Monday, February 29, 2016


24B REST IN PIECES. The door to this room is locked and trapped; any attempt to pick the lock will result in 4d6 electrical damage unless it is discovered and disarmed. The key from Room 24A will automatically disarm the trap.

The room was once a bedroom but was converted into a laboratory of sorts. Any bedroom furnishings are long gone, replaced by large metal boxes and strange equipment, including a very visible and operational Jacob's ladder. On top of six of the metal boxes there is a body part under a glass casing. In the center of the room is a larger metal surgical table.

The body parts all belong to the same person, a human female. They are a head (her black hair is teased up in a beehive style with streaks of white a la 'Bride of Frankenstein'), a torso, two arms, and two legs. The body parts are literally screwed into the tables, which are feeding them a low level dose of electrical energy. If care is taken to remove the body parts without touching the table, no harm is done. The chance of touching the table in 5 in 6 if the person does not specifically say they are avoiding this. If the person does indicate they are taken care to avoid touching the table, they must roll a 1d20, and will only have accidentally touched it on a '1'.

If the metal table is touched, the individual will receive a mild shock for 1d3 damage and must save versus paralyzation or be rendered immobile for one turn. Those in metal armor will save at -4 on their rolls.

The body parts can be reassembled, actually a simple process involving merely screwing the pieces together. The result is a person identical in most respects to a flesh golem.

Electra Mallerion (AC 9; MV 8”; HD 9; hp 40; #AT 2; D 2-16/2-16; SD Magic weapons to hit; immunity to most spells; S 19, I 8, W 7, D 9, C 19, Ch 16; XP 2380)

Electra is a special case of flesh golem, as her intelligence score, though modest, is above the normal. Physically, her new state cannot disguise that she was a very attractive woman. Electra, as befits the bride of the death-obsessed Zarkov, is a rather gloomy individual.

Electra was Zarkov's bride, but she was poisoned by a rival spurned suitor. Zarkov, an accomplished practitioner of magic, decided to not merely return his love to life, but to improve her so she could not be so easily harmed again. He turned her into a flesh golem and left her here to slowly build up charge until he could return to reassemble her. Circumstances got in his way and he has not been to this room in the last three years.

Electra will be grateful is reassembled. As a rather refined (though gloomy) noblewoman she dislikes physical confrontation, but her new state has made her a very effective combatant. She will prefer to stay here, waiting for Zarkov to return to her, but if the adventurer's consent she will give them a item to enable them to find Zarkov and let him know that she is waiting for him.

In the base of the metal box that held the head, there is a secret compartment. Zarkov programmed knowledge of this into Electra's head. She can open the door to this without being harmed. Inside are a bag of rubies (10 worth 250 gold crescents each), a magic user scroll with protection from normal missiles and geas, and an amber amulet (value 2000 gold crescents) that is enchanted to glow when it is brought within 100 feet of its twin, in the possession of Zarkov. Electra will give all these items to the adventurers who reassemble her, in hopes they will return Zarkov to her.

Of course, it would be possible to find the treasure without bothering to reassemble Electra. All that would need to be done is to find the secret compartment and open it without getting shocked.

Sunday, February 28, 2016


24A ZARKOV'S ANTECHAMBER. The walls, floor, ceiling, and inside surfaces of the doors are covered with velvet plush. A continual light globe hangs by cord from the ceiling. A stone statue is present in each corner.

Each of the statues depicts a standing robed corpse-like figure, face frozen in the rictus of death. Each statue has a extendible jaw on hinges, which can only be observed by a close examination. Each mouth holds a portion of metal, which if placed together properly will form a key that allows entry to Room 24B without setting off the trap.

Saturday, February 27, 2016


23 A MUSICAL TRAVESTY. The door to this room is non-standard. It is made of brass and decorated with screaming faces in relief.

The room holds rows of pews, as if it was a chapel of some sort. They face the west wall, where a horrible musical pipe organ is erected. The bottom portion of the organ appears normal enough, with all of the usual foot pedals and keys present. However, the pipes have been replaced with human heads (18 in all). A large comfortable padded chair sets before the organ and sheet music is arranged, ready to play. The floor is earthen, instead of stones.

If the organ is played, the zombie-like heads will groan the musical notes. The heads are animate and will try to bite at anyone who approaches too closely.

18 Zombie Heads (AC 10; MV 0"; HD 1; hp 1 each; #AT 1 bite; D 1; SA Always lose initiative; SD Limited spell immunity; XP -)

If the sheet music is played as written, it will awake the corpses of six restless dead who are buried just below the floor.

6 Restless Dead (AC 8; MV 9”; HD 2+2; hp 14 each; #AT 2 claws; D 1-4/1-4; SA Kiss; SD Limited spell immunity, resistance to normal weapons; XP 107 each)

These restless dead greatly resemble the zombies from Room 22, but are covered with dirt and have two attacks with their claw-like hands. Because the restless dead must rise from their positions under the floor, in the first round only they will automatically lose initiative. They are immune to mind-affecting spells (hold, sleep, charm, etc.) and cold. Normal weapons only do 1 point of damage to them, but silver and magic weapons attack as normal. They cannot be turned in this room, but if they give chase or are otherwise lured out of the room they can be turned as wights.

