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]

Tuesday, January 27, 2026

TOWER OF THE BRASS HERALD


  • [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 ominous tower lies in a valley among dark woods. Moans and unintelligible voices from the tower occasionally rattle the valley and reach a small frightened farming village. Rumours say that long ago a demon-worshipping sorcerer once lived in the tower, but no one dares investigate. 

Cassandra Corporation has a great interest in the tower and what may lie within. The Corp has it on trusted information that the demon-worshipping sorcerer was actually an Acolyte of Brass and may have succeeded in the transfiguration of his fleshy body into that of an immortal Herald Of Brass. Explore the tower, retrieve anything of interest and if possible bring an end to its demonic utterings?


THE TOWER

1. Reception Area: The door to this room is locked. Rotting chairs, couches, and rugs adorn the room. A fireplace is at the west all. A spiral staircase at the north wall leads up, and a staircase at the south wall leads down. On the fireplace mantle is a terrarium filled with a silvery fungus. The fungus produces lamp oil.

2. Sitting Room: This room is adorned with dusty old furniture.

3. Sorcerer’s Bedroom: Underneath the bed is a secret door in the floor. Underneath is a locked iron box containing 400 sp, 40 gp, and a scroll of warding against lycanthropes. The box has a poison needle trap, save versus poison or die.

4. Library: This room contains many crumbling and moth-eaten books. However, the library’s guardian still resides here and attacks immediately.

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

5. Chart Room: This room contained many astrological charts (now decayed and useless) and instruments for looking at the stars. The ceiling is inlaid with brass in various patterns of obscure astrological significance. It becomes a window to far off alien places if stared at for 3 consecutive rounds. If the window is activated PCs must save versus spells or run away in fear for 2d6 rounds.

6. Laboratory: This room contains many broken glass vials and equipment. On a wooden shelf at the south wall there are 4 intact canisters, one each containing human bones, dried eyes, dried locusts, and animal (?) fat.

7. Conjuring Room: The ceiling to this room is partially torn away. Symbols of demonic summoning are etched in the floor at the centre of the room. A stone eye of terror inexplicably hovers here. If touched, it begins to spin in the air, its mouth emitting a deafeningly loud voice of gibbering nonsense. PCs are struck by small bursts of lightning from the creatures eye stalks. Save versus wands for half damage, otherwise PCs receive 1d6 hp damage. The creatures spins this way for 2d4 rounds, dealing small lightning bolts each round before settling into stillness again.

  • Eye of Terror (Stone) [AL C, MV 60' (20') AC 0 (body), 2 (central eye), 3 (eye stalks) HD 8, #AT 3 (2 tentacles, bite) DG 1d6/1d6/2d4, SV F8, ML 9, THC: VII, IX, XIV,  XP: 7,300]


THE DUNGEON

8. The stairs descend 50’ into this damp chamber.

9.
This room contains piles of twisted and deformed brass skeletons that may have been human at one time.

10.
This room is unremarkable except for the three cells at the north side, each locked with an iron gate.

a. Empty

b. A pool of infectious liquid brass that turns any creatures touching it into brass skeletons save vs. poison or turn to brass within 1d6 hours.

c. Empty

11. This laboratory was once a torture chamber. It contains a metal table and a shelf with several torture  and surgical instruments, syringes, scalpels, iron hooks, and rusty knives. An Iron Maiden is against the east wall. If opened, a ghoul with mechanical red eyes leaps out. 

  • Ghoul (1) 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]

12. This room contains many iron vats and cauldrons. A ghoul with tubes and hoses protruding from its head lies in one, and jumps out to attack. If the Iron Maiden is opened in area 11 it will join combat there after 1 round.

  • Ghoul (1) AL C, MV 90’ (30’), AC 6, HD 2 (turn as 3 HD), #AT 3, DG 1d3/1d3/1d3 + paralysis, SV F2, ML 9] There is a sack containing 120 gp inside one of the smaller cauldrons.

