Sunday, January 18, 2026

Dungeon Delve #9 ~ NECROPOLIS OF THE BRASS GODS [Level 2: The Call Of KONGULA]

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 2nd (M-U)
    *Orgatto the 1st is now a Giant Brass Spider (R.I.P)

  • Officer Belamere (Fighter)

  • Esclamonde (Elf) Morpho-Synth

  • Slurm the Sullied (Thief)

  • Louise the Lush (Cleric)
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NECROPOLIS OF THE BRASS GODS [Level:2 The Call Of KONGULA] is the ninth official dungeon for our campaign. 

This is my modified version of the Delvers Delight: Hellmouth 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.

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



LEVEL 2: THE CALL OF KONGULA is an even older dungeon complex. An ancient temple area was overtaken by devils during a dark ritual. Ceilings in corridors are 7’, in rooms 10’, unless otherwise noted. Doors are made out of thick, durable wood inlaid with brass. #18-23 are natural basalt caves, with narrow and low passages (5’ ceilings) and roomier chambers (10’-20 ceilings).




WANDERING MONSTERS

1. Rival Undernaut party! Fighter 3, Thief 3, Magic-User 2, torchbearer, 2 mercenaries

2. 1d3 Rust Monsters, looking for tasty metals, preferably BRASS

3. Skolka, the Young Black Wyvern, hunting (see #27)

4. 2d6 Asaggim Devils, lost, with a sack of white apples (see #25)

5. 1d6 Beastmen, looking for their kin

6. 1d3 Wights, wanting to take revenge on all the Magic-Users of the world
KEYED AREAS:

1. Stairs from Level 1 (#26). Straw and guano litter the floor and obscure the flimsy planks that cover the pit trap. 2 Giant Bats roost on the vaulted ceiling.

2. The sound of rumbling water can be heard through the semicircular wall segment.

3. A brass censer (30 sp) hangs from the ceiling. A small chest in the corner holds six portions of incense with a nice, soothing aroma (1 portion = 1 hour). Healing magic is twice as effective if this incense is burnt.

4. 3’ deep water circulates constantly at extreme speed, counter-clockwise. The flow can knock creatures off their feet at smash them into the bars for 1-2hp damage.

5. 10 Dogmen. The trapdoor in the south-eastern corner is concealed under a bedroll. Below is a shallow niche holding 600 ep, 1,400 cp, two small containers with red and yellow paint.

6. Crude drawings of naked Dogmen having a good time.

7. The doors to the adjacent rooms are painted different colours: 6 – red, 8 – yellow, 9 – blue, 10 – green. The brass doorknobs have unpainted zones resembling hand-prints. To open a door from this side, one must paint their hand the corresponding colour.

8. An extinguished campfire in the corner. Human bones with teeth marks scattered on the floor.

9. 6 Beastmen. They’ve been stuck here for over two weeks and, as a defence mechanism, came up with the philosophy that nothing exists outside this room.

10. The three-stepped brass platform in the south-east corner is a teleport pad. Anyone who steps on it suddenly finds themselves on a similar pad in the deepest cellars of the Cassandra Company, naked and completely debilitated. All non-magical and non-metallic items are destroyed in the process of transportation. The teleport pad is two-way.

11. A completely hairless and very scared Dog cowers in the corner. It wears a jewel-studded gold collar (800 gp), with the name-tag “Prince Rage”.

12. Six barrels of high quality wine from Imperial reserves!

13. 6 Brass Skeletons clad in torn Undernaut gear, reclining on thrones, imitating a feast. Actually they are infecting a Beastman with brass larvae. Fine brass tendrils extend from the Brass Skeletons eyes & mounts into the orifices of the Beastman.

14. The 15’ tall black diorite statue of a Crablike god stands proudly in the middle. All but one of the tips of a pincer are gilded (a total of 50 gp worth can be scraped off). If the non-gilded tip is pulled, the secret door to #15 pops open. There is a fireplace with a fancy marble mantle in the north-east corner, covering the secret door. A total of 6 Carrion Crabs inhabit this place, they are usually laying low at the dead-end corridors, in pairs.

15. Huge brass mechanism with wheels, cogs, chains, connected to a lever. Currently it’s in the “up” position. It controls the drawbridge on Level 3 (#0, between 3A and 3B).

16. Spiral staircase down to Level 3B (#2). The steps are perilously steep and crumbling. There is a metal handrail – which is electrified: 2d6 damage, save for half and to disengage, and d6 damage every subsequent turn until the save is successful.

17. The south-eastern half of the room is a 30’ tall platform. 3 Giant Fire Beetles live “upstairs”.

18. Half-collapsed room. There is a 1-in-6 chance of parts of the ceiling caving in every turn somebody is exploring. There is a 10’ deep tar pit in the north-east. The complete skull of a Tricertops and an iron strongbox (with 1200 gp) lay at the bottom.

