Rumours 1: The Royal Emerald was stolen a few weeks ago. 2: There’s a gang hiding out in the old alchemist’s shop. 3: Smugglers operate out of the Goose Egg Tavern 4: Pale gures have been seen in the cemetery. 5: Criminal gangs use the sewers as a highway. 6: The Old Church is haunted. 2. Alchemist’s Workshop 6. Old Church Basement • 2d6 Merry Japers (1HD, knife 1d4 or alchemical liquid*) • Tartaglia (leader) (2HD, knife 1d4 or Oil of Slipperiness) This old workshop is the hideout of the Merry Japers, a criminal gang. There’s 100gp and 1d6 bottles of alchemical uid in a cupboard and 1,300gp hidden under a oorboard. *Each member carries a bottle of alchemical liquid which will be drunk (1-4) or thrown (5-6) as a last resort (see table). • 1d6 Dead Men (1HD, axe 1d6) • 1 Half-dead (1HD, axe 1d6, non-magical attacks do 1hp damage.) The secret passage is concealed behind loose boards. b 8 Encounters 1-3: 1d4 Giant Rats 4: 1d6 Dead Men 5: 1d6 Merry Japers 6: Blind Betty 7. Old Church, Lower Basement • 1d3 Dead Men (1HD, axe 1d6) This is the meeting room of the Dead Men, the city’s dominant criminal enterprise. Ostrato, a city of cial, is here negotiating a bribe. 200gp is hidden under the table. Stairs deeper further into the dungeon. 8. The Gurgler Entrances 5 9 a) Sewer Entrance. This ladder descends from an entry hatch in a disused alley. b) The Goose Egg Tavern. These stairs descend from behind the bar of the Goose Egg Tavern. Good luck reaching them without drawing the attention of Bill the Bouncer. c) Alchemist’s Shop. This ladder leads to a trapdoor in the back of a boarded-up alchemist’s shop. d) Family Crypt. Stairs descend from a decrepit crypt in the city cemetery. e) The Old Church. These stairs lead to the back room of an old abandoned church. 1. Sewer Thoroughfare a There’s a narrow path along both sides of the sewer, but it’s slippery and cramped. The water is 10’ wide and waist deep, with a steady current towards the Gurgler (room 8). Anyone in the water attracts Blind Betty in 1d4 rounds. The broken bridge will (4 in 6) collapse underfoot. Alchemical liquid effects (1d8): fl fi 5: +1d6 temporary hit points 6: Inky cloud, 15’ darkness 7: Fire breath, 1d8 damage 8: +4 STR fl fi fi fi 1: Explodes, 2d6 damage 2: Sleep, 15’ radius 3: Acid, 1d8 damage 4: No effect fi fl Level 1: The Gurgler e 4 6 9. Blind Betty’s Nest 2 7 d 10. Crypt antechamber 12 3. Store Room • Blind Betty the Albino Alligator (4HD, armour as plate, bite and roll 2d6. Additional 50% miss chance for targets on land) Entangled in the nest are rotting corpses and a satchel containing 50gp. In Betty’s stomach is the Royal Emerald, worth 3,500gp. c 3 1 The current is stronger here, and characters in the water must save or be sucked down, taking 2d6 damage and falling to the next level of the dungeon. A grate in the ceiling emits a shaft of light from above. 11 Crossbow trap, 1d8 damage. 4. Goose Egg Tavern Lower Basement • 1d6 Dead Men (1HD, axe 1d6) Smuggled valuables worth 1d6x100gp. 5. Goose Egg Tavern Basement • Bill the Bouncer (1HD/8hp, billy club 1d6) There’s a secret passage behind a loose board. 10 A secret panel in the wall has long ago been broken down, and the niche behind looted of its treasures. 11. Lesser Crypt • 1 Man-Maggot (2HD, lthy mouth 1d4 and save or be paralysed for 1d6 rounds) The cof ns contain nothing but cracked dry bones and rags. 12. Crypt Cof ns have been torn open, their contents gone. A hole has been burrowed through the tile oor, leading deeper into the dungeon. Level 2: King Garibald’s Curse 3. Empty Room 7. Blind Tunnel There’s nothing here but the smell of earth and damp. Rumours 4. Sealed Room 1: Several prominent citizens stand accused of grisly murders. 