Saturday, February 7, 2026

Into Goblin Gully (The Depths)


ENTRANCES & EXITS
  • Gully entrance (from level 1 dungeon pit) in Goblin Gully
  • Natural stairs (from outside wilderness) down to level 2, north of area area 4.


WANDERING MONSTERS (1 in 6, check every 10 minutes) 

  1. Giant Rats (2d6, AC: 7, HD: 1⁄2, ATT: 1d3+disease, Mv: 120 (40), S: F1, M: 8)
  2. Goblins (2d4, AC: 6, HD: 1-1, ATT: 1d6, Mv: 60 (20), S: NM, M: 7)
  3. Hobgoblins (1d3, AC: 6, HD: 1+1, ATT: 1d8, Mv: 90 (30), S: F1, M: 8)
  4. Fire Beetles (1d8, AC: 4, HD: 1+2, ATT: 2d4, Mv: 120 (40), S: F1, M: 7)

 


DUNGEON DESCRIPTION

1. Cave Entrance.
This large chamber is a natural limestone cave with a rough, uneven floor. In the northernmost recess of the wall is a pile of large animal bones including an old goblin skull converted into a mouse nest containing 12 sp. 

2. Rats Nest.
12 Giant Rats
 are hiding from the giant ferrets. 250gp mixed in with the various nesting materials on the floor. 
  • Rats, Giant (12): AC: 7, HD: 1⁄2, hp: 2, 3, 3, 3, 2, 4, 1, 1, 4, 2, 3, 3, ATT: 1d3+disease, Mv: 120 (40), S: F1, M: 7.

3. Invaded Nest.
3 Giant Ferrets hide in three of the corpses of the five giant rats they have just killed. The corpses shake and move as the ferrets chew their way through the insides.
  • Ferret, Giant (3): AC: 5, HD: 1+1, hp: 6, 2, 7, ATT: 1d8, Mv: 150 (50), S: F1, M 8
4. Main Entrance.
2 Goblins
 watch the stairs. One will run for area 5 when attacked. Each has 2d6 gp. 
  • Goblins (2):  AC: 6, HD: 1-1, hp: 2, 2, ATT: 1d6, Mv: 60 (20), S: NM, M: 7

5. Guard Room.
4 Goblins
 live and 'guard' here. They have a runty battered and bruised hobgoblin that nobody likes chained to the wall for nefarious purposes. Each has 2d6 gp. 
  • Goblins (4): AC: 6, HD: 1-1, hp: 2, 2, ATT: 1d6, Mv: 60 (20), S: NM, M: 7 watch the stairs. One will run for area 5 when attacked. Each has 2d6 ep.

6. Boss' Room.
Fighting in area 5 will alert the hulking hobgoblin who is lifting weights in this room to trouble. He has 5000sp, and 5 vials of an unknown liquid locked in a box under his table. The key is nailed to the underside of the table. The vials contain a fungal substance that greatly accelerates muscle growth.
This room is equipped with a set of iron weights and a heavy punching bag. Anyone who consumes a vial and engages in training for at least 2 turns receives +1 to their Strength score.
  • Hobgoblin, Hulking: AC: 6, HD: 1+1, hp: 6, ATT: 1d8, Mv: 90 (30), S: F1, M: 8 

7. Descent.
2 goblin rat-catchers and their pet giant ferret are coming up the stairs from level 2. The two doors to the south are barred from this side with crudely painted skulls in black paint on them. Wandering Monsters in areas 8-11 will always be 1d6 skeletons 
  • Goblin rat-catchers (2): AC: 7, HD: 1-1, hp: 1, 5, ATT: 1d6, Mv: 60 (20), S: NM, M: 7 
  • Ferret, Giant (1): AC: 5, HD: 1+1, hp: 9, ATT: 1d8, Mv: 150 (50), S: F1, M 8
  • Skeletons (1d6): AC:7, HD: 1, ATT: 1d6, Mv: 60 (20), S: F1, M: 12 

8. Crypt of Saint Arneson.
The east wall is decorated with a mosaic of the life of saint Arneson, a priest with bulging eyes who is shown guiding a fishing vessel in to port during a mighty battle with deep ones. An ornate sarcophagus contains his skeletal remains. Within his rib-cage rest a black pudding who was once a loyal acolyte cursed into his current form. If the curse can be reversed he knows the Secrets of Blackmoor!
  • Black PuddingAC: 6, HD: 10, #ATT: 3d8, Mv: 60' (20'),  S: F5, M: 12

9. Devotional.
A dried font for holy water and several candle-niches in the walls indicate the old purpose of this room. 

10. Tomb.
A  sarcophagus sits in the centre of the room. If opened, a chain mail clad zombie attacks from within. The zombie was entombed with a dagger +1 embedded in his chest. The small room to the west has a stone door sealed with wax. Inside is another more ornate sarcophagus containing skeletal remains.
  • Zombie:  AC: 5, HD:2, hp: 14, ATT: 1d8, Mv: 120 (40), S: F1, M: 12

11. Crypts.
These crypts contain piles of strange skeletal remains and 9 brass skeletons.
  • Skeletons (9): AC:7, HD: 1, hp: 3, 7, 5, 3, 4, 8, 8, 2, 1, ATT: 1d6, Mv: 60 (20), S: F1, M: 12

11. (A ) - The Violet Slime Pit.
The southern most alcove contains a large sarcophagus, within which can be found a ladder leading down into a pit full of chests.

There is actually a massive sentient violet slime that lurks within the pit which can trigger a “charm person” effect on anyone within 30 feet. If attacked or resisted, it will begin a psychic scream of anger and frustration that requires everyone within 60 feet to make a saving throw each round or suffer 1d6 damage and instinctively cover their ears and do nothing except move at half their normal movement rate. 
  • Violet Slime: isn’t technically a monster, just an extremely dangerous hazard in underground tombs and other such places. Any metal or organic substance it touches begins to turn to violet slime (saving throw), which will then be absorbed into the originator slime.  It can be killed with fire or extreme cold, and the transformation process can be arrested by the use of the spell Cure Disease.

