Tuesday, December 30, 2025

Dungeon Delve #5 ~ DUNGEON OF THE ELEPHANT

 

Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.


INTRODUCING OUR UNDERNAUTS

  • Orgatto Snook, Esquire the 1st (M-U)
  • Officer Belamere (Fighter)
  • Esclamonde (Elf) Morpho-Synth
  • Slurm the Sullied (Thief)
  • Louise the Lush (Cleric)

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DUNGEON OF THE ELEPHANT is the fifth official dungeon for our campaign. 

This is my modified version of the Delving Deeper Sample Dungeon that appeared in book 2 of the V1 release by immersive ink. This dungeon is a nod to Tower of The Elephant.

Note: I like working with simple frameworks. I don’t need backgrounds spanning centuries leading up to the adventure. Just give me some flavour, just enough to fire up the ol’ imagination, a map, and I will let my imagination squirt out the rest for better or worse.

In particular the following led to some highlights of the dungeon.

  • Wyvern Nest
  • Elephant Headed bio-mechanical androids in cryogenic chambers
  • Gold Elephant Skull

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Lets make running this dungeon simple. Grab OD&D (3LBB’s) or your clone of choice and have at it! For my games I use the following:

  • d6 HD
  • d6 Damage
  • Every 1 gp spent = 1xp
  • 100xp per monster HD
  • Oh yeah encumbrance & lighting matters. No infravision for PC’s


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BACKGROUND

After paying a small fortune in gold, Cassadra Company has obtained the old journals and maps of the famed occultist Nicolas Flamel, believed by many to have created and discovered the philosopher's stone and thereby achieving immortality. His journals point to a place where the Gods were believed to have descended from the skies in their living metal chariots, bestowing strange powers upon their worshippers. The Undernauts have been tasked with finding the location and retrieving any relics or items that may lend credibility to the coming of the Gods.



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For 4–6 players. If there are 2–3 players use 50% fewer (or weaker) monsters, or if there are 7–10 players use 50% more (or stronger) monsters—but treasure shouldn’t be scaled. The open-ended map continues to invite further expansion into the mysterious underworld...
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A. Wyvern Nest 1d6 hungry green Wyvern hatchlings are hidden in this jungled mire. Natural light enters via an overgrown sink hole high above, that could admit an adult Wyern. The hatchlings are sleeping on a d6 throw of 1 but are hidden by a curtain of hanging vines so will not be seen immediately. They are neither talking or magic using, but can sense hidden or invisible figures within 60ft. Their stinger tails spray a wave of caustic chlorine gas to 15ft. The treasure is 2,000 SP, 400 GP, 12 green gemstones worth 50 GP each.

Hatchlings [MV 6′′/12′′, AC 5, HD 2, hp 2–12, SV F2, AL C]

B1. Dog-Men Digs 2–12 Dog-men loyal to the Dog King (see B2) dwell here, bickering and snapping up flies. They are armed with clubs and axes.

Dog-Men [MV 6′′, AC 7, HD 1, hp 1–6,  SV F1, AL C]

B2. Dog-Men Digs The Dog King and 2–8 body guards are here. The King has keys for the locked doors of area 11. His treasure chest holds only 2,000 CP; renegade Dog-Men (see 4) have stolen the rest.

Dog King [MV 6′′, AC 6, HD 1 + 1, hp 7, SV F1, AL C]
Bodyguards [MV 6′′, AC 6, HD 1, hp 1–6, SV F1, AL C]

C. Eye of the Wold A space ship’s escape capsule has been entombed in the rock here for hundreds of years. Entry is via a keypad pressure door of arcane operation. Inside are 3 Elephant Headed bio-mechanical androids in cryogenic chambers. If any controls are touched they will be activated after a turn of defrosting. Their mind powers make them equal to seers; each knows two randomly determined “spells”. The Prime among them has a staff of detect metal with 15 charges.

Elephant Headed Bio-Mechanical Androids [MV 12′′, AC 9, HD 1 + 1, hp 2–7, SV MU2, AL C]

1. Bandits A company of 1d6+1 bandits are hiding from authorities here, preparing to depart by nightfall. They are superstitious about the “feel” of the dungeon and have no plan to delve further.

Bandits [MV 12′′, AC 9, HD 1, hp 1–6, SV F1, AL N]

2. Fountain Room This quiet chamber contains a fountain with 4 stone Elephant Heads. A cool, steady trickle of fresh water issues from the trunks. It is an ideal place to rest.

3. Lake Chamber The southern end of this great vault is flooded by a dark, steamy body of water. The air carries the tang of chlorine. Strange shadows can be seen below the waters and a small altar sits upon a rock that juts out from the dark waters. The altar has a secret compartment that holds a ritual Elephant Tusk with strange sigils engraved upon it.


4. Pretender’s Foothold 2–12 renegade Dog-Men led by a pretender King contest the dungeon level with their brethren (see B). Their treasure is hidden in a low tunnel covered by a movable rock and consists of 500 SP and 160 GP.

Pretender King [MV 6′′, AC 6, HD 1 + 1, hp 7, SV F1, AL C]
Dog-Men [MV 6′′, AC 6, HD 1, hp 1–6, SV F1, AL C]

5. Dusty Room Renegade Dog-Men (see 4) keep an eye on this dusty chamber. Two clay urns holding 400 SP are hidden behind a false wall.

6. Hobgoblin Party 1d6+1 hobgoblins from the northern parts of the dungeon have come to investigate rumours of dragon treasure. Should they find it, their orders are to hasten back in order to return in greater numbers.