2: King Garibald’s shield can only be borne by his true heir. 3: Don Pasquale was a rich underworld boss before he died. 4: The Wax Cauldron feeds on discord and suspicion. • 1d2 Man-maggots (2HD, lthy mouth 1d4 and save or be paralysed for 1d6 rounds) The door here has been nailed shut. A slimy tunnel has been burrowed to room 6. • 1 Man-maggot (2HD, lthy mouth 1d4 and save or be paralysed for 1d6 rounds) The cramped tunnel penalises ghting with anything longer than a dagger. c Encounters 10 Crypt section (rooms 1-3): 1d6 Dead Men Crypt section (rooms 4-8): 1d2 Man-Maggots Room 9: Fumo, the Grey Ape (see Level 3) Sewer section (rooms 10-12): 1d3 Wax Men 11 Entrances 2. Statue Corridor fi fi fi fi fi fl fi fi fi fi fi fi The statues are of prominent members of the Pasquale family, now deceased. The secret door behind one of the statues is opened by manipulating the statue’s arm. The door to room 4 has been nailed shut. fi 5. Upper Crypt Slimy tunnels have been dug down into the soil around this room. 9. King Garibald’s Tomb Niches along the east wall contain skeletons, 36 in total, each with a silver coin in its mouth. The King’s cof n sits atop an inlaid catafalque, and mosaics decorate the oor. The cof n contains the King’s body, wearing ne mail and a jewelled longsword worth 250gp. On the wall is the King’s shield +2, bearing the Garibald crest. If any other than the rightful heir to Garibald’s throne takes the shield from the wall, the 36 skeletons rise from their niches and attack anyone nearby. The stairs lead down to the third level. 2 10. Deluge • Don Pasquale (4HD, choke 1d4 and dread gaze 1d6, immune to non-magical damage, victims rise as Half-dead) Don Pasquale lies in the cof n in the south annex. Even in undeath he remains the leader of the Dead Men, conferring nightly with his lieutenants and raising those who fail him as Half-dead. He will rise to deal with intruders, preferring to surprise them if possible. His cof n also contains the gang’s treasury, 3,000gp. The north annex is raised and the cof n bears ne inlays of ivory and onyx. Interred with the body is a gold chain of of ce worth 500gp. fi a 12 1. Pasquale Family Crypt fi • 1d2 Man-maggots (2HD, lthy mouth 1d4 and save or be paralysed for 1d6 rounds) The urns contain silver coins to the value of 250gp. A tunnel leads down to the third level. 9 a) Old Church lower basement. These stairs lead to the basement of the Old Church (Level One, room 7). b) Crypt. The pile of rubble here is from a hole in the ceiling, which leads to a crypt (Level One, room 12). c) The Gurgler. This torrent of water comes from a hole in the centre of the domed ceiling. Getting back up there would be next to impossible, but it comes from the Gurgler (Level One, room 8). fi 8. Lower Crypt 3 4 1 • 2 Wax Men (2HD, razor 1d4, double damage from re.) Falling water creates a thunderous noise. The edge of the sewer is slippery and wet. The current is strong and the water deep. b 5 6 7 6. Antechamber and collapsed corridor The tunnel down leads to the third level of the dungeon. A niche behind a plastered wall panel holds a chest with funerary goods worth 1,800gp. A tunnel leads down to the third level. 11. Cauldron of Wax • 1d6 Wax Men (2HD, razor 1d4, takes double damage from re.) The cauldron is full of multicoloured liquid wax. There’s a 50% chance each round that a Wax Man climbs from it, looking like a copy of one of the PCs. A party which encounters the Wax Men and retreats will be framed for a horri c murder the next night. 8 12. Sewer Maintenance Room An old supply room for sewer workers. A rope is neatly coiled by a hole which down to the third level of the dungeon. Level 3: The Skull of Malabranche Rumours 1: The Arch-demon Malabranche was slain many years ago. 2: Fashionable youths are seen visiting a cave outside the city. 3: Nobles once had a passing fad for exhibiting exotic beasts. 