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]

 

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...