← World Vault

























































































dungeon
The Nameless Dungeon
bf1-nameless • bf1-nameless • Morgansfort: The Western Lands Campaign
Three-level dungeon a day north of Morgansfort. Goblin faction (see The Goblins, p39).
Wandering Monsters (BF1, The Nameless Dungeon): Wandering Monsters Adventurers will encounter monsters from the tables below on a 1 on 1d6, rolled every 3 turns (half an hour). Also, any time an "empty" room is entered, the GM should roll an encounter check. Most monsters below are limited in number, as shown; when the number listed have been met and defeated, no more of that sort will be encountered. Those that flee may return again if indicated. Level 1 Roll 1d10 for the type of encounter between turns 4 and 18, as described above; otherwise, roll 1d8 for the type of encounter. 1. 1d2 Giant Ants (7 total) AC 17, HD 4, #At 1 bite, Dam 2d6, Mv 60' (10'), Sv F4, ML 7, XP 240 ea. Only check morale when first encountered. 2. 1d4 Spitting Cobras (6 total) AC 13, HD 1*, #At 1 bite or 1 spit, Dam 1d4 + poison bite, blindness spit, Mv 30', Sv F1, ML 7, XP 37 ea. Spit range is 6', victim must save vs. Poison if hit or become blind. 3. 1d2 Ghouls (5 total) AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite (all plus paralysis), Mv 30', Sv F2, ML 9, XP 100 ea. Any character (except an Elf) hit by a ghoul must save vs. Paralysis or be paralyzed 2d4 turns. 4. 1d4 Giant Bees (8 total) AC 13, HD ½* (1d4 HP), #At 1 sting, Dam 1d4 + poison + 1 pt. per round until stinger is removed, bee dies after it stings, Mv Fly 50', Sv F1, ML 9, XP 13 ea. 5. 2d6 Giant Rats (22 total) AC 13, HD HD ½* (1d4 HP), #At 1 bite, Dam 1d4 + disease, Mv 40' Swim 20', Sv F1, ML 8, XP 10 ea. 1 in 20 chance of disease for those bitten. 6. 1d6 Giant Fire Beetles (10 total) AC 16, HD 1+2, #At 1 bite, Dam 2d4, Mv 40', Sv F1, ML 7, XP 25 ea. 7. 1d4 Giant Shrews (6 total) AC 16, HD 1, #At 2 bites, Dam 1d6 bite, Mv 60', Sv F2, ML 10, XP 25 ea. 8. 1d2 Giant Flies (8 total) AC 14, HD 2, #At 1 bite, Dam 1d8, Mv 30' Fly 60', Sv F2, ML 8, XP 75 ea. 9-0.Goblin War Party See below Level 2 Roll 1d6 for the type of encounter. 1. 1d4 Giant Draco Lizards (4 total) AC 15, HD 4+2, #At 1 bite, Dam 1d10, Mv 40' Fly 70' (20’), Sv F3, ML 7, XP 240 ea. 2. 1d4 Ghouls (8 total) AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite (all plus paralysis), Mv 30', Sv F2, ML 9, XP 100 ea. Any character (except an Elf) hit by a ghoul must save vs. Paralysis or be paralyzed 2d4 turns. 3. 1d8 Pit Vipers (10 total) AC 14, HD 1*, #At 1 bite, Dam 1d4 + poison, Mv 30', Sv F1, ML 7, XP 37 ea. 4. 1d6 Giant Oil Beetles (10 total) AC 16, HD 2*, #At 1 bite, 1 oil spray, Dam 2d4 bite, blisters oil spray, Mv 40', Sv F2, ML 8, XP 100 ea. Oil spray range is 5'; those hit suffer -2 to attacks and saves for 24 hours or until magically healed. 5. 2d4 Zombies (10 total) AC 12, HD 2, #At 1 bludgeon, Dam 1d8, Mv 20', Sv F2, ML 12, XP 75 ea. Half damage from blunt weapons, 1 point only from arrows, bolts, or sling stones 6. 1d4 Giant Flies (6 total) AC 14, HD 2, #At 1 bite, Dam 1d8, Mv 30' Fly 60', Sv F2, ML 8, XP 75 ea. Level 3 Roll 1d6 for the type of encounter. 1. 1d6 Ghouls (10 total) AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite (all plus paralysis), Mv 30', Sv F2, ML 9, XP 100 ea. Any character (except an Elf) hit by a ghoul must save vs. Paralysis or be paralyzed 2d4 turns. 2. 1d6 Shadows (8 total) AC 13 (m), HD 2*, #At 1 touch, Dam 1d4 + 1 point Strength drain, Mv 30', Sv F2, ML 12, XP 100 ea. Each hit drains one Strength point; at 0 Strength, the character becomes a Shadow. 3. 1d2 Giant Tarantulas (3 total) AC 15, HD 4*, #At 1 bite, Dam 1d8 + poison, Mv 50', Sv F4, ML 8, XP 280 ea. 4. 1 Ochre Jelly (3 total) AC 12 (only hit by fire or cold), HD 5*, #At 1 pseudopod, Dam 2d6, Mv 10', Sv F5, ML 12, XP 405 ea. 5. 1d6 Giant Tiger Beetles (8 total) AC 17, HD 3+1, #At 1 bite, Dam 2d6, Mv 60' (10'), Sv F3, ML 9, XP 145 ea. 6. 1d6 Carnivorous Apes (7 total) AC 14, HD 4, #At 2 claws or 1 thrown rock, Dam 1d4 claw or 1d6 rock, Mv 40', Sv F4, ML 7, XP 240 ea. The Goblins When a goblin encounter is rolled on the 1st level encounter table, it will be either a goblin war party or a goblin scout. War parties appear from turns 4 to 18, goblin scouts after that; if a goblin encounter is rolled during turns 1-3, roll again. 2d4 Goblin Warriors (22 total) AC 14, HD 1-1, #At 1 spear or shortsword, Dam 1d6, Mv 20', Sv F1, ML 9, XP 10 ea. 1d2 Goblin Scouts (7 total) AC 13, HD 1-1, #At 1 shortsword, Dam 1d6, Mv 20', Sv F1, ML 9, XP 10 ea. 1d8 Goblin Archers (10 total) AC 13, HD 1-1, #At 1 shortbow or 1 shortsword, Dam 1d6, Mv 20', Sv F1, ML 9, XP 10 ea. 1 Goblin Captain (3 total) AC 16, HD 3-3, #At 1 longword, Dam 1d8, Mv 20', Sv F3, ML 9, XP 145 ea. Goblin scouts should be treated as having the Hide in Shadows and Move Silently abilities of a 2nd level Thief. If the appropriate rolls are made, the scout will go unnoticed and will summon a war party in 1d4 turns; if discovered, the scout will be at the maximum possible encounter distance (as far away as he can be seen) and will flee when discovered. If the scout escapes, a war party will be summoned as above. A war party will consist of 2d4 warriors, 1d8 archers, and a captain. Any remaining goblin warriors will be lying in wait for the party as they exit the dungeon (any time after turn 18), accompanied by the remaining goblin archers and a captain. They will attack with surprise, having surrounded the clearing; the goblin archers will fire arrows at the party, but the warriors will not attack until the PCs attempt to melee the archers. The captain will stand back, giving orders (in the goblin tongue), and will try to avoid combat. The morale of the other goblins drops to 7 if he is slain (and a morale check must be rolled at that point).
Maps: Levels 1–3 extracted from the BF1 PDF (pp.64–66), stacked in order.
IMAGE

CHILDREN • 88

1. Entrance room
(10'x10' landing, stairs ascend to the north, and descend south, east, and west)

2. Spitting Cobra Lair room
(20'x20' room, door to the north in the northwest corner) Four spitting cobras have made a lair in this room. They have no treasure of their own, but behind a loose stone in the wall is a rotten bag containing 400 sp and 36 gp (find as a secret door). 4 Spitting Cobras: AC 13, HD 1*, #At 1 bite or 1 spit, Dam 1d4 + poison bite, blindness spit, Mv 30', Sv F1, ML 7, XP 37 ea. Spit range is 6', victim must save vs. Poison if hit or become blind. HP 5 ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐ 3 ☐☐☐

3. Dark Room room
(30'x20' room, door to the south in the southeast corner) This room is under the effect of continual darkness. The room is otherwise empty.