If the restless dead are defeated and the earth they have disinterred is searched, a small sack tied off with a purple ribbon will be found. It holds 313 silver spanners, 3 moonstones (250 gold crescent value each), and three stoppered metal tubes, each of which holds a potion of undead control. The potions control ghasts (blue, smells and tastes of fresh blood), ghosts (red, no smell, tastes of sugar water), and wights (grey with silver flecks, smells of urine, tastes bitter like quinine).

This room belonged to the Zarkov Triskelion. He would often come here alone to play as he found the “music” soothing.

Friday, February 26, 2016


This unusual weapon resembles an overlarge serrated kitchen knife. Its wooden handle, permanently stained rust-colored from dried blood, holds a large ruby. The words “Saw Sword” are clearly inscribed on its blade. It has the following characteristics:

  • +2 sword, +4 vs zombies and flesh golems
  • For purposes of damage, armor class adjustment, proficiency, etc. treat as a scimitar
  • Useful as a tool to cut bone, flesh, etc. and does not require sharpening
  • Must taste blood once per week, or it turns into a standard +1 weapon until it does
  • Unlike many other magic swords, it does not shed light

XP VALUE: 1,300

GP VALUE: 4,500


22 DISSECTARIUM. Six zombies are here.

6 Zombies (AC 8; MV 6"; HD 2; hp 9, 9, 6, 7, 11, 13; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 38, 38, 32, 34, 42, 46)

Each of the zombies has been flayed expertly, revealing their underlying muscle and bone structure. They are well preserved by a chemical means that gives off a strong, unpleasant odor (glutaraldehyde). This has no effects on their combat statistics, it just means they won't decay for a very long period of time.

Beside the glutaraldehyde odor, this room has a meaty-metallic smell caused by the huge amounts of blood shed here in the past. The floor is stained dark brown and there is a drain in the center, clotted with the stuff. There are three large wooden tables, each about 7 feet long by 4 feet wide and standing 4 feet off the floor. The tables are stained dark brown with old blood and covered with clotted blood and bone splinters. A large odd-looking sword is stuck into one of the table tops. This is the magical Saw Sword.

This room was once used by the insane genius Zarkov Triskelion. It was here he practiced the esoteric arts of animation and amalgamation of dead tissue. Unlike his nephew the vivisectionist Paozo Triskelion, Zarkov preferred to deal with the bodies of those already dead. Indeed, he was quite shy and disliked dealing with living persons.

Thursday, February 25, 2016



FREQUENCY: Very rare
MOVE: 15”
% IN LAIR: Nil
SPECIAL ATTACKS: 90% Undetectable, +4 to hit with tongue, swallow whole, bad luck
SPECIAL DEFENSES: Never surprised
SAVE: Fighter 4
SIZE: L (15' long)
LEVEL/ X.P. VALUE: IV/ 175 + 4/hp

Giant karma chameleons are very difficult to see because of their innate camouflage ability, therefore they have only a 10% chance of being noticed, despite their great size. Furthermore, their eyes can move independently, giving them excellent vision and making them unable to be surprised under normal circumstances.

These creatures have a tongue which is thirty feet long. It can bite at close opponents or strike with its sticky tongue at +4 to hit. The tongue attack does no damage but will draw prey to the giant chameleon's mouth. Any creature hit by the tongue gets the opportunity to hit it (armor class 5), and if it does, the chameleon will withdraw it and not use it against that creature again. If the tongue is not struck, the creature contacted by this member is drawn to the chameleon next round and automatically takes maximum damage (8 points).

Creatures weighing more than the chameleon have a second opportunity to strike the tongue and will not be dragged to the beast's mouth until the third melee round. Furthermore, creatures weighing more than twice the weight of the lizard will not be dragged at all, and the chameleon will release its hold on the third melee round. These creatures weigh between 700 and 1200 lbs., when full grown.

A karma chameleon can swallow any creature gnoll-sized or smaller. This is indicated by a score of 20. If a giant chameleon swallows an opponent whole, there is a chance for the victim to cut its way out if it has a sharp edged weapon and can score an 18 or better (this also kills the chameleon). The victim has three chances to so escape. Hits upon a giant chameleon with whole prey inside have a 1 in 6 probability of hitting the creature inside, thus inflicting whatever damage scored on the giant chameleon on that creature also.

These creatures are moderately magical and cause bad luck each time they touch an opponent, including tongue strikes, auto-hits following entrapment by the tongue, and each round spent inside their body. Each successful strike by a giant karma chameleon will cause the victim to strike at -1 on to hit rolls and to save at -1 on saving throws. Furthermore, skills that are based on %, such as the tracking skills of rangers and thief abilities will be at -5% per 'point of bad luck'. The effect is cumulative for every hit but will resolve after 24 hours. Successful attacks on the creature by bare hands (such as the attack of the monk) will also deliver the bad luck.

Giant karma chameleons do not make a permanent lair. They come and go. They come and go.


