 tokes a turn of careful searching 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.
 
the refuse to come up with these things.
  
H -A room 80 ft. X 50 ft., with doors in the north
+
 
and south walls. There is o river running through the
+
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 o foot of air space
+
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 In will be swept away
+
current is swift. Anyone falling in will be swept away
unless he hos o strength of 15 or better. Men in metal
+
unless he has a strength of 15 or better. Men in metal
armor will sink to the bottom if they foll in. They may be
+
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 In room K at the end of o turn. Being
+
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 Moster will
+
the ceiling 20 feet above. The Dungeon Master will
hove to evaluate the characters' pttempts to cross. 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: "I'll answer
+
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 o
+
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 "Speak, I'll
+
bronze mask then opens Its eyes and soys “Speak, I’ll
answer." It will give o reasonable answer to any brief
+
answer.It will give a reasonable answer to any brief
pertinent question and then say, "I've answered one,
+
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 ore large spider webs In the
+
in the darkness but there are large spider webs In the
comers. There ore doors in the middle of all 4 walls.
+
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 o victim (by random number assignment
+
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 o surprise (naturally), and the spider gets the next
+
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 o -2 off his roll, ofter that he hits normally. There is
+
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 spider's body (evldentally a souvenir from some
+
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 con see without l ights. There ore east and
+
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 con be forded.
+
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 ore drown
+
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 o dim glow.
+
w ill shed a dim glow.
 
The cove Is used by smugglers and pirates. There
 
The cove Is used by smugglers and pirates. There
ore four pirates present now, sitting In one of the boots,
+
are four pirates present now, sitting In one of the boots,
talking. They ore normal men (1 6-sided hit die ), armor
+
talking. They are normal men (1 6-sided hit die ), armor
class 7, and ore armed with cutlasses. (At the Dungeon
+
class 7, and are armed with cutlasses. (At the Dungeon
Master's discretion he may increase the number of pirates.)
+
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 o
+
treasure and there are chests in the f irst boot and a
prisoner in the second boat. Every turn there is o 25o/o
+
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 o girl, Lemundc the Lovely, whose
+
The prisoner is a girl, Lemundc the Lovely, whose
father is a powerful lord in the city above. lemundo is o
+
father is a powerful lord in the city above. lemundo is a
good fighter in her own right and carries o concealed
+
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 o posslblltry of meeting
+
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 o " hit" w ith a tentacle it will nor
+
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 ore doors only at the east and west
+
caved in and there are doors only at the east and west
ends of the tomb. Ten stone sarcophagi ore scattered
+
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 o
+
#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 Master's die roll.
+
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 o giant rat will burst through the loose dirt al the
+
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 ore armor class 6, and if they score o
+
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 con toke 2 hit dice ( 11, 9 hit points respectively)
+
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 O gold pieces.
+
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 ore only 3 feel in diameter,
+
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 o 50% chance of coming on 5
+
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 ore described under room N
+
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 ore two visible doors at ground level, north
+
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 magician's tower, entered
+
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 ore both open. There ore a fireplace, cooking
+
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 wizard's study, and here he hos his two
+
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 o 25% chance the ope will attack him. If
+
cage there ls a 25% chance the ope will attack him. If
anyone else opens the coge, the ope will attack
+
anyone else opens the cage, the ope will attack
someone in the room and then try to escape through o
+
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 o hit with it) hidden in
+
(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 ore practiced deep in the ghoul haunted
+
inhuman rites are practiced deep in the ghoul haunted
passages beneath the graveyard? What ore the townspeople
+
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
ore tampering with Things Better Len Alone?
+
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. 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.

  1. 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.

  1. 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?