4: There are secret ways into the royal crypt. Encounters A shallow stream ows through the dripping cavern to a distant cave mouth. Foot traf c has left muddy prints. The southwest passage leads to the fourth level of the dungeon. • Basilisk (6HD, armour as chain, gaze save or turn to stone, noxious breath save or be confused 1d4 rounds, bite 1d10) There’s a 10% chance that a ceremony is taking place when the lair is discovered. • 2d6 youths (noncombatants) • 1d4 bodyguards (2HD cuirass armour, cinquedea 1d6) The basilisk is the subject of a local cult. Fashionable youths offer gifts to the basilisk and breathe its fumes, becoming intoxicated. They prepare themselves for turning to stone, remaining young and beautiful forever. The basilisk is adorned with golden chains, jade-panelled barding and a feather headdress. The assemblage is worth 3,500gp. 3. Cave A hole in the ceiling is almost impossible to spot. It leads up to level two of the dungeon. 1: …on hats 2: …on sleeves 3: …on shoes 4: …on gloves 5: …on belt 6: …on leggings 6 Iron hand-holds have been hammered into the side of the passage, allowing easier climbing of the ledge. 5: Fumo, the Grey Ape 6: 1d6 Troglodytes The youths are (50% chance) accompanied by a bodyguard (2HD cuirass armour, cinquedea 1d6) Crypt section (rooms 4-8): Fumo, the Grey Ape Youth fashion (roll 2d6 twice): 1: Tassels… 2: Brims… 3: Bells… 4: Ruffs… 5: Pom-poms… 6: Ruf es… 6. Basilisk Temple 4. Waterfalls Room 1: 1d3 Man-Maggots Cave section (rooms 2-3): 1-2: 1d4 youths 3-4: 1d3 Wax Men 2. Underground stream 3 7. Fumo’s Lair c 5 4 a 2 7 Entrances a) Cave outside town. A stream emerges from this cave among ancient ruins outside the city walls. b) Crypts. These slimy tunnels lead steeply down from rooms 6 and 8 in the level above. c) Sewer. A hole in the ceiling leads up to the sewer (Level Two, Room 12). d) Tomb. These stairs lead down from King Garibald’s tomb (Level Two, Room 9) and continue on to the fourth level. 9 fi fi fi fi fl fl fi • Maggot Queen (4HD armour as chain, acid vomit: 2d4 10’ area recharges on 2in-6, or claws 1d6, ying) • 1d8 Man-Maggot Eggs, 1 in 6 chance of one hatching each round (2HD, lthy mouth 1d4 and save or be paralysed for 1d6 rounds). Demonic scenes are carved on the walls. The MaggotQueen’s lthy nest has 400gp in stolen grave-goods. fl d 8. Crypts These two rooms contain cof ns with long-dead inhabitants. Eight cof ns each contain funerary goods worth 1d6 x 20gp. The stairs to the east continue down to the fourth level. One plaster panel hides a secret door. 9. Skull of Malabranche 1. Temple Hall fi • Fumo, the Grey Ape (4HD armour as leather, bite 1d8 or grapple and drag) Fumo, a carnivorous grey ape from the remote mountains, escaped from a noble’s menagerie years ago. He hides in shadows and above doorways, ambushing the vulnerable and avoiding combat. His lair contains the bones of past meals and a silver bauble worth 50gp. 1 8 b 5. Statue room This room holds several lifelike statues of nude youths in artistic poses. Some can be recognised as minor nobles. Painted sigils inside the archway project a shimmering barrier blocking the entrance to this room. If the sigils are erased the barrier falls. Malabranche’s indestructible skull contains remnants of his consciousness. He can speak telepathically and cast Charm Person and ESP once each per day. He offers to teach magic spells in exchange for attracting worshippers to restore his life. His power cannot penetrate the shimmering barrier. His one remaining canine tooth functions as a dagger +1. Those cut by it must save or else crave to be cut again. The stairs lead down two levels, to the dungeon’s fth level. Rumours 1: A race of subterranean people lives in the caverns. 