4. Octagonal Hall room
(octagonal room, 70'x80', corners chopped 20', with 6 10' square pillars, double doors north and south, secret door in northwest slanted wall) Three stirges have a nest high up on the pillar near the secret door, in a hole where a stone has fallen out. The stirges will delay attacking for 1d4+1 rounds; if the player characters aren't vigilant at this point and have not spotted the nest, the stirges will surprise the party on 1-3 on 1d6 (and won't be surprised themselves). 3 Stirges: AC 13, HD 1*, #At 1, bite Dam 1d4 + 1d4/round blood drain, Mv 10' Fly 60', Sv F1, ML 9, +2 to hit on first attack vs. any opponent, XP 37 ea. HP 6 ☐☐☐☐☐ ☐ 7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐

5. Secret Room room
(irregular small room, 10'x10' square plus diagonal ½ square on east side, secret door in diagonal wall to room 5) This room appears empty, except for one odd thing: centered on the back wall of the room is a large lever, presently in the "up" position. If the lever is pulled down and left that way, the trap in area #16 is disabled, but the player characters will not know this. Pulling the lever in either direction produces a distant, faint grinding noise.

6. Octagonal Room room
(octagonal room, 30'x30' with corners chopped 10', doors south, east, and west, secret door north to room 7) This room is empty.

7. Secret Room room
(10'x10' room, secret door south to room 6) In this small room you see a badly rotted bedroll and a small locked chest. If the chest is opened either by picking the lock or smashing the chest, the room swiftly fills with a gas that causes fear (as the spell cause fear) to anyone in the room who fails a save vs. Poison. The fear effect lasts 2d10 rounds for those affected. Once successfully opened, the treasure can be claimed. Inside are 270 cp and 161 ep in loose, mixed coins.

8. Giant Shrew Lair room
(20'x20' room, door to the north in the northwest corner) The lower third of the door into this room has been chewed away. A giant shrew has made its lair here in a pile of smelly refuse in the northeast corner of the room. The giant shrew inadvertently collected a bag of treasure from another room while building its nest; if found, the bag contains 340 sp and 5 gems (1 cat's eye ruby: 5,000 gp value, 1 amethyst: 100 gp value, 1 aquamarine: 500 gp value, 1 coral: 100 gp value, and 1 onyx: 75 gp value). Note: The cat's eye ruby is one of those from the mirror in room 32. Giant Shrew: AC 16, HD 1, #At 2 bites, Dam 1d6/1d6, Mv 60', Sv F2, ML 10, XP 25 HP 6 ☐☐☐☐☐ ☐

9. Mirror Room room
(20'x20' room, door to the north in the northeast corner) This room contains nothing except a large mirror, 7' tall by 4' wide, hung 6" off of the 38 floor in the center of the south wall. The room appears to be illuminated by a soft light that emanates from the rune-engraved frame of the mirror. The illumination is roughly equivalent to torchlight. The odd thing about the mirror is that it reflects the room, but not the player characters. As soon as they get up the courage to look into it, this will be noticed. As they look into the mirror, the player characters will see some monster from the wandering monster chart enter the room, look around, and leave again. In fact, this is a slow mirror, in which reflections are delayed by one hour. The things the player characters see in the mirror happened in the past. The mirror is firmly attached to the wall, but a character with appropriate tools (such as a Thief) can easily remove it. It weighs about 50 pounds (500 cn) and is highly breakable and hard to carry. If successfully taken back to civilization, it might bring up to 1,000 gp from the right buyer. The runes carved around the frame of the mirror are from

10. Room With A Chest room
(20'x20' room, door to the north in the southeast corner) This room is completely empty save for a large chest, placed against the center of the far wall. The chest is locked, with a poorly designed lock that adds 25% to a Thief's chance of picking it, and has an obvious poison needle trap (50% bonus to detect) which is coated with old, weak poison (causing 1d6 points of damage if not detected, with a save vs. Poison allowed for no damage at all). Inside the chest there is only a scroll. It says "You Lose." As soon as any character reads the scroll, the door slams forcefully and locks; any character trying to hold it must make a save vs. Death Ray. If this roll is made, the character takes 2d4 points of damage (no saving throw) but in this case the door does not close completely, and can be forced open with a subsequent roll to Open Doors. One round after the door closes, the room swiftly fills with poison gas (save vs. Poison each round, taking 1d4 points of damage each time the save is failed). Any character exiting the room stops taking damage immediately.

11. Giant Ant Lair room
(20'x30' room, door east in northeast corner, open archway centered in west wall to room 12) Rooms 11, 12, 13, 14, and 15 are the lair of a group of sixteen giant ants. Note that giant ants will fight to the death once engaged in combat; the morale score of 7 above is used when they are first encountered, but they will not check again if combat begins. This room contains four of the giant ants normally, specifically the first four listed below. The first ant listed is the queen, who is larger than the others; her stats are still the same however. If combat occurs in this room, four more ants will appear from neighboring rooms each round until all have arrived. Giant ants collect shiny things. Among the bedding of the queen ant there is a platinum clasp worth 1,100 gp, a coronet worth 1,000 gp (engraved with the sigil of an important noble family), and a medallion worth 1,000 gp. 39 16 Giant Ants: AC 17, HD 4, #At 1 bite, Dam 2d6, Mv 60' (10'), Sv F4, ML 7/12, XP 240 ea. HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 20 ☐☐☐☐☐ ☐☐☐☐

12. Giant Ant Lair room
(20'x20' room, open archways centered in all four walls into rooms 11, 13, 14, and 15) This room in the center of the lair is visible from all four of the other rooms in the lair; any ants not yet encountered will surely see any character or creature entering here.

13. Giant Ant Lair room
(30'x20' room, open archway centered in south wall to room 12, open archway west in northwest corner to staircase ascending to surface) Four of the ants from 11 above will be found here if surprised. Note the staircase access to ground level; it is hidden above ground by a large patch of brambles which the ants have made a 4' diameter tunnel through.

14. Giant Ant Lair room
(20'x30' room, open archway centered in east wall to room 12) Four of the ants from 11 above will be found here if surprised.

15. Giant Ant Lair room
(30'x20' room, open archway centered in north wall to room 12, door south jammed open in southwest corner to hallway) Four of the ants from 11 above will be found here if surprised.

16. Secret Room room
(20'x20' room, secret door east in northeast corner) When the secret door to this room is opened, a large crossbow affixed to the west wall will fire at the doorway. Any character in the line of fire will be attacked as if by a 3 HD monster. The bolt does 1d6 damage; it was originally poisoned but the poison is old and has lost its potency. Note: if the lever in area 5 was pulled down and left that way, this trap won't go off.

