Sunday, January 25, 2026

LAIR OF THE ARMLESS MEDUSAS


  • [For 1st to 3rd level characters]

BACKGROUND

Thanks to Cassandra Corporations creation of a highly mobile, well-armed artillery force which gave artillery usage an increased tactical importance. Cassandra Corp, rather than relying on infantry to wear away the enemy’s defences, uses massed artillery as a spearhead to pound a break in the enemy’s line. It is the utilisation of such tactics that has given New Napolia the upper hand in the devastating, and on-going Troll-Wars.

It was Cassandra Corps artillery force that was able to claim the valley in which this dungeon is located.

INTRO

Farmers wives and daughters are going missing, and strange creatures have been spotted near a cave that has long been avoided by locals. As Undernaughts in the employ of Cassandra Corporation- you have been tasked with investigating the reports and relaying back to your garrison leader anything deemed notable. Village elders tell tall-tales of Yig, a serpent god of old that myths hold is supposed to be a lover of humans, especially human women, and occasionally spawns hybrid children from such associations.

LAIR OF THE SERPENT MEN

1. Ichor slime ambulates passage.
  • [AL N, MV 3' (1'), AC NA, HD 2, #AT 1, DG digestion, SV F1, ML 12, THC None]

2. Gold star constellation on ceiling (1700 sp.)

3. 8 Dwarfs, napping. A: 6 kegs of beer in ice cold alcove.
  • [AL L or N, MV 60' (20'), AC 4, HD 1, #AT 1, DG 1d8 or weapon, SV D1, ML 8, THC XVI]

4. Hall of Dwarven Judgement; keys to #5-6 under wooden dais.

5. 2 Vermis Halflings behind bars.
  • [AL L, MV 90' (30'), AC 7, HD 1-1, #AT 1 (weapon), DG 1d6 or weapon, SV H1, ML 7, THC XXI]

6. Mercurial chains (1200 sp), dead prisoner’s Shadow lingers.
  • [AL C, MV 90' (30'), AC 7, HD 2+2, #AT 1, DG 1d4 + special, SV F2, ML 12, THC XVII]

7. 12 Giant ants, secret passage = tunnel in ant hill.
  • [ 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]

8. Lever unlocks/locks all double doors leading in/out of #11.

9. Pile of coins (1600 sp, 800 gp).

10. Armless Medusa, hibernating. She wears the Eye Of Yig.
  • [AL C, MV 90' (30'), AC 8, HD 4, #AT 1 (snakebite or gaze), DG 1d6, poison or petrify, SV F4, ML 8, THC XVII]


11. Murals: lush forest views.
A: Towering Apple tree on an artificial island in a pool, 2 Water Elementals.
B: A crying Goddess whose skin & spine are spread to form a ship’s mast.

12. Trap: Whole floor collapses into 60’ spike pit; only dais safe.

13. Teleport pad to #57

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

15. Abandoned sculptor’s studio, black marble bust of an engorged breasted serpent (2000 sp).

16. Vegetable patch.

17. Trap: glowing rune charms weakest pc: loyal to Serpent men.

18. Sack of black wyverns scales (600 gp) guarded by 4 Serpent men.
  • [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]

19. Serpent Acolyte Xhar’tulk,
  • Anti-Cleric 4 (curse, hold person.)

20. 8 Skeletons, acid-burnt.
  • [AL C, MV 60' (20'), AC 7, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 12, THC None]

21. Trap: Shifting wall closes off door.

22. 80’ high ceiling. 7 flesh eating Pixies.
  • [AL C, MV 60' (20'), AC 7, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 12, THC None]

23. 6’ deep, 5” wide shaft, 1200 gp

24. Trap: Full of water. If opened, #21-23 flooded in a flash, completely, air bubble in #22

25. 4 Werewolves (in human shape) around a campfire, acting friendly.
  • [AL C, MV 180' (60'), AC 5 (9), HD 4, #AT 1 (bite), DG 2d4, SV F4, ML 8, THC XX]

26. Trick: Illusory lava floor.

27. Dwarven Skulls hang from the ceiling.

28. 2 Hatchling Black Wyverns.
  • [AL C, MV (30') Fly (80'), AC 3, HD 3 #AT 2 (bite, sting), DG 1d8/1d8 + poison, SV F4, ML 9, THC XVIII]

29. 2100 gp, 1500 gp necklace.

