Tomb of the Serpent Kings

Version 2.0 The Actual Production Values Update [email protected] I Introduction Group Size and Balance When you first start up Super Mario Bros, the game This dungeon is designed for level one characters. I have doesn't give you any instructions. The first level is tried to make this module as system-less as possible. cunningly designed to teach you the rules: jump on enemies, pick up mushrooms, look for secrets, get You can run this dungeon for one player or ten. The coins, avoid pits. There is no tutorial. The game itself is the encounters aren't balanced. They don't have tutorial. difficulty ratings. There are few rewards for fighting and many rewards for executing a good plan. Everyone can name "classic" dungeons - Tomb of Horrors, Barrier Peaks, Ravenloft, etc. - but in order for Treasure amounts are balanced around the idea that those adventures to make sense, there needs to be some 200gp is enough to level a single character. By the end of sort of introduction. Tomb of Horrors and Death Frost this dungeon, surviving PCs should be level 2 or 3, Doom are both reactions to something, but the thing they assuming the usual rates of attrition, loss, and panic. are reacting to doesn’t really exist, as a published product. Adjust the value of treasure accordingly. Large groups will have an easier time (and get less treasure per PC). A solo It's like all the adventures we have are Bach player who survives will be rich. concertos. People keep writing amazing works of staggering genius, but someone needs to write a book on Damage is scaled around PCs having between 4 and how to play the piano. 16 hit points, and daggers dealing 1d6 damage. Saves are listed in a general format (Save vs Poison, Save to Dodge, This dungeon is designed to be “classic” without being full etc.) of callbacks and nostalgia. It has some, but not all, of the major tropes. It also has full design notes. A group of mid-level PCs, run by an experienced group of players, could demolish this dungeon in record time. They might still enjoy it. A group of low-level PCs run by new This Module Is For players will hopefully have great time. 1. Experienced GMs with new players 2. GMs who want to learn about dungeon design Depending on play style and speed, side adventures, time 3. Experienced GMs with experienced players, but who are in town, and other diversions, it could take between 12 new to OSR-style content. and 24 hours of game time to completely explore this dungeon. Level 1 is a good length for a first session that If you are a completely new GM, you can still use this also involved character creation. dungeon and learn a lot from it, but it will test your skills immediately. Experienced players may also enjoy it. Before You Begin 1. Read the entire module I Disagree With… 2. Makes notes on things you like and don’t like Chances are pretty good that any experienced GM will 3. Print pages 1 to 12 and the map on pg. III disagree with a few lessons, traps, or encounters in this 4. Replace the monsters listed on pp. 7-10 with ones from dungeon. That’s completely fine! This isn’t supposed to be your system of choice a handbook on the “one right way” to run a beginner 5. Adjust treasure values as needed dungeon. It’s just one way to do it.

If you think diplomacy is vital from the start, put a helpful Luring the PCs but cowardly goblin named Smee in room (7). If you think Here are some ways to get the PCs to the dungeon, time pressure and sense of looming danger is important assuming they start broke and know that tombs often from the start, add Wandering Monsters to all levels of the contain treasure. You can set this dungeon anywhere. dungeon, not just Level 3. If you don’t like snakes, replace them with goats. Add folklore tropes. Add your favorite 1. They find an ancient map to a long-forgotten tomb. traps or remove the traps entirely. 2. A landslide reveals the tomb’s entrance. 3. The goblins kidnap someone close to the PCs. At the very least, by disagreeing, you’re learning 4. Xiximanter's experiments induce strange dreams. something about your own preferences. That is valuable 5. They stumble across the tomb’s entrance while dealing information. Learning what you don’t like is as valuable as with an unrelated matter. learning what you like. Maybe this module will inspire you 6. They are sent to explore the newly-discovered tomb by to write a “learning dungeon” of your own. a powerful patron. I II Lessons Thematic Areas There are little boxed lessons scattered throughout the The False Tomb text. Every room, trap, or encounter is designed to teach Represents the joy of discover, the "Oh, I see!" moment, new players (and new GMs) a useful lesson. Some of them and the thrill of possible treasure. Be sure to praise any are general lessons, while some are specific to this player who figures out it's a false tomb. Cleverness should dungeon. The structure, nature, and dangers of the be rewarded. The dungeon also gets weirder and less dungeon slowly become predictable and exploitable. The mundane as you descend. Initially, you're cracking wooden lessons might seem trite for experienced GMs, but I think coffins to loot tiny amulets. By the end, you're digging it’s useful to list them anyway. through fungus goblin muck for crowns, trading with a dead snake-man, or hauling treasure chests of gold to the surface. Structure Tomb of the Serpent Kings is a buried dungeon with three Describe this area with words like "shoddy" and "chipped" levels and four main thematic areas. I've included very and "damp." It's a root cellar. There are little white roots minimal descriptions in the text and Quick Reference in the ceiling and gravel on the floor. section (pp. 11-12) There are no “read-aloud” text boxes. The True Tomb Level 1: The False Tomb Represents power and unspoken threats. Statues loom. Introduces the very basics of dungeon design and Things shudder in locked coffins. Giant lizards stalk you in exploration in 7 rooms. It's just the right length for a first the darkness, immortal wizards cut deals, and invincible session, assuming character generation is fairly quick and undead-oozes slither after you. you give the PCs a good reason to explore the tomb. Describe this area with words like "enormous" and Level 2: The Upper Tomb "looming" and "cold". This are is the work of a civilization Still linear, but with more branching rooms and some older, wiser, and crueler than the PCs. The deeper they go, terrain hazards. There is still a clear path "forwards", but the jumpier they should be. the side rooms are tempting. This section is where the lessons of Level 1 are tested and applied. It might take 2 or The Chasm 3 sessions to explore, and possibly require a trip back to Represents the unknown, and the wonder of the civilization to resupply. unknown. There could be anything down there. It could go to the core of the world. There could still be snake-men Level 3: The Lower Tomb living untroubled lives in the depths. It's a blank canvas for There are two main "horizontal" paths and three main GMs to add things to this module. "vertical" paths. The dungeon branches and loops. You can reach the surface. You can go deeper. You can end up back Describe the chasm with words like "bottomless" and where you started. This level is significantly more "distressing. It's like the entire world just falls away." and dangerous than the preceding levels. Dungeon diplomacy "quiet, restless sounds, if you are patient." The PCs should and trade also comes into play, as do wandering monsters. not want to spend any time near the chasm. You can explore Levels 1 and 2 at your leisure, but if you spend too much time on Level 3 you are taking a grave The Goblin Warrens risk. Level 3 is open-ended. You can add material to extend Represents the mirror of the PCs. They live in filth, they the dungeon as far as you'd like. By this point, if you are a respawn and make the same mistakes, they are hungry, new GM or new to OSR games, you should be ready to foolish, superstitious, murderous, and somehow write your own material. sympathetic. The warrens are the intrusion of vital and noisy barbarism into cold and moribund civilization.

Describe the warrens with smells and sounds. It stinks. You'll stink if you spend any time in them, and the Tomb of the Serpent Kings doesn't have complimentary baths. Tiny red goblin eyes in the darkness. Chattering teeth and sharp knives.