17. Octagonal Room room
(octagonal room, 30'x30', corners chopped 10', doors in each of north, south, east, and west walls, pit trap in center of room down to room 64) Note the pit trap in the center of the floor. If the trap is activated, the skeletons in 20 will move into this room and attack any remaining characters.

18. Narrow Room room
(20'x10' room, door west in southwest corner) Six giant fire beetles lair in this room. The room is littered with the empty, broken carapaces of other fire beetles who came before. Among the refuse is treasure: 41 sp, 28 gp, 3 pp, and a pearl worth 100 gp. It will take at least a turn of searching to find it all. The door to this room does not latch properly, and tends to swing closed if not held in place. 6 Giant Fire Beetles: AC 16, HD 1+2, #At 1 bite, Dam 2d4, Mv 40', Sv F1, ML 7, XP 25 ea. HP 3 ☐☐☐ 3 ☐☐☐ 5 ☐☐☐☐☐ 5 ☐☐☐☐☐ 4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐

19. Spear Trap room
(20'x20' room, door south in southeast corner) The door to this room is tightly stuck, requiring a better than normal roll to open doors; only characters with at least 13 Strength can open it, and they must roll their Strength bonus or 40 less on 1d6 to do so (so 13-15 = 1 in 1d6, 16-17 = 1-2 in 1d6, 18 = 1-3 in 1d6). If the door is opened, the character opening the door is attacked by a spear shot from a hole in the wall opposite the door. The spear trap attacks as a 4 HD monster and does 1d6 on a successful hit. It only contains one spear, so is disarmed after attacking. There is treasure hidden inside the mechanism of the spear trap. There is a small chamber under the hole where the spear is launched from. The "hatch" must first be detected as a secret door; then a Thief must make an Open Locks roll to open it. Inside the chamber is a rotten sack containing 51 sp and 36 gp.

20. Skeleton Room room
(irregular room; 20'x30' with northern corners chopped 10', with 10'x10' alcove east in southeast corner, door in east end of alcove to room 17, secret door in west wall to short secret passage) Seven skeletons are in this room, if not encountered in room 17 above. In the secret passage connecting this room with the hallway to the west is the mortal remains of an Elf. His skull and bones have been scattered about the passageway, and his chainmail, shield, and sword are all rusted beyond use. However, there are ancient coins scattered around the area also, totaling 270 sp and 42 gp. It will take at least one full turn for one character to pick up all the coins. 7 Skeletons: AC 13 (half damage from edged weapons, 1 point only from arrows, bolts, or sling stones), HD 1, #At 1 sword, Dam 1d8, Mv 40', Sv F1, ML 12, XP 25 ea. HP 2 ☐☐ 3 ☐☐☐ 7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐ 3 ☐☐☐ 2 ☐☐ 3 ☐☐☐

21. Giant Rat Lair room
(30'x30' room, open archway north centered on north wall to 20' long hallway to a door north into main corridor) The door to this room has a hole in the bottom where two planks have been broken off; the edges of the hole have been gnawed on. Inside the room are 22 adult giant rats plus 41 noncombatant juvenile rats. The lair is foul- smelling and filled with bedding consisting of dry grass, twigs and branches, and a few moldy rotten pieces of cloth. In the far southeast corner of the room is the "chief" rat's bed. He has collected the following items of treasure: 1 cat's eye ruby (5,000 gp value), 1 malachite (10 gp value),1 moss agate (10 gp value), 1 sardonyx (10 gp value), a bejeweled walking stick worth 80 gp, a crystal decanter worth 40 gp (with a rubber stopper inserted), one ornate gold and silver earring worth 120 gp, a heavy engraved silver mug worth 140 gp, and a Potion of Fire Giant Control in a silver vial. Note: The cat's eye ruby is one of those from the mirror in room 32. 22 Giant Rats: AC 13, HD ½* (1d4 HP), #At 1 bite, Dam 1d4 + disease, Mv 40', Sv F1, ML 8, XP 10 ea. HP 1 ☐ 2 ☐☐ 2 ☐☐ 2 ☐☐ 4 ☐☐☐☐ 1 ☐ 4 ☐☐☐☐ 2 ☐☐ 3 ☐☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐ 3 ☐☐☐

22. Oracle Room room
(20'x20' room, door west in southwest corner) You see two metal chairs arranged facing a carved stone face in the center of the east wall. The face is of an older Human male, with flowing hair and beard forming a circle around the face. Its eyes are closed, but the mouth is open slightly, just enough to admit a single coin. If any character is seated in either chair: The stone face opens its eyes and says: "Pay my toll and I'll answer you, pay me well and I'll be true." Then its eyes close again. If coins adding up to 10 gp in value are inserted into the mouth, the oracle again opens its eyes and says, "Ask." The oracle knows about all three levels of the dungeon, and will answer questions in detail. However, every odd- numbered answer (first, third, etc.) will be a cunning lie, while every even-numbered answer will be true. Roughly carved into the metal seat of the right-hand chair is a message saying "Beware the odds." If the party has stonecutting tools available they may attempt to tear the stone face from the wall to retrieve the treasure within. This will take 6 turns (one hour), minus 1d4 turns if a dwarf, miner, or stonecutter is doing the work. Behind

23. Left Bent Room room
(irregular room, 40'x20' with 20'x20' alcove east in northeast corner, door south in southeast corner of alcove) This room has an electrical trap on the door, causing 3d4 points of damage to any character touching the handle (save vs. Death Ray for half damage). It is powered by an alchemical creation called a lightning crystal, which can discharge as often as once per round and can release 9 discharges before it is completely consumed (it originally had 99 charges). This will only be discovered if the door is dismantled. The trap can be detected by a Thief but cannot be disarmed; any attempt to do so will cause the Thief to take damage as above. Assuming the party survives opening the door, read (or better, paraphrase) the following: This room is obviously an ancient alchemical laboratory, containing two long worktables laden with glass and metal implements of alchemy as well as a large kiln in the farthest part of the room. Numerous items of fine-quality glass and metal alchemical equipment line the tables, totaling 5,000 gp in value; the metal items are of a dull gray metal of unknown nature, while the glass is of the finest Elven manufacture. Note that t

24. Right Bent Room room
(irregular room, 40'x20' with 20'x20' alcove east in southeast corner, broken-down door north in northeast corner of alcove) The door to this room has a missing plank in the upper section. The edges of the resulting hole are slightly greasy looking, and a foul smell can be detected from the room. The room is in fact the lair of sixty-three bats. If they are disturbed, they will fly around for 2d4 rounds. Roll a wandering monster check if this happens; if wandering monsters are indicated they appear in 1d4 rounds. 63 Bats: AC 14, HD 1 HP ea., #At Confusion, Mv 30' Fly 40', Sv NM, ML 6, XP 10 ea. Note: Each box below represents a single bat HP 63 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

25. Crossroad room
(octagonal room, 30'x30' with corners chopped 10', open archways in each of north, south, east, and west walls) There is a green jelly in this room, on the ceiling in front of the north archway. It will drop on the first character to pass beneath it if not noticed and avoided. Green Jelly: AC 12 (only hit by fire or cold), HD 2**, #At 1 Acid, Dam if not scraped off in first round, will destroy flesh and clothing in 6+1d4 rounds, Mv 1', Sv F2, ML 12, XP 125 HP 9 ☐☐☐☐☐ ☐☐☐☐