Contracted in a dark corner of the  violet slime’s pit is a fuchsia brass slime that has evolved along a separate path. This small fuchsia slime is sentient and friendly, and desperately wants out of here. Unlike the violet slime, this slime can communicate telepathically and will explain that it can be removed from the pit by a willing person “drinking” it. If someone does volunteer to drink the slime, the slime takes over the person completely and irrevocably unless they make a saving throw versus death. If the save is made, then the person pukes up the fuchsia slime within 1d4 turns and takes 2d12 damage. The person also gains a +4 bonus on all future saving throws against fungal toxins, poisons, spores and so on as well as a +1 bonus on all future saves against charms, suggestions and other forms of mind control.
 

Within the violet slime is a chest containing a rare treasure indeed - the tainted lifestone. This fist-sized synthetic violet gem was crafted and placed here by Vilinid the Master. It is a powerful bio-mechanical and fungal mutagen and unless it is somehow destroyed or contained, this area will forever be home to strange tainted fungal and bio-mechanical monsters. Touching it causes uncontrolled and growth and mutations in animals that results in death in 1d6 minutes (save  to resist). A successful  (save vs death) leaves a creature alive, although with countless mechanical nano-bytes that begin to consume and transform flesh into living brass.

4 Chests contain 500gp, and a map to the Mythical Skull Mountain.

INTO GOBLIN GULLY

  • [For 1st to 3rd level characters.]

Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.

BACKGROUND

Everyone in the area knows of the old Lor-Cyn slave pit in the ravine outside of town. It fell into disuse with the collapse of the Empire Of Sparn, and only the occasional group of would-be adventurers ever goes there anymore. But then Galdors Farm was found ransacked, the family missing. And now someone has rebuilt the bridge between the two sides of the old slave pit. 

RUMORS

Roll 1d12 for rumours on the table below. Each adventurer from town knows 1d3 rumours, while visitors can learn 1d2 rumours by asking around.

1-2. (T) The pits have been taken over by goblin raiders. 

3. (T) There are secret areas in the old slave pits that have never been explored since they were abandoned 

4-5. (F) The Galdor family had a magic axe from the days of Sparn among their stolen possessions. 

6-7. (F) The slave pits are run by abandoned mutant slaves. 

8. (F) There is a secret entrance into pits at the bottom of the ravine.

9. (T) Creepy leftovers of ancient Sparnian experiments still lurk in the depths of the slave pit. 

10-11. (T) The main entrance to the pit is a cave now overgrown by a huge tree. 

12. (F) It's not goblins or mutants in the pits, but one of the boys in town who was abandoned there and has gone feral. 

DUNGEON DESCRIPTION

1. Entrance – 2 goblins are up in the tree watching for approaching trouble. The downside is they can't do much about it except attack – their position makes it unlikely that they will be able to get down to warn their companions when attacked. 

  • Goblins (2) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

2. Empty Antechamber 

3. Grand Hall – this 40 foot wide chamber has columns along each wall and is home to 4 goblins. The entrance to area 4 requires climbing through the mouth of a relief carving of a huge demon. 

  • Goblins (4) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

4. West Bridge Room – 2 goblins with short bows in here fire into any battles in area 3 and otherwise guard the bridge (area 5). 

  • Goblins (2) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

5. The Bridge – this rope and wood bridge was built by the goblins, but the supports for it are ancient carved stone. While dangerous looking, the bridge is quite sturdy and safe. Moving on the bridge is at quarter speed at best, and can only be done in single file. 

6. Gully Floor – looking through the reeds along the stream at the base of the gully will reveal the long-decomposed body of a young boy, missing from town for 2 years after being pushed out of area 4 by his friends long before the goblins rebuilt the bridge. 

7. Empty Chamber – a goblin in area 8 watches for intruders to spring a surprise attack on them – preferably when they head down to area 11. 

8. Boss' Chambers – the goblins climb in and out of this room through a narrow shaft, usually using a rope attached to a ring in the floor. There are 4 goblins here as well as their leader who has maximum hit points and who attacks with +1 to hit and damage. The second room is the leader's personal room, and contains much of the clothes of the Galdor family as well as the goblin treasure of 5,000 cp, 2,000 ep, a scroll of bless and a potion of fire resistance

  • Goblins (4) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

9. Secret Chamber – the goblins have not discovered this secret room. The secret door is trapped, and drops a heavy rock in the opening a few seconds after being pushed open. Whoever opens the door must make a saving throw or suffer 1d6 damage.The room contains the skeletons of two Sparnian guards equipped with rusted (worthless) chainmail, & helmets. Each has a magically preserved (but otherwise non-magical) two handed sword that glows with continual light

10. Secret Storage – this room contains barrels of ancient ruined arrows and there are the remains of bows and swords on the walls. On the back wall of the room is a crystal living statue of an elf that will attack anyone who disturbs the contents of the room. 

  • Crystal Living Statue AL L, MV 90' (30'), AC 4, HD 3, #AT 2 (fists), DG 1d6/1d6, SV F3, ML 11, THC None]

11. Barracks – another 6 goblins live down at the base of these spiral stairs. The goblins in area 8 will sneak down to attack anyone heading down the stairs. The door to area 12 is barred from this side. 

  • Goblins (6) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

12. The Pit – the bottom of this room is flooded and 50 feet below the entrance. A set of narrow spiral stairs lead down to the alcoves just above the water level. Once the door is open a gurgling, sloshing sound can be heard from below. The pit is home to a giant putrescent mutant mass of fleshly horrors – the last remnant of the Old Empires experiments. It is treated as a black pudding but is far more terrifying looking as putrescent faces and mechanical appendages grow and are reabsorbed. Creatures with less than 4 Hit Dice seeing it must make a save or flee as if under the effects of a cause fear spell. If the PC's fail to destroy the creature, it will be free to eventually escape the dungeon and even possibly make for the nearby town Trost to create a companion....