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III 1 Lessons: there are deadly traps. The dungeon can be Level 1 lethal. The first rooms branching off the entrance hall (1) are two identical burial chambers (2A, 2B). Each chamber contains The hammer slowly retracts into the ceiling unless a wooden coffin with a clay statue of a snake-man warrior blocked. It can be reactivated by lifting up the iron pegs, inside. The statues are hollow and contain a gold amulet either by hand or by a rope. The impact knocks open the worth 1gp, a dried snake skeleton, and a cloud of poison doors to room (6), the burial chamber of the snake-man gas (d6 damage, can only reduce a PC to zero HP). king and his two brides. The king and his brides are skeletons (pg. 8) and will attack if their coffins are Lessons: the dungeon is organized. There are patterns. disturbed. There is hidden treasure. There is also hidden danger. Lessons: there are undead in the dungeon. They take The PCs will probably approach the 2nd coffin with more less damage from slashing weapons. PCs can use the caution, and earn the reward (gold) without the danger environment against them (lure them into the hammer (poison) by using their brains (and a rock or a long stick). trap).

Next, there are 2 more burial chambers. Room (3) Room (7) contains a giant statue of a hideous snake-man contains a snake-man scholar statue in a coffin, but his god. Water leaking into the tomb has eroded the floor, scrolls have crumbled to dust. His clay statue still contains revealing a secret passage under the statue to Level 2 of an amulet (and a snake skeleton, and poison). the dungeon.

Room (4) contains another coffin, but this one contains a Lessons: there are secret passages. They are snake-man sorcerer. He is wearing a silver ring. If the PCs associated with statues. This might be a false tomb. didn't discover the other statues were hollow, they'll almost certainly try to pry the ring off, breaking the statue Throughout this dungeon, statues will be associated with open and revealing the poison gas and the amulet. secret passages and treasure.

The ring is a magic ring, but it is also cursed. If it is worn on a finger, the fingernail becomes long, bifurcated, and Level 2 pointed like twin fangs. It can be used as a poison dagger, Room (8) is directly below the statue in room (7). It is a but each morning, the wearer must Save vs Poison or take narrow alcove-like passage that widens into a hall of d6 damage. If they take 6 damage at once from the poison statues. Six huge statues of armed and armored snake- ring, their finger falls off and turns into a snake. men loom over the hall, glaring at the party. One of the statues is slightly out of alignment. It can be moved to Lessons: Hidden treasure can be magical and useful and reveal a secret room (10). sometimes cursed. Lessons: The party should have learned, in room (7), that The passage ends in a barred door (5). A heavy stone bar secret passages are sometimes hidden behind statues. hangs off two iron pegs set into either side of the doorframe. It requires at least 3 PCs to lift (or, if the party Room (10) is a secret guardroom for temple assassins. is smaller, all the PCs). When the bar is lifted off the iron Now it is empty and dark. The furniture has rotted to pegs, a trap is activated. A huge stone hammer swings fragments. There are two hooked polearms that are still down from the ceiling, aiming straight at the backs of the usable, along with a silver icon worth 5gp. now-trapped PCs. It fills almost the corridor, but there is a small gap on either side. The PCs can a) Save to Dodge or Lessons: secret rooms contain more treasure. b) use another PC as a springboard, giving them +2 to their dodge roll but giving the shoved PC a -2. A hit PC Room (11) is a large chamber octagonal chamber, also automatically dies (or take serious damage, like 2d6+4). ringed with glaring snake-man statues. Some carry weapons, while others carry implements of torture or This trap can be identified by examining the door or pegs, agriculture. It looks like there was once a pit in the centre by noticing that the iron pegs slowly rise as the bar is of the floor, but water trickling down from the surface, lifted, or by checking the ceiling. If the bar is quickly through (7) - (9) has filled it to the brim. The pit is replaced, if the pegs are held down, or if the trap’s completely full of dark, oily water that smells like licorice. mechanism in the ceiling is damaged, the trap will not It is 10’ deep. activate.

1 2 Inside are two mummy fragments (pg. 7). The mummy Room (14) is more primitive than the others, and has fragments will lunge out and attempt to strangle or cruder paintings and carvings. It contains one stone coffin bludgeon anyone who comes near the pit. with the badly mummified remains of Franbinzar, last king of the fortress. His mummification did not go well. He Lessons: there are hidden monsters. Some monsters deal counts as a black pudding (pg. 7), and will lurch to attack also inflict diseases. It is really hard to hit a monster anyone who opens his coffin. His grave goods are clay clinging to your friend's throat. copies, but he has 2gp worth of rings embedded in him. If killed, he will regenerate in 1d20 hours unless burned. If it Touching the water does not cause mummy rot but is free, add it to the Wandering Monster Table (p.10) , drinking it or getting it into open wounds does. If the party replacing one of the Omen results. manages to kill or disable the mummy fragments, they may attempt to dredge or search the pool. It contains: Lessons: oozes live in dungeons. They are difficult to 1. a very angry and completely insane mummy's head bludgeon, just as the skeletons were difficult to slash. You 2. a heavy gold chain worth 35gp can use the environment to your advantage (by circling the 3. a magic silver ring pit in room (11), by closing the stone doors on the ooze, by 4. a magic utility item of the GMs choice, or a randomly luring the ooze upstairs and hitting it with the hammer rolled magic item, or 2d10gp in jewelry trap, etc.)

The silver ring is a ring of eyesight. While wearing it, one of Room (15) has a wooden door, not a stone one. It the user's eyes pops out and becomes hard as glass. The contains three beds, some rotten shelves, a silver and eye still sees normally. emerald snake-god icon worth 20gp. This room was used by the priests of the upper tomb. The scrolls Lessons: look for treasure at the bottom of pits and scattered around the room record the ravings of the pools. Magic items can solve problems. trapped mummies in a forgotten language.

Rooms (12) through (16) are tomb chambers. All rooms Lessons: valuables take unconventional forms. The ravings but 15 are sealed with thick stone doors, but the doors can might be valuable if translated or sold to the credulous. be levered open without too much trouble. Room (16) is an unfinished tomb. Carving tools lie rusting Room (12) contains 3 stone coffins. Two snake-brides on the foor. It might make a nice bolthole in an emergency remain (as corpses), but the snake-man (Xisor the Green) or a place to stash supplies. is missing. The players may deduce that he wandered into the pit in room (11) and slowly dissolved. Lessons: some rooms are empty.

The passage to room (12) contains a pressure plate. Room (17) contains eighteen clay statues of life-sized Stepping on the plate activates a lighting bolt spell trap, snake-men warriors, in three rows of six. Their swords are aimed straight down the hallway. It deals 4d6 damage, rusted to uselessness. All the statues are hollow, but Save for half. The trap only works once. The electrum contain nothing. The statue in the far south corner of the plate the bolt fires from is worth 10gp. There is also a spell room sits over a secret passage to the Basilisk Hall (38). scroll (eye venom, or another vemon-based spell) inside Xisor's coffin. Lessons: some rooms look more threatening than they are. Keep looking under statues for secret passages. Lessons: sometimes the floor is trapped. Traps are deadly. Approach unknown rooms with caution. The hallway (18) is protected by a very ornate stone door, carved with images of snake raining from the sky. Stairs Room (13) is partially collapsed. The blocks of the ceiling descends downwards into darkness. There is a faint wind. caved in. If the PCs start to excavate the room, they will hear Sparmuntar, a snake-man skeleton (pg. 8) wielding a The third stair is trapped. If any weight is put on it, the greataxe, lurching and thumping on the other side of the stairs tip to become a smooth stone ramp. Spikes deploy blocked passage. He is not very subtle, and will try and from the floor at the bottom of the ramp when the trap is strike the moment he can see the head of a living activated. A PC sliding down takes d6 damage, Save for creature. His funeral trinkets are worth 10gp. half. The trap resets 5 rounds after it is activated.