26. Dropping Room room
(20'x20 room, open archway west in southwest corner to room 25) Three rounds after the first party member enters this room, it will suddenly drop 20' down. Each creature in the room must save (vs. Dexterity or Death Ray, as the GM prefers) to remain standing. The ceiling drops along with the floor so the archway the party entered through is no longer accessible; however, there is an archway in the same position on the lower level. Actually, this is all a cunning illusion. The archway is the same one, and the octagonal room outside is the same also. 43

27. Jelly Room room
(20'x20 room, open archway north in northeast corner to room 25) There is a green jelly in this room, waiting above the archway. It will drop on the first character to enter the room; since it is out of sight otherwise, it surprises on 1-3 on 1d6. Green Jelly: AC 12 (only hit by fire or cold), HD 2**, #At 1 Acid, Dam if not scraped off in first round, will destroy flesh and clothing in 6+1d4 rounds, Mv 1', Sv F2, ML 12, XP 125 HP 7 ☐☐☐☐☐ ☐☐

28. Climb Down Tunnel room
(irregular room, 30'x20' section with 30'x20' section attached to north 20' of east wall, door south in southwest corner) The floor of this room is covered with flagstones, each about four feet square. You can see that a flagstone in the northeast corner of the room has been pried up, then roughly replaced. If a character lifts the flagstone: You see a tunnel descending straight down. A tarnished but sturdy-looking metal ladder is attached to one side of the tunnel. If a stone is dropped into the hole, it will never be heard to hit the bottom. If a torch or other light is dropped into the hole, the characters will see that it drops further and further until goes so far that it seems to fade away. If one or more characters decide to descend the ladder, they may climb down as long as they wish but they will never reach the bottom. Characters who observe from above will see the descending character(s) get further and further away, and climbing back up will take as long or longer than climbing down. As you may have guessed by now, this is an illusion. The pit is actually only about 8' deep. Other than dispelling the effect (as 15th-level magic), the only way to di

29. Teleporter room
(irregular room, 30'x20' with 10' deep extension in north 20' of east wall, door south in southwest corner) Any character or creature who enters the eastern 10'x20' extension of this room will be teleported (no saving throw) to area #37 on the second level.

30. Giant Bee Lair room
(80'x100' room, open double doors east to room 31, 20'x10' alcove centered in west wall contains steps up to open double doors west to hallway) Rooms 30 and 31 are the lair of twenty-four giant bees. The queen bee will be in room 31 below and is detailed there. The floor in this room is wet, with some puddles here and there, and some stony rubble is strewn about the center of the room. The walls are covered with honeycomb. The ceiling is high, and has several holes averaging 2 feet 44 in diameter, where some daylight comes in (if it is daytime). Above ground, this room is covered by small, stunted trees and brush. 24 Giant Bees: AC 13, HD ½* (1d4 HP), #At 1 sting, Dam 1d4 + poison + 1 pt. per round until stinger is removed, bee dies after it stings, Mv 10' Fly 50', Sv F1, ML 9, XP 13 ea. HP 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐

31. Giant Bee Lair room
(40'x30' room, 20'x10' alcove centered in west wall to open double doors to room 30, secret door east in southeast corner to room 32) The queen bee and four superior giant bees can be found here. The walls of the room are lined with honeycomb; each cell contains a larval giant bee, except for one which contains the special honey that acts as a Potion of Healing, restoring 1d4 points of damage if consumed. Finding the cell containing this special honey is only possible after searching 2d4 turns, and then only if the adventurers have some way of identifying it. Queen Bee: AC 13, HD 2*, #At 1 sting, Dam 1d6 plus poison, stings repeatedly without dying, Mv 20', Sv F2, ML 10, XP 100 HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 4 Superior Giant Bees: AC 13, HD 1*, #At 1 sting, Dam 1d4 plus poison, stings repeatedly without dying, Mv Fly 50', Sv F2, ML 10, XP 37 ea. HP 4 ☐☐☐☐ 5 ☐☐☐☐☐ 4 ☐☐☐☐ 6 ☐☐☐☐☐ ☐

32. Looted Treasure Room room
30'x10' section with 10'x20' extension east in northeast corner, secret door west centered in west wall to room 31) This room is empty, save only for the dirt on the floor and a mirror at the easternmost end of the room. Assuming the party examines the mirror more closely: The mirror is circular, made of a silvery metal set in an ornate golden frame. It seems to be attached to the wall with a mechanism of some sort. The mirror frame has a golden knob at the six o'clock position, and empty jewel settings at the twelve, three, and nine o'clock positions. The lock has no obvious keyhole, being a sort of puzzle lock, but it can be worked by a Thief at a penalty of 25% off the normal Open Locks chance. The empty settings originally contained large cat's eye rubies, which are now found in various places within the dungeon. The mirror is actually magical, and functions as a form of Crystal Ball. Touching the knob will activate the mirror, showing a room magically lighted in a lavender hue (see room 80; roll an encounter check to see what may be in the room). Unfortunately, the missing jewels have disabled all control of the mirror, so no matter what the player cha

33. Secret Doors room
(special hallway) Note that this section of hallway curls in a spiral past room 34 and area 35 to reach the stairs descending. The secret doors marked here on the map form a shortcut to the stairs descending to level 2. The mechanism that activates the first door is an irregularly shaped stone set in the wall; pressing it causes both the first and second door to swivel open. The third and fourth doors are activated the same way by a stone that appears to have been cast from the same mold; the GM may give a bonus to finding this second mechanism after the first is detected.

34. Secret Room room
(10’x10’ room, secret door north to spiral hallway 33) This small room contains a small chest with a cunningly crafted statue of a spider standing over it. Actually, the statue is a real giant crab spider which has been magically reduced in size and turned to stone. If the chest is touched or moved in any way, the spider will be restored to normal and will attack immediately. The chest contains the following treasure: a Scroll of Protection from Lycanthropes and a Cursed Scroll (causes the reader's nose to become warty and deformed, applying a penalty of -5 to all Charisma-related rolls; remove curse is the only cure). Giant Crab Spider: AC 13, HD 2*, #At 1 bite, Dam 1d8 + poison, save at +2 vs. this poison, Mv 40', Sv F2, ML 7, XP 100 HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

35. Pit room
(special hallway) The pit trap here opens when 400 pounds or more of characters/creatures walk onto it. It drops any characters who step on it 20' down to room 37, for 2d6 points of damage. The doors to the pit close automatically one round after opening. A save vs. Death Ray (adjusted by Dexterity) is allowed to avoid falling into it; if the save is made, the adventurer has jumped clear, with a 50% chance of being on either side of the pit. 46

36. Entry Room room
(20'x30' room, open stairway ascending north in center of north wall, secret door west centered in west wall, open rickety double doors east to hallway, barred cell door south centered in south wall to room 37) This is a highly traveled area; roll a wandering monster check any time the room is entered. Note the entrance to room 37, below, is a locked cage. The lock is very rusty, giving half normal chances to pick the lock (but double normal chances to break down the bars).

37. Cell room
(20'x10' cell, barred door north to room 36, trap door in ceiling 15' up which cannot be opened from this side leads from area 35) See rooms 35 and 36 for details on this room.