21 KARMA CHAMELEONS. Two monstrous chameleons are here, attracted by several slub beetles, which are themselves feeding on moldy and vermin infested cords of firewood and fungal matter. A large chest is near the south wall. It is 90% likely that the adventurers will not spot the camouflaged fifteen foot lizards and think the room is only full of slub beetles, unless they see invisible or some such.

8 Slub Beetles (AC 4; MV 1”/9”; HD 1-3 hit points; hp 2 each; #AT Nil; D Nil; SA Collision; XP 7 each)

2 Karma Chameleons (AC 5; MV 15”; HD 3+1; hp 11, 17; #AT 1 bite; D 1-8; SA 90% Undetectable, +4 to hit with tongue, swallow whole, bad luck; SD Never surprised; XP 219, 243)

The first chameleon weighs 850 lbs. and the second weighs 1050 lbs.

The chest is labeled 'paychest'. It is unlocked, untrapped, and contains 1051 silver spanners and a potion of extra-healing (purple with small black flakes floating in it, smells of apples, tastes of red wine). The potion of labeled “wound medicine”.

Wednesday, February 24, 2016


20 STITCHERY: This chamber appear to have been some sort of work room. In fact it was a place where prisoners were forced to stitch together rough sacks to hold the bodies of those who died in the dungeon. There are several work tables holding sack material, needles, and thread. Piles of finished sacks are behind the tables. Seven hold putrefying corpses, which will rise as zombies if disturbed.

7 Zombies (AC 8; MV 6"; HD 2; hp 13, 12, 15, 12, 7, 9, 14; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 46, 44, 50, 44, 34, 38, 48)

Tuesday, February 23, 2016


19 SWORD IN THE CEILING. The ceiling is fourteen feet high. Thrust into the solid rock is the hilt of a wondrous sword, apparently made of glass.

This is Quasgag, a good aligned magic sword that will only allow itself to be retrieved by a lawful good person who has a I + W + Ch score of at least 46. For such a person it will be easy to pull from the rock (“sword in the stone” style). For all others it will not budge. It will deal 7 points of shock damage to evil characters only who attempt to grasp it.

Quasgag, Lawful Good long sword + 3 (Intelligence 14, Ego 7)
  • Detect traps of large size in 2”
  • Made of glassteel
  • Can speak the common language

Monday, February 22, 2016


18 ROOM OF MANY PILLARS. This room holds numerous stone pillars, including many built into the walls. Each pillar is decorated with small carvings of monstrous animals, making it difficult to see the jaculi that are wrapped around them.

12 Jaculi (AC 6; MV 9”; HD 1; hp 2, 1, 6, 2, 5, 4, 1, 1, 5, 3, 7, 3; #AT 1 “project self”; D 1-6; SD 75% undetectable; XP 12, 11, 16, 12, 15, 14, 11, 11, 15, 13, 17, 13)

Sunday, February 21, 2016


17 SHOOTING GALLERY. The orcs have built a new wall in the middle of the room and placed five arched windows in it. Seven orcs are on the east side of the room, spying for intruders coming from the west. The windows are large (about 2 feet wide by 3 feet high, and located four feet from the ground) but still provide the orcs 50% cover, thus the armor class of 2.

6 Orcs (AC 2(6); MV 9”; HD 1; hp 7, 6, 4, 6, 2, 4; #AT 1; D Light crossbow or short sword; XP 21, 20, 18, 20, 16, 18)

One orc is stationed at each window, with the sixth being ready to take the place of a fallen orc or to help reload bolts. Each orc carries 9-16 (1d8+8) light crossbow bolts, 0-5 (1d6-1) gold crescents, 0-11 (1d12-1) silver spanners, and 0-19 (1d20-1) copper pieces.

1 Orc Leader (AC 2(6); MV 9”; HD 1; hp 8; #AT 1; D Battle axe or light crossbow; XP 22)

This leader type orc has a helmet decorated with ram horns to show his status. He will take the place of a fallen orc only if absolutely necessary. He has 16 light crossbow bolts, 8 gold crescents, 13 silver spanners, and 6 copper pieces.

The orcs will prefer to use their crossbows to kill intruders coming from the west and avoid melee if at all possible. If attacked from the east, the windows are large enough for them to clamber through, if they have to flee.

Saturday, February 20, 2016


16 SLAVES' QUARTERS. This room houses twelve slaves, three goats, and seven pigs. Ten of the slaves are men and former prisoners. Two of the slaves are special cases. If unarmed, none of the slaves are worth experience points.

10 Normal Active Male Human Slaves (AC 10; MV 3”[12”]; HD 2-5 hit points; hp 2, 3, 5, 4, 2, 2, 5, 2, 3, 2; #AT 1; D By weapon type; SA Attacks as a 0 level Fighter; XP 7, 8, 10, 9, 7, 7, 10, 7, 8, 7)

If given weapons and told to fight for their freedom they will help their own cause, but like the slaves in Room 12 they are not interested in dungeon exploration.

