Level 0 Deepway

GENERAL INFORMATION:

The 0 level of deepway is a hill that has numerous shafts that have been dug by a Tunnel Worm. It is 500’ high at the center and 800’ by 550’ wide. Besides the tunnel entrances, there is a pool at the base of the hill (called by the local Cheesy Hill) that has a stream flowing into it. At the bottom of the pool is a water filled opening that flows through several levels. A footpath leads from the south side of the hill up to Tunnel 8.

The Shaft is near the center of the hill. The shaft pulls air into itself through some of the tunnels. All the tunnels that lead directly to the shaft will have a noticeable breeze sucking into them. These are:

Tunnels 3, 7, 8, 13, 21, and 22.

The other shafts that lead down into the dungeon are used as exit vents for the same flowing air. A breeze flow out into open air bringing with it feted smells from the deep. The tunnels that have a exit breeze are:

Tunnels 5, 23, 19.

Several tunnels are bored right through the hill and back out again, leading nowhere (except perhaps to a monster lair). These are:

Tunnels 4, 6, 9, 10, 11, 12, 14, 15, 16, 17, 18

There is a small series of caverns that are not natural, and may have been formed by monsters outcast from the lower levels. It lies on the same depth level as the opening of the shaft which is the 50’ level.

There are three tunnels that lead to these caverns. They are:

Tunnels 1, 2, 20.

Tunnels marked with a S and a circle around it are shafts that dead end and go nowhere. There may be laired monsters in these shafts or other debris. A few are used as garbage chutes. There are 8 of these dead end shafts.

One thing that will be very important to the players are the slope inside the tunnels. This can be figured by looking at what topographical level they start at and where they end. For instance, Tunnel 8 starts in Topo. level 1 and ends in the shaft which also lies in Topo. level 1 therefore there is no grade to this tunnel; it is almost level. Contrasted with tunnel 18 which starts at Topo. level 1 and comes out in Topo. level 3. This gives this tunnel a rise of a little over 100’. It is 250’ long.

Thus there is a rise of 10’ in every 25’ traveled along the tunnel.

The shafts grade is calculated in the same manner.

ENCOUNTERS: Roll an encounter here once per hour. A encounter roll should also be made when a shaft is entered for the first time. A encounter is indicated by rolling a 1 or 2 on 1d10. Then roll 2d6 and consult table below:

Cheesy Hill Encounters (Surface only)

2) Spell Bubble * See Monster List

3) Boring Beetle

4) Mutant men *See Monster List

5) Regresed Apes

6) Ant Lion

7) Wolverenes

8) Bug Bears

9) HeadLess *See Monster List

10) Air Squids *See Monster list.

11) Towns Person 2-6 Roll% and consult the building indicated.

12) Random Trap Consult Random Floor Trap Chart.

 

POOL:

This pool is fed by a stream that flows by the town of Lasket and then to the river. It forms at the base of the hill. In the S. edge of the pool is a huge opening. It is 30’ wide and 15’ high. It is of course filled with water. The water flows through a manmade circular tunnel. It windes its way down through 600’ just on this level. This tunnel leads to a series of pools and cannals on level 1. See map level one for details. The pool has been stocked with hungry piranna. On a roll of 2 on 1d6, there will instead be a Aquatic Octoped of animal intellegence.

34 Piranna

AC 8; HD ½ (1d4 HP); Swims 9";

Att 1; Dam. 1-2

Special Attack - Swarm. Swarm occurs with blood flowing. 2 att per round.

8-10" long. Unsteady morale (6) may be frightened away.

Very vicious and will attack anything entering the pool.

 

SHAFTS:

Shaft 1 - Entrance in NE Topo lev. 2. It is 8’ diameter, 40’ Deep, slight SE slope. Debris is 4’ thick and is home to lots of giant ticks. TICK, GIANT (x12); AC 3; MV 3"; HD 4D8; HP 19, 14(x3), 17(x2), 10(x2), 16(x4);#AT 1; DMG 1-4; SA SEE BELOW; INT NON; AL N; SIZE S; THAC0:15 BLOOD DRAIN FOR 1-6; VICTIM HAS 50% CHANCE OF CONTACTING A FATAL DISEASE (DIEIN 2-8 DAYS UNLESS CURE DISEASE IS CAST)

MONSTER IS THE LARGEST OF ITS KIND. SMALLER ONES DO LESS DMG.

