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)
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:
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- 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.
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.
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.
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