  • Black Pudding  [AL N, MV 60' (20'), AC 6, HD 10, #AT 1, DG 3d8, SV F5, ML 12, THC None]

 

Friday, January 30, 2026

TEMPLE OF THE FORGOTTEN GOD

  • [For 1st to 3rd level characters.]

Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.


BACKGROUND

An elite group of Undernauts were recently dispatched to retrieve a magical picture box (TV) that the Cassandra Company believes may hold the key to extra-planar communication with a benevolent God from ages long forgotten, or possibly, even ages yet to come.

You are tasked with retrieving said box and finding out what really happened to the previous party.


All rooms are hewn from the black basalt of the mountain. Shadowed ceilings are 18’ high unless otherwise noted. Doors are stone slabs that slide into the wall. One square = 10’.


WANDERING MONSTERS 1D6:
  1. 2 Metal Dwarfs in love
  2. Highly Sensitive Black Pudding
  3. 2-12 Exploding Pixies
  4. 1-6 Telepathic Raptorgs
  5. 2-12 Koblins
  6. Time-travelling Thaumaturgist from the Fabled City of Calabeth.

Metal Dwarf
  • [AL L or N, MV 60' (20'), AC 4, HD 2, #AT 1, DG 1d8 or weapon, SV D1, ML 8, THC XVI]

Black Pudding
  • [AL N, MV 60' (20'), AC 6, HD 10, #AT 1, DG 3d8, SV F5, ML 12, THC None]

Pixies 
  • [AL N, MV 90' (30') Fly 180' (60'), AC 3, HD 1, #AT 1 (dagger), DG 1d4, SV E1, ML 7, THC III + IV]

Raptorgs
  • [AL N, MV 120' (40'), AC 5, HD 3, #AT 3 (2 claws, bite), DG 1d4/1d4/1d6, SV F3, ML 10, THC XX] Highly intelligent. Once wizards.

Koblins
  • [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

Time-travelling Thaumaturgist
  • [AL C, MV 60' (20'), AC 7, HD 3, #AT 3 (2 electrified gauntlets, chemiostatic mace, charm), DG 1d4/1d4/1d6, SV F3, ML 7, THC XX] From the far future.

DUNGEON DESCRIPTION

0. Entrance Chamber
The double doors are voice operated (react to OPEN and CLOSE commands uttered in the language of the Ancients). Laboured breathing of a large creature can be heard beyond the second set of doors.

1. Trapped Dragon
40’ high ceiling held up by red bleeding pillars. Emaciated Adult Red Dragon (half HD), trapped & chained here a decade ago by cunning Paladins who knew the command words. The monster cannot fit through the doors towards #2 or #5. Small hoard of 1200 gp in the corner.
  • Emaciated Adult Red Dragon (half HD) [AL C, MV 90' (30') Fly 240' (80'), AC -1, HD 5, #AT 3 or 1 (2 claws, bite or breath), DG 1d8/1d8/4d8, SV F10, ML 10, THC XV]
Note: Imbibing Dragons blood grants a +1 to ANY stat and links imbibers mind to the Dragons/ OR imbibing reverses age by 10 years, which ever provides more fun for your table.

2. Trophy Room
Rusty weapons and shields (2 swords and 3 shields salvageable) on the walls. Thick layer of dust everywhere: trace of an approx. 3’ object dragged towards #4.

3. Locked Storage
Secret door: ventilation duct 6’ above the floor leads to a 4’ wide passage.

4. Drippy Area
Weird lemony green ooze drips from the walls. The object dragged over from #2 is a 3’ square extremely durable, yet light metal plate with handles.

5. Transitory Room
Doors to rooms #6-8 painted Orange, Yellow, Black.

6. Orange Door Room
Empty.

7. Yellow Door Room
6 Ghouls, transfixed, staring at a grainy TV screen that depicts a titanic reincarnated god nailed to a cross as his lower body attempts to regenerate.
  • Ghoul (6) [AL C, MV 90' (30'), AC 6, HD 2 (turn as 3 HD), #AT 3, DG 1d3/1d3/1d3 + paralysis, SV F2, ML 9, THC XXI]

8. Black Door Room
Dark & squalid, walls painted black. Secret door: outline barely traceable below thick black varnish.

9. Healing Pool
Eerie green glowing water. Murals on the walls depict Fallen Angels bathing – sometimes laughter can be heard! A creature fully submerged in the water for 1 hour regains d6 hit points and, if poisoned, can repeat the save (this healing procedure is only effective 1/week). Full submersion can lead to weird mutations such as the eruption of wings (1in6 chance).

10. Rug Maze
Intricately patterned rugs and curtains hang everywhere. Staring at them induces a deep meditative state that grants strange visions of the Forgotten God. Total value: 500 gp.

11. Crate Maze
Crates stacked high, easy to topple. 9 Dervishes are engaged in meditation here, their leader holds the Pipes of Slumber (Sleep spell 1/day. If played, any who hear & are affected (saving throw permitted) are transported to THE LANDS OF DREAM.
  • Dervishes (9) [AL N, MV 120' (40'), AC Armor type, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 8, THC XXII]

Who doesn’t love a good delve in the Lands of dream?


12. Generator Entrance
Partially obscured by crates. 10 Large Prismatic Centipedes warming around an energy generator.
  • Large Prismatic Centipedes (10) [AL N, MV 60' (20'), AC 9, HD 1d4 hp, #AT 1 (bite), DG poison, SV 0 human, ML 7, THC None] Explode when reduced to 0 hp causing 1d4 DG.
13. The Bone Gang
Entrance partially obscured by crates. 8 Skeletons, clearly a former group of Undernauts (2 “fighters” with swords and shields, 1 “cleric” with mace and “unholy symbol”, 1 “magic-user” with a staff and a Scroll of Magic Missile, 4 “henchmen” with burnt-out torches and empty sacks). They guard a chest containing 4 rubies (500 gp ea.) and a gilded silver goblet (200 gp).
  • Skeleton (8) [AL C, MV 60' (20'), AC 7, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 12, THC None]
14. Ape Nest
Pool of blood before entrance. 2 White Apes lounging on hammocks drinking goblets of blood in a drug induced pacifist state. They will present any who approach with the Zen Koan “what is the sound of 1-hand clapping ?” If answered satisfactorily the strange goblets are gifted to the PC’s (500 gp ea.)
  • White Apes (2) [AL N, MV 120' (40'), AC 6, HD 4, #AT 2 (claw, claw), DG 1d4/1d4, SV F2,
    ML 7, THC None]