Shaft 2 - Entrance is E of shaft, Topo. Level 3. 5’ Diameter 30’ deep with slight SE slope. 3’ of leaves at bottom, empty.

Shaft 3 - Entrance is SW of shaft. 3’ diam, 20’ deep slight SW slope. There are rocks at the bottom of this shaft which have only a small amount of debris on top of them, making it look like this tunnel might have collapsed. But the rocks were dumped in by people keeping tunnel 13 clear of rocks.

Shaft 4 - Entrance SW of shaft Topo. Level 3. 10’ diameter, 30’ deep. This shaft is very sloped to the SE. Debris covers the bottom of the shaft and a pool 2’ deep of stagnant water is at the end.

Shaft 5 - Water Well. Entrance W of Shaft om Topo. level 2. Hole is 15’ in diameter and 40’ deep. The last 10’ is water that is filtering up from the nearby underground river. The water is fresh, and is used by the Mutant men in the Caverns.

Shaft 6 - Entrance is NW of shaft in Topo. level 2. Entrance is 5’ diameter and slopes to the SW. It the home of a Ant Lion. ANT LION ; AC 2; MV 9"(1"); HD 8D8; HP 19; #AT 1; DMG 5-20; SA SEE BELOW;

INT ANIMAL; AL N; SIZE L; THAC0:12

AFTER FIRST SUCCESSFUL STRIKE DOES 5-20 PTS EVERY ROUND SPECIAL TREASURE: See monster listing.

Shaft 7 - SE of shaft in Topo. level 4. Then entrance is 3’ Diameter and slopes to the NE. It is 20’ deep. A family of foxes make their home here. FOX (x5) ; AC 7; MV 15’ HD 1; HP 6,7,1,(2x8); ATT.1; DMG. 1-3 SA NONE; SD EXCELLENT HEARING SMELL AND SIGHT (+4 TO SURPRISE ROLL)

INT ANIMAL; AL N; SIZE M; THACO 19; XP 7 LAIR; NO TREASURE.

Shaft 8 - This is more like a hole than a shaft. It is a 10’ by 10’ hole filled with rotting debris.

MAIN SHAFT

The main shaft starts in the center of the hill, about at ground level. There are several tunnels that lead to this area (3,7,8,13,21,22). A vine like plant anchors itself to the stone ceiling in root like structures. From these roots in the ceiling hang abundant ropes of fleshy vine. These vines live off the gasses and nutrients brought to it from the whistling holes to the surface. The vines hang down about 40’. PE, REGRESSED (x8); AC 6; MV 12"; HD 5D8; HP 23, 24(x2), 21(x2), 26, 32(x2); #AT 3; DMG 1-4(x2)/1-8; SA RENDING (1-8) WHEN BOTH HANDS STRIKE;

INTLOW; AL N; SIZE L; THAC0:15

 

TUNNELS

The tunnels provide entrance to the dungeon below. Those levels send guards to keep their areas free of intruders. The guards will be representatives of those areas the tunnel leads to. Most of the other tunnels are trapped as none of their people use these and trapping them will discourage the curiosity of others. The entrances to the Cavern (1,2,20) are the only ones untrapped, as the traps are tripped by the Mutant men, and the wolverines.

Tunnel 1 - 5’ diameter, 250’ long, no slope.

This leads to the Caverns specifically Room C. Entrance is NW of Shaft in Topo level 0. It has a slight upward slope (50’) and winds its way to the entrance. No guards, no trap.

Tunnel 2 - 4’ Diameter, 90’ long, 100’ slope.

This leads to Cavern Room F. Entrance is N of shaft Topo. level 5.

Diameter 4’ Steep N slope. No trap, no guard.

Tunnel 3 - 3’ Diameter hole, 60’ long, 150’ slope. Leads down to shaft entrance. Guarded by Regresed Apes. Roll 1d6 1= No apes, 2-5=1 ape, 6= 2 apes There is a breeze going in toward the main shaft.