2: The evil sword Nightwand is hidden under the city. 3: In times past the nobility were buried with their riches. 4: The child-Princess Euphemia was kidnapped 20 years ago. 5. Six heroes of old were buried here with their raiment. 6. Mysterious nighttime raids plague surrounding villages. 4. Troglodyte cave 6. Sacred chamber • 2d6 Troglodytes (2HD armour as leather, spear 1d6 or thrown rock 1d6) • 2 Giant Guard Bats (3HD armour as leather, bite 1d6 or shriek: save or ght at disadvantage) This is the sleeping-chamber of the troglodytes. The ledge at the back of the cave holds three leather-covered tower shields and a heap of heavy rocks for throwing down onto intruders. The guard bats have clipped wings and crawl across the cave oor. A pot of herbs provides immunity to mushrooms at (3). • Troglodyte priest (3HD, 1d4 stone knife or Stinking Cloud) • 1d6 Troglodytes (2HD club 1d6) This cave contains sacred icons of Troglodyte ancestors. Any outsiders who enter this cave are hunted without mercy. Encounters 5 The Great Cavern (rooms 1-3): 6 1-2: 1d10 Troglodytes 5: 1d6 Cave crickets 3-4: 1d6 Oozefolk 6: 1d4 Giant rats Entrances a a) Sloping tunnel. This tunnel descends from an underground stream above (room 2, level 3). b) Crypt stairs. These stairs lead down from the crypts above (east of room 7, level 3). 9 2 1 3. Great Cavern, East fi fi fi fl Enormous mushrooms grow to head height at this end of the cavern. The spores of the mushrooms act as a Sleep spell cast on the party. Sleeping characters will be captured (80%) or robbed (20%) by Troglodytes (60%) or Oozefolk (40%). The eastern tunnel leads to the fth level of the dungeon. fi 9. Crypt b • 3d6 Giant cave crickets (1hp, bite 1d2) Here is a 6’ deep trench, with a pool of water at its west end, connected by an underwater passage to the waterfall in room 1, level 5. Giant cave crickets swarm from burrows in the walls. Their chirping will (50%) attract further encounters. fi 8 3 A maze of stalactites and stalagmites causes player characters to move at 25% speed and ght at a disadvantage. fi • 2d4 Oozefolk (2HD pseudopod 1d6 damage, if touched save or turn to ooze over 1d4 days, defeated oozefolk reform after a turn unless burnt) Oozefolk cling to the ceiling of these tunnels. The huge crystals glow when there are nearby vibrations, and shards give light as a candle for 1d4 weeks. The stairs lead down to the fth level of the dungeon. • Giant Spider (4HD bite 2d4 and poison, Web 3/day) This poison deals 1d6hp each round if the victim moves. The webs act as a Web spell affecting the room. 4 1. Great Cavern, West 2. Great Cavern, Central 7.South tunnels 8. Spider nest Crypt section (rooms 9-12): Giant spider fi fl Level 4: The Great Cavern 10 7 Six mouldering cof ns hold long-dead warriors. Their possessions include a mithril shirt and a Cloak of Elvenkind. 10. Room of swords 11 5. Throne room • Troglodyte adviser (3HD, armour as leather, 1d8 broadsword) • Princess Euphemia (noncombatant) Princess Euphemia was kidnapped as a child twenty years ago to serve as Queen. She now rules as best she can, waging war on the oozefolk and raiding the surface world. Her ragged nery includes jewellery worth 800gp. Twenty swords are thrust into the earthen oor. One of them is Nightwand, a chaotic intelligent longsword +2, with the following abilities: • The wielder can cast Darkness, 15’ radius 3/day • While drawn, the wielder has darkvision 60' If any other sword than Nightwand is drawn from the earth, all of the swords rise and ght as Flying Swords (1HD armour as plate, slash 1d8). 