Lessons: listen at doors. You can hear some monsters Lessons: check the floor. Traps can move you and before you see them. Some rooms are best left alone. not just harm you.

2 3 Room (19) is a large arena-like room entirely covered Lesson: pick your fights carefully. with shields from the tribes defeated by the snake-men. Some shields are rotten, but at least 5 are still useable. If The path is filled with dungeon barnacles at (21). These scraped and disassembled, the silver wire in them is worth stone-covered mollusks devour any warmblooded 2gp. In the centre of the room, the Stone Cobra Guardian creatures that pass near them. Any characters who have (pg. 7) waits. Behind it is a narrow path along a bottomless spent time in tombs, caves, or tunnels will recognize and chasm. avoid these creatures.

The Chasm Lessons: this path is closed. Think of a solution (poisoned You could add stairs leading down to other dungeon meat, exploding frogs, etc.) and come back later. levels. You could add a bridge, just past the dungeon barnacles (21) to a boss fight on the other side, with (22) is a stone door recessed 5’ into the wall, held closed (29) being a way to bypass the barnacles. You could by a heavy stone bar. The bar faces outwards towards the use Veins of the Earth to generate an entire cave chasm. If approached from the other side, it cannot be system. opened without demolishing most of the door.

It contains the same type of hammer trap as room (5), but Level 3 the hammer swings away from the door this time, rather There are 5 main zones to Level 3. than towards it. The trap is easier to dodge (+2 bonus to Save to Dodge), but any PCs that are hit must Save again Outer Halls: 22-26 or be flung into the chasm. Dressed stone, slightly damp, mold and slime on the lower walls. The air is cold, especially close to the chasm. Some Lessons: traps repeat in dungeons. Be cautious around dry and dusty areas. Everything has carved or painted bottomless chasms. snakes on it. (23) Is a ceremonial room used by the snake-man priests Sacrifice Pit: 27-30 to prepare and meditate. It contains several low benches, Dressed stone with better mosaics. The air is warm but ancient wall hangings, and a dry fountain. The goblins have foul, and gets worse as you approach Room (30). pried the gold statue from the fountain and hidden it in their throne room. A few scraps of gold worth 1gp remain. Xiximanter's Lair: 43-46 Finely cut stone, covered in dust and cobwebs. Purple Lessons: some rooms are safe. Look for what is missing. lights and bubbling alchemical flasks. The glimmer of glass, and the clatter of bones. Room (24) is a long narrow hallway sloping downwards to the south. It contains one skeleton jelly (pg. 8). The Goblin Warren: 47-52 creature moves towards noise. Dug through collapsed tunnels and rooms, or through natural caves. Filthy. The floor is thick with guano, Room (25) has a false floor made of thin stone tiles. A 1' beetles, and rot. You can't tell if the chittering is beetles wide ring around the walls is safe, but any other tiles are or goblins. held up by sticks and thin metal bars. Any PC stepping into the center of the room must Save to Dodge or take 1d6 This level also contains wandering monsters (pg. 10). They falling damage, and Save again or take a further 1d6 are attracted to noise, light, and heat. They won't move to piercing damage from the spikes at the bottom. The false the upper layers of the dungeon unless the Stone Cobra tiles are fairly easy to spot. One is even missing. Guardian is defeated. The pit contains several mundane human skeletons picked (20) is a narrow path along a bottomless chasm. The path clean of meat and a gold ring worth 2 gp. The goblins fades into the rock to the north and leads to the rest of replace the tiles each day. They use the pit to catch food. the tomb to the south. The path is 10' wide and slightly slippery. Running or leaping requires a fairly easy Save. Lessons: check the floor. The chasm is 60‘ wide. The opposite wall isn't visible unless the party uses flaming arrows or has a very (26) is small locked passage leading from the chasm powerful light source. If the party angers the fungus pathway. The lock has corroded and the door can be easily goblins, this will be their preferred ambush point. The opened. goblins are sticky and ignore the slippery stone floor.

3 4 Room (27) was used to keep slaves. Iron manacles a still lie The room inside was once a summoning chamber. It on the floor. The air is foul and warm. There is a distinct contains a bound succubus (p.7) summoned by the snake- hissing from the south. The manacles are enchanted to men to answer questions about the lower hells. She will lock around the legs of anyone who approaches within 1'. appear as a young botanist of the same race as the first PC The rusted metal is weak and can be pried free easily with she sees, and of an amenable gender. She will say that she a Strength test. was captured by the goblins and kept as a prisoner. The shackle around her ankle is an illusion. All she needs is for Lessons: not all traps are deadly. Beware of wandering someone to step across the (dust-covered and mostly monsters and delays. obscured) circle binding her.

(28) is a grand domed hall with a locked iron door on the The room also contains a small altar, 2 gold bowls worth south wall. The key to the door is embedded in the 15gp each, a +1 magic dagger, and a wavy stone snake basilisk's neck. The door isn't magically locked but it would that detects as magical. The snake is used to open the take a team of people hours or days to pry the doors open door to the throne room (46). or crack a hinge. There is a broken stone door to the west. The succubus isn't hostile to the PCs, but she will try and Room (29) contains... whatever it is you want to put at isolate and kiss one of them (Save vs Death, 1d6 the bottom of your dungeon: a boss fight, a rare item, permanent HP and Con damage if survived, age 1d10 stacks of treasure, plot hooks, stairs to more dungeon years. +10 to Save if she likes you) so she can refuel and fly levels. It goes in this room. At the very least, it should away. Her true name (Baltoplat) is written on a scroll in contain 200gp in assorted treasure. room (15). The goblins are terrified of her. Xiximanter can see her true nature, but he assumes the party knows as Room (30) is the Sacrifice Pit. It contains a sunken eternal well. She immune to petrification and very, very good at flame in a carved 15’ deep pit. The sides of the pit slope dodging. She will immediately flee from any conflict. If downwards. The flame fuelled by natural gasses piped forced to bargain, she can detect poison, reveal ancient from a deep and ancient mine. There is a 2' wide walkway secrets, or agree to kill any one mortal person the PCs can around the edge of the pit. Carbonized bones coat the name. She is patient and cunning, but true to her word. bottom. While the air here is foul, it isn't dangerous to anything outside the pit. Creatures in the pit must Save Lessons: some monsters have hidden agendas. There are each round or take 1d6 temporary Constitution damage. illusions. Don't let yourself be isolated. Don't make noise. Unconscious PCs slide down to the flame and take 2d6 fire damage per round. Room (33) is an alcove containing a shrine to one of the many cobra-headed gods of the snake-men. The statue There are runny streaks of gold around the flame, and a has two holes in the base large enough to fit a human arm. few carbon-coated gemstones (worth 50gp total) glitter in The statue can't be lifted, but it will rattle, and it can be the orange light. Not all the sacrifices were poor. turned easily. Almost any effort , inspection, or action will turn it slightly. Turn it counterclockwise 90o and release a Lessons: some hazards are invisible. poison gas trap (d6 damage in a 30’ cloud). Turn it clockwise 90o and a lot of gold (2d100+10gp) spills out, (31) is a grand hall, with two statues of snake-man guards rolling over the floor. Some pieces will roll into (35). in the bottom two corners. These statues are incredibly life-like, and much finer than any other carvings in the Lessons: treasure is hidden behind statues. Some tomb. They are petrified snake-men, placed there as traps follow a pattern. punishment. If de-petrified, they will fly into a murderous rage for 10 minutes, then slowly give in to despair. The Room (34) was used by the snake-men priests to rest and statues are worth 50 gp each if transported to a major city, meditate. The door rotted away centuries ago. It contains or 10x more to a wizard who recognizes their nature. 5 bloodstained silk pillows, long-since rotted into rags and shredded by the goblins, and three stone eggs. The eggs Lessons: look for explanations of things that are out of are magical. If they are coated in fresh mammalian blood, place. the eggs grow comfortably warm to the touch, and can be used as hot water bottles or bedpans. A single coating (32) is a long narrow room with a huge pile of junk (broken keeps an eggs warm for 8 hours. The blood can be wiped shields, bent swords, candlesticks, branches) in front of it. off after the first application. Clearing the pile takes 30 minutes and makes a terrific racket. Lessons: some magic items have a mundane purpose.