Hobgoblins [MV 9′′, AC 5, HD 1 + 1, hp 2–7, SV F1, AL C]


7. Dreaming Pool This chamber contains a large, still fountain. A Gold Elephant Skull can be seen in the apparently shallow water but they cannot be reached. Anyone who touches the water must save vs spells or fall into an enchanted slumber for 2d6 turns. Anyone who drinks the water will slumber for 1–6 hours. Their dreams will be filled with horrifying visions of floating black pyramids above an alien planet, and strange Elephant Headed men.

8. Silent Room Other than nullifying all sounds,this strangely quiet vault is completely benign.

9. Checkpoint This room was once a checkpoint but all that remains are a pair of long disused stools.

10. Prismatic Centipede Nest This wretched chamber is piled with waste and detritus that is crawling with 3d6 hideous centipedes. Buried in their filthy nest is the body of an unfortunate Metal-Dwarf whose corroded parts will fetch 350 SP.

Prismatic Centipedes [MV 3′′, AC 9, HD ¼, hp 1, SV F1, AL –]

11. Empty Room Both doors of this unremarkable room are locked. The Dog King (see B2) has the keys.

12. Apprehensive Chamber The Dog-Men at B fear to come this way, though they don’t know why.

13. Hidden Treasury This treasury is hidden behind secret doors. Inside are four small, cobwebbed chests and an enchanted sentient spear +1, +3 versus androids/robots. The chests contain 700 SP, 320 GP, and 7 gems worth 3 65 GP, 2 125 GP, 250 GP, and 500 GP.

14. Pit Trap The 10ft deep, covered pit trap here will open on a d6 throw of 5–6 for each player crossing it. The resulting fall will cause 1d6 hit points of damage. A player can edge their way around the pit without triggering it, if they know it is there.

15. Dark Descent A narrow spiral stair descends deeper into the unexplored areas of the dungeon. Who knows what terrible monsters and fabulous treasures await? Perhaps even on another planet.

Sunday, December 28, 2025

Dungeon Delve #4 ~ TEMPLE OF THE FORGOTTEN GOD

Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.

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INTRODUCING OUR UNDERNAUTS

  • Orgatto Snook, Esquire the 1st (M-U)

  • Officer Belamere (Fighter)

  • Esclamonde (Elf) Morpho-Synth

  • Slurm the Sullied (Thief)

  • Louise the Lush (Cleric)
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TEMPLE OF THE FORGOTTEN GOD is the fourth official dungeon for our campaign. It is a nod to Neon Genesis Evangelion.

This is my modified version of the Temple of the Forgotten God by Tamás Kisbali of the Eldritch Fields blog. Tamás has kindly given me permission to share this on the blog. For the original version of this adventure, and many more adventures that I will definitely be using for future sessions- you can find them on the Eldritch Fields blog here:

Note: I like working with simple frameworks. I don’t need backgrounds spanning centuries leading up to the adventure. Just give me some flavour, just enough to fire up the ol’ imagination, a map, and I will let my imagination squirt out the rest for better or worse.

In particular the following led to some highlights of the dungeon.

  • Functioning anti-gravity skiff
  • Trapped Dragon
  • Time-travelling Thaumaturgist from the Fabled City of Calabeth

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Lets make running this dungeon simple. Grab OD&D (3LBB’s) or your clone of choice and have at it! For my games I use the following:

  • d6 HD
  • d6 Damage
  • Every 1 gp spent = 1xp
  • 100xp per monster HD
  • Oh yeah encumbrance & lighting matters. No infravision for PC’s
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BACKGROUND

An elite group of Undernauts were recently dispatched to retrieve a magical picture box (TV) that the Cassandra Company believes may hold the key to extra-planar communication with a benevolent God from ages long forgotten, or possibly, even ages yet to come.

You are tasked with retrieving said box and finding out what really happened to the previous party.


All rooms are hewn from the black basalt of the mountain. Shadowed ceilings are 18’ high unless otherwise noted. Doors are stone slabs that slide into the wall. One square = 10’.

Wandering monsters (1d6):

  1. 2 Metal Dwarfs in love
  2. Highly Sensitive Black Pudding
  3. 2-12 Exploding Pixies
  4. 1-6 Telepathic Raptorgs
  5. 2-12 Koblins
  6. Time-travelling Thaumaturgist from the Fabled City of Calabeth.Areas:

0. Entrance Chamber
The double doors are voice operated (react to OPEN and CLOSE commands uttered in the language of the Ancients). Laboured breathing of a large creature can be heard beyond the second set of doors.

1. Trapped Dragon
40’ high ceiling held up by red bleeding pillars. Emaciated Adult Red Dragon (half HD), trapped & chained here a decade ago by cunning Paladins who knew the command words. The monster cannot fit through the doors towards #2 or #5. Small hoard of 1200 gp in the corner.

Note: Imbibing Dragons blood grants a +1 to ANY stat and links imbibers mind to the Dragons/ OR imbibing reverses age by 10 years, which ever provides more fun for your table.

2. Trophy Room
Rusty weapons and shields (2 swords and 3 shields salvageable) on the walls. Thick layer of dust everywhere: trace of an approx. 3’ object dragged towards #4.

3. Locked Storage
Secret door: ventilation duct 6’ above the floor leads to a 4’ wide passage.

4. Drippy Area
Weird lemony green ooze drips from the walls. The object dragged over from #2 is a 3’ square extremely durable, yet light metal plate with handles.

5. Transitory Room
Doors to rooms #6-8 painted Orange, Yellow, Black.

6. Orange Door Room
Empty.

7. Yellow Door Room
6 Ghouls, transfixed, staring at a grainy TV screen that depicts a titanic reincarnated god nailed to a cross as his lower body attempts to regenerate.