13. One round after entering this area stones fall from the ceiling. PCs within must save vs. breath attacks or suffer 2d4 hp damage.

14. This room is empty except for a rotten length of rope and an empty waterskin.

15. Two dead adventurers. Between them they have 30 sp.

16. This room contains an earthy smell of rot, and 2 zombies

  • Zombies (2) [AL C, MV 120’ (40’), AC 8, HD 2, #AT 1, DG 1d8 or weapon, SV F1, ML 12]

17. The hall leading to this room contains a 10’ deep pit trap. This room contains rotten food provisions.

18. This room contains hundreds of bottles of exotic wines from many far off places and worlds. Most are spoiled, but there are 3d6 intact bottles worth 2d4 x 10 gp each.

19. This secret room is locked. Anyone attempting to pick the lock or break the door down must save vs. spell-like devices or have one arm or leg as applicable withered as a staff of withering. This room contains many shelves with the following items: a magic-user scroll with charm person, shield, and ESP; ring of water walking; sword +1 with light 30’ radius; chime of opening.

20. This room contains a 10’ diameter brass sphere, on a mercurial stand. Anyone touching the sphere, even if using objects or other means to distance oneself, must save versus death or be drawn inside. Once drawn inside a PC is trapped in the non-euclidean plane of Law, and ages 10 years each round. He dies of starvation after 2d4 rounds and then rots away into dust before his companions’ eyes. The sphere can be knocked off its stand with a successful open doors check, and there is a 30% chance the brass orb cracks releasing its occupants. Anyone attempting an open doors roll is drawn inside as well.

INTO TOBALS TOMB

  • [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

Legends of the dark-hearted sorcerer Tobal abound in the local towns, despite the fact that he has been dead for centuries. His evil exploits are the topic of many late night fireside stories, and to this day the local townspeople often paint a red eye above their doors to ward off Tobals evil spirit.

Dark forces stir along a stretch of road near Tobals tomb. A local farmer was found dead along the road, his mouth locked open in an immortal cry of terror. The locals whisper that the tomb of Tobal has been opened, and an ancient evil seeps from its dark recesses.

TO THE TOMB

Reports have reached the Cassandra Corporation that the Tomb of Tobal has been opened and an ancient evil from the days of the Brass Gods has awakened. The Corp has offered  300 gp to each Undernaut if they are able to successfully re-seal the tomb. An additional 300 gp has been offered if the Undernauts are able to capture and deliver Tobal to the Corp for further examination and study: dead or alive.

The locals can give clear directions to the tomb. It lies just 10 miles to the northwest of the village, across sparsely wooded grassland. The Dungeon Master should only check once for wandering monsters, and then only if the PCs travel at night. The awakened evil of Tobals tomb has attracted monsters that do not normally dwell so close to the community. An encounter occurs on a roll of 1 on 1d6. Consult the table below.


Roll d100     Monster Encountered
01-20         Giant Rats (2d4)
21-30         Giant Centipedes (1d6)
31-50         Urhian Horse Riders (1d4+1)
51-80         Herd Animals (cattle, 2d6)
81-90         Giant Crab Spider (1d2)
91-100        Wolf, Ordinary (1d6)


INTO TOBALS TOMB

The entrance to the tomb lies on the ground at the top of a hill. The hill is like the surrounding land, grassland, but is topped with twisted, stunted trees. The entrance is a 3' square opening with a stone staircase leading into the ground. A cool wind can be felt rising from the opening, accompanied by a damp musty smell.

Unless otherwise noted, all ceilings are approximately 15' high. The map scale for the tomb is 1 square = 10'.


LABYRINTH DESCRIPTION

1. STAIRS:
The stairs descend 50 feet at an angle of 45' toward the west.

2. ENTRY: The walls of this round room are blackened with soot from the countless unlit and partially burned candles on the floor against the walls. If closely investigated, the candles are not covered in dust, and seem to be a recent addition to the room. The brass inlaid door on the west wall is locked.

