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.



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