8. Black Door Room
Dark & squalid, walls painted black. Secret door: outline barely traceable below thick black varnish.

9. Healing Pool.
Eerie green glowing water. Murals on the walls depict Fallen Angels bathing – sometimes laughter can be heard! A creature fully submerged in the water for 1 hour regains d6 hit points and, if poisoned, can repeat the save (this healing procedure is only effective 1/week). Full submersion can lead to weird mutations such as the eruption of wings (1in6 chance).

10. Rug Maze
Intricately patterned rugs and curtains hang everywhere. Staring at them induces a deep meditative state that grants strange visions of the Forgotten God. Total value: 500 gp.

11. Crate Maze
Crates stacked high, easy to topple. 9 Dervishes are engaged in meditation here, their leader holds the Pipes of Slumber (Sleep spell 1/day. If played, any who hear & are affected (saving throw permitted) are transported to THE LANDS OF DREAM.

Who doesn’t love a good delve in the Lands of dream?

12. Generator Entrance
Partially obscured by crates. 10 Large Prismatic Centipedes warming around an energy generator.

13. The Bone Gang
Entrance partially obscured by crates. 8 Skeletons, clearly a former group of Undernauts (2 “fighters” with swords and shields, 1 “cleric” with mace and “unholy symbol”, 1 “magic-user” with a staff and a Scroll of Magic Missile, 4 “henchmen” with burnt-out torches and empty sacks). They guard a chest containing 4 rubies (500 gp ea.) and a gilded silver goblet (200 gp).

14. Ape Nest
Pool of blood before entrance. 2 White Apes lounging on hammocks drinking goblets of blood in a drug induced pacifist state. They will present any who approach with the Zen Koan “what is the sound of 1-hand clapping ?” If answered satisfactorily the strange goblets are gifted to the PC’s (500 gp ea.)

15. Wolf Lair
3 Giant Wolves, their hides coloured green (same hue as the pool in #9). If aggravated feathered white wings erupt from their sides allowing them to fly.

16. Garage
Functioning anti-gravity skiff, with enough fuel for 2 days of operation. Seats 4 people. HELL YEAH! Now get on.



d12 Bandits ~ Simple but effective random encounters

d12 Encounters


1. Brigands (typical bandits)

2. Deserters (ex-Undernauts trying to be self-sufficient – easiest to do if you take stuff from other people who do it better than you)

3. Desperados (on a run of criminal activity, why not hit the party too?)

4. Fugitives (on the run from the authorities, hungry and desperate)

5. Highwaymen (on horseback, looking for easy looting)

6. Outlaws (turned to banditry because they have been exiled / outlawed – possibly with good reason)

7. Poacher (Were-Tiger) (not out to get you, but defensive, hunted and probably hungry)

8. Crystal Raiders (pillage first, then burn!)

9. Robbers (up the loot, folks, and no one gets hurt)

10. Slavers (your goods are gravy, they want you!)

11. Mad Wizard (might try to pretend to be friendly… at first)

12. Ghouls (dragging 1d6 children back to their Ghoul Mother)


Dungeon Delve #3 ~ OUTPOST OF STONE & SILVER

 

Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.

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Having completed The Temple of the Berserkers, the party exited the dungeon with loot in hand only to find a small army of Gnolls, and so the PC’s did the only thing any responsible party would do when faced with being surrounded by a small army of ravenous Gnolls. The PC’s haphazardly used the Crown of the Undead Berserker King they recovered to raise an army of 3d20 (32) Undead Berserkers to pit against the Gnolls.

The party’s Magic User bumbled his way through the reading of the strange script on the *Crown before donning it. Once the 32 Undead Berserkers were summoned they not only savagely attacked the Gnolls tearing them limb from limb but afterwards the undead berserker mob headed south to a large town in the distance. Whoops!

*I rolled 1d3 and got a 2 for the amount of charges (uses) of the magical Crown. I don't want an item this powerful sticking around for long at this level.


OUTPOST OF STONE & SILVER is the third official dungeon for our campaign. It is a nod to John Carter of Mars, Alien & The Never-ending Story.

This is my modified version of the Outpost of stone and Silver by Tamás Kisbali of the Eldritch Fields blog. Tamás has kindly given me permission to share this on the blog. For the original version of this adventure, and many more adventures that I will definitely be using for future sessions- you can find them on the Eldritch Fields blog here:

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Note: I like working with simple frameworks. I don’t need backgrounds spanning centuries leading up to the adventure. Just give me some flavor, just enough to fire up the ol’ imagination, a map, and I will let my imagination squirt out the rest for better or worse.


This dungeon was chalked full of fun stuff for our table to get into trouble with.

In particular the following led to some of the most memorable gaming I have had in recent years.

  • Metal Dwarf-Robot Arms (PC’s had arm-wrestling matches with bets placed)

  • Localized gravity anomaly (PC’s dragged back Mantises for midair, anti-gravity combat, but first their arms were removed). What can I say, my table are sadists.

  • Directional black hole (oooh shit, don’t even get me started on this, and where it leads).
In addition to the above the following magic items will make for some Campaign altering immersive play.
  • Tablets of the Greater Transfiguration (a powerful item that holds the key to the ritual that grants immortality to the flesh).
* It was this very ritual that long ago led to nearly the entire race of dwarves liberating themselves from the weakness of the flesh.
  • Barsoomian diadem (Before Mars became a dead planet, the diadem was worn by a keeper and an assistant who knew the secret combination to the doors of the factory that generated Barsoom’s atmosphere.)
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Lets make running this dungeon simple. Grab OD&D (3LBB’s) or your clone of choice and have at it! For my games I use the following:

  • d6 HD
  • d6 Damage
  • Every 1 gp spent = 1xp
  • 100xp per monster HD
  • Oh yeah encumbrance & lighting matters. No infravision for PC’s
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BACKGROUND

For months now, strange flashes of eldritch light have plagued the night skies surrounding an old outpost from the days of the fallen empire of the Ancients. An ill omen lurks in the sky above the old abandoned outpost as strange bolts of cackling green energy have been observed striking the ground, causing tremors, as though the very stars themselves were offering themselves in a sacrificial descent. News has reached the Cassandra Corporation and the Undernauts have been dispatched. The Corporation is particularly interested in the reason behind the Metal Dwarfs being spotted on march in the direction of the strange phenomena. For the Metal Dwarfs haven’t been seen in a hundred years or more. What could possibly have caused them to activate & stir?
1. Blast door with a 1’x5’ hole cut into it.