4 5 The hallway in area (35) is a trap. The ceiling is ridged like Room (41) is a staircase to the surface. It opens under the the gullet of a snake. Bands of tiles wind across the floor. roots of a tree. Human-sized creatures can crawl through Stepping on any of the raised tiles will activate 4 swinging but clearing a larger passage requires axes and time. blades that slice down from the ceiling. PCs must Save to Dodge or take 1d6 damage. Any movement through the Lessons: dungeons have loops and shortcuts. Monsters marked squares requires another Save to Dodge for 3 have ecologies. rounds after the trap activates. PCs who stand still don’t take any damage. If a PC fails their Save, they take 1d6 Room (42) is a rotating stone door at the end of an damage and don’t move that round. On the 4th round, the ornate hallway. It's a cylinder of stone with a carved chunk entire trap comes crashing down in a tangle of stone, big enough for two people missing. Imagine a barrel with a blades, and springs, dealing 2d6 damage to anyone in the dent. It rotates in both directions if pushed. Turn it marked area. counterclockwise the chunk faces a stabbing spear trap (1d6 damage/person/round until rotated to safety). Turn it Lessons: traps are not always reliable. Move quickly clockwise and it faces a stone idol with two golden bowls out of danger. Check the floor. worth 10 gp each. Turn it 180 degrees to reach the goblin warren. Room (36) is a vestibule. Partially rotted wall hangings lie on the floor. The floor has geometric stonework patterns. Lessons: some traps follow a pattern. Scout ahead. Anyone pressed against the west wall cannot be seen by the Basilisk. A hallway slopes down to room (37). Room (43) is entrance hall to Xiximanter's Lair. It is a finely carved stone hall, ribbed like the inside of a Room (37) contains a pit trap identical to Room (25). The creature's gullet, and lit by magic purple lights set into the snake-men really didn't want their sacrifices escaping into walls. Xiximanter (pg. 8) is an ancient snake-man wizard, the rest of the tomb. This pit contains nothing of value. twisted but immortal. He looks like a dried human corpse (with fangs) fused to a snake tail at the waist. He wears Room (38) is the Basilisk Hall. A huge stone chamber tattered robes. His eyes are red pinpricks. filled with broken pillars (8 total, in two rows along each side of the hall). The ceiling is lost in darkness. He isn't unreasonable, and will greet the party with "Hello, Bats roost up there. The floor is littered with broken bipeds," if the enter his lair. Xiximanter desires living statue pieces, including very accurately carved stone creatures, preferably intelligent, ideally wizards. He distills bats, spiders, and goblins. them to make his potions. Xiximanter, while utterly amoral, is neither rude nor murderous. He firmly believes The Basilisk (pg. 9) lurks in darkness. A thick iron chain that he is close to a breakthrough. He also believes that links it to the ceiling. It cannot leave the hall. the city of the snake-men still sits above him, that the tomb is full of priests, and that the party must be Lessons: some monsters have unconventional attacks. barbarian visitors on a tour. If confronted with evidence, Use teamwork to defeat a creature or avoid it he will become enraged. completely. Listen for threats. Room (44) is Xiximanter's ingredient storage chamber. (39) is a secret passage from the statue room in Level 2 to Barrels of ancient herbs and powders sit next to kegs of the Basilisk Hall. The door on the hall side would have acid and stale water. One flask contains powdered saffron been unnoticeable as originally built. Time has worn the (200gp worth), while a tiny bottle contains seeds 1d10 mosaics away, revealing the door's outline. A narrow seeds of a now-extinct plant (worth 30gp each to a stone tunnel leads to Room (17). collector or ambitious farmer). Xiximanter will not trade these unless he can get even more rare or valuable Lessons: dungeons have loops and shortcuts. ingredients from the party. Nothing they find in the tomb is likely to pique his interest. Room (40) is hidden behind another secret door, and this one is intact and difficult to find. It's on the exact opposite This is also where Xiximanter keeps his victims. Six stone side of the Basilisk Hall from (39), and in the same style, so oubliettes with brass lids, like wine vats sunk into the clever players will locate it quickly. Though the walls are ground, are scattered around the room. Racks of syringes, smooth and well-made, the floor is thick with goblin prods, and slicing tools cover one wall. The pits currently detritus and the air stinks. contain 1d10 miserable fungus goblins (pg. 8) crammed into the same pit.

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6 Room (45) is Xiximanter's potion brewing room. The passage to Room (48) is only 2’ high. It contains the Alchemical flasks, dusty instruments, and gleaming shelves goblin spawning pit, a hideous mash of fungus, dead full of beautiful flasks. PCs will not be allowed past the hall animals, and bloated sacks of fluid. Save vs Nausea or flee unless they agree to be Xiximanter's apprentices (or in disgust. The pit reincarnates the souls of dead fungus victims). His most powerful potions take decades to brew. goblins and is one of Xiximanter's failed experiments in He will trade potions for living creatures, spells, rare immortality. There is no treasure here, but unless this ingredients, and apprentices. He will not accept coins or room is burned, the number of goblins in the dungeon will treasure. If the party is openly carrying looted items from always be "too many goblins". the tomb, he will become suspicious, and try to poison, capture, or manipulate them. Lessons: it is difficult to clear a dungeon. Fire is useful.

