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]

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