/----\ /----\
| | | |
______ | |_ _____ ____________| | ____________
| || 1 D \ / | | D 2 | |
| || D_ \__/ ____ | | ___________D | | ______ ___
\ / | | \____/ || || | | || ||
\ / | | || || | | || ||
|| \----/ || || \----/ || ||
|| || || || ||
|| || / / / \ ||
/ \ _____ ||____/ / _____/ \____||___
/ \ / | | / == | 3
| | / ____ | |_____/ || | ____ _________
\ / / / || || || \ /
\ / / / || || || \ /
|| || || || || ||
/-SS-\ || || || || ||
| | || || ____ / / / / ||
| | ||______||____ __/ \__/ / || ||____ _
| 4 | | \ / / || | \ /
| | |_______ ____ \__/ __ __/ DD | ____ \__/ _
| | || \____/ \____/ \ \ || \____/
| | || \ \ ||
\ / || / / ||
\ / || __ || ||
|| ^^^ || ____ / | || \ \
|| W ^^^^^ || _____/ __ \____/ | || \ \__
|| ^A ^^^^ || | / \ | || \ \
|| ^T^^^ == |_____/ \____ | || \__ \
|| ^ E^^ \ | || \ \
|| ^^R^^^ \__| || \ \
|| ^^^ || ||
|| || || /----\ ||
|| / \ ^^^ || | | ||
||____| |__ __ W ^^^^^ ______ ||___| | ||___
| G2 \ / \ ^A ^^^^ | | | D 5 | |
|_____ __ \__/ __ \ ^T^^^ | | |____D | |____
| | \____/ \ \ ^ E^^ \ / | |
\ / \ \ ^^R^^^ \ / | |
|| || ^^^ || \----/
|| || ||
|| \ \ / \
______ || ______ \ \__ __| |_____________
| | || | | \ \ / |
| | || | | \__ \__/ __ ____ ______ |
\ / || \ / \____/ | | || ||
\ / || \ / \ / || ||
|| || || || || ||
/-SS-\ || || /----\ || || ||
| | || \ \ | | Down / / || / \
| | / \ \ \_| | __60'/ / / \ / \
| 6 | / \ \ D 7 | | / / \ | |
| || | \_D | |x____/ | ||______|
| | \ / | | \ /
| | \ / | | \ /
\----/ || \----/ -
*****************************CUT HERE****************************
__
/ |
_________ __ ____________/ | _____
\ / \ / | / |
___ ____ \ / __ \__/ ____________ | / ____ |
|| \ \ / / \____/ \ | / / ||
|| \ \ / / \__| / / ||
|| || || || ||
|| || || /----\ || /-SS-\
/ \ / / || | | || | |
_| |__/ / ||___| | ______ ____|| | |
/ | D 8 | | | / | | 9 |
_ __/ |____D | | | / ____ | | |
| | | | \ / / / || | |
\ / | | \ / / / || | |
|| \----/ || || || \----/
|| /----\ || || ||
/ \ | | || || ||
_/ \_| | _____ ____|| || ||
10 D 11 | | \ / | || || ==
_ _D | |_____ \__/ ____ | || || ||
\ / | | \____/ || || || ||
\ / | | || || || ||
|| \----/ || || || ||
|| __ || || || /-SS-\
|| | \ ____ || || / / | |
|| | \___/ __ \______________ / \ ||____/ / | |
|| | / \ D | / \ | / | 12 |
|| | ___/ \_____D________| | | | ____/ | |
|| | / \ / || | |
|| |__/ \ / || | |
|| || || \----/
/-DD-\ /----\ || ||
| | | | || || ^^^ ____
| |_ | |_________ || / \ W ^^^^^ _/ __ \_
D 13 D \ | 14 D \ || / \ ^A ^^^^ / \
D D_ \ | D_________ \ || | | ^T^^^ _/ \_
| | \ \ | | \ \ || \ / ^ E^^
| | \ \ | | \ \ || \ / ^^R^^^
\-DD-/ || \----/ || || || ^^^
|| || || || || || /----\
|| || || || || || | |
|| ||____ ______ / \ ||______|| / \ | |
|| | \ / | / \ | | / \ | 15 |
|| |_____ \__/ ______| | | | _______| | || |
|| \____/ \ / || \ / | |
|| \ / || \ / | |
|| || || || \-DD-/
|| /----\ __ || || || ||
/ \ | | / | / \ \ \ || ||
/ \ | |_ ____/ | / \ \ \__ ____|| ||
| || 16 D \ / || | \ \ / | ||
|______|| D_ \__/ ____ ||______| \__ \__/ _____| ==
| | \____/ \ | \____/
| | \__|
\----/
========================================================
LEVEL 1
For characters of level 6 or higher
The gamemaster should look over this module and find a suitable
starting position as an entrance. Also make any modifications to
the dungeon map such as connecting unconnected rooms and
passageways. Possibly having teleports to the different parts
or levels. Something else that can be done is connecting by using
a pencil, the underground waterways. This can make running the
dungeon interesting.