2. 11 Holographic Glitches (as Pixies); total of 2,000 sp, 360 gp in six metal crates (welded shut).

3. 2 Metal Dwarf-Robot Arms (as 10’ Large Snakes, stationary) flail in a murderous dance. Secret door to #4 is a narrow hatch hidden behind pyramid of empty crates.

4. Spacious room, pristine white. The Legendary “Tablets of the Greater Transfiguration” (3,400 gp total) suspended mid-air in localized gravity anomaly, anybody who touches them also floats.

5. Passage to #6 and #8 barred by vibrant blue energy fields* (controlled from #21).

6. 2 phosphorescent metal rods (as Wand of Magic Missile, 1–4 charges each), strapped to the walls.

7. Empty.

8. 8 Spider Xeno-Drones (as Large Spiders) lined up by east wall hatchery, currently inactive, but activate if there is movement 10’ away from them.

9. Transportable air purifier worth 1,699 gp.

10. Empty.

11. 4 retro egg chairs depicting flying furry serpents, worth 1,600 sp total.

12. Empty.

13. 7 Flayed Metal Dwarves (as Skeletons). Four mirror panels on south wall, third one is a funhouse mirror and secret door to #44 (must be smashed).

14. 9 Giant Rats munch on exposed copper and brass wiring. Salvageable parts and equipment worth 550 gp.

15. 13 Bug-Eyed Mantises (as Goblins) practice knife throwing at the scintillating red button on the north-east wall; if hit or pressed, de-activates for 12 turns all energy fields at the exits of the complex and in all the passages leading to the caves.

16. Empty.

17. 1 Flamethrower Turret (as Red Dragon Hatchling, stationary, rotate up to 90° per turn), facing random direction. Blackened walls.

18. Scorch marks around door to #17.

19. LABORATORY, glowing light green ceramo-plastic tiles smeared with dirt. Obscene medical instruments, incl. mounted surgical laser (2 dice of damage). HOLDING CELLS, barred by energy fields* (controlled from #21): “a” 1 Bulbous Mutant (as Troll), “b” empty, “c” 1 Giant Crab that parrots human speech. “d”–“k” are lead-lined STORAGE CHAMBERS, random content: 1–3 empty, 4–6 supplies, 7 explosives, 8 Ancients (elves) scientists in suspended animation; the east wall of “i” is a secret door with deep scratch marks, can be slid aside; chamber “ii” holds a Cloak of Displacement.

20. Steel pillar crackling with eldritch energy shoots Lightning Bolt (2 dice) at anyone closer than 20’. Up to 3 bolts per turn, then 1 full turn to recharge.

21. CONTROL ROOM. Floor covered with runic steel plates. Blinking blue button in south nook: two positions, toggles on/off all energy fields in #5 and #19.

22. 6 Flayed Metal Dwarves (as Skeletons). Silver and brass wiring worth 1,900 sp, 6 transistor crystals (30, 4x100, 1,000 gp) hidden behind plastic wall panel.

23. Abstract steel installation worth 1,040 sp.

24. 4 Metal Dwarf Arms fixed to the ceiling (as 10’ Large Snakes with paralyzing venom, stationary), attack all intruders in reach. Programed to return to their owner if freed.

25. 4 Hyperborean Vermis (as Gnomes) by campfire.

26. Empty.

27. 6 Large Dogs mourn their pack leader.

28. Red ochre cave-paintings of a Giant Shadow Wolf that almost seems to move (by the 4 Hyperborean Vermis in #25).

29. 2 Hyperborean Vermis (as Gnomes) tinker with a faulty holo-projector (as Wand of Illusion/Phantasm, only works 33% of the time).

30. Empty.

31. Two 100’ coils of flexible brass/silver cable.

32. “a” is a directional black hole that swallows everything that passes between the small chamber’s entrance and the eastern wall, save versus paralysis to resist the deadly pull.

33. Coiled up metallic purple Giant Snake. Its belly holds 1,400 sp and a 6,000 gp *Barsoomian diadem.

34. Empty.

35. Pool of boiling hot water.

36. 6 Flayed Metal Dwarves (as Skeletons).

37. LAIR of 33 Bug-Eyed Mantises (as Goblins) and their King, Krulo, who collects teeth. Assorted technological knick-knacks worth 800 sp, 700 gp.

38. Half-eaten corpses of 5 red skinned humanoids, no belongings.

39. 8 Bug-Eyed Mantises (as Goblins) worship a machine that goes “ping!”, worth 1,200 gp.

40. LAIR of 24 Lizardmen, 6 engaged in crystal-carving (have 8 bio-mechanical animal figurines worth 800 gp total).

41. VAST MISTY CAVERN extending for miles and miles, tall as a cathedral. 4 Ghouls lurk here in the mist, carefully avoiding the shore of the lake, #41

42. LAKE OF ACID TEARS, instantly dissolves everything but silver. In the far distance, the towers of Amarganth, fabled city of Silver, rise high on the horizon. A looming Titan wades in the waters miles away, trying to reach the city as it slowly dissolves and sinks beneath the waters.