11. Treasure trove The treasure chest is trapped (poison gas, save or take 3d6 damage). The chest behind the secret panel contains 3,000gp. Level 5: The Hexumvirate Rumours 1: A cabal of Wizards called themselves the “Hexumvirate”. 2: The Hexumvirate once experimented with creating life. 3: The city was founded on a prehistoric holy site. 4: The Wizardess Aradea just disappeared one day. Encounters 4. Wizards’ Study 6. Experiment Chamber The shelves are stuffed with books, scrolls and various implements. Amongst these are 6 randomly-selected scrolls of 2nd or 3rd level, a potion of true seeing, and a pair of spectacles that allow the wearer to see through up to 1’ of organic material. In addition, a detailed drawing of the sword Nightwand, and the three-sigil combination that allows the portal in room 5 to access Aradea’s tower. Characters take 1d4 damage each round spent on the oor of this chamber. If a character drops to zero hit points, they become an ooze. Oozefolk here regain 1d4 hp each round. The bars on the arched doorway are xed in place. Ooze folk can freely pass through the bars. e Ancient Temple (rooms 2-3): None Laboratory (rooms 4-10): 1d4 Oozefolk (2HD pseudopod 1d6 damage, if touched save or turn to ooze over 1d4 days, defeated oozefolk reform after a turn unless burnt) 7. Glass Barrier A one-foot thick glass barrier completely lls the corridor. The long-dead body of the wizard Aradea lies here. She wears a glass ring. The ring can be used to create or destroy glass walls. For every 10’ square of wall created, the player must cut a 1” square from their character sheet. 1 Entrances 8. Autopsy Room a) Sloping tunnel. This tunnel descends from the Great Cavern (room 3, level 4). b) Long stairs. These stairs lead down two levels, from the Skull of Malabranche (room 8, level 3). c) Spiral stairs. From the South Tunnels (room 7, level 4) d) Portal. This portal can be entered from elsewhere. e) Waterfall. This waterfall connects to the pool on level 4, room 2, through a long underwater passage. 2 3 The table is covered with bloodstains, and sharp implements hang on the wall. Nine levers raise and lower the bars in rooms 6, 9 and 10. c 9. Upper Kennels b 9 1. Crab Cavern d • 1d3 Cave Crabs (1d6HD, armour as plate, claw 1d4/1d4, increase die type for every HD over 1) Cave Crabs are well camou aged among the stalagmites. A bridge across the stream has collapsed. The stream ows onwards to the waterfall in level 6, room 8. 4 8 7 5 10 2. Ancestor Statues 5. Portal The three hideous statues have glowing yellow eyes. Three shadows emerge from their mouths (3HD, touch drains 1 level, immune to non-magical damage). 3. Sacred Pool fl fl fi fi fl fi Characters drinking the water of this clear pool will fall into a death-like state for 2d6 turns, during which their soul is freed from their body and can move through the world as a ghost. fl a 6 A glistening portal is suspended between two stone pillars. On a round stone slab there are etched arcanex symbols. Three st-sized half-round sapphires (worth 500gp each) are each positioned over a symbol. While they are in this position, the portal leads to a wizard’s tower. The long-dead body of a wizard lies here. • 3 Mistakes (4HD, maul 1d8, roll attack and defence on table below) Bizarre-looking creatures are trapped but may be able to attack through the bars. One of the kennels holds nothing but twisted bones. 10. Lower Kennels • 2 Mistakes (see above) Two of the cages hold desiccated remains. One of the caged creatures is highly intelligent and can speak. It tells a tale of mistreatment at the hands of its creators, the wizards, and begs to be released. It is dangerously insane and hungers for human esh. Attack 1: Poison, save or go mad 2: Spit acid, 1d8 15’ range 3: Tentacles, 1d4/1d4 4: Despair, save or cry Defence 1: Illusion, 50% miss chance 2: Acid blood, 1d4 damage 3: Regenerates, 1d4hp/round 4: Impervious skin Rumours 1: An ancient creature under the city grants wishes. 