The Dungeon (Level 2)

This dungeon was made over the winter, in the quiet days and evenings, purely for its own sake. I did not intend to play it, or to publicize it in any way. However, a dungeon makes its own demands. So here it is, as it is. Statistics assume the use of the original fantasy adventure game.

The previous section containing Watchtower & Level 1 can be found here.

LEVEL 2

Roots wind through the stone. Wind cuts through bone. There is half-light.
All animals encountered are of chaotic alignment, under the influence of the Hydra.
Elven doors are usable only in the space between light and darkness.

2d6

Wandering Monsters

2

The Hydra. [Room 21]

3

Sabre-toothed Tiger

4

1d6+1 Boars

5

2d6 Wolves

6

1d8 Horses

7

2d6 Deer

8

1d6 Elves

9

2d6 Spiders.

10

Mother Spider. [Room 16]

11

Troll. [Room 18]

12

Bjona. [Room 16]

 

1: Tapestries line the walls. At the western end, a dead horse, littered with arrows. All secret doors are hidden behind tapestries. The locked door on the eastern wall has an empty slot that fits a green stone.

2: 16 Horses. On the north wall, an elven door to a balcony. A green stone, worth 400 gp, sits on a plinth.

3: Seven heaps of velvets and furs, worth 1100 gp.

4: Torn tapestries. The blocked door to the south is shut by debris.

5: Wyvern. Velvet bag contains 3000 gp, a set of scriptures [1], and map [2]. If freed, it returns to the Princess in Room 30.

6: Walls are filled with crevices, holding 560 gp. To the south, an elven door.

7: Shallow bath of glowing water. Those who bathe/drink from it increase their maximum HP by 1d6 and glow faintly until sleep. Elves in Room 8 attack any who commit this trespass. The locked door on the eastern wall has an empty slot that fits a green stone.

8: Thick tree roots obscure much from sight. 6 Elves armed with longbows watch silently from the shadows. 8 Wolves attack those who approach. Roots obscure the eastern door [Exit to Level 3, Room 17].

9: A Moose (as Boar with an additional 4 HD).

10: A mosaic on the ceiling made of gold, worth 300 gp if peeled off. Elven doors to north and south.

11: Water falls from the ceiling. Wet stairs lead down. 1-in-6 chance of falling to Room 12 below.

12: 4 coffins, containing a Wraith each. 2-in-6 chance one awakens each turn spent here. If violently disturbed, all Wraiths awaken. The walls are crumbling, stuffed with prayers and several items. Each time an item or 500 gp are removed, 1-in-6 chance the walls crumble. The following treasures can be found within: 5000 gp, a pot containing a Fire Maiden, a spell scroll (Sixth Sense), a map [3], and a hidden Staff of Smiting.

13: Hidden beneath fallen leaves is a pit, 20’ deep. The bottom 10’ is filled with poisonous water. Those who sink below have a 2-in-6 chance of keeping their mouths closed.

14: A window on the eastern wall reveals the stairs below.

15: The room is veiled with cobwebs, ensnaring those who pass through on a 2-in-6 chance. Aggressive tearing or squirming summons the Mother Spider in Room 16.

16: Mother Spider and 13 Spiders. 5 victims are caught in its webs, unconscious or dead. The Mother Spider knows the Song of Ivory Doors. She desires food for her children to grow strong.

17: Piles of bone, picked dry. A portcullis blocks the southeastern archway.

18: A Troll, wearing two giant bracelets worth 1000 gp each. It is angered by the depredations of the spiders, and wants them dead.

19: The room is filled with lidded pots. Throughout are scattered various aged meats and 3500 gp. In one is contained a green stone, worth 400 gp. In another is contained the Mirror-shield of Andul [4]. A tapestry worth 1200 gp depicts an ancient tree.

20: At a waterfall, 21 Deer, 9 Wolves, 3 Boars, and a Snake play and mingle peacefully. They defend the Hydra in Room 21 if it is threatened.

21: 6-headed Hydra hanging from the belltower above. It desires the seed of the tree in Room 28. The Edenic Ring [5] is wrapped around its tongue, which it offers as a reward. If fed the seed, it gains 6 HD and kills the Elves. In the belltower are hidden the following treasures: 4000 sp, 2000 gp, and 12 gems worth 250 gp, as well as a green stone, worth 400 gp.

Note: The bell is silenced by the Hydra. If it is rung, the Giant from Level 3 remembers his ancient love, and climbs up to protect her.

22: Elven door on western wall.