38. Empty room
(20'x30' with 10'x10' alcove west in southwest corner, secret door centered in east wall to room 36, secret door west in alcove to hallway; secret doors are obvious on this side)

39. Former Ghoul Storage room
(cross-shaped room, 40'x40' with all four corners indented, door west in south end of west wall to hallway) At some time in the distant past, someone stored a large number of ghouls in this room in suspended animation. The enchantment was such that, were the door opened without a magic word being spoken first, the ghouls would all reanimate instantly. Recently, a giant ant scout found the door to this room and decided to investigate it. The ghouls quickly ended the giant insect's life, and then spread out from the room to other places in the dungeon. There are no ghouls here now, but the room is littered with fragments of torn cloth, pieces of giant insect carapace, and a small rotten piece of carrion here and there. The room has a foul smell which will cling to any who enter for 2d6 turns after they leave the room.

40. Looted Treasure Room room
(20'x20' room, open hallway south in southeast corner runs 10' south, turns west, runs 30', turns north, runs 10' to secret door which is obvious from this side) The main part of this room is filled with the debris of numerous smashed chests. The long- dead skeleton of a human male is scattered around the room also. He was slain by a scything blade trap, which swings out from the left-hand side of the room entry at 3' in height, striking as a 4 HD monster for 2d8 damage. One round after swinging out, the blade automatically retracts and the trap is reset. There are 1,242 cp spread around the room, mixed with the debris. At least three turns will be required to collect them all (if anyone attempts this).

41. Empty room
(L-shaped room, 40'x20' with 20'x20' extension west in southwest corner, door north in northwest corner, secret door west in southwest corner)

42. Oil Beetle Lair room
(30'x30' room, open hallway east in northeast corner runs 10', turns south, runs 30' to obvious secret door) The secret door to this room opens when pushed forcefully from either direction, and closes automatically. Eight giant oil beetles lair here. 8 Giant Oil Beetles: AC 16, HD 2*, #At 1 bite, 1 oil spray, Dam 2d4 bite, blisters oil spray, Mv 40', Sv F2, ML 8, XP 100 ea. Oil spray range is 5'; those hit suffer -2 to attacks and saves for 24 hours or until magically healed. HP 7 ☐☐☐☐☐ ☐☐ 8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ 8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐

43. Empty room
(20'x20' room, door south in southeast corner to hallway, secret door west to 10'x10' passage to obvious secret door to room 50) There is nothing at all in this room except for dust and cobwebs. 47

44. Secret Room room
(20'x20' room, obvious secret door north in northwest corner to hallway almost opposite room 45's door) This was once a treasure room; when it was looted, the adventurers who did so temporarily disarmed the sleep gas trap here. Unfortunately, the twig the Thief inserted into the mechanism is long since gone. The trap may be detected and disarmed as normal by a Thief; if this is not done, when the door to the room is opened sleep gas will be released, filling the room in one round and flowing 20' in both directions down the hallway the next. Each character must save vs. Poison or become unconscious. If all characters fall asleep, roll on the wandering monster chart, then roll saves for each character until one succeeds. That character will awaken to find the party surrounded by the monsters.

45. Giant Fly Lair room
(irregular room, 30'x20' with 10'x10' alcoves centered in east and west walls, door south in southeast corner to hallway) Nine giant flies lair in this room. They sometimes drag their kills back to the lair, and in fact this room contains the remains of a draco lizard, a cave locust, and three giant bees, all infested with huge maggots. A powerful stench fills the room; all characters must save vs. Poison or fight at -2 due to the smell. If not surprised, the giant flies will be hiding in the shadowy alcoves, waiting to leap out at the party; this grants them surprise on 1-3 on 1d6. 9 Giant Flies: AC 14, HD 2, #At 1 bite, Dam 1d8, Mv 30' Fly 60', Sv F2, ML 8, XP 75 ea. HP 5 ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 5 ☐☐☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐ 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐

46. Old Chapel room
(30'x30', door north in northwest corner to hallway, secret door south centered in south wall to 40' long hallway to room 41) Sixteen human-sized figures in rotting clothing kneel in this room before a decrepit- looking wooden altar. The creatures do not appear to move, not even to breathe, and there is an odor of decay in the air. This room was once used as a chapel of the god of the undead. The altar stands against the south wall (in front of the secret door), and sixteen zombies kneel in poses of prayer in two rows before the altar. The zombies do not move until the party either attacks a zombie or touches the altar. The altar is rotten; any attempt to move it results in its collapse. Note that it blocks access to the secret door. 16 Zombies: AC 12 (half damage from blunt weapons, 1 point only from arrows, bolts, or sling stones), HD 2, #At 1 weapon, Dam 1d8, Mv 20', Sv F2, ML 12, XP 75 ea. HP 5 ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ 8 ☐☐☐☐☐ ☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐8 ☐☐☐☐☐ ☐☐☐ 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐

47. Room Of The Pool room
(large irregular room, 40'x50' with 20' wide hallways centered on the east and west end; each hallway contains a 30' run of steps up to a 10' landing with rickety open double doors centered on the end wall; main part of room contains a 5' deep pool, 20'x30', centered) Steps lead down before you into a very large room. Phosphorescent fungus on the walls and ceiling give the room a ghostly illumination. The room is dominated by a large pool in the center. Gigantic mushrooms line the corners of the room. 48 The doors at the ends of this room no longer latch properly, and swing freely on their hinges. The water in the pool is cold, clean, and safe. The four corners of the room are filled with a variety of giant fungi; each grouping contains one shrieker which begins to shriek when any character passes through the corner square. Normally shriekers are more sensitive than this, but these have become accustomed to many creatures coming to drink. Note that while they are shrieking, there is a 50% chance per round of a wandering monster being attracted, arriving in 2d6 rounds. In the bottom of the pool near the center is an open inlet for water; overflow drains are

48. Draco Lizard Lair room
(30'x30' room with 10'x10' alcove centered in the south wall; obvious secret door south in alcove to hallway, secret door west in northwest to room 49) One giant draco lizard is in this room. The secret door is the sort that swivels when pushed and returns to the closed position when released; the lizard can easily operate it. Giant Draco Lizard: AC 15, HD 4+2, #At 1 bite, Dam 1d10, Mv 40' Fly 70' (15'), Sv F3, ML 7, XP 240 HP 29 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

49. Teleporter room
(30'x10' room, obvious secret door east in southeast corner) Any character or creature that enters the northern 10' of this room is immediately teleported to room 85 on the third level.

50. Pressure Plate Floor room
(30'x30' room, open hallway north in center of wall, secret door east to short passage to obvious secret door to 43 in southeast corner) The first character to enter the room will feel a flagstone settle slightly underfoot, and hear a sharp "click." It is assumed that the players will find this alarming. In fact, every flagstone in the room will settle slightly and click when stepped on, springing back when weight is removed. 49

51. Empty room
(irregular room, door in west wall; from north side of door, 20' east, diagonal 1 square southeast, 10' east, 20' south, 20' west, diagonal 1 square northwest, 10' west, 10' north)

52. Pit Viper Lair room
(30'x20' room, door west in southwest corner) Three large pit vipers lair in this room. The door to this room has a rat-chewed section at the bottom which the snakes use to enter and exit. The room is otherwise empty. 3 Pit Vipers: AC 14, HD 2*, #At 1 bite, Dam 1d4 + poison, Mv 30', Sv F1, ML 7, XP 100 ea. HP 8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐ 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐

53. Jelly Room room
(40'x20' room with 10'x10' alcove west just south of center of west wall, door west in alcove) This room is barren and empty. There is a large wet spot just inside the doorway. The wet spot is actually a gray jelly. Gray Jelly: AC 12, HD 3*, #At 1 pseudopod, Dam 2d8, Mv 1', Sv F3, ML 12, XP 175 HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