Dungard Harhoofer, Neutral Evil male half elf Assassin (AC 10; MV 3”[12"]; A5; hp 16; #AT 1; D By Weapon Type; S 13, I 14, W 12, D 14, C 15, Ch 15; XP 321)

Thief skills: PP 50%, OL 33% F/RT 30% MS 27% HS 25% HN 15% CW 87% RL -

Dungard has a labile personality. Much of the time he is morose and disinterested, earning him a great deal of correction (whippings) from the orcs. He can turn suddenly angry in a fight (75% chance when he sees blood) and will fight viciously until his enemies are defeated, then turning morose once more. If he is freed he will fight (and torture to death, if possible) any orcs he can. He has been unemployed as an assassin for some time as his temperament puts off clients. He is clad only in rags and has no thief tools.

Jerrmays, Neutral male hatchet faced goblin Fighter (AC 10; MV 3”[9"]; F3; hp 13; #AT 1; D By Weapon Type +1 to damage due to strength; S 17, I 9, W 7, D 10, C 16, Ch 6; XP 112)

The orcs have removed Jermays armor (the usual armor class for a hatchet faced goblin is 5) and stolen his coins. He is clad only in dirty woolen gray underwear.

All of the slaves are chained to the walls by neck irons and wear ankle irons. The movement rate given is for walking in ankle irons, while the movement rate [in brackets] is normal rate. The livestock is tethered by nose-rings. This room is never cleaned and smells very bad.

Friday, February 19, 2016


15 GUARD ROOM. Three large orcs act as guards for the slaves in Room 16. Each has great helm decorated with ram horns to indicate their status as elite warriors. The orcs are playing “Jenny Cider” (a card game similar to “Old Maid”) while sitting at a table. The pack of cards is poorly made and worth only 7 copper pieces. For snacks they have salted and fried pork skin chips.

Berper (AC 5; MV 9”; HD 2; hp 11; #AT 1; D Halberd or whip +1 to damage due to strength of 16; XP 42)

Berper is a large orc who is in charge of the slaves. He carries a halberd but has a toothed whip tucked into his belt (1d3 damage). He covets Higg's position and is waiting for his chance to turn on the great orc. For treasure he carries a sack holding 20 gold crescents and two azurite gems worth 10 gold crescents each.

2 Orcs (AC 6; MV 9”; HD 1; hp 8 each; #AT 1; D Battle axe or short sword; XP 18 each)

These orcs are flunkies and more loyal to Berper than they are to Higg. Each has a battle axe, a short sword, 3-10 (1d8+2) gold crescents, 5-16 (1d12+4) silver spanners, and 5-24 (1d20+4) copper pieces.

Thursday, February 18, 2016


14 HIGG'S ROOM. This room is the home of a very large orc and his mates.

Higg (AC 4; MV 9”; HD 3; hp 15; #AT 1; D Two handed sword +1 to damage due to strength of 17; XP 80)

Higg uses a two handed sword. There is a hidden compartment in the pommel holding a dose of potion of healing (purple, tastes of asparagus). He wears a gold torc worth 300 gold crescents and a gold nose ring worth 75 gold crescents. His great helm is decorated with ram horns.

2 Female Orcs (AC 6; MV 9”; HD 1; hp 5 each; #AT 1; D Short sword; XP 15 each)

One wears a silver necklace decorated with bear teeth (20 gold crescent value). The other wears a gold earring on her left ear (10 gold crescent value) and a jade earring on her right ear (50 gold crescent value).

The room is decorated with numerous ghastly trophies on shelves – the heads of men, dwarves, goblins, gnolls, and even an ogre. Higg sleeps on a huge bed made from two couches pushed together. His mates sleep on bear pelts on the floor.

Hidden under the couch-bed is a large sack containing 512 silver spanners, 34 copper pieces, 85 gold crescents, an opal worth 500 gold crescents, and a silver trophy cup labeled “Best in Show” worth 200 gold crescents.

Higg is bold, proud, and confident but knows that the orcs are at a disadvantage compared to the more powerful gnolls, froglodytes, and bugbears living nearby. They regularly buy items from the hobgoblin profiteers working with Vicenne Triskelion so they will not go to war with that group. The Broken Blade orcs are especially angry at the bugbears who have stolen their idol of Bulg, god of beastmen. He has tried to make overtures to the Horrid Hand orcs but has been rebuffed. It would be possible for a band of adventurers to ally with the Bent Blade orcs and receive cooperation if they can convince Higg that they are sincere (use reaction rolls). Note that the orcs hate elves and will not cooperate with any group that contains them. Higg would be willing to lend out orc warriors in return for ultimately receiving higher quality food, weapons, treasure, and alcohol. Goals for the Broken Blade orcs would also include reducing the ghoul and bugbear populations, as these groups regularly prey on them. Remember, he would expect a return on his investment and if one is not forthcoming he may turn on allies, if he sees a vulnerability.

As a side note, if Higg is killed, but other members of the tribe survive they will go back to calling themselves the Horned Skulls.

Wednesday, February 17, 2016


13 STORAGE ROOM. This room holds weapons, scraps of armor, and food. Most of the food consists of dungeon fauna (rats, beetles, etc.) and is not proper food for humans, though the slaves are forced to eat it anyway. There are seven metal tins holding salted pork and eight holding smoked fish. There are 212 flasks of lamp oil and four large crates, each holding about three hundred candles. In addition there are seven large barrels holding small beer.

