Zenopus

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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, oppropriorely, next door lo the graveyard.

Rumor hos it that the mogic1on mode extensive 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 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 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 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 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 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 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 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 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 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 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

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

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 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 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 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 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 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 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

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 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 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. 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.

  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 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 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, 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 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 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 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 (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. 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 ore practiced deep in the ghoul haunted passages beneath the graveyard? What ore the townspeople going to do when they discover that our friends ore tampering with Things Better Len Alone?