Tunnel 4 - 10’ Dia., 100’ long, 50’ slope.

E. end Trapped colapsing tunnel 20’ down. W. End Greased tunnel. The grease smells bad and has thousands of insects stuck to it. The W entrance has a rock 20’ in. This is a simple trap created by the people of Lasket to hold unwelcome visitor trying to find a way down other than the one which is controled and monitored (T8).

Tunnel 5 - 15’ dia., 700’ long, 700’ slope.

Down to 12th Level. Octapeds are protecting this. The tunnel goes almost strait down for 700’. There is a very moist breeze exhailed from this tunnel. There are no handholds here at all. There is an area 20’x20’x15’ dug and cleared into the hill. There are 4 columns holding up the hill where it is undercut. The Hole is in the center of the back wall. There are bones littereing the ground in front of the cleared away portion.

Tunnel 6 - 5’ Dia., 70’ long, 100’ slope

Trapped at both ends with Spike wooden Man Traps. 1d8+1 Dam. Dex avoids.

Roll dex by 1st and 2nd person in line.

Tunnel 7 - 6’ dia., 120’ long, 100’ slope.

Leads to Main Shaft. Guarded by Regresed Apes. Roll 1d6 1= No apes, 2-5=1 ape, 6= 2 apes A detectable amount of air is moving down this tunnel to the shaft.

Tunnel 8 - 10’ Diam., 150’ long, no slope.

Leads to Main Shaft. Guarded by C. Apes Roll 1d6 1= No apes, 2-3=10 apes, 4-6= 20 apes Air from above flows down this tunnel to the Main Shaft.

Tunnel 9 - 4’ diam., 200’ long, 100’ slope.

E. End has 3 rocks that roll down on anyone going 20’ up the tunnel. W. end has poisoned caltrops spread out along the level area. Poison type B 10-20 min to take effect. (See DMG pg 73)

Tunnel 10 - 2’ Diameter, 100’ long, 50’ slope.

This is to narrow for anyone to do anything with.

Tunnel 11 - 5’ Dia., 80’ long, 80’ Slope.

This tunnel goes strait down. No Traps, but the crumbling rock of this shaft makes climbing around in it to investigate dangerous. Roll 2 on 1d6 for a climber to start a rockfall. See Dungeoneers survival guide for details on surviving rockfalls.

Tunnel 12 - 3’ Diameter, 60’ long, 50’ slope. This narrow tunnel goes almost strait down. It is easy to chimney however. The trap is baited by a glass globe with a continual light cast on it. This is half buried in the center of the tunnel. The light it sheds is visible from both tunnel ends. If anyone gets within 10’ of this globe, gas will flood the tunnel for 30’ in both directions. This gas requires a save VS Poison. A failure indicates the person passes out, and falls down the tunnel. A save causes nausia and no movment for 1d5 rounds.

Tunnel 13 - 20’ Diam., 200’ long, 30’ slope.

This wide entrance is conceled by heavy brush placed there by the Mutant Men that guard this tunnel along with the Apes. It will go unnoticed from less than 50’ away. The entrance is always guarded by 2 Regresed Apes. Their crys as they attack will allert the Mongrel Men stationed at the shaft entrance. The Mutant Men were sent from Level 1.

MONGRELMAN (x4); AC 5; MV 9"; HD 4D8; HP 12, 15, 20, 10; #AT 1; DMG 1-6/BYWEAPON; SA CLUB (1-6); INT AVERAGE; AL LN; SIZE M; THAC0:19 95% CHANCE TO HIDE, 70% TO PICK POCKETS, PERFECTLY IMITATE THE SOUND OF ANYANIMAL OR MONSTER. LAIRS HAVE A 95% OF BEING UNDETECTED.

APE, REGRESSED (x2); AC 6; MV 12"; HD 5D8;

A HP 21, 22; #AT 3; DMG

 

1-4(x2)/1-8; SA RENDING (1-8) WHEN BOTH HANDS STRIKE; INT LOW; AL N; SIZE

L;THAC0:15

Tunnel 14 - 5’ Dia., 100’ long, 100’ rise

This tunnel parallels the slope of the ground about 10’ deep. It is trapped in the center by a Colapsing Ceiling.