Hanging on pegs (actually iron spikes drilled into the walls) are the following items of martial nature:

6 light crossbows
Cases holding a total of 98 light crossbow bolts
4 halberds
12 short swords
3 footman's flails
3 battle axes
7 spears
5 shields

The weapons are poorly cared for and the metal bits are a bit rusty. The shields are decorated with ram skull designs. The tribe was formerly known as the Horned Skulls and their symbol was the ram skull and horns.

Tuesday, February 16, 2016


12 FEAST HALL. This room is the product of orc excavation efforts, as are Rooms 13 to 16. It functions as common room, sleeping chamber, and a place for the orc leader to hold court. Nine orc males are here. Twelve females and fifteen young orcs are also here, but will not fight unless cornered (they will, in fact, flee). Eight human slaves, clad in ankle chains are also here doing menial work and generally trying to stay out of the way. Dirty pallets, clothing, and poorly made domestic items are scattered about but there is nothing of value. Ceiling height is about thirteen feet. The floor is rough, but reasonably flat. Oil lamps and candles provide sufficient illumination.

9 Male Orcs (AC 6; MV 9”; HD 1; hp 4, 1, 7, 1, 7, 3, 7, 5, 5; #AT 1; D By weapon type; XP 14, 11, 17, 11, 17, 13, 17, 15, 15)

4 Orcs carry spears, 3 carry short swords and light crossbows, and 2 carry halberds. The orcs with crossbows will each have between 9 and 16 (1d8+8) bolts. Each orc also carries 0-5 (1d6-1) gold crescents, 0-11 (1d12-1) silver spanners, and 0-19 (1d20-1) copper pieces.

12 Female Orcs (AC 6; MV 9”; HD 1; hp 1, 3, 3, 1, 1, 6, 1, 7, 7, 1, 2, 4; #AT 1; D 1-2; XP -)

15 Young Orcs (AC 6; MV 9”; HD 1 hit point; hp 1 each; #AT 1; D 1; XP -)

The female and young orcs have improvised weapons only (sticks, cooking equipment, etc.) They do not carry treasure.

8 Normal Active Male Human Slaves (AC 10; MV 3”[12”]; HD 2-5 hit points; hp 3, 4, 5, 4, 3, 5, 4, 5; #AT 1; D By weapon type; SA Attacks as a 0 level Fighter; XP 8, 9, 10, 9, 8, 10, 9, 10)

The slaves are all 0-level human types unarmed and former prisoners of the Upper Dungeons. Their rags are all that is left of their prison uniforms. If equipped with weapons they will fight to be free but are not interested in a life of adventure.

A THRONE. The floor in this area is raised about two to three feet higher than the rest of the room, and a large chair is placed here. The chair is the property of Higg the great orc and is where he holds court. It is decorated with ram skulls and hanging on the wall behind the chair is a bent two-handed sword. Higg likes to tell about how he bent the blade with his bare hands (a lie, but one the other orcs do not dare dispute) and he renamed this tribe Bent Blade after the deed. They were formerly known as the Horned Skulls.

B FIRE PIT. In this alcove there is a large pit surrounded by stones and holding a smoldering fire. This is where the orcs cook their food when they are not in the mood to eat it raw. For fuel the orcs use sticks, broken furniture, and monster dung.

C MIDDEN. This attached area is a dump for the orcs' waste including animal bones and offal, excrement, and any other rubbish which they do not desire. It smells awful. There is nothing of value here.

Monday, February 15, 2016


11 ORC ROOM. Two large orcs are here. They are sitting at a table and playing at dice. An oil lamp provides adequate illumination for even humans to see.

2 Orcs (AC 6; MV 9”; HD 1; hp 8 each; #AT 1; D Footman's flail or short sword; XP 18 each)

These orcs are leader types and their helms are decorated with ram horns to indicate their status. Each carries both a flail and a sword.

The orcs don't need the lamp, but prefer to have it when dicing. The dice themselves are bone and poorly made. The stakes are 9 gold crescents, 31 silver spanners, and 56 copper pieces.

The corridor leading to Room 12 is tunneled from bare rock.

Sunday, February 14, 2016


10 POOL ROOM. Six orcs have been assigned to guard the water supply for the Bent Blade tribe.

6 Orcs (AC 6; MV 9”; HD 1; hp 5, 4, 3, 8, 3, 7; #AT 1; D Battle axe; XP 15, 14, 13, 18, 13, 17)

In a misguided effort to try and confuse any intruding ghouls, the orcs have attempted to disguise themselves as skeletons. They have painted their faces with black and white grease paint to try to resemble skulls. Because of their pig-like snouts and poor artistic skills they do not quite pull it off. Each orc carries 0-5 (1d6-1) gold crescents, 0-11 (1d12-1) silver spanners, and 0-19 (1d20-1) copper pieces. The 5 hit point orc carries a brass horn and there is a 50% chance he will remember to sound it in lieu of attacking for one round. If he does so, the orcs in Room 11 will come to help, arriving one round after the sounding of the horn.