Aside from an assortment of random potions (10+1d10 Room (49) is the goblin throne room. Most of the time, potions), his shelves always include: this room contains 1d6 (exploding on a 6) fungus goblins 1. 2 potions of spell mutation (pg. 8) eating bats, fighting, or worshiping their current 2. 1 potion of moderate immortality (extra 20+1d100 king. If they haven't recently found a living creature to years of natural life) crown, they'll make an idol out of sticks and mud. The 3. 1 potion of undetectable poison (tastes like a random goblin crown is made of bent cutlery and sticks. They used potion but kills (no Save) in 1 minute. to have a real crown but they lost it. 4. 2 healing potions Lessons: use diplomacy and tactics. The goblins will flank Lessons: use diplomacy. Some enemies can be reasoned you and stab you in the dark. There are always more with. You can trade within a dungeon. You can betray your goblins. friends for power. Room (50) is the goblin farms. Goblins plant anything to The giant door at the end of the Basilisk Hall is made of see if it grows. Sickly plants rot in darkness, accompanied intertwined stone snakes. One snake is missing. It's in by buried fingers, weapons, and gold. Dredging this room room (32). If replaced, the door will slither open, revealing reveals 2d10 gp, a ruby worth 30gp, and the Crown of the a throne room (46) made of red stone, gold, and mirrors. Serpent Kings. The crown is worth 300gp for the materials The 8 palm-sized mirrors on wooden stands are worth and gems alone. It is made of 8 tiny entwined gold and 10gp each if sold in a major city. The throne is worth platinum, with emerald eyes and diamond teeth. The 250gp, but requires at least 3 people to lift. Anyone sitting crown is also magical. Anyone wearing it who is not a in it must Save vs Mind Control or desire lordship and snake-man must Save vs Fear. If they fail, they spend the conquest. next hour gibbering and hooting in terror. If three consecutive hours are spent in this state, the effects are Xiximanter has a secret passage from the throne room to permanent. The crown can be removed by another his lair, but he hasn't used it in centuries. The throne room person. If they Save, there is no effect. entrance is hidden behind a rotting wall hanging. The entrance on Xiximanter’s side is behind a few crates. The Seasoned poisoners or wizards might recognize the blue passage is thick with dust. If the PCs use it, he will be mushrooms here as dungeon cucumbers, capable of surprised, and possibly enraged unless they think of a curing petrification if sliced and rubbed on the skin. The plausible excuse. person will recover in 1d6 days.

Lessons: not all secret passages are safe. Rooms in Lessons: look for treasure in strange places. Goblins are dungeons are linked. There is a ton of treasure. bad at farming.

Room (47) is part of the Goblin Warren. It is a low cave (5' high). It's clear that the rooms here collapsed centuries ago and were hollowed out by the goblins. They used this room to store feathers, rags, and bowls of grease. A thorough search of the debris coats a PC to the neck in guano and beetle shells and reveals 2d6 silver knives (worth 1sp each) and a dented brass bracelet (worthless).

6 7 Room (51) serves no particular purpose to the goblins, but at any given time, 1d6 (exploding on a 6) fungus goblins The Stone Cobra Guardian (pg. 8) will be present during the night and 3d6+10 Found In: Room (19) (exploding on a 6) during the day. The goblins will be Stats: As an ogre in heavy armor. asleep in either case, but will wake up 2 rounds after the Appearance: a stone knight clad in carved armour. It PCs make significant noise in any adjacent room. They are wields a huge dented sword in one hand. Its other hand is almost invisible in the debris. empty when combat begins. Wants: to protect the rest of the Tomb of the Serpent Lessons: sneak past your enemies. The dungeon changes Kings and kill any interlopers during the day or night. Armor: as plate Hit Dice: 6 (52) is a mostly collapsed room used by the goblins to Move: normal store weapons. It contains 2 pitchforks, a pile of silver Morale: 12 cutlery (worth 20sp) and dozens of sharpened sticks. One Damage: see Attacks below goblin is on sentry duty. He wields a large broom which he uses to push away the skeleton jellies. If the players enter Attacks from (28) by opening a half-broken stone door, he pushes Each round, the Stone Cobra Guardian can perform one of them back with the broom while protesting. If they enter three attack patterns. from (51), he runs away screaming. 1. Shield Draw. The Guardian calls to a shield attached to Lessons: Your enemies might use odd weapons for a the wall of the arena. The shield deals d6 damage (Save to reason. Chasing a goblin in the dark is no fun. Dodge negates) to any creatures between it and the Guardian. The Guardian holds the shield in its empty hand, Black Pudding granting it +1 Defense. The shield can be sundered as normal (reducing incoming damage by 1d12 and Found In: Room (14) destroying the shield). Stats: as a black pudding Appearance: 200lbs of black slime, thick as treacle 2. Leap and Slam. The Guardian leaps into the air and Wants: food, cornered food, fears fire slams down 5' to 20' away from its starting position. It will Armor: leather not land directly on creatures, but any adjacent creatures Hit Dice: 5 take 1d4 damage. Save negates. Creatures that take Move: ¼ normal damage are knocked prone. Morale: 12 Damage: 1d6. If prolonged contact (cornered or 3. Twin Slash. The Guardian swipes at two targets absorbed), 3d6. with its sword. The targets must on the same facing (front, Takes no damage from bludgeoning weapons. left side, right side, or rear) and must be adjacent to the Guardian. The Guardian rolls a normal attack against both The black pudding can target any number of PCs adjacent targets separately, dealing 1d8+strength bonus damage on to it each round, making a normal attack roll for each. If it a hit. corners a PC, it begins to absorb them, dealing 3d6 damage per round. Metal or wood weapons used to strike Room (19) is designed for the players to flank the the black pudding have a 10% chance to dissolve. Guardian, or flee (it can’t fit up the stairs) or push it into the chasm, or flee past it and hope it doesn't Mummy Fragments follow them (it will, but only until it can no longer see or Found In: Room (11) hear them). The shields on the walls can be used by the Stats: as crawling claws PCs as well. Appearance: decayed black arms with clawed fingers Wants: strangle things, crush the living Succubus (Baltoplat) Armour: as leather Found In: Room (33) Hit Dice: 2 Stats: as a succubus Move: ½ normal Appearance, Wants: see pg 4. Morale: 12 Armour: as Plate+Shield Damage: 1d4 if bludgeoning, 1d6 if strangling Hit Dice: 8 Move: Normal, can teleport 10’ once per round. They flop, climb your body, and try to strangle you. Will flee any combat. Does not want to risk it. Will not return. 7