54. Moldy Crossing room
(50'x20' room, open hallway south attached to south 20' of west wall, door west 10' north of center of west wall, door north in northwest corner, open hallway east in northeast corner, door east 10' south of center of east wall) This large space has two large patches of yellow mold, one covering the door to room 56, and the other on the wall beside the door to room 55. The first will definitely release its cloud of spores if the door to room 56 is disturbed, while the other has a 25% chance to release spores if the door to room 55 is opened. 2 Yellow Mold patches: AC nil, harmed only by fire, HD 2*, #At spores, Dam save vs. Death Ray or take 1d8 points of damage per round for 6 rounds, Mv 0, Sv NM, ML n/a, XP 100 ea. HP 9 ☐☐☐☐☐ ☐☐☐☐ 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

55. Empty room
(20'x20' room, door west in southwest corner to room 54)

56. Giant Fly Lair room
(20'x20' room, door east in southeast corner to room 54) Seven giant flies lair in this room. Like the previous lair of this sort, the floor is covered with the remains of various creatures, including five giant rats, three giant bees, and a giant oil beetle. All are infested with huge maggots. A powerful stench fills the room; all characters must save vs. Poison or fight at -2 due to the smell. Among the refuse and offal on the floor is a gold medallion worth 70 gp and a cloak pin worth 150 gp. Each turn of searching by a character grants a cumulative 20% chance to find an item (so if three characters search the room for a turn, each has 25% to find an item; a second turn of searching give each a 50% chance, and so on). 7 Giant Flies: AC 14, HD 2, #At 1 bite, Dam 1d8, Mv 30' Fly 60', Sv F2, ML 8, XP 75 ea. HP 4 ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ 8 ☐☐☐☐☐ ☐☐☐ 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐

57. Empty room
(20'x20' room, door south in southwest corner to room 54)

58. Ghoul Lair room
(20'x20' room, door west in southwest corner) Four ghouls lair in this room. The door is barred when the player characters approach it, so unless they are very inventive, there is no chance the ghouls will be surprised; however, they will arrange themselves to allow one or two characters (at most) to enter so they can be flanked. The room smells quite bad, but there is not much other than a few bones and some large bloodstains in the room. Hunting has been poor lately, and the ghouls are hungry... In the far corner of the room is a half-rotten leather bag containing 260 cp, 140 ep, and 80 gp. 50 4 Ghouls: AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite (all plus paralysis), Mv 30', Sv F2, ML 9, XP 100 ea. Any character (except an Elf) hit by a ghoul must save vs. Paralysis or be paralyzed 2d4 turns. HP 8 ☐☐☐☐☐ ☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐9 ☐☐☐☐☐ ☐☐☐☐

59. Lizard Lair room
(20'x20' room, door south in southwest corner, secret door north in northeast corner) A single giant draco lizard lives in this room; it is 50% likely to be present, and if not present it is 25% likely to return while the party is in the room. The south door to this room does not latch properly, and swings both ways; it will close automatically if not held or spiked. Giant Draco Lizard: AC 15, HD 4+2, #At 1 bite, Dam 1d10, Mv 40' Fly 70' (20'), Sv F3, ML 7, XP 240 HP 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

60. Elf Princess room
(20'x30' room, double door north in center of north wall) Read (or paraphrase) the following If there are no elves in the party: This room is totally empty, and surprisingly clean. On the other hand, if one or more elves are present, read the following: This room is magically illuminated and is hung with rare and beautiful tapestries of Elven design. A long banquet table loaded with elvish foods is in the center of the room. A beautiful Elven woman with long blonde hair and crystal-blue eyes is seated at the head of the table; she wears a fine gown and a delicate silver coronet. In the latter case, there will be enough additional chairs to seat the Elven party members. All these contents are visible to all party members, but are completely insubstantial to the non-elves in the party. The princess will immediately arise and greet the elves in the party, inviting them to be seated and feast. She will grant a single cure light wounds to each injured Elf. The food is of highest quality and in sufficient quantity to sate the appetites of those invited. The Elven princess will speak pleasantly with her Elven guests, but she does not know anything about the dungeon

61. Moaning Room room
(40'x20' room, door south in southwest corner, door east 10' from northeast corner, secret door west in northwest corner) This room appears empty; only a few piles of giant insect droppings are visible in this room. After the party has been in the room 1d6 rounds, they will begin to hear a low moaning. The moaning will slowly increase in volume and pitch. By the end of the first turn it will be too loud to allow normal conversation, and at that point (if the party is still in the room) the GM should roll a random encounter check. The moaning will continue at this volume so long as someone is in the room, and an encounter check should be made every turn. If room 62 is entered after a turn is spent in this room, there is no chance to surprise the giant flies.

62. Giant Fly Lair room
(30'x20' room, open hallway east 20' to door to hallway in center of east wall, open hallway west 20' to door to room 61 in center of west wall) Seven giant flies lair in this room. Like the other lairs of this sort, the floor is covered with the remains of various creatures, including a giant black widow spider and two rock baboons. All are infested with huge maggots. A powerful stench fills the room; all characters must save vs. Poison or fight at -2 due to the smell. 7 Giant Flies: AC 14, HD 2, #At 1 bite, Dam 1d8, Mv 30' Fly 60', Sv F2, ML 8, XP 75 ea. HP 4 ☐☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 6 ☐☐☐☐☐ ☐ 8 ☐☐☐☐☐ ☐☐☐ 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐

63. Prison room
(20'x20' room, southeast corner chopped 10', door north in northwest corner, secret door in southeast corner diagonal wall to room 64; note pit in hallway just outside north door) Note the pit in the hallway outside the room. It opens automatically when a weight of at least 200 pounds passes the center of the trapdoor, dropping all in the square down 20' to the next level (see room 76 on the third level). The secret door is held by a hidden catch near the floor (the same sort of catch on both sides) and swivels in the center.

64. Cell room
(octagonal room, 30'x30', corners chopped 10', secret door in northwest diagonal wall to room 63, self-closing trapdoor in ceiling to room 17 pit trap) There are a few scattered bones in this room, which is otherwise empty. See room 63 for information about the secret door.

65. Ghoul Room room
(20'x30' room, door west in northwest corner) Two ghouls are in this room. Having slain a giant fly, they are tearing the slimy guts out of the insect for food, but any humanoids that might come along would be a welcome change of menu. 2 Ghouls: AC 14, HD 2*, #At 2 claws, 1 bite, Dam 1d4 claw, 1d4 bite (all plus paralysis), Mv 30', Sv F2, ML 9, XP 100 ea. Any character (except an Elf) hit by a ghoul must save vs. Paralysis or be paralyzed 2d4 turns. HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 10 ☐☐☐☐☐ ☐☐☐☐☐

66. Black Widow Spider room
(diamond-shaped room, 40'x40', corners chopped 20', open hallway west just below centerline of west corner, open hallway south just below centerline of east corner) This room contains a single, larger than normal giant black widow spider, which has built a web from the north corner of the room to the south corner. The web is hard to see; if the party moves through the room quickly, check for surprise. If they are surprised, the first rank will run into the web (see the spell web for the effect). It will burn slowly if ignited. Giant Black Widow Spider: AC 14, HD 3*, #At 1 bite, Dam 2d6 + poison, Mv 20' Web 40', Sv F3, ML 8, XP 175 HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 52