43. 1 Arachno-Bot (as Giant Spider, can cast Web), trapped here by the rising acid lake. Core contains 4,000 gp *radiant cybernetic crystal.

44. 1 Bufonid (as Giant Toad) with chameleonic skin. Signs of recent digging: buried treasure: 872 gp, iridescent dagger (regular dagger in melee, +2 if thrown).


ADDITIONAL MAP KEY

X Stationary defense (turrets, robot arms)

. . . Energy field*


Saturday, December 27, 2025

Legendary Occult Relics

Hooks for a good ol'-fashioned fetch quest.


The Swans Of Tounella: Immortal swan maidens that ate fruit from the Devil Tree, granting them the ability to transform from human-to-giant Swan , as Children of Lir.

  • WEIR-SKIN
Weir-skins are hooded cloaks fashioned from the skin, and feathers of one or more Swans Of Tounella. When donned, the wearer can transform themselves into a Dire Swan 1x per day/level, though is not considered a true Child of Lir.


While in Dire Swan form, the wearer uses the statistics for a monster of the appropriate type (ref’s choice). The wearer retains their own mental capabilities, but cannot speak or cast spells. If the character is killed while in this form, the skin is destroyed and the character immediately reverts back to his original form.

Weir-skins are believed to be gifts from the goddess Lir, the Swan Mother, an mysterious swan from the underworld, portrayed in the music of Skalds as representing death, the afterlife, and a haunting beauty.


  • SHIELD OF BLACKMOOR
This off-world relic was once possessed by the legendary vampire slayer St. Arneson of Blackmoor. The shield acts as a shield +1, +2 vs. undead and grants its wielder the equivalent of a protection from evil spell.

Once per day, the shield has the power to Turn Undead as a 6th level cleric. Like all off-world relics, the shield is rumored to possess many other hidden powers, including the ability to shine like the sun for 1d20 rounds.


The shield was last seen in the possession of the Red Brotherhoods Grand Masonic lodge. With the shield now believed to be under the ownership of the Lodges Grandmaster- Bronst Flamel, who operate out of the Cimetière des Innocentsas (The Holy Innocent’s Cemetery). Flamel and his Red Brotherhood of the Grand Orient de Napoli are rumored to have obtained the relic within the outer rim of the wastelands of Gorme, where Flamel disappeared for years to study the alchemical secrets of a supposedly immortal Dervish converso, believed to have created the philosopher’s stone.


  • PHURBU~ THE KNIFE OF VALAMORI DU-PONT
A Valamori knife is a broad-bladed dagger made of a strange black metal. When held, the knife acts as a ring of spell turning. The Valamori were a cult of with-hunting assassins who once operated all over the land. Their island fortress off the coast of what is now Old Averoigne was destroyed during a sudden and vicious storm, and the remaining assassins were eventually hunted down and killed by a band of wizards known as the Delamaar. The occasional knife still turns up today, usually in the hands of someone with a grievance against witches & wizards. The Cassandra Company has offered a 5,000 gold piece reward for the recovery of each blade.

  • AXE OF THE DEEP DARK
This finely crafted, dwarf-made battleaxe grants the wielder +1 to-hit and a +2 to damage. In addition, the owner of the axe receives infravision up to 60’.

Note: There is no infravision for PC’s in our game.

The Axe of the Deep Dark was forged long ago by an immortal dwarf named Drimngaarl. Drimngaarl was torn apart during a battle against the demons (red giants), with his dismembered limbs and torso being sealed and buried in places dark and deep. Lately there are rumors that during the ongoing Troll-Wars the axe resurfaced and fell into the possession of a (Dwarfkiller) Dog-Clan chieftain after a caravan raid where it was picked off a dead wizard.


  • A SCROLL OF CAMPFIRES PRAYER
A prayer to St. Arneson must be spoken when you make a campfire and the moon is not visible, otherwise powerful undead will awaken. Possible Game Effects: A strange illness leaves the character pale and bedridden for 1d6 days, the party cleric feels uneasy for 1d6 days and cannot cast any healing spells, the party is attacked by ghouls that cannot be Turned.



  • POTION OF ASTRAL PROJETION
A potion of astral projection allows the imbiber to project his astral body onto another plane as per the 7th level cleric spell. The ancient Elves used these potions to travel between planes and probe the mysteries of the universe. Interplanar travel is extremely dangerous, especially for low-level characters.

There is a 25% chance that any character who enters the astral plane attracts the attention of a powerful being such as a demon or devil.

Legends hold that the Ancients (elves) knew the secret to piloting strange astral vehicles through psionic will-power alone.

Note: This item will play a major role in accessing specific underworld planes within the campaign world.


  • CROWN OF DREAMS
The Crown of Dreams appears as a brass crown with a silver woman on top and a throne made up of extended arms and hands on the front. The woman is adorned with six emeralds. The Crown of Dreams is an ancient elven artifact that enhances the wearer’s ability to have prophetic visions. The crown is usable only by magic-users, elves, and clerics, and conveys other powers to those versed in ancient elven rituals.

A non-magic-user who dons the crown must make a saving throw vs. spells at -4 or become lost in a nightmare version of his or her reality. This spell can only be broken by damaging the crown (rendering it non-magical) or killing the wearer. The crown is worth 1,200 gp to a collector of lore regarding the ancients.




CASSANDRA COMPANY will pay very handsomely for such highly sought after Occult items.

1d12 Cursed Occult Item Effects

 
Death would surely be sweeter! But not as fun.


1. Calcination: Runaway heating. The device smolders, smokes, and then detonates, dealing [charge] d6 damage to everything in a [charge]×10’ radius.


2. Congelation: Thickening and slowing. A sphere of slow time emerges from the device as its core fails. Everything inside the [charge]×10’ radius sphere moves at 1/10th normal speed. The sphere collapses after for 4d6 hours.