15. Wolf Lair
3 Giant Wolves, their hides coloured green (same hue as the pool in #9). If aggravated feathered white wings erupt from their sides allowing them to fly.
  • Giant Wolves (3) [ AL N, MV 150' (50'), AC 6, HD 4+1, #AT 1 (bite), DG 2d4, SV F2, ML 8, THC None]
16. Garage
Functioning anti-gravity skiff, with enough fuel for 2 days of operation. Seats 4 people. HELL YEAH! Now get on this baby.


Thursday, January 29, 2026

OUTPOST OF STONE & SILVER


  • [For 1st to 3rd level characters.]

Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.


Having completed The Temple of the Berserkers, the party exited the dungeon with loot in hand only to find a small army of Gnolls, and so the PC’s did the only thing any responsible party would do when faced with being surrounded by a small army of ravenous Gnolls. The PC’s haphazardly used the Crown of the Undead Berserker King they recovered to raise an army of 3d20 (32) Undead Berserkers to pit against the Gnolls.

The party’s Magic User bumbled his way through the reading of the strange script on the *Crown before donning it. Once the 32 Undead Berserkers were summoned they not only savagely attacked the Gnolls tearing them limb from limb but afterwards the undead berserker mob headed south to a large town in the distance. Whoops!

*I rolled 1d4 and got a 2 for the amount of charges (uses) of the magical Crown. I don't want an item this powerful sticking around for long at this level.



OUTPOST OF STONE & SILVER 

This dungeon was chalked full of fun stuff for our table to get into trouble with. In particular the following led to some of the most memorable gaming I have had in recent years.

  • Metal Dwarf-Robot Arms (PC’s had arm-wrestling matches with bets placed)
  • Localized gravity anomaly (PC’s dragged back Mantises for midair, anti-gravity combat, but first their arms were removed). What can I say, my table are sadists.
  • Directional black hole (oooh shit, don’t even get me started on this, and where it leads).In addition to the above the following magic items will make for some Campaign altering immersive play.
  • Tablets of the Greater Transfiguration (a powerful item that holds the key to the ritual that grants immortality to the flesh).* It was this very ritual that long ago led to nearly the entire race of dwarves liberating themselves from the weakness of the flesh.
  • Barsoomian diadem (Before Mars became a dead planet, the diadem was worn by a keeper and an assistant who knew the secret combination to the doors of the factory that generated Barsoom’s atmosphere.)


BACKGROUND

For months now, strange flashes of eldritch light have plagued the night skies surrounding an old outpost from the days of the fallen empire of the Ancients. An ill omen lurks in the sky above the old abandoned outpost as strange bolts of cackling green energy have been observed striking the ground, causing tremors, as though the very stars themselves were offering themselves in a sacrificial descent. News has reached the Cassandra Corporation, and the Undernauts have been dispatched. The Corporation is particularly interested in the reason behind the Metal Dwarfs being spotted on march in the direction of the strange phenomena. For the Metal Dwarfs haven’t been seen in a hundred years or more. What could possibly have caused them to activate & stir?


1. Blast door with a 1’x5’ hole cut into it.

2. 11 Holographic Glitches; total of 2,000 sp, 360 gp in six metal crates (welded shut).
  • Holographic Glitches (11) AL N, MV 90' (30') Fly 180' (60'), AC 3, HD 1, #AT 1 (dagger), DG 1d4, SV E1, ML 7, THC III + IV]



3. 2 Metal Dwarf-Robot Arms (as 10’ Large Snakes, stationary) flail in a murderous dance. Secret door to #4 is a narrow hatch hidden behind pyramid of empty crates.
  • Metal Dwarf-Robot Arms (2) [AL N, MV 90' (30'), AC 6, HD 2, #AT 1 (crush), DG 1d4, SV F1, ML 7, THC None]

4. Spacious room, pristine white. The Legendary “Tablets of the Greater Transfiguration” (3,400 gp total) suspended mid-air in localised gravity anomaly, anybody who touches them also floats.


5. Passage to #6 and #8 barred by vibrant blue energy fields* (controlled from #21).


6. 2 phosphorescent metal rods (as Wand of Magic Missile, 1–4 charges each), strapped to the walls.


7. Empty.


8. 8 Spider Xeno-Drones (as Large Spiders) lined up by east wall hatchery, currently inactive, but activate if there is movement 10’ away from them.
  • Spider Xeno-Drones (8) [AL N, MV 120' (40'), AC 7, HD 2, #AT 1 (bite), DG 1d8 + poison, SV F1, ML 7, THC VI]

9. Transportable air purifier worth 1,699 gp.


10. Empty.


11. 4 retro egg chairs depicting flying furry serpents, worth 1,600 sp total.


12. Empty.


13. 7 Flayed Metal Dwarves (as Skeletons). Four mirror panels on south wall, third one is a funhouse mirror and secret door to #44 (must be smashed).
  • Flayed Metal Dwarves (7) [AL C, MV 60' (20'), AC 7, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 12, THC None]

14. 9 Giant Rats munch on exposed copper and brass wiring. Salvageable parts and equipment worth 550 gp.
  • Giant Rats (9) [AL N, MV 120' (40') Swim 60' (20'), AC 7, HD 1d4 hp, #AT 1 (bite), DG 1d3 + disease, SV F1, ML 8, THC XX]

15. 13 Bug-Eyed Mantises (as Goblins) practice knife throwing at the scintillating red button on the north-east wall; if hit or pressed, de-activates for 12 turns all energy fields at the exits of the complex and in all the passages leading to the caves.
  • Bug-Eyed Mantises (13) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