8 Skeletons Skeleton Jellies Found In: Room (7), (13) Found In: Room 24, Wandering Monster Stats: as a skeleton Stats: as a really weak skeleton that is completely immune Appearance: Fanged human skeleton with a rusted metal to damage. weapon. Wrapped in bangles. Appearance: A skeleton covered in orange ooze. Immortal Wants: to protect the rest of the Tomb of the Serpent and nearly indestructible. Any attack that would normally Kings and kill any interlopers deal 4 or more damage instead knock them back 5'. Hit Dice: 2 (or 3 if Sparamuntar, room (13)) Wants: to squish heads and make more skeleton jellies Move: normal Armor: as leather Morale: 12 Hit Dice: 2, but infinite HP. You cannot reduce their HP by Damage: 1d6, via fangs or swords (1d8 if greataxe) damage, magic, fire, acid, prayer, cruel insults, or the Takes half damage from slashing or piercing weapons. touch of the grim reaper himself. They are too dumb to live and too stupid to die. They clatter and rattle, murderous and implacable. Move: ½ standard, but up walls too, if they get stuck Morale: 12 Damage: 1d4, usually by grappling your head. Fungus Goblins Solutions: run away, get the basilisk to petrify them, Found In: Goblin Warrens, Wandering Monster throw them into the chasm, tie them up, lock them in a Stats: as goblins, but sticky. room, or put them in the pit trap in rooms (25) or (37). Appearance: Pale, stunted creatures with huge oval heads full of teeth and two tiny red eyes way too close together. There are 4 skeleton jellies in the dungeon. If the party Texture like baked potato mixed with white glue. They manages to completely immobilize all 4 of them, remove wear cutlery and desire food. them from the Wandering Monster Table (p.10) They will Wants: a king, food, shiny objects, more food eventually crawl free from pit traps or rope bundles. Any Armor: none living creature killed by a skeleton jelly rises as a new Hit Dice: 0 (1 HP) skeleton jelly in 10 minutes. Fungus goblins are immune. Move: normal, climb at normal speed. Morale: 7 Damage: 1d6, via sword or teeth or claws or cutlery Xiximanter Found In: Xiximanter’s Lair The goblins aren't hostile at first, and will try to crown Stats: as a lich someone as the Goblin King. They will follow their King Appearance: Upper body of a desiccated human wrapped loyally until the next full moon, and then swarm, drag the in robes, lower body of a skeletal snake. Magical charms King to an altar on a hill, and gut them. They speak a and trinkets around his neck. Two red eyes, burning like chattering and limited goblin dialect. They are easily needles of fire. Two sharp fangs. Never rude. bribed. They will try and warn the party about the Basilisk, Wants: living beings, spells, rare ingredients for his potions but do not know about the secret passage in (39) or Armor: as plate and shield anything about the upper levels of the dungeon. The Stone Hit Dice: 10 Cobra Guardian kept them out. The goblins use the stairs Move: 1.5x normal in Room (41) to sneak to the surface at night. Morale: 12 Damage: 1d6, via fangs or clawed hands. If the party kills some of them or acts in a hostile way, they flee, and begin preparing the first of many ambushes. When Xiximanter becomes enraged, his flare of magical They are cunning and patient. They can (slowly) climb the power and ancient madness require observers to Save vs walls and ambush the party from above. They'll use Fear or flee. Xiximanter casts as a horrendously powerful buckets of water to extinguish torches, ropes to entangle, wizard. He has a 1-in-6 chance of ignoring any spell that and the dungeon's existing traps to maim and isolate the targets him. He is immune to all mind-affecting spells. He party. They will also harass their camp at night, bite the can see through illusions, though he will be amused to legs off their horses, and steal shiny objects. Unless the pretend otherwise. If he ignores a spell, he also has a 50% spawning pits in Room (48) are burned, the number of chance of reflecting it back at its caster. goblins in the dungeon will always be "too many goblins". Typical Spells: wall of fire, animate dead, ray of The fungus goblins are escaped experiments. While enfeeblement, magic missile x3, darkness, fog, finger of Xiximanter doesn't mind having them returned, they death x2, sleep x2. Add as many other horrific and unique aren't much use to him. spells as your system allows. 8 9 The Basilisk Attacks Found In: Basilisk Hall Each round, the basilisk can perform one of three Stats: as a wyrm or dinosaur. attack patterns: Appearance: a giant gray eight-legged lizard with a flat crocodile head full of teeth. It has a visor made of 1. Charge. The basilisk will try to charge partially petrified brass bolted to its head, and a collar around its neck, targets first, but if blinded or annoyed, it will charge just in front of the first set of legs. almost anything. It moves twice its usual speed straight Wants: food, warmth, to be free of the chain. ahead, ignoring fallen pillars, and snaps at the target. It Armor: as plate can maintain its Basilisk Stare during the charge. This is a Hit Dice: 7 normal attack with a normal attack roll. If hit, the target Move: 1.5x normal shatters and is devoured (if made of stone). If made of Morale: 8 flesh, it takes 1d8+2 damage and is knocked prone. If the Damage: see Attack below target was not aware the basilisk was in the room they must Save vs Fear. The basilisk is chained to the ceiling of the Basilisk Hall, Room (38). It can move around freely but it can't leave the 2. Lizard Frenzy. If surrounded or threatened, the basilisk hall. There are 8 mostly broken pillars in the hall. They thrashes wildly. All creatures within 5' take 1d6 damage provide cover and can slow the basilisk down if its chain and must Save to Dodge or be knocked prone. The basilisk gets wrapped around them. The basilisk can only see can't stare at a target this round. straight ahead but it can smell very, very well. When the PCs first enter the hall it will wait, sniffing the air, and 3. Tail Strike. The basilisk does not like being flanked. trying to circle in the dark and get close to them. When it While pretending to focus elsewhere, it whips its tail at a spots an isolated target it will stare at them for one round, target. This is a normal attack and requires a normal attack and then charge. roll with a -2 penalty. If hit, the target takes 1d8+2 damage and is flung 10’ in a random direction. On a miss, the Basilisk Stare (Passive) target still takes 1 damage. It can maintain its Basilisk Stare If the basilisk just glances at a creature, the only effect is a at a different target during this attack. slight sensation of pressure. If it focuses on a creature for one round, the target’s limbs become heavy, slow, and Basilisk Behavior grey. Their thoughts move like treacle. If they Save vs. Hungry (default): Moving slowly in the dark, sniffing the Petrification, they can move. If they fail, they are rooted air, trying to spot an isolated target. It will be alert and in place, and take a -4 penalty to Defense. This effect ends ready to strike if the party set off the trap at (35) or if they immediately if the basilisk looks away. open the secret door in (39). Digesting (if satiated): curled up in a corner, back to the If the basilisk stares at a target for a second round, they wall, head up and ready to uncoil. 3-in-6 chance of being must Save vs Petrification or turn to stone. If they pass, asleep. they are still rooted in place (as above). The basilisk can Curious (if satiated): Sniffing the air, moving its head from only stare at targets directly in front of it unless its visor is side to side to avoid petrifying something by accident. It removed. The effect has a 20‘range. More than one target can recognize people who have fed it by smell. It was a can be affected, but they have to be very close together. domesticated lizard, after all. It knows not to bite the hand Test at the start of each round, before initiative order is that feeds it. determined. The effect is not reflected by mirrors. Happy (if satiated): Will only behave this way if it knows where all the people in the room are, either by sight or Unique Death Conditions smell, none of them have ever harmed it, at least one of Unless the basilisk it completely burned, dissolved in acid, them has fed it, and no one moves quickly. Will approach or separated from stone, a random stone larger than a fist one target and reveal neck and collar, bumping neck into touching some part of the basilisk's corpse has a 1-in-6 target to demand scratches. Will shiver and stamp feet if chance per year of becoming a basilisk egg and hatching in scratched. 1d6 years. Only one egg will be created in this way. The Rage (if startled or suddenly wounded): leaps backwards reincarnated basilisk grows to its original size + 20% in one 10', raises tail, and charges a target in the same round. year, if well fed, and remembers its previous lives. Almost Target must Save vs Fear. no one knows about this death condition, but some wise old wizard, hearing the party’s tale many years later, might lurch to his feet to warn them. 9 10 Other Information Wandering Monster Table The basilisk is satiated for a month after devouring 30 Check every 30 minutes on Level 3, or whenever the PCs travel rations, 2 normal humans, 1 horse, or 6 fungus make a lot of noise. Roll 1d8. goblins. It will hunt creatures in the Basilisk Hall on a 1-in- 6. Otherwise, it will rest in a corner, though it will still try 1. Omen of Basilisk. The rattle and thrash of a distant and petrify anyone passing within 20'. The brass visor on chain, dragged through stone and dust. the basilisk's head can be shut fully if anyone is brave enough to climb onto the lizard's back and adjust the 2. Omen of Skeleton Jelly. Squelching in the distance. gears. The basilisk will still hunt by smell. 3. Omen of Goblins. Chittering, half-giggling, half grinding The key to Room (29) is wedged under the basilisk's collar. of teeth and licking of lips. The flit of red eyes in the Xiximanter put it there and forgot about it completely. The distance. A waft of fungal rot. basilisk appreciates anyone who can scratch the worn and chipped scales under its collar. If slain, the basilisk's throat 4. Bat. Not hostile, but startling. Flaps around, flies glands contain 2 equivalents of a "Stone to Flesh" potion. towards the chasm. The creature doesn't actually eat stone. The petrification is just a way to preventing food from fleeing and storing it 5. Large Spider. The size of a fist. Here to eat bats, not the for later consumption. PCs. Venomous (1d4 poison damage) but cowardly. Considered a delicacy by the fungus goblins. The basilisk's eyes are valuable to wizards and alchemists (30gp each). The stony skeleton fetches 100gp on the 6. 1d6 Fungus Goblins (pg. 8) in a scouting party. 1d6 open market, or 30gp for the head alone. If captured alive, other fungus goblins lurk just around the corner the basilisk is worth as much as 1,000gp to a menagerie keeper. If tamed, it could easily be worth twice that. Any 7. 1 Skeleton Jelly (pg. 8) dishonorable army (all of them) would love to have a tame basilisk to use against their enemies. 8. 1d10+5 Fungus Goblins (pg. 8) in a raiding party. 1 goblin will have a ludicrously impractical cutlery spear (d6 Fighting the Basilisk damage, reach). Lessons this boss fight is designed to teach:

First, be smart. There's a giant room with a chain clinking quietly in the darkness. This isn't the Tea-House of the Serpent Kings. Something is up. Give the party clues and see how they react. If they stick to the walls and move silently and quickly they might never meet the basilisk.

Second, work as a team. If the basilisk stares at one target, hit it, and it might be distracted and chase you instead, giving your ally a chance to escape. It will isolate and petrify a team one by one if the team doesn't coordinate.

Third, run away. There's no treasure here, just a giant hungry lizard. You don't have to fight it.

Fourth, figure out what the lizard wants. It's not a video game boss. You can negotiate, more or less. Bring a horse down and feed it. Lure some goblins in. The basilisk doesn't have any treasure - it is treasure. Reward the party for thinking about ecologies and realism, not damage per round.

Fifth, use stealth. Sneak past it. Creep up and tie its mouth shut with a rope.

10 11 13. Tomb of Sparamuntar Level 3, Page 4 Quick Reference 2x2 – 20’x20’x10’ high, N side 27. Slave Room Stone door, passage completely full of rubble. 2x4 – 20’x40’x10’ high Level 1, pg. 1 Smells of bone dust. Can hear thumping. Warm, foul air. Constant hiss to SE. Clear rubble -> skeleton (pg.8), [10gp] 1. Entrance Hall Manacle trap on floor. Rusted manacles along walls.

12x1 - 120’x10’x10’ high Bloodstains and chipped stone. 14.Tomb of Franbinzar Sunlight reaches the far end. 2x2 – 20’x20’x10’ high, NE side Smells like dust. Colder than outside. 28. Domed Hall Smells of tar and decay. Small roots in ceiling, crude stonework. 2x2 – 20’x 20’x20’ high Stone door, crude carvings inside Warm, foul air. Constant hiss to N. One stone coffin -> black pudding (pg. 7), [2gp] 2A, 2B. Guard Tombs Frescos of triumphant snake-men on domed ceiling.

1x1 - 10’x10’x8’ high Doors on all walls. Elaborate locked iron door to S. 15. Priest Room Smells like dust, old wood, extremely faint acid. Broken stone door to E. Half-open stone door to N. 2x2 – 20’x20’x10’ high, SE side Crude stonework, paintings of entwined snakes. Smells of rotting wood, clouds of dust One wooden coffin decorated with scenes of battle. 29. Treasure Room Full of scrolls, gold and emerald icon [20gp] Statue - > gold amulet (1gp), poison gas trap. 4x2 – 40’x20’x20’ high (may vary)

Locked iron door. Key is around basilisk’s neck. 16. Unfinished Tomb 3, 4. Tombs Contains whatever the GM wants to put at the 2x1 – 20’x10’x8’ high, S side 2x1 - 20’x10’x8’ high bottom of the dungeon. [200gp ?] Tools on floor, room half-carved. Smells like dust, rotted fabric

Crude stonework, paintings of leaping snakes. 30. Sacrifice Pit 17. Clay Warriors Room One wooden coffin painted with abstract scenes. 4x3 – 40’x30’x20’ high 4x2 – 40’x20’x10’ high, SW side Statue - > gold amulet [1gp], poison gas trap. Foul air, flickering orange flame, splutter of gas. Old clay, rust, cold air. Ominous stares. Central 2x2 – 20’x20’, along N wall, is pit with a Eighteen inanimate clay statues, three rows of six 5. Door/Hammer Trap flame and bad air at the bottom -> gems [50gp] Under SW statue -> secret passage (39) Stone door, opens inwards, barred. Lifting bar activates hammer trap. 31. Guarded Hall 18. Stairs 2x2 – 20’x20’x10’ high 5x1 – 50’x10’x10’ high, E side 6. False King’s Tomb Smells of dust, faint clinking of chain in distance Cold air and total silence. 4x7 – 40’x70’x10’ high Very fine stonework. 2 (petrified) snake-men statues Ornate stone door. Descends downwards. Smells like dust, bone, mildew in SW, SE corners -> could be [treasure]. Third stair is trapped. Crude stonework, crumbling paintings of landscapes.

Three wooden coffins along N wall, one larger than 32. Summoning Room Level 2, Page 3 the others, painted with sleeping snake-men. 4x2 – 40’x20’x10’ high, U-shaped 19. Stone Cobra Guardian Arena Coffins -> 3 skeletons (pg. 8) Smells of ancient wine, burnt paper, and fungal rot. 6x6 – 60’x60’x30’ high, octagonal Huge pile of trash in door. 30 minutes to clear, noisy. Cold, walls covered in shields. 7. False Temple Succubus (pp. 4, 7), altar -> 2 gold bowls [15gp each], Stone Cobra Guardian (p. 7) in centre of room 2x2 – 20’x20’x10’ high +1 magic dagger, stone snake (key to (46)).