19. The mouth-watering aroma of freshly baked bread can be felt on the approaches to this large chamber. Boowa, the Beastmen Shaman and her servants, 25 Dogmen (they call her “Witch Queen of the Dark”) inhabit this place. It is surprisingly tidy and clean place. The source of the smell is the mudbrick oven recently built in the south-eastern nook (A). The Dogmen gather, dry and grind up strange roots and dried fungi into flour. Their bread is shaped like animals and people, and it is actually quite tasty and provides a +2 to saves vs. brass infection.

Boowa is an accomplished occult scholar, relying more on oral tradition then books. She might polymorph into a human when the party approaches. Her current problem is that the wyvern egg she found (see #20) hatched prematurely, and she wasn’t able to capture the hatchling (which grew into a young creature, see #29). She carries the Head-Shrinker, a morning star +2 that casts the Shrink spell (reversed Enlarge) on a successful hit.

The Dogmen chief is called Zebatot and is armed with a dagger of brass.

Boowas treasure is buried under the oven: 13,000 gp, a shield +2 (covered with brass scales), and the platinum signet ring of the previous Great Barbarian King (worth 400 gp for rarity and workmanship, potentially more to a con-artist…).

20. Sinkhole down to Level 3A (#3).

21. 30’ deep well with somewhat dirty, but potable water. Rope and bucket at the edge.

22. A recently hatched wyvern egg, purple with black spots.

23. This cavern and the passage leading south (to the shaft from #32) are covered with thick brass spider webs. 3 Giant Brass Spiders nest here. There are three cocooned up Undernauts in the main chamber. One is still (barely) alive and moving, this is Risiphus Shellamar (Human M-U, level 3). The other two cocoons contain the corpses of Maddoc (plate armor, sword, rope) and Grizella (thieves’ tools, throwing knives, chewing gum that acts as a potion of speed).

24. A psychedelic tapestry hangs from brass rings in the doorway. A trained scholar can discern ancient religious symbols woven into it. Passing through the doorway with the tapestry in place activates a clerical Dispel Magic spell, (30’ radius of effect, centred upon the doorway).

25. The Brass Garden. A giant hall, built out of black asteroid. The air is uncomfortably humid and charged. The middle area (A) is sunken 50’ below the surrounding gallery (B). A hellish forest of seven living brass trees fills it - their roots and tendrils leave no place untouched. They are around 40’ tall, twisted and thorny. There are rare white spots among the bloody brass leaves – apples of some sort (if eaten, save or have a Brass Soul Worm hatch from your chest in seven days’ time). Something shimmers on top of the middle tree: it’s a crystal ball with a Pixie called Tutu trapped inside. If freed, it serves the saviours for seven years. 6 Spiked Devils ride 4 Giant Brass Spiders and are busy climbing the trees and picking the fruits. 5 Brass Stirges nest in the wider north-west area of the gallery (B).

26. A sealed Hellmouth before a massive brass spider statue. It would take a long ritual with many sacrifices to open it up again. Or the Call of KONGULA which can be triggered by placing white apples in front of the 20ft tall brass statue of the Arachnid Goddess of Brass.

BEWARE: This is NOT a brass statue but rather KONGULA herself: dead & deactivated. The white apples will rouse her for one final death throe before de-activating again. But there will be repercussions throughout the dungeon.

27. The 5’ deep pool is covered with a brass-iron grate (1’ distance between the bars). A swarm of 300 Piranhas and 10 Cyclopean Coy Automata swim in the pool (each is worth 350 gp).

28. The doors to A-D have small peepholes on them. Each side-chamber has a single scroll in it, levitating mid-air. A sharp-eyed caster can perhaps identify which spell is on each through the peephole. When a door is opened, a spell identical to the one on the scroll is cast on the closest living creature, the levitation stops and the scrolls can be taken. A: forget, B: magic missile, C: invisibility, D: stinking cloud.

29. Transfiguration chamber, with various racks and stretchers set up all around the room, half of them still functional. Occult sigils on the walls. Two Brass infected Skeletons are chained to each column. An Iron Maiden of Living Brass stands by west wall, hiding a gold torturer’s blade (600 gp), a set of silver shackles (1000 gp), a palm-sized stone box full of gold powder (300 gp). It will shoot forth brass wire tendrils if anyone comes within 6 feet pulling them into the Iron Maiden for transfiguration into brass. Skolka, the Young Black Wyvern (infected with brass) stalks the area – with its claws and bony protrusions it resembles the implements of torture.

30. A small 1’ x 1’ window overlooks room #32.

31. Toppled and charred wooden statue of a robed dwarf woman holding brass scales. If the statue is restored to a standing position, gravity reverses in a 60’ sphere space around it.

32. Sinkhole, 50’ drop to passage towards #23. There are brass spider webs at the bottom.




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