3. Fixation: Locking into a solid form. The device shimmers and crunches. Everything in a [charge]×10’ radius is coated in a thin layer of stone. Requires a hammer to chip people out.


4. Dissolution: Suspended in liquid. Device liquefies, sizzles, runs like water. The liquid is mildly toxic but does not deal any immediate damage.


5. Digestion: Sealed and gently heated. The device becomes very warm and cannot be used for [charge] days.




6. Distillation: Separated by heat. The device shakes and rattles, then flies apart. Everything in a 100’ radius has a [Charge] % chance of being struck by debris and dealt 2d6 damage.


7. Sublimation: Transformed from a solid into a gas. The device smokes and froths, creating a [charge] ×10’ radius cloud of toxic fog. Any living thing in the cloud takes 1d3 damage per round.


8. Separation: Split into two or more pieces. The device falls apart noisily. It can potentially be repaired. If it contains a spell, the spell is automatically cast. If not, it creates a Stray Spell.


9. Ceration: Addition of liquid during heating. The device softens, then rises 1,000’ in the air before messily exploding. Anything hit by the ascending device takes [charge]d6 damage. Reroll the Weather.


10. Putrefaction: Rotting and corruption. A powerful wave of nausea strikes anyone near the device. Moments later, it collapses into a flickering point of light, then explodes. Any living creature in a [dice] ×10’ radius must Save or die. All spells and enchantments in the affected area must Save or end.


11. Multiplication: Creation of new forms. The device glows, cracks, and suddenly splits into hundreds of bouncing spheres of pure magic. Everything in a [charge]×10’ radius must Save or take 4d6 damage.

*Any Survivors within the charge will multiply 2d6 times as new living forms tear & pull away from the originating form. VERY AGONIZING!


12. Projection: Conversion to a higher form. The device lifts into the air, produces a crackling octarine aura, then disappears with a thunderclap. The explosion produces a nodule of pure occultum worth [charge] ×1d100gp. Anyone who looked at the explosion must Save or go mad for 1d6 hours.


*
All magic items or devices within a [charge] x10’ radius have a [charge]% chance of also exploding.

Dungeon Delve#2 ~ TEMPLE OF THE BERSERKERS

 

Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.

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TEMPLE OF THE BERSERKERS is the second official dungeon for our campaign. It is a nod to The Black God’s Kiss, by C.L Moore.

This is my modified version of the Temple of the Berserkers map & adventure by Tamás Kisbali of the Eldritch Fields blog. Tamás has kindly given me permission to share this on the blog. For the original version of this adventure, and many more adventures that I will definitely be using for future sessions- you can find them on the Eldritch Fields blog here:

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Note: I like working with simple frameworks. I don’t need backgrounds spanning centuries leading up to the adventure. Just give me some flavour, just enough to fire up the ol’ imagination, a map, and I will let my imagination squirt out the rest for better or worse.


My group had a particularly fun time with the Crown of the Undead Berserker King, the Undead Berserker Skin armor, which allowed them to move unnoticed by the undead, and the 7 Bandits (fake Undead Berserkers) encounters. Having exited the temple only to find a small army of Gnolls, the PC’s now plan on using the Crown to raise an army of Undead Berserkers to pit against the Gnolls.

Lets make running this dungeon simple. Grab OD&D (3LBB’s) or your clone of choice and have at it! For my games I use the following:

  • d6 HD
  • d6 Damage
  • Every 1 gp spent = 1xp
  • 100xp per monster HD
  • Oh yeah encumbrance & lighting matters. No infravision for PC’s
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INTRO

A band of fearsome Gnolls has been seen in the hills around the old Barrow Mounds of the Ancient Pict chieftains. Witnesses have reported that the Gnolls seem particularly interested in an Old Ruined Temple that is rumoured to hold the remains of a once great Berserker King and his warrior clansmen. The Cassandra Corporation is particularly interested in old legends pertaining to an unknown Occult magic item that was within the Berserker Kings possession. An arcane item that is believed to have allowed him control over the dead.

1. Red-black tiles on the floor. Hidden compartment under a single yellow tile (500 sp, Undead Berserker Skin armor +1).

2 Giant Snakes wrapped around a thick pillar with an engraving. The magic word “YIG” charms the snakes for 1 turn.

2. Dust, spiderwebs, broken furniture. 14 Child-Faced Spiders.

3. THE GREAT HALL, lit by braziers in all 8 corners. 50’ ceiling. Pillars with names of ancient berserker kings.

4. 8’ wooden statues of the Great Mother (eyes: two 1,000 gp gems) and the Bull Father (gilded horns: 550 gp). Touching the statues at the same time grants Fighting-Men the power of an Undead Berserker for 2d6 turns.

5. 6 Undead Berserkers piling loot before Bull Father Statue (598 sp, 574 gp). Small glass hemisphere in the middle of the ceiling (see #39).

6. Small chest in gloomy corner, trapped with poison needle (600 sp, 20 gp, 500 gp ruby).

7. 3 Undead Berserkers led by Golbaz, 4th-level Fighting-Man (hammer encrusted with 100 gp quartz) debating tactics and getting ready to rid #8 of the Giant Ant infestation.

8. 24 Giant Ants, chewed-up furniture (101 sp).

9. Kain the Callous finishing Scroll of Levitate. Treasure in invisible chest (213 sp, 40 gp, Scroll of Detect Magic, Potion of Gaseous Form). Kain hates Zim the Thaumaturgist (#31).