The pool is three feet deep and filled with good clean water. It is supplied and drained constantly by tiny pores so even the filthy orcs are unable to befoul it.

Saturday, February 13, 2016


9 INSUFFERABLE FEAST. The walls are lined by three sets of metal morgue drawers on the the east and west walls, three shelves high. The room is cold and smells of old decay, but there is a dining table in the center of the room laden with inviting appearing food. The food is actually wax laced with poison. Actually consuming the stuff requires a save vs poison to avoid death.

The morgue drawers contain desiccated headless human bodies.

Friday, February 12, 2016


8 CIRCULAR CHAMBER. A large pile of well-gnawed bones is in the center of the room. The gleam of gold shines from the amongst the osseous rubbish.

If the bone pile is disturbed, parts of it will animate, taking the shape of a large quadruped.

Bone Critter (AC 6; MV 12”; HD 5+2; hp 23; #AT 2 claws and 1 bite; D 1-4/1-4/1-10; SD Sharp weapons score half damage only, limited spell immunity; XP 438)

The creature is immune to mind-affecting spells such as hold or charm. It cannot be affected by cold. It is not made of animal bones and has no proper skull, instead the human bones making up the pile are just approximating themselves into the shape of an animal-like body. The Bone critter cannot be turned in this room. If it is lured out of the room or chases a fleeing party, it may later be turned as a 'Special' undead monster.

Searching the pile reveals 123 gold crescents in loose change and four gold bracers worth 150 gold crescents each.

Thursday, February 11, 2016


7 TRAPPED CORRIDOR. This trap is activated by a pressure plate on the floor. It has a 4 in 6 chance of being set off each time the corridor is traveled. If it does activate, a spiked ball on a stick will swing out from the ceiling, attacking as a fourth level fighter and doing 1d10 damage to persons first in the marching order. The trap will reset itself after an hour.

Wednesday, February 10, 2016


6 STORAGE ROOM. An ogre is here, gorging himself on pickles. A dead hobgoblin is on the ground, its head crushed.

Ogre (AC 5; MV 9”; HD 4+1; hp 27; #AT 1; D Lucern hammer +2 to damage due to strength; XP 225)

He wears a silver and ivory armband worth 200 gold crescents. The dead hobgoblin has 6 gold crescents, 9 silver spanners, 5 copper pieces, and a black iron broad sword.

There are seven barrels holding pickles and eleven kegs of olives. The ogre has ruined one of the pickle barrels, but the other food is still in excellent condition.

Tuesday, February 9, 2016


5 HOBGOBLIN WAYPOST. Six hobgoblins are here.

Hobgoblin Sergeant (AC 5; MV 9”; HD 1+1; hp 9; #AT 1; D Black iron broad sword or black iron dagger; XP 38) 11 gold crescents, 8 silver spanners, 17 copper pieces

Hobgoblin 1 (AC 5; MV 9"; HD 1+1; hp 7; #AT 1; D Black iron morning star; XP 34) 2 gold crescents, 15 silver spanners, 6 copper pieces

Hobgoblin 2 (AC 5; MV 9"; HD 1+1; hp 8; #AT 1; D Black iron broad sword; XP 36) 7 gold crescents, 4 silver spanners

Hobgoblin 3 (AC 5; MV 9"; HD 1+1; hp 2; #AT 1; D Black iron morning star; XP 24) 5 gold crescents, 14 copper pieces

Hobgoblin 4 (AC 5; MV 9"; HD 1+1; hp 3; #AT 1; D Black iron footman's mace; XP 26) 7 gold crescents, 5 silver spanners, 3 copper pieces

Hobgoblin 5 (AC 5; MV 9"; HD 1+1; hp 7; #AT 1; D Black iron broad sword; XP 34) 7 gold crescents, 1 silver spanner, 1 copper piece

This room is equipped as a sleeping chamber or dormitory, allowing a stopping point for trafficking of goods deeper into the dungeons. There are four live pigs, a barrel of oats, and three casks of very good white wine (20 gold crescents value each).

Monday, February 8, 2016


4 FOR WHOM THE GONG TOLLS. This room is fairly nondescript, except for the presence of a gigantic gong on a free-standing wooden structure in the center of the room. Attached to the structure by metal wire is a large striker.

If the gong is sounded is will summon an owlbear, who assumes that dinner is served. If the owlbear is not provided with sufficient food it will assume the party is dinner and try to eat them.

Owlbear (AC 5; MV 12”; HD 5+2; hp 23; #AT 2 claws, 1 bite; D 1-6/1-6/2-12; SA Hug; XP 363)

Sunday, February 7, 2016


3D SPINNING ROOM. The room is not spinning. It is a room for spinning, sewing, embroidery, and knitting, and examples of that craft are strewn, hung, and placed about the room. Three persons are here. A very, very old woman is spinning at an antique treadle wheel. Playing at her feet are two human children.

The room contains looms, spinning wheels, baskets of yarn of every color, knitting needles, sewing baskets, and similar items. There are enough comfortable armchairs to seat every party member. The walls are lined by built-in bookcases containing thousands of books.