30. Murals: villagers worshipping a giant serpent.

31. 4 barrels of exotic *honey (1300 sp), 1 broken. 4 Giant weasels.
  • [AL N, MV 150' (50'), AC 7, HD 4+4, #AT 1 (bite), DG 2d4, SV F3, ML 8, THC VII]

32. Doors & curtains galore.

33. Trapdoor: narrow tunnel to #45.

34. 8 Beastmen mummifying fallen comrade on wooden bier.
  • [AL C, MV 60' (20'), AC 6, HD 1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]


35. Trap: Black door handle shocks for 1-4 damage. Soft silk cushions.

36. Curtain unpassable for ghosts! 1400 gp in chest. 2 Shadows.
  • [AL C, MV 90' (30'), AC 7, HD 2+2, #AT 1, DG 1d4 + special, SV F2, ML 12, THC XVII]

37. 6 Skeletons, with brass plated heads (2000 sp), 2 mercury covered.(if touched nullifies magic for 1d6 turns.)
  • [AL C, MV 60' (20'), AC 7, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 12, THC None]

38. Dwarven skins on a makeshift clothesline.

39. Door bricked up. 1100 gp in chest. 4 Giant centipedes.
  • [AL N, MV 60' (20'), AC 9, HD 1d4 hp, #AT 1 (bite), DG poison, SV 0 human, ML 7, THC None]

40. First song of the “Architect” inscribed on wall.

41. Abandoned tannery, smell lingers.

42. Jean, Fighter 3, Jules, M-U 2, 3 hirelings: all addicted to drugs (honey), currently experiencing withdrawal.

43. Trick: Small iron lantern projects illusory vampires.

44. Ichor ooze lurking between columns, 500 gp *chalice on altar.
  • [AL N, MV 3' (1'), AC NA, HD 2, #AT 1, DG digestion, SV F1, ML 12, THC None]


45. 6 Giant ants scavenging. 3 closed stone sarcophagi: empty, tunnel to #33, 500 sp necklace.
  • [#Enc., 2d4 (4d6), AL N, MV 180' (60'), AC 3, HD 4, #AT 1, DG 2d6, SV F2, ML 7, THC VI]

46. 4 closed sarcophagi: 100 sp ruby, empty x 2, Giant weasel.
  • [AL N, MV 150' (50'), AC 7, HD 4+4, #AT 1 (bite), DG 2d4, SV F3, ML 8, THC VII]

47. 4 closed sarcophagi: 1 cp x 4

48. 3 Shadows of ancient Sparnian Emperors.
  • [AL C, MV 90' (30'), AC 7, HD 2+2, #AT 1, DG 1d4 + special, SV F2, ML 12, THC XVII]

49. 1100 sp & rusty ceremonial dagger in sigil covered safe.

50. Marks of wolf claws.

51. Sword +1 in stone, removing it summons 20 Wolves to #48-50.

52. Piles of bones; smell of glue.

53. 6 Beastmen cooking & sniffing glue.
  • [AL C, MV 60' (20'), AC 6, HD 1, #AT 1 (weapon), DG 1d6 or weapon, SV 0 human, ML 7, THC III (XX)]

54. Exquisite curtain = Green slime.
  • [AL N, MV 3' (1'), AC NA, HD 2, #AT 1, DG digestion, SV F1, ML 12, THC None]

55. Trap: two 20’ pits. Winged helmet (960 gp) in middle.

56. 6 Serpent men.
  • [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]

57.
Teleport pad to #13, 5 Zealots. Door to #58 behind hanging carpet.
  • [AL N or C, MV 120' (40'), AC Armor type, HD 1, #AT 1, DG 1d6 or weapon, SV F1, ML 8, THC XXII]

58. Truffles grown from dwarven corpses (1500 sp), 500 gp, Plate +2 buried in soil. 3 Wereboars.

59. Acid-eaten remains of Dire-boar.

60. 12 Wild boars in 50’ deep pen of shifting darkness (entrances are very steep slopes).
  • [AL N, MV 150' (50'), AC 4 (9), HD 4+1, #AT 1 (tusk bite), DG 2d6, SV F4, ML 9, THC XX]

61. *Young Black Unicorn to be sacrificed, plays hide & seek between stalagmites.
A: Statue of a serpent's head, eyes diamonds (2x1000 gp), cache in pedestal: 5 necklaces (200 gp ea.), 2430 sp, 530 gp.
B: slope to the next dungeon level! Or end things here. Refs choice.
  • [AL L, MV 240' (80'), AC 2, HD 4, #AT 3 (2 hooves, horn), DG 1d8/1d8/1d8, SV F8, ML 7, THC None]

APPENDIX:

NOTE: When I ran this I placed glowing rune charms (see room#17) randomly throughout the dungeon to account for why such a mix of monsters would be in the Serpent Men’s Lair. They were all charmed, and/or drugged, making them easy targets.


ITEMS:

*Honey. Highly sedative. Causes hallucinations.

*Chalice. Drinking from the chalice grants a permanent +1 to any stat.

*Young Black Unicorn. If its horn is removed it acts as a +3 magic dagger vs devils & demons.


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