10. Bo-Ganth, 4th-level Fighting-Man, recovering from injuries (unable to move, fights as 2nd-level).

11. Nerve gas comes up from the holes in the floor if the threshold is crossed.

12. Empty.

13. Secret door opens to three knocks.

14. ROOM OF CONTEMPLATION, all surfaces adorned with mandalas. Magic-Users and Clerics can meditate or pray to regain one cast spell, once per day, if so a strange vision occurs.

15. 11 Giant Centipedes.

16. GREATER SHRINE OF THE BLACK GOD. Undead-Berserkers never enter this room. Tapestries of foul patterns hide secret door to #17. 10’ tall jet-black statue of Nal’Goth, lord of Darkness, grasping a Sword +1 made of smoky black mercurial metal. Inscription on pedestal: “Only the sweetest shall claim this blade”. The sword can only be taken by offering a kiss…

17. 16 brains in jars set up on shelves, speak telepathically to characters of superior Intelligence. 3 can cast ESP. They want to be thrown into the Black Gate.

18. Empty.

19. 13 Pale Children (as Goblins), created by Zim the Thaumaturgist (in #31), still under his thrall (but the power is weakening).

20. Pile of lice-infected fancy clothes.

21. FOUNTAIN OF VARIANT SIZE: 1–3 shrinks, 4–6 enlarges the imbiber, by 50%. Can affect one person 6 times in total.

22. 8 Undead Berserkers in adorned alcoves, asleep & unmoving. Total of 222 sp, 160 gp hidden behind alcove panel.

23. 9 Gnolls, work for Undead Berserkers to erase a blood debt.

24. The passage widens, but the ceiling lowers to only 5’. Secret revolving door of slightly lighter stones.

25. Rugs made of gnoll skins cover the floor.

26. Empty.

27. ARCANE TECHNOLOGICAL DEVICES: haphazard pressing of buttons will 1–4 cause 1d6 damage in electric shock (x2 if the PC is in metallic armor), 5–6 open the secret door. Chamber “A” behind the secret door hides an important magic item (crown) that allows command over Undead Berserkers for 3d6 rounds.

28. Empty; traces of a large, heavy object dragged from #29 towards #31.

29. Strange Solid black mercurial doors that ripple.

30. LESSER SHRINE OF NAL’GOTH, 5’ tall statue of the same visage as in #16. Its sword is not detachable. Ritual offerings on small altar (39 gp, 500 gp emerald, ritual knife); if an offering is taken, Nal’Goth animates as living statue.

31. THE LAIR OF THE THAUMATURGIST. Doorknob searing hot to the touch (1 die of damage, on a 6 character loses all fingers).

Zim the Thaumaturgist dissecting a cadaver. 6 Pale Children (as Goblins), faithful servant to Zim, hiding in the cupboard. Concealed niche in west wall (2,400 sp, 1,500 gp, 1,000 gp medallion).

32. 8 Pale Children (as Goblins) stand on the stone benches around the room. They are in a trance, but snap out when the threshold is crossed.

33. Cistern of potable water.

34. Glowing orb levitates near door to #35.

35. Glowing top step of the dais teleports to a random room

36. 7 Bandits who fake being Undead Berserkers. The true Undead Berserkers ignore them.

37. 158 sp, 40 gp under creaking floorboard.

38. Tripwire in entrance-way rings a bell and alerts the Undead Berserkers in #39. Zims Food storage: 200 rations in total.

39. 4 Undead Berserkers sharpen bone blades on a pedal-driven rotating whetstone. 100 sp, 40 gp scattered on the ground. A velvet curtain covers a pit showing room #5 below, an eerie glow is cast upon Bull Father Statue & loot below.

40. Empty.

41. 8 Pale Teenagers (as Hobgoblins), who rebelled against their creator, Zim the Thaumaturgist (#31). Secret door hidden behind broken bookshelf.

42. All torches go out upon entering this TREASURE VAULT (allowing a glimpse at the riches within), and a Gray Ooze slithers out. The hoard contains 6,000 sp, 4,080 gp, 2 Potions of Invisibility, a Dagger +1, & the Drums of Panic.

Dungeon Delve #1 ~ LAIR OF THE SERPENT MEN

Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their own ideas about who's boss.

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Lair of the Serpent Men is the first official dungeon for our campaign, but the second dungeon we have run. The first was a heavily inspired (nay ripped-off) version of The Black God’s Kiss, by C.L Moore. It was that dungeon and a joke about Napoleon Bonaparte that led to the shinadigan’s that is our game. While I work on Castle of The Black Gods Kiss, our settings tent-pole Megadungeon I rolled up, I will be running some shorter delves beginning with this one.


This is my modified version of the Maze of Amazement (& Death) map & adventure by Tamás Kisbali of the Eldritch Fields blog. Tamás has kindly given me permission to share this on the blog. For the original version of this adventure, and many more adventures that I will definitely be using for future sessions- you can find them on the Eldritch Fields blog here:

---------------------------------------------------------------------------

Note: I like working with simple frameworks. I don’t need backgrounds spanning centuries leading up to the adventure. Just give me some flavour, just enough to fire up the ol’ imagination, a map, and I will let my imagination squirt out the rest for better or worse.

My group had a particularly good time with the honey & the young black unicorn encounters. Far too much laugher was had by all. They now plan on keeping three jars of the honey and having an alchemist re-create the formula for mass distribution.

Lets make running this dungeon simple. Grab OD&D (3LBB’s) or your clone of choice and have at it! For my games I use the following:

  • d6 HD
  • d6 Damage
  • Every 1 gp spent = 1xp
  • 100xp per monster HD
  • Oh yeah encumbrance & lighting matters. No infravision for PC’s
---------------------------------------------------------------------------

BACKGROUND

Thanks to Grand Autarch Bonamere Napolia the 67th's creation of a highly mobile, well-armed artillery force which gave artillery usage an increased tactical importance. Bonamere, rather than relying on infantry to wear away the enemy’s defences, uses massed artillery as a spearhead to pound a break in the enemy’s line. It was the utilisation of such tactics that grated The Duchy of Napolia the upper hand in the devastating, Troll-Wars.