3. SCYTHING BLADE TRAP: When the PCs enter this area, three large scythes swing down from the ceiling. All characters within the trapped area must save versus petrify or suffer 1d8 hp damage.

4. ROOM: The north and south doors of this area are both locked. The room is full of brass inlaid debris, and is unexceptional save for the secret door on the southeast wall.

5. SECRET ROOM: Freezing cold locker with 60 human, and Vermis Halfling carcasses hanging from hooks. Crude Xs have been carved where the eyes were and their tongues arranged to hang out of their mouths. A small iron box lies on a wooden table on the north wall. It contains 500 sp and 20 gp.
.
6. SARCOPHAGUS ROOM 1: A short, musty hallway leads to a room lined with open, broken stone brass sarcophagi. The room contains 6 Brass skeletons covered in a silver slime that will rise from their broken sarcophagi as soon as the PCs enter the room.

  • Brass Skeletons (6) [AL C, MV 60' (20'), AC 7, HD 1, #AT Skeletons 1, DG 1d6, SV F1, ML 12]

7. EVIL CLERIC: The door to this room is locked. An evil cleric has taken up residence here. A small altar lies on a table on the east wall, adorned with black candles and a small statue in the form of an elephant-headed demonic being. The cleric is accompanied by 2 Uhrian Horseriders wielding swords. The Uhrians will attack the PCs while the evil cleric waits in the background. If confronted, the evil cleric will attack with a mace, or may cast cause light wounds. He will try to flee if the Uhrians are killed.

  • Uhrian Horseriders (Orcs) (2) [AL C, MV 120' (40'), AC 6, HD 1, #AT 1 (w/Orcs Weapon), DG 1d6 or weapon, SV F1, ML 8] 
  • Evil Cleric (1) [AL C, MV 120' (40'), AC 6, HD 1, # Evil Cleric AT 1 (weapon or spell), DG 1d6 or spell, SV C1, ML 9, Spells cause light wounds

8. SARCOPHAGUS ROOM 2: The door to this room is locked. Two tall 15 foot by 5 foot brass sarcophagi cluster in the centre of the room. The sarcophagi appear to be seamless with the only apparent feature being two shallow impressions in the shape of a large humanoid hand with extraordinarily long fingers.  A humming noise can be heard by any who press an ear to either of the sarcophagi. Each sarcophagus is filled with a silver slime and contains an ancient (un-animated) large brass skeleton. One of the sarcophagi contains a scroll of :Summoning & Binding a Lesser Brass Herald.

Summoning & Binding a Lesser Brass Herald
Magic-User Level 2
Duration: Special
Range: 10’
Lesser Brass Heralds are summoned and bound by casting this spell formula as part of a ritual. Ritual materials fluctuate in cost at 1d4 x 100 gp. Only one Lesser Brass Herald can be bound into service for each five levels of the Mage. Once per day, the Lesser Brass Herald can be called upon to act as an unseen servant (AEC p. 81). Once a week, it can also produce the effect of an extra first-level spell (this spell must be specified before the session begins). 


9. HALLWAY: The door to this area is locked. Four 10'x10' rooms adjoin this hallway, with large purple velvet curtains separating them from the hall. The two north rooms and the southwest room are empty, short of dust and rotten cloth debris. The southeast room contains a trapped ceiling that will dump rocks on characters entering the room. Any PCs within the room when the trap is triggered must make a saving throw versus petrify or suffer 1d6 hp damage.

10. TOBALS TOMB: The door to this area is locked. This large room contains three brass statues, each depicting a different Brass God in various threatening, obscene poses. At the centre of the room lies an ornately engraved large brass sarcophagus. Tobal has recently been reborn by the demonic Brass Gods he worshipped in life. His body still lies in the sarcophagus, but he has become a fearsome bio-mechanical, brass ghoul, waiting for any fool to open the heavy lid so he can spring forth. He will immediately attack and try to project silver slime into the mouths the PCs if the lid is removed. The sarcophagus contains a gem valued at 250 gp and a dagger +1.