67. Pit Vipers room
(30'x20' room, 10'x20' alcove west in southwest corner, 20'x10' alcove south in southeast corner, door north in northwest corner) There are six pit vipers in this room, curled up sleeping in a nest of dirt in the back of the west alcove, behind a large metal-bound chest. The wood and metal are both unknown varieties, and the chest is locked with a padlock of the same metal; there is no apparent rot, rust, or corrosion on the chest. The padlock is of high quality, giving a 15% penalty to any picking attempt. Smashing the chest open should also be harder, though it is up to the GM to determine this. The chest contains 1,350 sp, 370 gp, and the following gems: one cat's-eye agate worth 10 gp, one piece of jade worth 75 gp, a jasper worth 10 gp, and a tiger eye worth 1 gp. 6 Pit Vipers: AC 14, HD 1*, #At 1 bite, Dam 1d4 + poison, Mv 30', Sv F1, ML 7, XP 37 ea. HP 8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐ 8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐ 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐

68. Glass Jelly Room room
(30'x20' room, 10' alcove east in center of east wall to door east to hallway) A glass jelly waits just to the right of the entry alcove in this room. Trapped within the body of the monster are 9 ep, 17 gp, the key to the chest in Room 67, and a metal tube containing a Scroll of Protection from Elementals. Glass Jelly: AC 12, HD 4*, #At 1 pseudopod, Dam 2d4 + paralysis, Mv 20', Sv F2, ML 12, XP 280 HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 53

69. Hallway room
(hallway at bottom of stairs, secret doors east and west to areas 69A and 69B, double doors at end into room 70) An ochre jelly is in area B (behind the secret door) and will enter the main hallway 1d6 rounds after the player characters arrive. Ochre Jelly: AC 12, HD 5*, #At 1 pseudopod, Dam 2d6, Mv 10', Sv F5, ML 12, XP 405 HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

70. False Temple room
(30'x30' room, southeast and southwest corners chopped 10', double doors south to area 69, secret door west in northwest corner to hallway) This room appears to have been a temple to some evil god. It is actually a false temple created to protect the real temple, room 73. The furnishings of this room have been removed over the centuries, and the murals on the walls are defaced and faded beyond recognition. A giant tarantula spider is currently in this room devouring a giant bee. If left alone, it will ignore the party until it is done. Giant Tarantula: AC 15, HD 4*, #At 1 bite, Dam 1d8 + poison, Mv 50', Sv F4, ML 8, XP 280 HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

71. Statue Gallery room
(40'x70' room with 10'x10' alcove west in southwest corner, secret door north in center of north wall to hallway, secret door east 10' from northeast corner to hallway to room 72) This large room was evidently once a gallery of statues. In various places around the room are statues which have been toppled and broken; many other spots show signs of statues that have been removed. Only one statue remains intact, in the northeast corner of the room. This statue is of an elvish maiden lying back against a small dragon which likewise lies on its belly. In the hands of the maiden is an open book which she is reading. The head of the small dragon lays blissfully asleep in her lap; the tome from which she reads is perched on its dozing head. The maiden is life-sized and the dragon about 10' long, but is coiled about her. The statue is of an unknown metal, rather than stone as all the broken statues in the room were made of. The opening mechanism for the secret door is in the dragon's mouth, which is made to emulate a subtle yawn. Reaching into the mouth, a bold character will find a small pull-ring. When the pull-ring is pulled, the secret door will groan and slide

72. Irregular Room room
(20'x30' room, southwest corner chopped 10', 10'x10' alcove north in northeast corner, door west to room 71) In the middle of the 10'x10' square alcove is a chest. It isn't locked; if it is opened, a 5'x5' section of ceiling directly above it will emit a loud grinding noise. It's a falling ceiling block, and it was supposed to fall instantly, but time has corroded the mechanism so that it is delayed one round before falling. The chest appears to be filled with gold coins; actually they are copper pieces which have been plated with a very thin layer of gold (so 54 the coins are worth no more than 1 cp each). There are 472 such coins in the chest (which has a raised bottom so as to appear more full). Characters attempting to spend such coins as gold can expect to be found out quickly; if melted down for the copper value, the party will be paid no more than 2 gp for the whole mess. If the character opening the chest does not leave the alcove instantly, the ceiling block will fall, doing 2d8 points of damage to the character(s) under it. A save vs. Death Ray (adjusted by Dexterity) can be made to jump clear at the last moment. There is a treasure in this room,

73. Evil Temple room
(60'x50' room, northeast and northwest corners chopped 20', double doors north to hallway) This appears to be a temple to some forgotten god of evil. The walls are painted with extensive murals of disturbing evil acts, and a pentacle 20 feet in diameter painted in blood dominates the room. The bloody pentacle appears to be fresh. You hear a moaning breeze, yet you feel no air movement. Seven shadows are in the room also. Shadows surprise on 1-5 on 1d6. They guard a treasure hidden beneath a loose flagstone in the center of the pentacle: 280 gp, 90 pp, a cat's eye ruby worth 5,000 gp, a bracelet worth 900 gp, a non-magical ring worth 1,300 gp, and a Ring of Delusion. Note: The cat's eye ruby is one of those from the mirror in room 32. All the non-magical treasure items, including the coins, are cursed such that anyone carrying the items will be offensive to monsters of evil nature or animal intelligence; such creatures will always attack the bearers of the cursed treasure in preference over any other character, and will not check morale so long as any treasure-bearers still live. The curse can be removed from the entire treasure with a single remove curse sp

74. Hallway room
(10'x10' landing at bottom of two staircases, one up 20' north to long hallway north, the other up 20' east to crossing hallway) A group of six giant ants are approaching this area from the opposite direction of the party. Surprise should be checked for both sides. 6 Giant Ants: AC 17, HD 4, #At 1 bite, Dam 2d6, Mv 60' (10'), Sv F4, ML 7/12, XP 240 ea. HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐

75. The Oven room
(20'x20' room, door north in northwest corner to area 74) The door to this room is made of brass plates, assembled with brass fittings and brass rivets, but it is completely free of corrosion. The door does not have a lock, but it does have a simple doorknob, and it opens easily. Inside the room is empty save for a large rust- free iron ring set into the center of the floor, and an Elf's charred skeleton arranged around it. A strong rust-free chain is passed through the ring and shackled around the skeleton's bony wrists. 55 If the door to the room is closed (it does not close itself), the room begins to warm up rapidly. After one turn, each character or creature in the room takes 1 point of damage from the heat, and an additional point every turn thereafter until death occurs. There is nothing to prevent those in the room from leaving; this is not a trap, it's an ancient execution device.

76. Prison room
(20'x40' room, northeast corner chopped 10' by iron bars, 20'x20' cell behind bars with southwest corner chopped 10' by same bars, open hallway from main section south 10' from southeast corner, secret door north in northwest corner of cell which only opens from other side, self-resetting trapdoor in ceiling of cell connects to hallway just outside room 63) The bars closing the cell off are made of an unknown alloy, and have remained untarnished for untold centuries. There is no key for the lock, but it may be opened by a Thief or by a knock spell in the usual way. There is an empty metal key hook screwed into the wall beside the south entrance. The secret door cannot be opened from this side (except by magic).