The old woman is Mother Serena, the Petty Goddess of Spinning Yarn and Spinning Yarns. The children are her servitors.

Mother Serena, Petty Goddess (AC 0; MV 12”; HD 89 hit points; #AT 1; D 0; SA Standard divine abilities, attack as 16+ hit die monster, steal shadow; SD Limited spell immunity; Psionic Ability VI;MR 40%; S 10, I 20, W 16, D 12, C 18, Ch 11; XP 16270)

Mother Serena wears a white toga and wears a white towel wrapped around her head. She has the same powers as a Demigod (see Deities and Demigods, page 8). As a special ability, if she touches a person (consider it a “to hit” roll) she can steal their shadow unless they save vs spells as -4. The stolen shadow now acts like the monster 'shadow' but has a neutral alignment and has the same shape as the person it was stolen from. It will serve Mother Serena without question. She cannot be affected by spells which attempt to coerce her or change her mental state (charm, command, suggestion, etc.)

Mother Serena is of Neutral alignment. Normally, she is fairly amiable. She cannot abide rudeness or lack of deference but will reward those who amuse her.

Lord Wessels and Lady Jane (AC 2; MV 12”; HD 10; hp 50 each; #AT 1; D By weapon type; SD Limited spell immunity; Psionic Ability VI; MR 20%; S 8, I 14, W 10, D 18, C 18, Ch 17; XP 2800 each)

Lord Wessels and Lady Jane are immortal supernatural minions, but look and act like seven year old children. Like their deity, they wear white togas. Wessels always rides a hobby horse, and carries a toy wooden sword, which acts like a short sword +3 of sharpness when he wields it and which is non-magical when he doesn't. Lady Jane carries a large rainbow colored feather. When she wields her feather as a weapon it strikes as a footman's mace +2 and will knock an opponent prone unless they save vs petrification. They are immune to the same types of mind-affecting magic as Mother Serena.

Despite spinning and producing yarn, Mother Serena does not appear to require any fibers. She can use light, darkness, shadows, water, fire, or even air as her raw materials. Mother Serena considers herself as the hostess for the party. She will introduce herself and ask each party member for a story. Everyone in her presence will instinctively know that the correct way to address her is 'grandmother' .

If the characters comply with her request and tell her stories, she will reward them based on how good the story was. The Dungeon Master should use his or her own judgment when grading stories.

Gifts will be related to clothing, as befits Mother Serena's sphere of influence. Here is a list of suggested gifts is order from more beneficial (for the best stories) to mundane (for poor or uninspired stories).

Knitted Cap of Thought Protection: This item acts like a mind blank spell. Can be worn for up to eight hours a day, after which time it gets itchy and must be removed. Worth 7000 gold crescents.

Long Johns of Warmth: These undergarments act like a ring of warmth, worth 5000 gold crescents

Parachute Pants: When falling, they expand out like a hoop skirt and act like a feather fall spell. Cannot be worn with armor. Worth 4,500 gold crescents.

Cloak of Inaudibility: The wearer is completely silent (and effectively mute). Worth 2000 gold crescents.

Mittens of Bugbear Strength: Confers a strength of 17 for the hands only. Useless to those who already have strength of 17 or greater. Worth 2000 gold crescents.

Silver Sewing Needle: On command turns into a silver dagger. Worth 1000 gold crescents.

Scarf of Life Saving: Protects against death magic or energy drain one time only, then falls apart. Worth 1000 gold crescents.

Gold Sweater: Sweater sewn of cloth-of-gold, worth 200 gold crescents.

Nice Woven Belt: With elaborate gold buckle, 75 gold crescents.

Purple Sash: Stylish samite, worth 35 gold crescents.

Handkerchief: Dyed in character's favorite color and monogrammed, 2 gold crescent value.

Spun Hemp Rope: 60 feet worth, worth 5 silver spanners.

Arghh Isle Socks: Warm socks with the traditional tartan pattern of the famous Isle of Arghh, worth 4 silver spanners.

Thimble: Worth a copper piece.

At appropriate times Wessels and Jane will clap, laugh, and otherwise respond appropriately to stories. After the storytelling Mother Serena will escort the party to Room 3B and teleport them to their destination of choice using her magic mirror.

If the characters refuse to tell stories, tell very poor or rude stories, or fight her, she will be much less accommodating. In the case of violence, she will respond in kind. Otherwise, she will simply not give a gift and let the adventurers find their own way out.

The books contain fictional stories, not histories. Those are not under Mother Serena's purview nor is she interested in them. Some of the books are not books at all. Older works are written on scrolls. The oldest are clay tablets.

Saturday, February 6, 2016


3C HALL OF HEADS. The walls of this corridor are decorated by a dozen low-relief stone faces on each wall. Each face is that of a bald man with a tiny moustache and slightly overlarge mouth, yet curiously no two faces are exactly the same. These works of art are animated and muttering to themselves under their breath, the words completely unintelligible. As the last of the party passes the first pair of faces, this pair will emerge from the wall, now strangely malleable in its nature, and extend as fully formed heads, which will then blow the party members towards Room 3D.