16. Empty.


17. 1 Flamethrower Turret (as Red Dragon Hatchling, stationary, rotate up to 90° per turn), facing random direction. Blackened walls.
  •  Flamethrower Turret [AC 4, HD 2, #AT 1, DG 1d20, SV N/A]

18. Scorch marks around door to #17.


19. LABORATORY, glowing light green ceramo-plastic tiles smeared with dirt. Obscene medical instruments, incl. mounted surgical laser (2 dice of damage). HOLDING CELLS, barred by energy fields* (controlled from #21): “a1 Bulbous Mutant, “b” empty, “c” 1 Giant Crab that parrots human speech. “d”–“k” are lead-lined STORAGE CHAMBERS, random content: 

1–3: empty,

4–6: supplies,

7: explosives,

8: Ancients (elves) scientists in suspended animation; the east wall of “i” is a secret door with deep scratch marks, can be slid aside; chamber “ii” holds a Cloak of Displacement.

  • Bulbous Mutant [AL C, MV 120' (40'), AC 4, HD 6+3, #AT 3 (2 claws, bite), DG 1d6/1d6/1d10, SV F6, ML 10, THC XIX]


20. Steel pillar crackling with eldritch energy shoots Lightning Bolt (2d6 DG) at anyone closer than 20’. Up to 3 bolts per turn, then 1 full turn to recharge.


21. CONTROL ROOM. Floor covered with runic steel plates. Blinking blue button in south nook: two positions, toggles on/off all energy fields in #5 and #19.


22. 6 Flayed Metal DwarvesSilver and brass wiring worth 1,900 sp, 6 transistor crystals (30, 4x100, 1,000 gp) hidden behind plastic wall panel.

  • Flayed Metal Dwarves (6) [AL C, MV 60' (20'), AC 7, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 12, THC None]


23. Abstract steel installation worth 1,040 sp.


24. 4 Metal Dwarf Arms fixed to the ceiling (as 10’ Large Snakes with paralysing venom, stationary), attack all intruders in reach. Programmed to return to their owner if freed.
  • Metal Dwarf-Robot Arms (2) [AL N, MV 90' (30'), AC 6, HD 2, #AT 1 (crush), DG 1d4, SV F1, ML 7, THC None]

25. 4 Hyperborean Vermis by campfire.
  • Hyperborean Vermis (4) [AL L or N, MV 60' (20'), AC 5, HD 1, #AT 1 (weapon), DG 1d6 or weapon, SV D1, ML 8, THC XX]  
26. Empty.


27. 6 Large Dogs mourn their pack leader.
  • Large Dogs [AL N, MV 180' (60'), AC 7, HD 2+2, #AT 1 (bite), DG 1d6, SV F1, ML 8, THC None]

28. Red ochre cave-paintings of a Giant Shadow Wolf that almost seems to move (by the 4 Hyperborean Vermis in #25).


29. 2 Hyperborean Vermis tinker with a faulty holo-projector (as Wand of Illusion/Phantasm, only works 33% of the time).
  • Hyperborean Vermis (2) [AL L or N, MV 60' (20'), AC 5, HD 1, #AT 1 (weapon), DG 1d6 or weapon, SV D1, ML 8, THC XX]  

30. Empty.


31.
Two 100’ coils of flexible brass/silver cable.


32.a” is a directional black hole that swallows everything that passes between the small chamber’s entrance and the eastern wall, save versus paralysis to resist the deadly pull.



33. Coiled up metallic Purple Giant Snake. Its belly holds 1,400 sp and a 6,000 gp *Barsoomian diadem.
  • Purple Giant Snake [AL N, MV 90' (30'), AC 6, HD 2, #AT 1 (bite), DG 1d4+ poison, SV F1, ML 7, THC None]

34. Empty.

35. Pool of boiling hot water.

36. 6 Flayed Metal Dwarves 

  • Flayed Metal Dwarves (7) [AL C, MV 60' (20'), AC 7, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 12, THC None]


37. LAIR of 33 Bug-Eyed Mantises and their King, Krulo, who collects teeth. Assorted technological knick-knacks worth 800 sp, 700 gp.
  • Bug-Eyed Mantises (33) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

38. Half-eaten corpses of 5 red skinned humanoids, no belongings.


39. 8 Bug-Eyed Mantises worship a machine that goes “ping!”, worth 1,200 gp.
  • Bug-Eyed Mantises (8) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

40. LAIR of 24 Lizardmen, 6 engaged in crystal-carving (have 8 bio-mechanical animal figurines worth 800 gp total).
  • Lizardmen [AL N, MV 60' (20'), AC 5, HD 2+1, #AT 1 (weapon), DG 1d6+1 or weapon +1, SV F2, ML 12, THC XIX]

41. VAST MISTY CAVERN extending for miles and miles, tall as a cathedral. 4 Ghouls lurk here in the mist, carefully avoiding the shore of the lake, #41
  • Ghouls (4) [AL C, MV 90' (30'), AC 6, HD 2 (turn as 3 HD), #AT 3, DG 1d3/1d3/1d3 + paralysis, SV F2, ML 9, THC XXI]

42. LAKE OF ACID TEARS
, instantly dissolves everything but silver. In the far distance, the towers of Vairocana, fabled city of Brass, rise high on the horizon. A looming Titan wades in the waters miles away, trying to reach the city as it slowly dissolves and sinks beneath the waters.
  • Titan AL L, MV 150' (50'), AC 2, HD 15, #AT 1 (rocks or lightning), DG 6d8, SV F15, ML 10, THC XVIII + 5,000 gp]

43. 1 Arachno-Bot, trapped here by the rising acid lake. Core contains 4,000 gp *radiant cybernetic crystal. 
  • Arachno-Bot [AL N, MV 120' (40'), AC 7, HD 2, #AT 1 (bite), DG 1d8 + poison, SV F1, ML 7, THC VI] can cast Web.