  • Brass Ghoul (1) [AL C, MV 90' (30'), AC 6, HD 2 ( Ghoul turn as 3 HD), #AT 3, DG 1d3/1d3/1d3 + paralysis, SV F2, ML 9]

Monday, January 26, 2026

DEN OF THE BEASTLORDS SHAMAN

THE DEN OF THE BEAST-LORDS SHAMAN is a small set of caverns, with areas of worked stone. Many years past, the cavern portion of the small labyrinth was the beginning of a mining operation by the Cassandra Corporation. However, the veins of strange precious metal turned out to be sentient, infecting the miners and painfully transforming them into something horrendous. Wanting to keep events under wraps, Cassandra Corp had the mine immediately sealed and abandoned before it reached any further significant size.

The great shaman Gorak, as well as beastmen workers and soldiers, were sent by the great Beastlord Of The Southern Wastes to establish an outpost in the mine having caught wind of rumours about strange and precious metals found within. New areas were added by the workers, and now the small complex houses the shaman Gorak and a small number of soldiers. With the outpost established, the beastmen have grown bored with the day-to day monotony of cleaning their weapons and hunting in the nearby woods. Gorak and his kin began raiding a local villages livestock, but as this sport got old they began attacking the villagers at night. There have been three attacks on the villagers to date. In the last skirmish, a family of farmers was killed, but their teenage son and daughter were captured alive and taken back to the beastmens lair to be used in ongoing experiments involving the strange sentient metals. 

Cassandra Corporation has tasked the Undernauts with ridding the countryside of the beastmen,  investigating their operations at the abandoned mine and if possible rescuing the farmers children, though the last is not a high priority and leaves witnesses.

NOTE: This is an old-school dungeon crawl ripe with danger, wealth, and glory for those who navigate it successfully. The careless will join the dead within the evil den.

  • [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.


LABYRINTH DESCRIPTION

Area 1: This small (10' x 15'), dank alcove is devoid of anything except for the green slime on the ceiling, waiting to drop down onto any victim that enters the area. 

Green Slime (1) [AL N, MV 3' (1'), AC NA, HD 2, #AT 1, DG Acid, SV F1, ML 12]

Area 2: This empty cavern room is littered with gnawed bones and other refuse. There is a large 10' x 20' crevasse on the south side of the room. Any character who ventures within a few feet from the edge of the crevasse must succeed in a DEX check or slip on the loose gravel near the edge of the pit and fall 15' down to the bottom. Any character that falls to the bottom of the pit will suffer 1d6+2 hit points of damage and will be attacked by a strange humanoid creature made up of liquid mercury with veins of strange brass-like metal. The mercurial horror is able to form blades out of its arms, and its face shifts between that of a young child and crow-like beast. 

Note: The Mercurial Horror is what remains of the farmers children. The other child's gnawed bones litter the ground of the pit.

Mercurial Horror [AL C, MV 90' (30'), AC 5, HD 3, #AT 1, DG drain life energy, SV F3, ML 12, THC XXI]



Area 3: This 10' x 20' alcove appears empty, but any character approaching within 10' of the south end of the alcove triggers a ceiling trap. Heavy stones fall from the ceiling dealing 2d6 hit points of damage to all characters in a 10' radius, centred roughly toward the back of the alcove. At the back of the alcove, buried 1' below the ground, is a small steel box containing 200 sp and 500 gp. 

Area 4: This large, damp cavern contains a group of 5 beastmen guards. These devilish striped and spotted-skinned, red-eyed brutes will immediately attack anyone entering this area. They are wielding short swords. One of the beastmen has a gold necklace studded with precious jewels, and is worth 600 gp.