23: In an iron pot, Ingi, a 1st-level dwarf, is trapped. Only their legs are free. They escaped the Troll in Room 18.

24: Two giant eyes are carved into the east and western walls. They snap open if anyone passes by at a movement rate greater than 3”. They remain open for 1d6 turns, cursing anyone who moves, causing all die rolls to automatically fail for 3d6 turns.

25: Elven door on western wall.

26: A large pool. 12 Elves, wounded. Boats hold their dead – funeral pyres unlit. Within the boats are 1400 gp worth of fine linen, a potion of gaseous form, and a spell scroll (Charm Monster). Elven door to the north.

27: Dormuna, an Elf with 6 HD, armed with the Bow of Dunmoren [6] and 34 Arrows +1. She knows the Song of Ivory Doors.

28: If both the doors in Room 1 and Room 7 are filled with green stones, they both open. A Tree of Life grows on the balcony. It is dead, but has a single seed. Those who pluck the seed are driven to plant it in the giant hole in Level 4B. Those who eat the seed cannot die, but are always returned to life one day later.

29: Bjona (as Bear with AC 2) guards the bridge. Dormuna will fire arrows from Room 27 in support. The northern door is made of ivory, and can be opened only by the Song of Ivory Doors.

30: An open-air shrine, with a baptismal in the center. The grass is green and flush with white flowers. The Princess, a giant 8th-level cleric with long golden hair, lies dead, surrounded by her beloved birds. Her clothes are worth 900 gp, and her hair is worth 3000 gp. If awoken and unharmed, she blesses her saviors by turning them into Elves. Those who could restore to her the Edenic Ring [5] would be bequeathed Bjona as a loyal pet.

TREASURY

[1] The Princess’ Scriptures: Allows magic users to memorize 1st and 2nd level cleric spells. However, they may not be copied into a spellbook or turned into scrolls.

[2] The Wyvern’s Map: Leads to the Staff of Smiting in Room 12.

[2] The Wraith’s Map: Leads to the Armor of Hate in Level 3, Room 18.

[4] Mirrorshield of Andul: Shield +2. Reflects distractingly.

[5] Edenic Ring: A ring that allows the user control over 3-18 small animals, 2-12 medium sized animals, or 1-6 large animals per HD.

[6] Bow of Dunmoren: Bow +1, or +3 when fired from half-light.

BESTIARY

Bear (HD 5+5 | AC 6 | 12”): Deals 1d6+2 damage.

Boar (HD 1+2 | AC 5 | 15”): Deals +2 damage on charge. Deals one more attack after being brought to 0 HP.

Deer (HD 1 | AC 7 | 18”): Spook easily.

Elf (HD 1 | AC 7 | 12” | N): Unearthly beautiful. No emotion. Nothing changes, nothing fades. Immune to normal weapons – other weapons deal half damage. They can hide in even small amounts of shadow.

Horse (HD 2 | AC 7 | 12”): Ordinary.

Hydra (HD 5-12 | AC 5 | 12” | C): Snake-meets-man. One head for each hit die – a head is destroyed when it takes 6 points of damage. It dies only when all heads are defeated. Each head may attack individual targets, but it does so as a 1st-level fighter.

Mother Spider (HD 6 | AC 8 | C): Spider with a human head. Has a deadly poisonous bite. Those caught in webs take 4 turns to escape. Those with great strength or stature can escape in half the time.

Sabre-toothed Tiger (HD 7 | AC 6 | 12”): Deals 1d8+1 damage. Surprises on a 2-6.

Snake (HD 5 | AC 6 | 6”): Constricts targets if attack roll exceeds by 4, dealing 2d6 damage per turn.

Spider (HD 3 | AC 4 | 9”): Bite contains paralyzing poison (add +2 to save). If failed, paralyzed for 2d6 turns.

Wolves (HD 1 | AC 7 | 15”): Ordinary.

Wraith (HD 4 | AC 4 | 12” | C): A white spirit. Add -2 to attack rolls/morale checks in daylight. Drains one level per hit on a failed Save vs. Poison (regain levels if monster is slain). They are impervious to normal weaponry unless it is silvered, but magic weapons will do them double damage.

Wyvern (HD 7 | AC 4 | 9/24” | N): Dragon with a fingernail stinger on its tail, and no breath. If attack roll exceeds to-hit number by 4 or more, or is a 20, it attacks with stinger – Save vs. Poison or die slowly. Otherwise, it deals 1d6+2 damage.

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