Tunnel 15 - 10’ diameter, 300’ long, 150’ slope. This wide tunnel winds its way up from a flooded area. This tunnel is not trapped, because some poisonous frogs live in this tunnel.

FROG, POISONOUS (x4); AC 8; MV 3"//9"; HD 1D8; HP 1, 4, 6, 3; #AT 1; DMG 1; SA SEE BELOW; INT NON; AL N; SIZE S; THAC0:19 CONTACT POISON (SAVE AT +4 IF BITTEN BY OR TOUCH FROG)

Tunnel 16 - 3’ dia., 150’ long, 150’ slope

This tunnel parallels the ground. The colaping ceiling trap has been tripped here. The center of the tunnel is inpassable.

Tunnel 17 - 6’ dia., 150’ long, 100’ slope

There are 20’ of poisoned caltrops at both ends of this tunnel.

Tunnel 18 - 4’ diameter, 200’ long, 150’ slope. There is a very narrow area 18" that requires humanoids to slide through it. This 10’ area has contact poison type M on the walls.

Tunnel 19 - 5’ Dia., 150’ long, strait down. It is guarded by Headless This is a shaft that goes almost directly to the fourth level. At the bottom of the shaft is a metal door which cannot be opened from the outside. It is an escape route for those on the 4th level. The metal is not easily identifiable due to weathering, but is made of an alloy no longer reproducable in the current age. It was placed by the technological people who first constructed this place. There are lots of 1" bumps gouged into the stone here. They are small for a human hand but are great for the tenticles of the Headless. There will always be 6 of these fearsome Monsters on guard on a ledge 10’ down the tunnel.

HEADLESS

Frequency: Uncommon

No. Appearing: 2 - 12

Armor Class: 6

Move: 12"

Hit Dice: 6 + 2

% in Lair: 60%

Treasure Type: M (x2)

No. of Attacks: 2

Damage/Attack: 1 - 12 / 1 - 12

Specials: +1 weapon to hit

Magic Resistance: Standard

Intelligence: Animal

Alignment: Chaotic Evil

Size: M (5 ½’ tall)

 

Headlesses are strange humanoids with long, smooth tentacles for arms and no heads. They are covered with fur, and are very pale in color. Where the head should be in a depressed area on the neck. Though they cannot see, smell, or hear, there is some sort of extra sense which guides them towards prey unerringly, and around objects. This sense has the ability to detect invisible objects and is not effected by illusions.

A +1 or better weapon is needed to kill headlesses, but fire of any sort and magic always affect them normally. For some reason, gold coins are imbedded where the headless’ heart should be, leading some to believe that they might be some sort of Mutant Headless attack by flailing foes with their whiplike tentacles, each causing 1d12 damage. They may attack multiple opponents at once. Stickey tenticles require STvsStr or strip sheilds.

THAC0 15

Armor Class: 6 Move: 12"Hit Dice: 6 + 6

% in Lair: 60% Treasure Type: M (x2)

No. of Attacks: 2Damage/Attack: 1 - 12 / 1 - 12 Specials: +1 weapon to hit Magic Resistance: Standard Intelligence: Animal Alignment: Chaotic Evil Size: M (5 ½’ tall)

EXP 650

A31 B31 C24 D41 D27 E31

Battle Lasts 6 rounds. They are allerted below. They close the steel door that closes off their passage at the 4th level. The tunnel may be blocked out by those at the end of this tunnel.

2 Turns Stallen investigates steel floor.

Tunnel 20 - 3’ Diameter, 100’ Long, 50’ slope.

This unguarded, untrapped tunnel goes down to Room C in the Caverns.

Tunnel 21 - 4’ dia., 80’ long, 80’ slope. Enter at top of hill. This tunnel goes strait down to the dome above the Main Shaft. There is 1 regressive-ape on guard at the entrance at all times. He will always retreat down, (chimneying from side to side), screaming for help. Help will arrive in 1d3 rounds.

Tunnel 22 - 3’ Diameter, 60’ long, 60’ slope. This is just as tunnel 21.