44. 1 Bufonid with chameleonic skin. Signs of recent digging: buried treasure: 872 gp, iridescent dagger (regular dagger in melee, +2 if thrown).
  • Bufonid [AL N, MV 90' (30'), AC 7, HD 2+2, #AT 1 (bite), DG 1d4+1, SV F1, ML 6, THC None]

ADDITIONAL MAP KEY                                 

X Stationary defense (turrets, robot arms)

. . . Energy field*



1d12 Cursed Occult Item Effects


Death would surely be sweeter! But not as fun.


1. Calcination: Runaway heating. The device smolders, smokes, and then detonates, dealing [charge] d6 damage to everything in a [charge]×10’ radius.


2. Congelation: Thickening and slowing. A sphere of slow time emerges from the device as its core fails. Everything inside the [charge]×10’ radius sphere moves at 1/10th normal speed. The sphere collapses after for 4d4 hours.


3. Fixation: Locking into a solid form. The device shimmers and crunches. Everything in a [charge]×10’ radius is coated in a thin layer of stone. Requires a hammer to chip people out.


4. Dissolution: Suspended in liquid. Device liquefies, sizzles, runs like water. The liquid is mildly toxic but does not deal any immediate damage.


5. Digestion: Sealed and gently heated. The device becomes very warm and cannot be used for [charge] days.




6. Distillation: Separated by heat. The device shakes and rattles, then flies apart. Everything in a 100’ radius has a [Charge] % chance of being struck by debris and dealt 1d8 damage.


7. Sublimation: Transformed from a solid into a gas. The device smokes and froths, creating a [charge] ×10’ radius cloud of toxic fog. Any living thing in the cloud takes 1d4 damage per round.


8. Separation: Split into two or more pieces. The device falls apart noisily. It can potentially be repaired. If it contains a spell, the spell is automatically cast. If not, it creates a Stray Spell.


9. Ceration: Addition of liquid during heating. The device softens, then rises 1,000’ in the air before messily exploding. Anything hit by the ascending device takes [charge] d6 damage. Reroll the Weather.


10. Putrefaction: Rotting and corruption. A powerful wave of nausea strikes anyone near the device. Moments later, it collapses into a flickering point of light, then explodes. Any living creature in a [d6] ×10’ radius must Save or die. All spells and enchantments in the affected area must Save or end.


11. Multiplication: Creation of new forms. The device glows, cracks, and suddenly splits into hundreds of bouncing spheres of pure magic. Everything in a [charge]×10’ radius must Save or take 4d6 damage.

*Any Survivors within the charge will multiply 2d6 times as new living forms tear & pull away from the originating form. VERY AGONIZING!


12. Projection: Conversion to a higher form. The device lifts into the air, produces a crackling octarine aura, then disappears with a thunderclap. The explosion produces a nodule of pure occultum worth [charge] ×1d100gp. Anyone who looked at the explosion must Save or go mad for 1d6 hours.


*
All magic items or devices within a [charge] x10’ radius have a [charge]% chance of also exploding.

The Dungeon as Mythic Underworld





Where torch & pole are keys to worlds that defy all logic. And boy is it fun!


I will be the first to admit that I have never really understood the appeal of the Megadungeon. I just didn’t get it. It seemed boring and uninteresting to me, a relic of an older style of play. But once I got a chance to taste one, boy was I in for an awakening.

This prompted me to start looking into Megadungeons, which eventually brought me to a fine piece of writing on just such a topic.

Reading Jason Cone’s “The Dungeon as Mythic Underworld” in his seminal Philotomy’s Musings, A collection of interpretations, house rulings, expansions, and general pontification on the nature of the Original Dungeons & Dragons rules by Gary Gygax and Dave Arneson. This 49-page PDF of wonder is the main reason I got excited about running a Megadungeon.

If you don’t already have a copy of the PDF of Philotomy’s Musings, you can download a free version here, in a nice-looking OD&D style layout put together by Jason Vey.

For a fantastic short read that really epitomizes the Dungeon as Mythic Underworld, I highly recommend checking out The Black Gods Kiss by C.L Moore.

Black God’s Kiss” is the first of C. L. Moore’s Jirel of Joiry stories, written in 1934. It features a red-headed French swords-woman named Jirel of Joiry, who is no mere bikini-armored barbarian, but a warrior of her faith who must travel to the depths of a hellish dimension to seek out a terrible weapon from a dark, alien dimension beneath her castle to defeat Guillaume, her kingdom’s conqueror. Descending into the unsettling depths, she encounters a sinister, ancient power and is compelled to accept its dark kiss, a curse that will grant her the power to slay Guillaume but at a cost to her soul and sanity.

Black Gods Kiss ushers it’s reader into a world of amphibious grotesqueries, nightmarish geometries, lakes of uncanny beauty, mysterious temples, and the terrible “squatting Black God” that wants your humanity in exchange for a kiss.

Sound good? Like a two headed sexy Troll in heat, willing to by me a drink, it certainly had me enthralled.

.~ I share here for you a great excerpt from the sublime pages of Philotomy’s Musings.~


THE DUNGEON AS A MYTHIC UNDERWORLD

There are many interpretations of “the dungeon” in D&D. OD&D, in particular, lends itself to a certain type of dungeon that is often called a “megadungeon” and that I usually refer to as “the underworld.” There is a school of thought on dungeons that says they should have been built with a distinct purpose, should “make sense” as far as the inhabitants and their ecology, and shouldn’t necessarily be the centrepiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it. For example, consider the OD&D approach to doors and to vision in the underworld:

Generally, doors will not open by turning the handle or by a push. Doors must be forced open by strength…Most doors will automatically close, despite the difficulty in opening them. Doors will automatically open for monsters, unless they are held shut against them by characters. Doors can be wedged open by means of spikes, but there is a one-third chance (die 5-6) that the spike will slip and the door will shut…In the underworld some light source or an infravision spell must be used. Torches, lanterns, and magic swords will illuminate the way, but they also allow monsters to “see” the users so that monsters will never be surprised unless coming through a door. Also, torches can be blown out by a strong gust of wind. Monsters are assumed to have permanent infravision as long as they are not serving some character. (The Underworld & Wilderness Adventures, pg 9)

Special Ability functions are generally as indicated in CHAINMAIL where not contradictory to the information stated hereinafter, and it is generally true that any monster or man can see in total darkness as far as the dungeons are concerned except player characters. (Monsters & Treasure, pg 5)

Notice that all characters, including those which can see in normal darkness (e.g. elves, dwarves), require a light source in the underworld, while all denizens of the place possess infravision or the ability to see in total darkness. Even more telling, a monster that enters the service of a character loses this special vision. Similarly, characters must force their way through doors and have difficulty keeping them open; however, these same doors automatically open for monsters. This is a clear example of how the normal rules do not apply to the underworld, and how the underworld, itself, works against the characters exploring it.