As the party members are moved towards Room 3D, more and more heads will take up the act, until they are all engaged. The force of the heads cannot be resisted by normal means, though characters with giant strength (19 or higher) may resist if they have grabbed onto something (such as a length of rope tied to the ladder in Room 3A). Other characters may resist the force by sundry methods (teleportation, web, etc.) too numerous to be listed. The characters only have 10 segments to enact any plans while being whisked down the corridor, however. Determination of success rests with the judgment of the Dungeon Master.

In any case, the wind does no harm, and upon being ejected into Room 3D all characters will find themselves safe and sound. Upon completion of their duty, the heads will return to the walls and their muttering.

Friday, February 5, 2016


3B PARLOR. The shallow, broad stairs only ascend five feet or so. This room is decorated as a parlor, with fine, if old-fashioned, furniture and decorations complete with wallpaper. The floor is carpeted. A very large mirror hangs on the southwest wall.

The mirror is magical, sentient, and capable of speech (I 17, W 16, Ch 15). It can communicate by darkening and then creating a face on its surface, which it then uses to talk. It can scry (as the magic item crystal ball) and teleport those who walk through it (as the spell teleport without error) but only if it agrees to do so. The mirror is of neutral alignment and will not normally bring attention to itself by displaying its fabulous properties. It cannot be removed from the wall without damaging it (and thereby ruining its magic) or by use of a wish spell.

Thursday, February 4, 2016


3A MYSTERIOUS ROOM. This room can be reached by descending the ladder from Room 3.  Its floor is about thirty feet southeast of Room 3 and the ceiling is about fourteen feet or so.  The Dungeon Master should note the compass rose associated with the map, because the gravity in Rooms 3A to 3D are at at 90 degrees to the rest of the level. On the compass rose the actual directions (up, southwest, etc.) are given.

The room has a dusty smell, and the air feels warm and closed-in, as if it has not been breathed or stirred in a long time. The very walls of the room give off a soft glow, but other sources of light (torches, lanterns, magical light sources, etc.) will appear unusually dim, as though some effect is muting them.  A muttering, mumbling sound can be heard from the 'down' direction (Area 3C). 

The room is filled with large boxes and chests, all of which contain normal female clothing, towels, bedsheets, and similar domestic items.

A shadow is hiding in the room, and will be emboldened to attack if the party spends more than a few minutes searching the containers.

Shadow (AC 7; MV 12”; HD 3+3; hp 14; #AT 1; D 2-5; SA Strength drain; SD Magic weapon to hit, limited spell immunity; XP 311)

Wednesday, February 3, 2016


3 FLASK GRAVITY WELL ROOM. This room has the shape of a truncated cone or Erlenmeyer flask. The walls, floor, and ceiling pull away in a curved fashion so the wall opposite the entrance is a circle with a diameter of about forty feet. A skeleton in rusty chain mail armor appears to be pinned to the opposite wall, about ten feet off the floor. Arranged concentrically about the room are large raised stone letters.

About thirty feet from the wall, at the junction between the neck and body of the room, there is an abrupt shift in gravity of 90 degrees. The skeleton is not really pinned to the wall, it is lying at rest relative to the shifted gravity. Anyone who unwarily enters the room will fall the thirty feet taking 3d6 damage. Adventurers in the second rank can save vs petrification to stop themselves in time and avoid the fall. If adventurers in the second rank do fall, they have a 1 in 6 chance of landing on a person already at the bottom, doing an additional 2d6 damage to the unfortunate. They will, however, themselves only sustain 2d6 damage, as their landing will be somewhat softened.

The raised stone letters are R, C, O, T, D, R, S, E, O, and E. If they are pressed in order of 'SECRET DOOR' (the 'R', 'O', and 'E' are duplicates and can be pressed in either order), the secret trap door in the floor will open with a loud groan , allowing descent into Room 3A through a ladder.

The skeleton is an unremarkable victim. The body has a sheathed long sword and a pouch holding 29 silver spanners and 16 copper pieces.

Tuesday, February 2, 2016

Upper Dungeons Level 3 Map Work In Progress

Here is the map for this dungeon level as it is so far. I have to add an underground river, and put in the doors. But at least you guys will be able to follow along with the rooms.

I'm also working on the wandering monster chart and will put it out when it is complete.


2 SLOPING CORRIDOR. The corridor slopes down steeply towards Room 143. It lowers twenty feet over the sixty feet of corridor, giving a grade of 0.33, and it is noticeable to all characters. A green slime is on the ceiling at the area marked 'O' in the word 'SLOPE'.

This slime is sensitive to vibrations. Each person moving along the corridor will have a 3 in 4 chance of having the slime detect the vibrations of their footsteps and having it fall upon them. Thieves, assassins, monks, or bards successfully moving quietly can avoid this. Similarly, halfling or elf scouts not in metal armor are soft-footed enough to avoid having the slime dislodge.

If the characters look up, it can be seen and avoided by moving along one of the walls. The froglodytes in the rooms beyond Room 143 are aware of the slime, and use this method to avoid having it land on them.

Green Slime (AC 8; MV 0”; HD 2; hp 8; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 626)