Tunnel 23 7’ Dia Down to level 7

CAVERN LEVELS of LEVEL 0

This level is entered by tunnels 1, 2 and 20. Both tunnels 1 and 20 come out in Room C. Tunnel 2 exits in Room E.

Room A

This room is enter from Room C. The ceiling is 3-5’ high. This room is the lair of a family of wolverines. They are ferocious in the protection of their young. They leave the tunnels in the night to hunt and bring the kill to the room. Thus, there is a terrible smell inside this room made up of their musk and the rotting bones that litter their den. There is no treasure.

Wolverines 4 AC5 HD3 3 Attacks (1-4/1-4/2-8)

Special Attack -Musk Cloud 10x10x30 feet from rear of animal.

ST vs. Poison or blinded for 1d4 HOURS. If save successful, Draw back ½ movement rate and 25% of St and Dex for 1d4 rounds.

A18 B11 C13 D11

 

Room B

Room entered from room C. Ceiling is 4-6’ high. This room was once used by a group of robbers who were hiding out there, and striking at business and tradesman in the city. When they were finally attacked, they brought 2 of their number (a Ork and a Half ork) back to this room to die. They have been stripped of everything of value. One of them had buried a part of his take in the floor in the back of the room marked by the *. The oiled leather bag of Platnium pieces are only about 2’ under the earth. It contains 20PP. The coins are covered with contact poison type M (see page 73 in DMG).

Room C

This room is where tunnels 1 and 20 terminate. Rooms A, B, D and F have entrances in this room. The ceiling is 6-10’ high (low point around tunnel 1). Room C is empty except for large amount of rock fallen from the tunnels and lying underneath them. There is also a 2" thick layer of organic debris covering the floor.

Tunnel 1 Comes out in the top of the ceiling, requiring players to drop down 10’ into the room.

Tunnel 20 comes out 4’ up the SW wall.

Room D

This room is connected to rooms C and E. It has a 5’ to 12’ ceiling. The high wall is on the N. so the celing slopes from the S. entrance upward to the N. There is a large pile of rocks in the N, but there is nothing interesting in this room.

Room E

This room is connected to Rooms F, D, G. Tunnel 2 exits here about 2’ up the wall. The ceiling is about 6-8’ high. A smell of rotting fungus comes from the tunnel to G. Otherwise, this room is empty. There is little signs of travel thru this room except for marks made by the beetles in G.

Room F

The mutant men in Rooms H,I,J,K have a hidden watch person here. Some rock has been piled across the entrance to Room I, and it is used as concelment for the guard, and provide -4 to hit protection. There are also guards just inside the passage leading to room H. When the party is either seen or heard, the guards will notify everyone in the rooms in 1d3 rounds. It then takes 1d3 rounds for them to get to either room H or I to protect their other rooms. This will happen with little noise (10% per player within 20’ of entrance to H and I). As soon as they are in position, they will wait until a player is within 5’ of the entrances and then attack with a +4 to their surprise roll. 8-12’ Ceiling.

Room G

This room is home to 9 Boring Beetles. The smell of wood smoke can be smelled here. It the E. tunnel is approached, the smell will get stronger. If the tunnel is entered, some light can be seen from the fire in room H.

BEETLE, BORING (x8); AC 3; MV 6"; HD 5D8;

HP 25(x2), A B

19(x3), C D

 

15, E

 

14, F

 

20, -10-6Pi

 

#AT1; DMG 5-20; INT ANIMAL; AL N; SIZE L; THAC0:15

IN LAIR TREAS 5960 GP, 27 GEMS, 4 SCROLLS

SCROLL OF PROTECTION FROM GAS

MAGIC-USER SCROLL OF (ERASE)

CLERIC SCROLL OF (HOLD PERSON)

MAGIC-USER SCROLL OF (WIZARD LOCK)

 