Of course, none of this demands that every dungeon need be a mythic underworld; there could be natural caves and delved dungeon sites that are not in the “underworld” category, and follow more natural laws. Nevertheless, the central dungeon of the campaign benefits from the strange other-worldliness that characterizes a mythic underworld.

A mythic underworld should not be confused with the concept of the “underdark.” The underdark concept is that of an underground wilderness composed of miles of caves, tunnels, delved sites, and even whole underground cities. This is a cool fantasy concept, but is distinct from the concept of a mythic underworld that obeys its own laws and is weird, otherworldly, and apart from the natural order of things. (There is no reason a referee couldn’t join the two concepts of underworld and underdark, though.)

Some common characteristics and philosophies for a mythic underworld or megadungeon (keep these in mind when creating your dungeon):

  1. It’s big, and has many levels; in fact, it may be endless
  2. It follows its own ecological and physical rules
  3. It is not static; the inhabitants and even the layout may grow or change over time
  4. It is not linear; there are many possible paths and interconnections
  5. There are many ways to move up and down through the levels.
  6. Its purpose is mysterious or shrouded in legend
  7. It’s inimical to those exploring it
  8. Deeper or farther levels are more dangerous
  9. It’s a (the?) central feature of the campaignThere is so much more to learn and appreciate within the pages of this PDF. I highly recommend giving it a read, in fact I couldn’t recommend it more. So many treasures that are sure to enhance your dungeon experience.
There is so much more to learn and appreciate within the pages of this PDF. I highly recommend giving it a read, in fact I couldn’t recommend it more. So many treasures that are sure to enhance your dungeon experience.

Wednesday, January 28, 2026

TEMPLE OF THE BERSERKERS


  • [For 1st to 3rd level characters.]

  • Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.

INTRO

A band of fearsome Gnolls has been seen in the hills around the old Barrow Mounds of the Ancient Pict chieftains. Witnesses have reported that the Gnolls seem particularly interested in an Old Ruined Temple that is rumoured to hold the remains of a once mighty and greatly feared Berserker King and his warrior clansmen. The Cassandra Corporation is particularly interested in old legends pertaining to an unknown Occult magic item that was within the Berserker Kings possession. An arcane item that is believed to have allowed him control over the dead.


DUNGEON DESCRIPTION

1. Red-black tiles on the floor. Hidden compartment under a single yellow tile (500 sp, Undead Berserker Skin armor +1).

2 Giant Snakes wrapped around a thick pillar with an engraving. The magic word “YIG” charms the snakes for 1 turn.

  • Snake, Giant (2) [AL N, MV 90' (30'),AC 6, HD 2, #AT 1 (bite), DG 1d4 +poison, SV F1, ML 7, THC None] 

2. Dust, spiderwebs, broken furniture. 14 Child-Faced Spiders.

  • Child-Faced Spiders (14) [AL N, MV 120' (40'), AC 7, HD 1, #AT 1 (bite), DG 1d4 + poison, SV F1, ML 7, THC VI] 

3. THE GREAT HALL, lit by braziers in all 8 corners. 50’ ceiling. Pillars with names of ancient berserker kings.

4. 8’ wooden statues of the Great Mother (eyes: two 1,000 gp gems) and the Bull Father (gilded horns: 550 gp). Touching the statues at the same time grants Fighters the power of an Undead Berserker for 2d6 turns.

5. 6 Undead Berserkers piling loot before Bull Father Statue (598 sp, 574 gp). Small glass hemisphere in the middle of the ceiling (see #39).

  • Undead Berserkers (6) [AL C, MV 120' (40'), AC 8, HD 2, #AT 1, DG 1d8 or weapon, SV F1, ML 12, THC None]

6. Small chest in gloomy corner, trapped with poison needle (600 sp, 20 gp, 500 gp ruby).

7. 3 Undead Berserkers led by Golbaz, 4th-level Fighter (hammer encrusted with 100 gp quartz) debating tactics and getting ready to rid #8 of the Giant Ant infestation.

  • Undead Berserkers (3) [AL C, MV 120' (40'), AC 8, HD 2, #AT 1, DG 1d8 or weapon, SV F1, ML 12, THC None]
  • Golbaz 4th-level Fighter 
8. 24 Giant Ants, chewed-up furniture (101 sp).

  • Giant Ants (24) [AL N, MV 180' (60'), AC 3, HD 4, #AT 1, DG 2d6, SV F2, ML 7, THC VI]

9. Kain the Callous finishing Scroll of Levitate. Treasure in invisible chest (213 sp, 40 gp, Scroll of Detect Magic, Potion of Gaseous Form). Kain hates Zim the Thaumaturgist (#31).

10. Bo-Ganth, 4th-level Fighter, recovering from injuries (unable to move, fights as 2nd-level).

11. Nerve gas comes up from the holes in the floor if the threshold is crossed.

12. Empty.

13. Secret door opens to three knocks.

14. ROOM OF CONTEMPLATION, all surfaces adorned with mandalas. Magic-Users and Clerics can meditate or pray to regain one cast spell, once per day, if so a strange vision occurs.

15. 11 Giant Centipedes.

