/----\ /----\

| | | |

______ | |_ _____ ____________| | ____________

| || 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