First Leather Pouch

BEJEWELLED GOLD NECKLACE - 600 GP

BEJEWELLED PLATINUM BROOCH - 500 GP

PLATINUM CHAIN - 110 GP

BEJEWELLED SILVER BROOCH - 100 GP

BEJEWELLED SILVER EARRING - 200 GP

BEJEWELLED SILVER RING - 100 GP

GOLD CLASP - 150 GP

BEJEWELLED GOLD STATUETTE - 500 GP

PLATINUM EARRING - 190 GP

SILVER & GOLD SEAL - 110 GP

BEJEWELLED GOLD RING - 500 GP

GOLD ARM BAND - 130 GP

BEJEWELLED SILVER RING - 100 GP

Finely worked GOLD NECKLACE - 700 GP

 

Second Leather pouch

BEJEWELLED SILVER EARRING - 500 GP

SILVER & GOLD EGG - 60 GP

SILVER RING - 70 GP

GOLD EGG - 90 GP

BEJEWELLED SILVER NECKLACE - 500 GP

BEJEWELLED GOLD GOBLET - 400 GP

SILVER ARM BAND - 90 GP

BEJEWELLED PLATINUM DECANTER - 2400 GP

BEJEWELLED SILVER MEDALLION - 600 GP

BEJEWELLED GOLD NECKLACE - 200 GP

 

24 JEWELRY - TOTAL VALUE 8900 GP

Room H

This is a common area for the mutants living in rooms I, J, and K. There are connections to Room G and F here. They are always guarded by some mutant men. A small fire burns just inside the tunnel leading to G which is kept burning for heat and as a deterent to the Beetles in G. MONGRELMAN (x24) In entire lair area. In addition are 2 childeren, one is mongrel and the other is a 4 year old normal human. ; AC 5; MV 9"; HD 4D8;

HP 18(x7),

11(x6),

7(x3),

10(x3),

16(x5);

#AT 1; DMG 1-6/BY WEAPON; SA CLUB (1-6); INT AVERAGE; AL LN; SIZE M;

THAC0:19

95% CHANCE TO HIDE, 70% TO PICK POCKETS, PERFECTLY IMITATE THE SOUND OF ANY ANIMAL OR MONSTER. LAIRS HAVE A 95% OF BEING UNDETECTED.

XP 175 Each. Childeren 65XP

Room I

Mutant men, Guarded

The only entrance to this room is the common tunnel leading to H. The ceiling in this room is 7’ to 9’ high. There are several piles of trash visible here.

This room contains sleeping quarters for 12. All the Mutant men with 11HP (6), 7HP (3), and 10HP (3). Under each pile of garbage that is their bed will be found some copper pieces. There is a total of 1500cp in this room. They will seldom be inside this room as they will usually be alerted by the guards left in other rooms.

Room J

Mutant man, wife and 2 childeren, 1 normal in form.

The ceiling is 5-7’ high. There is a single tunnel connection to H,I,K. The childeren will always remain in this room, even if the parents go to defend the lair. The mutant man child will growel like a bear and/or like a wolverine if any player discoveres the entrance to this room. As with the other rooms, the entrance to this one has been cunningly disguised with piles of rock. If the sound does not keep the people away, he will hide as will the human child.

Two Adults 4HD, A18 B16

HUMAN CHILD (x1) HP 11; AC 9(15dex) Fist attack 1HP. 60% chance of staying hidden. 4 years old.

MONGRELMAN CHILD (2HD) (x1); AC 5; MV 9"; HD 2D8; HP 12,

#AT 1; DMG BY WEAPON;SA SHORT SWORD (1-6); SD SEE BELOW; INT LOW; AL LN;

SIZE M; THAC0:16

95% CHANCE TO HIDE, 70% TO PICK POCKETS, PERFECTLY IMITATE THE SOUND OF ANY ANIMAL OR MONSTER. LAIRS HAVE A 95% OF BEING UNDETECTED. 8 years old.

Room K

Mutant men, Guarded.

The only entrance is the tunnel leading to H,I,J. The ceiling is domed from 6’ to 12’ high. There are several piles of trash here. The strongest of the Mutant men live here. All the MM with 16HP (4) and 18HP (6) make their beds here. Each has a cache of CP which totals 2500 for all in this room. They will not usually be in this room as the guards will alert them to intruders and rush to protect this room.

Total Lair Treasure C

4000 CP (Rooms i and K), a Gold Cup (20GP in Room K) and a jeweled box (3000gp in Room J)