77. Ape Lair room
(40'x30' room, door east in southeast corner to hallway, door west in southwest corner to hallway, secret door north centered in north wall to 10'x10' hallway to obvious secret door to room 78) A small tribe of carnivorous apes lairs here. The largest is a male, and the others are female. 3 Carnivorous Apes: AC 14, HD 4, #At 2 claws or 1 thrown rock, Dam 1d4 claw or 1d6 rock, Mv 40', Sv F4, ML 7, XP 240 ea. HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐

78. Tarantula Lair room
(20'x20' room, door east in southeast corner to hallway, secret door south in southwest corner to 10'x10' hallway to obvious secret door to room 77) A giant tarantula spider lairs in this room. It likes shiny pebbles, and has collected a small pile of about a hundred such stones. Four of them are actually valuable gemstones: an aquamarine (750 gp value), a citrine (75 gp value), a piece of jet (100 gp value), and a star rose quartz (50 gp value). Giant Tarantula: AC 15, HD 4*, #At 1 bite, Dam 1d8 + poison, Mv 50', Sv F4, ML 8, XP 280 HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

79. Lesser Pool Room room
(60'x30' room, open hallway west in southwest corner, open hallway east in northeast corner, secret door north centered in north wall, 40'x10' pool centered in room) Roll a wandering monster check each turn the player characters are in this room.

80. Pillared Room room
(irregular room, 60'x30' main section connected at the southeast corner to 30'x20' section, 10'x10' pillars centered in north and south ends of main section 10' from end walls, open hallway west 10' from northwest corner, open hallway west in southwest corner) This room is illuminated by magic similar to a continual light spell, which casts a slightly lavender radiance over the whole room. Since this room is a major concourse for monsters on this level, the GM should roll an encounter check when the room is entered, and again every turn, at the usual 1 in 6 chance. Note: this room is the one viewed by the magic mirror in room 32.

81. Empty room
(60'x30' room, 10'x10' pillars centered in north and south ends 10' from end walls, open hallway west in northwest corner, open hallway south in southwest corner 20' to door, secret door north centered to room 82) Each turn the player characters are in this room, roll 1d6. On a roll of 1-2 the giant tiger beetles in room 82 will open the secret door and charge to the attack, having sensed the party with their antennae. 56

82. Tiger Beetle Lair room
(20'x20' room, obvious secret door south in southwest corner to room 81) Five giant tiger beetles lair in this room. They have no treasure. The corners of the room are full of large slimy-looking white eggs. 5 Giant Tiger Beetles: AC 17, HD 3+1, #At 1 bite, Dam 2d6, Mv 60' (10'), Sv F3, ML 9, XP 145 ea. HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 8 ☐☐☐☐☐ ☐☐☐ 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

83. Compactor room
(20'x20' room, door west in northwest corner to hallway) The walls, ceiling, and floor of this room are a uniform dark terracotta red color. It appears to be empty, but you can see a rectangular outline of a darker color straight across from the entry door. This room is a trap. Each character entering the room has a 1 in 4 chance to step on the triggering flagstone. When this happens, a metal plate will slide down swiftly from the door frame with substantial force; any character standing in the door must roll a save vs. Death Ray or be struck by the plate. If this save is failed, the character takes 2d4 points of damage and falls in the doorway. A second save vs. Death Ray must be made or the character will be crushed to death by the plate. The GM may determine however they wishes which side of the door the character is on if the second save is made. After the plate closes off the room, the ceiling will begin to descend, moving 1 foot per round. It begins at a height of 10'. If the trap is not deactivated, it will kill all the characters in the room when it reaches the floor. Jamming at least three iron spikes between the wall and ceiling will halt the ceili

84. Empty room
(20'x30' room, door north centered to hallway) The door to this room is firmly stuck. If it is forced, the gargoyle in room 85 will be alerted and will attempt to ambush the party from behind. 57

85. Gargoyle room
(20'x30' room, southwest and southeast corners chopped 10', door south to hallway) A single gargoyle is in this room. If the door to room 84 is forced, the gargoyle will be alerted and will attempt to ambush the party. If this room is entered first, the door will open easily and the gargoyle might be surprised. Gargoyle: AC 15 (m), HD 4**, #At 2 claws, 1 bite, 1 horn, Dam 1d4 claw, 1d6 bite, 1d4 horn, Mv 30' Fly 50' (15'), Sv F6, ML 11, XP 320 HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

86. The Sealed Door room
(20'x20' room, double doors south in southeast corner to hallway, door west in southwest corner to room 87) This room appears to be empty. There is a door in the west wall, made of some gray metal. It has huge armored hinges, but instead of a knob or handle the door appears to be closed by a circular seal, marked with the signs of the Zodiac. The door west into room 87 is made of an adamantine alloy, set flush into the wall, with huge armored hinges as described. The circular seal is about 16" in diameter and holds the door closed by means of magic. The seal is attached to the edge of the door so that it laps half over the door, half over the wall; it is positioned about 3 feet above the floor. The seal is as shown on the Player's Handout: The Seal page (see below). The Zodiac symbols are largely universal, so even an illiterate peasant farmer will recognize them (since they are important to the planting schedule). The signs on the seal, however, are out of order. The correct order of the signs is as follows: If any player asks about the order of the symbols, give them Players Handout: Astrological Symbols. When the Seal is touched, it will begin to glow; when left untouched for a full round the glow will fade. To open the door, the out-of-order signs must be touched in the correct order; the first out-of-order sign must be touched first, so touching all the signs in their correct relative order will not open the seal. For a sign to be touched "first" the Seal must not be glowing when it is touched. The signs which must be touched are as follows, in the order they must be touched: When this is done, the door will open about a quarter inch, and may be opened the rest of the way by grasping the edge of the Seal and pulling. If closed completely, the Seal re-locks automatically. The door will not close on its own. From the inside, it may be opened simply by pushing on the door. 58

87. Tapestry Room room
(20'x30' room, door east in northeast corner to room 86) This room once contained several items of artwork, but the only item remaining is a tapestry, 15' high by 20' wide, hanging in the middle of the south wall. The tapestry depicts the scene of twelve elvish maidens dressed in gossamer gowns of whites and greens and golds dancing around a small fire. The fire is in an open area beneath the boughs of old trees of yore, and shafts of soft moonlight shine down here and there upon the merriment. Three elvish males dressed in tunics of purple and silver, and holding lyres of silver, sit nearby on the gnarled roots of the trees, apparently playing a tune to which the maidens dance. Several small radiant pixies or sprites are seen in the boughs, and are depicted as looking toward whoever is standing before the tapestry. Beyond the scene, in the background, a path can be seen winding away into the forest, and there is a city of crystal and silver in the far distance. The tapestry itself is very finely woven, obviously of elvish make. It has a border of royal purple. Upon the entire border is woven in flowing elvish script of fine-threaded silver (these verses rhy

88. Library room
(20'x30' room, orientation irrelevant, door in center of one 30' wall) This room appears to be a small library. The walls are made of light reddish-brown stone blocks. Two large bookcases stand against the shorter walls. A small table is set in the middle of the room. The ceiling of the room is covered by a green mossy material, which also runs down the right-hand wall, covering one of the bookshelves. A patch of the moss also covers the top and two legs of the table. This is the room beyond the door in the tapestry. Looking back through the door, the party can still see the path leading back to the ethereal scene with the dancing maidens. The "moss" is in fact a large patch of yellow mold which has changed color due to a mineral substance in the stone of the room. Each round of disturbing the mold (for activities such as searching the room, or a specific locale covered by the mold, such as the table) incurs a cumulative 10% chance that the mold will release its spores (maximum 50% chance). Any attack on the mold has an immediate 50% chance that it will release spores. Because of the large size of the mold, the entire room is affected by the spores, rather th
NPCs HERE • 0
Add via World pageNo NPCs yet. Use + Add NPC on World Vault and assign to this location.
MAP & PINS • 87
Tap the map to drop a pin — drag pins to move them.

Tip: click anywhere on the map above — the form appears here with coordinates filled in.