5 Beastmen Guards (5) [AL C, MV 120' (40'), AC 8, HD 1, #AT 1, DG 1d6 (short sword), SV F1, ML 9]

 Area 5: This room contains a large, aggressive albino ape. It is accustomed to some traffic in this area, so it may be more easily surprised than normal (1-3 on 1d6). A red curtain is draped across the entire width of the western part of the room. Unless the characters are completely silent during their encounter with the ape, Gorak and 1 beastmen guard will be ready and waiting in area 10 to jump out and fight the characters should, they slay the ape. 

Albino Carnivorous  Ape (1) [AL N, MV 120' (40'), AC 6, HD 4, #AT 2, DG 1d4/1d4 (claws), SV F2, ML 7]

Area 6: This portion of the room is curtained off from area 5, and contains a sleeping mat and a few half-eaten carcasses of sheep. This is the sleeping area for the albino ape.

Area 7: This is the beastmen bunkroom. There are currently 3 beastmen in this room, taking their sleep shift. They will be automatically surprised if the characters enter, and they will have to spend one further round gathering their weapons. Grungy clothing, dirty beds, and rotten carcasses are the only other items in this room.

Beastmen (3) [AL C, MV 120' (40'), AC 8, HD 1, #AT 1, DG 1d6 (short sword), SV F1, ML 9]

Area 8: This is a hallway consisting of four cells. All are completely empty except for cells 8a and 8c, which hold the farmers son and daughter, respectively. The doors are locked, so unless the key is taken from Gorak, a character will need to pick the lock. There is a secret door on the east wall of this area, and a character must successfully look for secret doors in order to locate it.

Area 9: This area is Goraks secret treasure room. It holds a small lead chest with 300 sp inside, a chunk of mercurial ore, and a small pedestal with an ornate golden necklace on it. The necklace is gem encrusted and is worth 1,600 gp. The lead chest is locked and has a poison needle trap. Unless someone has the key to this box, the lock must be picked. Even if the key is used, the needle trap is effective unless one knows the secret to opening the box without triggering the trap. A character must successfully detect traps on the lock to learn of the trap. Otherwise, when the key is used or when an attempt is made to pick the lock the character is pricked with the needle, and must succeed in a saving throw versus poison or die.

Alien Mercurial Ore (Orb) [AL C, MV 90' (30') roll, AC 5, HD 3, #AT 1, DG drain life energy, SV F3, ML 12, THC XXI] 
 
*Mercurial Ore/Horrors replicate by draining humans or other humanoids of all life energy (they reach 0 level and will arise as a Mercurial Horror. The victim will retain abilities, including class abilities, which he had in life but will become a chaotic undead being that serves a greater intelligence.  

Mercurial Horror [AL C, MV 90' (30'), AC 5, HD 3, #AT 1, DG drain life energy, SV F3, ML 12, THC XXI]

Area 10: This is the beastmen temple room. On the west side of the room there is a grotesque statue of the male beast-lord god of darkness. His arms are raised in the air and he holds the head of a dwarf by its beard. On the east side of the room there is a statue of the female beastmen goddess of death. She holds a dagger, and five skulls are stung around her waist with a cord. Unless Gorak and the 1 beastmen guard in this room have already been alerted to intruders, Gorak will be kneeling in prayer before the female statue on the west side of the room when the characters enter. The guard will be sitting nearby. Gorak has the powers of a 2nd level cleric, and will use a spell if possible. 

Gorak, Beastmen Shaman [AL C, MV 120' (40'), AC 8, HD 2, #AT 1, DG 1d6 (short sword), Spells (Cause fear), SV F1, ML 9];

Beastmen (1) [AL C, MV 120' (40'), AC 8, HD 1, #AT 1, DG 1d6 (short sword), SV F1, ML 9]

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Area 11: A pit trap in the floor here will cause a character stepping on it to fall (1-2 on 1d6) 10' to the bottom of the pit, suffering 1d6 hit points of damage.

Area 12:
These luxurious quarters (for a beastmen) belong to Gorak. A bed is near the east wall, and lush cave bear rugs are on the floor. Human hides are strung about on the walls, along the side of peculiar carvings made of some sort of dense dried mushrooms.

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...