- [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:
- 2 Metal Dwarfs in love
- Highly Sensitive Black Pudding
- 2-12 Exploding Pixies
- 1-6 Telepathic Raptorgs
- 2-12 Koblins
- 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.
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.
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.
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]
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| 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).
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.)
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.
16. Garage
- Giant Wolves (3) [ AL N, MV 150' (50'), AC 6, HD 4+1, #AT 1 (bite), DG 2d4, SV F2, ML 8, THC None]
Functioning anti-gravity skiff, with enough fuel for 2 days of operation. Seats 4 people. HELL YEAH! Now get on this baby.

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