  • Centipede, Giant [AL N, MV 60' (20'), AC 9, HD 1d4 hp, #AT 1 (bite), DG poison, SV 0 human, ML 7, THC None]

16. GREATER SHRINE OF THE BLACK GOD. Undead-Berserkers never enter this room. Tapestries of foul patterns hide secret door to #17. 10’ tall jet-black statue of Nal’Goth, lord of Darkness, grasping a Sword +1 made of smoky black mercurial metal. Inscription on pedestal: “Only the sweetest shall claim this blade”. The sword can only be taken by offering a kiss.

17. 16 brains in jars set up on shelves, speak telepathically to characters of superior Intelligence. 3 can cast ESP. They want to be thrown into the Black Gate.

  • Disembodied Brains (16) [AL C, MV 0, AC 19, HD 1d4 hit points, #AT 1 (spells), DG N/A, SV MU 6, ML 10, THC None]

As its name implies, a disembodied brain has been removed from its cranial housing – after which it is placed in a jar filled with preserving fluid, for the purpose of experimentation. The dark sorcery which allows a disembodied brain to continue to think and exist apart from a body or any regular sensory apparatus both warps it and facilitates its discovery of powerful mental powers.

ESP
Level: 2
Duration: 12 turns
Range: 60'

The caster can choose a direction and focus his concentration for 1 turn. After this turn, he can perceive the thoughts of all creatures within 60'. The caster understands the meaning of all thoughts even if he does not share the creatures language. However, if multiple creatures are within the range of the spell, the caster must spend an additional turn to sort out one creatures thoughts, or else all thoughts mingle into a confusing jumble. The ability to hear thoughts is obstructed by lead or rock of a thickness of 2' or greater.

18. Empty.

19. 13 Pale Children, created by Zim the Thaumaturgist (in #31), still under his thrall (but the power is weakening).

  • Pale Children (13) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML  7, THC III (XX)]

20. Pile of lice-infected fancy clothes.

21. FOUNTAIN OF VARIANT SIZE:

1–3 shrinks,
4–6 enlarges the imbiber, by 50%. Can affect one person 6 times in total.

22. 8 Undead Berserkers in adorned alcoves, eerily still & unmoving. Total of 222 sp, 160 gp hidden behind alcove panel.

  • Undead Berserkers (8) [AL C, MV 120' (40'), AC 8, HD 2, #AT 1, DG 1d8 or weapon, SV F1, ML 12, THC None]


23. 9 Gnolls, work for Undead Berserkers to erase a blood debt.

  • Gnoll (9) [AL C, MV 90' (30'), AC 5, HD 2, #AT 1 (weapon), DG 2d4 or weapon, SV F2, ML 8, THC XIX]

24. The passage widens, but the ceiling lowers to only 5’. Secret revolving door of slightly lighter stones.

25. Rugs made of gnoll skins cover the floor.

26. Empty.

27. ARCANE TECHNOLOGICAL DEVICES: haphazard pressing of buttons will

1–4 cause 1d6 damage in electric shock (x2 if the PC is in metallic armor),
5–6 open the secret door. Chamber “A” behind the secret door hides an important magic item (crown) that allows command over Undead Berserkers for 3d6 rounds.

28. Empty; traces of a large, heavy object dragged from #29 towards #31.

29. Strange Solid black mercurial doors that ripple.

30. LESSER SHRINE OF NAL’GOTH, 5’ tall statue of the same visage as in #16. Its sword is not detachable. Ritual offerings on small altar (39 gp, 500 gp emerald, ritual knife); if an offering is taken, Nal’Goth animates as a living statue.

  • Living Statue [AL L, MV 90' (30'), AC 4, HD 3, #AT 2 (fists), DG 1d6/1d6, SV F3, ML 11, THC None]

31. THE LAIR OF THE THAUMATURGIST. Doorknob searing hot to the touch (1d4 damage, on a 4 character loses all fingers).

Zim the Thaumaturgist dissecting a cadaver. 6 Pale Children , faithful servant to Zim, hiding in the cupboard. Concealed niche in west wall (2,400 sp, 1,500 gp, 1,000 gp medallion).

  • Pale Children (6) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

32. 8 Pale Children stand on the stone benches around the room. They are in a trance, but snap out when the threshold is crossed.

  • Pale Children (8) [AL C, MV 60' (20'), AC 6, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

33. Cistern of potable water.

34. Glowing orb levitates near door to #35.

35. Glowing top step of the dais teleports to a random room

36. 7 Brigands who fake being Undead Berserkers. The true Undead Berserkers ignore them.

  • Brigand (7) [AL N or C, MV 120' (40'), AC Armor type, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 8, THC XXII]

37. 158 sp, 40 gp under creaking floorboard.

38. Tripwire in entrance-way rings a bell and alerts the Undead Berserkers in #39. Zims Food storage: 200 rations in total.

39. 4 Undead Berserkers sharpen bone blades on a pedal-driven rotating whetstone. 100 sp, 40 gp scattered on the ground. A velvet curtain covers a pit showing room #5 below, an eerie glow is cast upon Bull Father Statue & loot below.

  • Undead Berserkers (4) [AL C, MV 120' (40'), AC 8, HD 2, #AT 1, DG 1d8 or weapon, SV F1, ML 12, THC None]

40. Empty.

41. 8 Pale Teenagers who rebelled against their creator, Zim the Thaumaturgist (#31). Secret door hidden behind broken bookshelf.

  • Pale Teenagers (8) [AL C, MV 90' (30'), AC 6, HD 1+1, #AT 1 (weapon), DG 1d8 or weapon, SV F1, ML 8, THC XIX]

42. All torches go out upon entering this TREASURE VAULT (allowing a glimpse at the riches within), and a Gray Ooze slithers out. The hoard contains 6,000 sp, 4,080 gp, 2 Potions of Invisibility, a Dagger +1, & the Drums of Panic.

  • Gray Ooze [AL N, MV 10' (3'), AC 8, HD 3, #AT 1, DG 2d8, SV F2, ML 12, THC None]

Into Goblin Gully (The Depths)

ENTRANCES & EXITS Gully entrance (from level 1 dungeon pit) in Goblin Gully Natural stairs (from outside wilderness) down to level 2, no...