It was Grand Autarch Bonamere Napolia's artillery force that was able to claim the valley in which this dungeon is located.

INTRO

Farmers are going missing, and strange creatures have been spotted near a cave that has long been avoided by locals. As Undernauts in the employ of Cassandra Corporation- you have been tasked with investigating the reports and relaying back to your garrison leader anything deemed notable.


LAIR OF THE SERPENT MEN

1. Ichor slime ambulates passage.

2. Gold star constellation on ceiling (1700 sp.)

3. 8 Dwarfs, napping. A: 6 kegs of beer in ice cold alcove.

4. Hall of Dwarven Judgement; keys to #5-6 under wooden dais.

5. 2 Vermis Halflings behind bars.

6. Mercurial chains (1200 sp), dead prisoner’s Shadow lingers

7. 12 Giant ants, secret passage = tunnel in ant hill.

8. Lever unlocks/locks all double doors leading in/out of #11.

9. Pile of coins (1600 sp, 800 gp).

10. Armless Medusa, hibernating.

11. Murals: lush forest views. A: Towering Apple tree on an artificial island in a pool, 2 Water Elementals. B: A crying Goddess whose skin & spine are spread to form a ship’s mast.

12. Trap: Whole floor collapses into 60’ spike pit; only dais safe.

13. Teleport pad to #57

14. Gray ooze in dark labyrinth.

15. Abandoned sculptor’s studio, black marble bust of an engorged breasted serpent (2000 sp).

16. Vegetable patch

17. Trap: glowing rune charms weakest pc: loyal to Serpent men.

18. Sack of black wyverns scales (600 gp) guarded by 4 Serpent men.

19. Serpent Acolyte Xhar’tulk, Anti-Cleric 4 (curse, hold person.)

20. 8 Skeletons, acid-burnt.

21. Trap: Shifting wall closes off door.

22. 80’ high ceiling. 7 flesh eating Pixies.

23. 6’ deep, 5” wide shaft, 1200 gp

24. Trap: Full of water. If opened, #21-23 flooded in a flash, completely, air bubble in #22

25. 4 Werewolves (in human shape) around a campfire, acting friendly.

26. Trick: Illusory lava floor.

27. Dwarven Skulls hang from the ceiling.

28. 2 Hatchling Black Wyverns.

29. 2100 gp, 1500 gp necklace.

30. Murals: villagers worshiping a giant serpent.

31. 4 barrels of exotic *honey (1300 sp), 1 broken. 4 Giant weasels.

32. Doors & curtains galore.

33. Trapdoor: narrow tunnel to #45.

34. 8 Dog-men mummifying fallen comrade on wooden bier.

35. Trap: Black door handle shocks for 1-4 damage. Soft silk cushions.

36. Curtain unpassable for ghosts! 1400 gp in chest. 2 Shadows.

37. 6 Skeletons, with silver plated heads (2000 sp), 2 mercury covered (if touched nullifies magic for 1d6 turns.) 

38. Dwarven skins on a makeshift clothesline.

39. Door bricked up. 1100 gp in chest. 4 Giant centipedes.

40. First song of the “Architect” on wall.

41. Abandoned tannery, smell lingers.

42. Jean, Fighter 3, Jules, M-U 2, 3 hirelings: all addicted to drugs (honey), currently experiencing withdrawal.

43. Trick: Small iron lantern projects illusory vampires.

44. Ichor ooze lurking between columns, 500 gp *chalice on altar.

45. 6 Giant ants scavenging. 3 closed stone sarcophagi: empty, tunnel to #33, 500 sp necklace.

46. 4 closed sarcophagi: 100 sp ruby, empty x 2, Giant weasel.

47. 4 closed sarcophagi: 1 cp x 4

48. 3 Shadows of ancient kings.

49. 1100 sp & rusty ceremonial dagger in sigil covered safe.

50. Marks of wolf claws.

51. Sword +1 in stone, removing it summons 20 Wolves to #48-50.

52. Piles of bones; smell of glue.

53. 6 Dog-men cooking glue.

54. Exquisite curtain = Green slime.

55. Trap: two 20’ pits. Winged helmet (960 gp) in middle.

56. 6 Serpent men

57. Teleport pad to #13, 5 Zealots. Door to #58 behind hanging carpet.

58. Truffles grown from dwarven corpses (1500 sp), 500 gp, Plate +2 buried in soil. 3 Wereboars.

59. Acid-eaten remains of Dire-boar.

60. 12 Wild boars in 50’ deep pen of shifting darkness (entrances are very steep slopes).

61. *Young Black Unicorn to be sacrificed, plays hide & seek between stalagmites.
A: Statue of a serpent's head, eyes diamonds (2x1000 gp), cache in pedestal: 5 necklaces (200 gp ea.), 2430 sp, 530 gp.
B:
slope to the next dungeon level! Or end things here. Refs choice.



APPENDIX:


NOTE: When I ran this I placed glowing rune charms (see room#17) randomly throughout the dungeon to account for why such a mix of monsters would be in the Serpent Men’s Lair. They were all charmed, and/or drugged, making them easy targets.


ITEMS:

*Honey. Highly sedative. Causes hallucinations.

*Chalice. Drinking from the chalice grants a permanent +1 to any stat.

*Young Black Unicorn. If its horn is removed it acts as a +3 magic dagger vs devils & demons.


DEN OF THE BEASTLORDS SHAMAN

Now let us return to a time when three alignments were enough, when a handful of character classes ruled, and when magic swords had their ow...