ROAMING MONSTER TABLE:
1. Wichtlin
AR:10 AD:10
2. Myconid
AR:10 AD:10
3. Lernaen
AR:10 AD:10
4. Locust Swarm
AR:10 AD:10
5. Trapper
AR:10 AD:10
6. Nymph
AR:10 AD:10
Room 1
----
ARMORY
The floor of this room is ornately carved with roses. The stems of the
roses have lifelike sharp thorns. Any character wearing soft boots will
take 1 point of damage for every 3 feet of movement.
This room contains the following:
boots
pick handle
pulley
split dried peas
branding iron
belt
horn
chime
Room 2
----
VAULT
An underground river cuts through this room.
This room contains the following:
boots
pick handle
pulley
split dried peas
branding iron
belt
horn
chime
Room 3
----
VAULT
An underground river cuts through this room.
This room contains the following:
eylashes
corn extract
cage
pipes (musical)
Room 4
----
ATRIUM
There is a platform in the center of this room. It is painted green.
The platform has carvings of leaves on it. Each leaf is of a different
type. Pale white spider plant is on the dias. It is used to guard the magic musical pipes. As a choke creeper
CHOKE CREEPER ;
AC 6/5; MV 1"; HD 25D8;
HP 200; #AT 8; DMG 1-4; SA SEE BELOW; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:9
VINES GRAB & SQUEEZE FOR 1-4 PTS/MELEE ROUND, 10% CHANCE STRANGULATION ATTACK DEATH IN NEXT MELEE ROUND
NOT AFFECTED BY SMALL, TORCH-SIZED FIRES, BUT A HOT FIRE WILL CAUSE NORMAL DMG, COLD CAUSES 1 DMG & IMMOBILIZE THE PLANT SECTIONS FOR 2-5 ROUNDS, ELECTRICAL ATTACKS DON NOT HARM, REQUIRES 2-16 DMG TO SEVER A VINE (MAIN PLANT IS NOT HARMED)
HP 200
-19, -19, Invis.
This room contains the following:
cage
pipes (musical) Pipes of Pan
Room 5
----
ATRIUM
There is a platform in the center of this room. It is painted green.
The platform has carvings of leaves on it. Each leaf is of a different
type.
This room contains the following:
eylashes
corn extract
cage
pipes (musical)
Room 6
----
ATRIUM
There is a platform in the center of this room. It is painted green.
The platform has carvings of leaves on it. Each leaf is of a different
type.
This room contains the following:
Berries
trunk
low table
wax blob
vial of unholy water
long sword
tiger pelt
leather gloves
morning star
dart
Room 7
----
THRONE ROOM
There are torches lighting this room.
The walls have a damp look to them that reflect the torchlight in a
manner that makes the walls look like they have little candles embedded
in the rock.