Smells strongly of mildew 20. Chasm and Path Trickle of water down wall. 33. Shrine Alcove 1x7, fading to rock N, 1x17 to barnacles S Ugly stone idol -> visible secret passage (8) 2x2 – 20’x20’x10’ high Cold, dark, and terrifying. Slippery path. Bat guano Smells faintly of acid. and strange winds. Level 2, pg. 1 Looming cobra-headed statue. Statue can be turned. Counterclockwise -> poison gas trap. Clockswise-> 8. Secret Passage 21. Dungeon Barnacles [2d100+10gp]. 3x1 – 30’x10’x6’ high Obstacle. Smells like acid and rotting meat. Smells strongly of mildew, slime, wet stone. 34. Priest Rest Area Neat stonework, but with gaps caused by water. Level 3, Page 3 2x2 – 20’x20’x10’ high Puddles of water on floor. Wandering Monster Table pg. 10 Smells of very old blood, rotting rags, stale fungus.

Broken wood door. 9. Statue Hall 22. Stone Door Shredded pillows, three magic stone eggs. 7x2 – 70’x20’x15’ high 8 S of (19) – 80’ S of (19) Smells of mildew, wet stone. Small trickle of water Same trap as (5), hammer swings outwards. going east. Level 3, Page 5

Six statues. End of hall is in darkness. 35. Blade Trap Hallway 23. Ceremonial Room 1st statue on north side -> secret passage to (10). 2x1 – 20’x20’x10’ high 2x3 – 20’x30’x10’ high Smells of dust. Smells of dried mushrooms and dust 10. Secret Guardroom Winding stone tiles on floor, groves in ceiling like the Benches, wall hangings, dry fountain. Fine carving. 3x2 – 30’x10’x10’ high gullet of a snake. Raised tiles activate swinging blade Floor -> gold scraps [1gp] At the end of a 3x1 – 30’x10’ hallway trap. Trap collapses in 4 rounds.

Smells of rotting rags, rotting wood. 24. Hallway 2x hooked polearms, silver icon [5gp] 36. Vestibule 1x4 – 10’x40’x10’ high 2x3 – 20’x30’x15’ high Smells faintly of acid. Level 2, pg. 2 Smells of rotting fabric. Faint clink of chain to W. Wet slapping noises. Slopes gently downward S. Wall hangings, geometric stone tile patterns on 11. Tomb Atrium Hallway -> 1 skeleton jelly (pg.8) floor. Press against W wall to hide from basilisk. 6x6 – 60’x60’x15’ high, octagonal

Smells of liquorice and decay. 25. Pit Trap 37. Pit Trap 2x2 – 20x’20’x10’ deep pool of dark water in centre. 2x2 – 20’x20’x10’ high 2x2 – 20’x20’x10’ high Pool ->mummy fragments (pg. 7), [treasure] Cold air, chipped tiles on floor, some broken. Warm air, chipped tiles on floor, some broken.

Pit trap. Outer 1’ of room’s edge is safe. Pit trap. Outer 1’ of room’s edge is safe. 12. Tomb of Xisor the Green Pit -> mundane skeletons, ring [2gp] Pit -> nothing. 2x2 – 20’x20’x10’ high, NW side

Stone door, lightning trap at entrance. 26. Hallway Smells of funeral spices and (probably) ozone. 1x2 – 10’x20’x10’ high 3 stone coffins -> 2 corpses, [treasure, 10gp] Locked stone door. Lock has corroded into rust

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12

38. Basilisk Hall 50. Goblin Farms 11x5 – 110’x55’x50’ high 2x4 – 20’x40’x5’ high Still air, clink of chain, very faint breathing. Rotting plants, reek of manure, fungus in bloom. Basilisk (p. 9) 8 giant stone pillars, some smashed. Muck is knee deep. Floor is uneven. Buried fingers, Stone statues (spiders, goblins, bats) smashed and weapons, gold. Mushrooms growing everywhere. lying around the hall. Cracked mosaics of triumphant Muck -> [treasure, 2d10+330gp] snake-men on the walls. Level 3, Page 7 39. Secret Passage 51. Goblin Rumpus Room 1x4, 10’x40’x5’ high 5x2 – 50’x20’x5’ high Stale air, clouds of dust. Slime, fungal rot, and chittering in the darkness. Door would invisible, but mosaic is smashed. Leads Crude statues made of mud and sticks. to (17). Night -> 1d6 E fungus goblins, Day -> 10+3d6 E fungus goblins. Invisible in the debris. 40. Secret Passage 1x1, 10’x10’x5’ high 52. Goblin Guard Room Sour air, fungal rot. 2x2 – 20’x20’x5’ high Intact, hidden by mosaic. Floor is covered in fungal Drying rot, mixing with the bad air from (30). filth, dirt, twigs, and gravel. 1 fungus goblin on sentry duty, with broom. Credits Written by Skerples 41. Staircase to Surface 10x1, 8’ high most of the way up ([email protected])

Earthy, damp. Emerges under roots of tree. Art by Scrap Princess (monstermanualsewnfrompants.blogspot.com) 42. Cylinder Door At the end of a 1x6 – 10’x60’ hallway, sloping down Fits two people, rotates. Counterclockwise -> spear Map by Janon, aka “Pervy Molesto the Goat-Fiddler” trap. Clockwise -> shrine with 2 gold bowls [10gp each]. 180 degrees -> (47) Playtesting by an astonishing number of people. You know who you are. If you’ve run this dungeon and 43. Xiximanter’s Entrance Hall posted notes, I’ve read them. Thank you. 2x2 – 20’x20’x15’ high Purple magic lights, acrid stink, strange fumes and Encouragement from many people, but particularly old rotten flesh. Black stone carvings. A thousand Arnold K. (goblinpunch.blogspot.com). smells. The slither of Xiximanter (pg. 8). Keep on being weird. 44. Ingredient Storage Room 4x2 – 40’x20’x15’ high Purple magic lights, spices, dried fruit Barrels, crates, caskets, flasks, bundles of herbs. Six oubliettes, 1 with 1d10 fungus goblins (pg.8). Secret Licence passage to (46) behind crates. This work is licensed under Creative Commons CC BY-NC-SA You can share it for free, adapt it to your own Level 3, Page 6 system, edit it, print it and leave it in local game 45. Potion Brewing Room stores. You just can’t sell it for money, and you have 1x1 – 10’x10’x10’ high to credit me somewhere. Same goes for the art. Purple magic lights, bubbling, steam, flame, cobwebs, dust, and the glitter of potion flasks. Lockable iron door. Barely enough room for Xiximanter (pg. 8) to work.

46. Throne Room 2x2 – 20’x20’x20’ high Smells of dust and metal flakes. Door is made of entwined snakes. One is missing (32). Red stone, mirrors, and dust. Beautiful carved walls, like scales. 8 mirrors [10gp each], throne [250gp]. Secret passage N to (45).

47. Goblin Warren 2x2 – 20’x20’x5’ high Reeks of grease, mushrooms, rot, and damp. Chittering. Beetles underfoot. Filth covers boots. Muck -> 2d6 silver knives [1sp each]

48. Goblin Spawning Pit 4x2 – 40’x20’x5’ high Fungal reek, rotting animals, half-grown goblins. Passage is only 2’ high. Save vs Nausea. Truly disgusting scene.

49. Goblin Throne Room 3x2 – 30’x20’x6’ high Chittering, crunch of beetles. Throne, crown, current king, filth. 1d6 E fungus goblins (p.8)

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