2: Terrible sacri ces were made under the earth. 3: Primitive peoples worshipped a huge nugget of gold. 4: A prehistoric god is the protector of the city. Encounters 4. A House with No Doors 6. Collapsing room The building here is made of ancient wood, coated with mineral deposits that have dripped from the ceiling above. It has no doors or windows. Inside, on an inverted tree stump, is a huge nugget of quartz and gold, weighing 650lb and worth 10,000gp. 1d6 days after the nugget is broken or removed from the dungeon an earthquake will destroy the city and collapse the dungeon. An underground river cuts through the room, and has collapsed one corner. 6 a Roll encounters at double the normal rate. Temple (rooms 1-5): 1d6 Psychic leeches (1HD, insubstantial, latches on to soul for -1 CHA). Cave (rooms 6-8): Troll (see room 7) 1 3 Entrances a) Temple. Rough stairs lead down from the upper temple (room 2, level 5). b) Waterfall. This waterfall is fed by the stream in room 1, level 5. • 1d4 Psychic leeches (1HD, insubstantial, latches on to soul for -1 CHA). There’s nothing here. b • 1d4 Animal-headed skeletons (1HD, bite/claw 1d4/1d4) Countless clay urns are buried in the oor of this room, which is thick with ash. Every round, 1d4 animal-headed child skeletons burst from the urns. 3. Prayer tablets fi fi fi fi fl fi • 1d4 Psychic leeches (1HD, insubstantial, latches on to soul for -1 CHA). Towering heaps of prayer tablets ll two corners of the room, with a path between. Each clay tablet contains an inscription in an ancient language. Roughly one in fty tablets is made of copper (worth 10cp), one in a hundred silver (10sp), and one in a thousand gold (10gp). Every turn 1d6 gold tablets can be dug from the piles, along with similar ratios of the other kinds, to a total of 2,000gp. fi 7 • Troll (6HD, claws 1d6/1d6 or thrown stone 2d6, regenerates 3hp per round unless burnt) The troll was once a human who asked the Wishing Olm for immortality. It is still missing the nger it used for the wish. It hides underground eating what it can catch and muttering about how the “Pink shy stole my nger”. Its cave is decorated with little trinkets it has found over the years. Bones, pieces of glass, and 50gp in valuables. 8 5 2. Tophet fi 7. Troll cave 2 1. Empty Room fi fi Level 6: A House with No Doors 8. The Wishing Olm 4 5. The Toads In this room are four jade toad statues. They psychically call out to anyone who gets near their room, begging to be fed. If anyone with a psychic leech attached to them approaches a statue, the toad will “eat” the psychic leech. If any one toad eats more than four leeches in a week, it becomes strong enough to break the spell that holds it. • Psychic toad (4HD, bite 1d8 and save or be swallowed whole for 2d6, hold person 3/day, held characters fail save) An underground lake lls this cavern, fed by a roaring waterfall. A ledge juts out from the falls, 20’ up. The water is frigid; anyone fully submerged must save or go into shock. In the deep black water there is a single olm: a blind pink salamander as long as a man’s forearm. It will hide so long as the troll is a threat. Once a year, the olm can bite off a human nger and grant a single wish, as the Wish spell. Sel sh or destructive wishes are more likely to be misinterpreted, while altruistic wishes will be granted as requested. The End I hope you enjoyed this adventure! Please send any feedback to simoncarryer@gmail.com, or @simoncarryer on Twitter. - Simon Carryer