This room contains the following:
Berries
trunk
low table
wax blob
vial of unholy water
long sword
tiger pelt
leather gloves
morning star
dart
Room 8
----
THRONE ROOM
There are torches lighting this room.
The walls have a damp look to them that reflect the torchlight in a
manner that makes the walls look like they have little candles embedded
in the rock.
This room contains the following:
flask
chime
chime
bandora
bandora
bandora
chime
Room 9
----
SITTING ROOM
The ceiling of this room is painted blue like the sky. Smoke
lingers near the ceiling emulating clouds. The party is filled with
a sense of tranquility and calm. (good place to camp if no monsters
are here)
Number of monsters in this room: 2
MONSTER: Hexton
AR: 10 AP: 28
MONSTER: Hexton
AR: 10 AP: 37
There is also some treasure in this room.
There is the following:
Dagger of Alignment Detection
Phase potion
These items are contained in a trunk that is exquisitely carved from a dark
wood. It is approximately two feet wide and deep,
having a length of three feet. There is a broken
lock on this trunk.
The tresure has a trap. (if applicable)-
A search for traps will reveal none. However, if all contents are
removed from the container, a fireball (6d6) will shoot forth out
of the bottom of the container. Only the person last removing an item
will suffer dammage.
Alchemical dusts
Alchemical Potion
These items are contained in bookshelf
The tresure has a trap. (if applicable)-
A trap door opens 6 feet in front of the container, dropping any
character in front to 15 feet below doing 1d6 points of dammage.
Room 10
----
CLASSROOM
The walls of this room have the names of demons on them written in
an old arcane writing. If the names can be deciphered and spoken
aloud, all of the writings start to glow and a demon whose name
was read will appear in 1 round in a blast of fire.
There is a trap in this room.
Stepping on the ground in front of the entrance will release
a large flying mace doing 1d12 points of damage.
Room 11
----
****Empty Room****
Room 12
----
VIEWING ROOM
Rats are here eating what appears to be the decaying remains of an elf.
Number of monsters in this room: 7
MONSTER: Drow
AR: 10 AP: 12
MONSTER: Drow
AR: 10 AP: 73
MONSTER: Drow
AR: 10 AP: 14
MONSTER: Drow
AR: 10 AP: 22
MONSTER: Drow
AR: 10 AP: 17
MONSTER: Drow
AR: 10 AP: 53
MONSTER: Drow
AR: 10 AP: 20
Room 13
----
****Empty Room****
Room 14
----
ART GALLERY
Heavy drapes of every color hang from the ceiling of this room.
A small breeze blows the drapes in random patterns. The source of the
breeze is unknown.
Number of monsters in this room: 3
MONSTER: Dreamshadow
AR: 10 AP: 17
MONSTER: Dreamshadow
AR: 10 AP: 54
MONSTER: Dreamshadow
AR: 10 AP: 39
Room 15
----
MUSEUM
The floor of this room is littered with human bones (no fingers).
If a character of the clergy speaks with the dead bones, he will
learn that these are the slaves of the underworld that were taken
from villages of long ago.
Number of monsters in this room: 5
MONSTER: Coiled Dragon
AR: 10 AP: 51
MONSTER: Coiled Dragon
AR: 10 AP: 8
MONSTER: Coiled Dragon
AR: 10 AP: 73
MONSTER: Coiled Dragon
AR: 10 AP: 64
MONSTER: Coiled Dragon
AR: 10 AP: 31
There is also some treasure in this room.
There is the following:
Potion of Mind Restoration
Inorganic Solvent
These items are contained in straw baskets.
2000 copper pieces
These items are contained in backpack.
Room 16
----
LIBRARY
There is a broken wooden trunk here. It is empty.
This room contains the following:
bucket
iron boots
Room 17
----
PRIVY
Green slime oozes fr torches lighting this room.
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Number of monsters in this room: 3