The Dungeon (The Watchtower & Level 1)

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 WATCHTOWER

In accordance with the ancient customs, you were led to the north to do penance for your sins. Forty days and forty nights you spent upon the stone table that lies at the foot of the Mountains of Solace, until the great raven descended. Up and up it took you, to the very edge of the world, where a watchtower sits perched on a cliff's edge, facing a set of iron doors. All of mankind's sin is sealed behind them.

The watchtower’s flame has long gone out. The Raven roosts in the ashes. It will fetch you what you desire in exchange for adequate payment. 

The Warden sits and waits in silence. He tells you that God has granted the worthy few a second chance: His grace can be found within the dungeon.

There is an old, dark well in the courtyard. God rewards those who sacrifice the treasures they find within (Treasure only counts as recovered if dropped into the well).

The highway is impassable, buried long ago. The climb back down is impossible, save for those with wings.

ENTRANCE TO THE DUNGEON

Two great iron doors, carved with a hundred kneeling figures, leading to Level 1, Room 1. Opened with the Song of Iron Doors, taught by the Warden to those who prove their penitent hearts. Takes 1 turn to open.

LEVEL 1

The walls are frosted, lichen-drenched stone blocks. The air smells of snow.
Rooms 1-13 are filled with half-light. The rest are dark.

2d6

Wandering Monsters

2

Judge.

3

Man-eater.

4

1d6-2 Gargoyles.

5

1d6+2 Gilded Wolves.

6

1d8 Wight-apes.

7

1d10 Dead.

8

1d20 Dead.

9

1d4 Ghouls. (2-in-6 chance of 2d6 Dead)

10

Slime.

11

Child.

12

Ardun and 1d6+1 Wight-apes. [Room 30]

1: Statue of a young girl and twelve penitents. She holds a black sphere worth 900 gp. If taken, the Wight-ape in Room 2 releases the Gilded Wolves in Room 5. [Exit to Outside]

2: A Wight-ape, armed with Oroc [1], peeks through the peep-hole to Room 1. If any approach, they hide in the rafters, where there are three winches. One lifts the secret wall in the hallway north of Room 1. One lifts the wall-trap in Room 6. One lifts the northeastern wall in Room 7. In a crevice is hidden a spell scroll (Knock).

3: Pillars hold contorted skeletons, long-nibbled clean.

4: A stash of mouldering jerky. Human.

5: 6 Gilded Wolves, silent and patient.

6: When someone crosses in either direction, a wall slams down, running north-to-south.

7: 8 Dead [C], chained to the ceiling. Only 4 are visible from either direction. A Ghoul’s corpse lies among them, covered in wolf-bite marks, its gold coins missing.

8: 4 Ghouls hide within a pool. They fear the Gilded Wolves, so they will not leave. The Ghouls have 600 gp stamped in their skin. In a pool lies their hoard: 4000 cp, 850 gp, a potion of invisibility, and a map [2].

9: Ice fills the northeast corner, containing the corpse of a giant, cradling a gemstone worth 2100 gp. The ice supports the ceiling.

10: An open ceiling. Under the snow, two skeletons, each wearing plate armour have satchels of 526 gp combined.

11: A giant face is carved on the eastern wall. Its tongue is a wand of ice. Frozen corpses litter the hallway beyond. The sliding door is frozen open.

12: The venerated bones of a giant bird decorate the northwestern wall. Three large eggs sit on the altar below. One egg is real, worth 800 gp. The others are only stone, and worth 300 gp. If the real one is taken, the spirit of the bird awakens as a Wraith.

13: A pit bisects the room from east-to-west, 15 ft. wide and 40 ft. deep. 12 Dead [C] stand below, staring upwards. They tear down any bridges built, using the materials to climb out. They are smart enough to wait.

14: An offering bowl, long-pillaged. It is carved with two golden hands, each with seven fingers – a third hand is missing. If exactly 777 coins are placed inside, both walls to the north slides down. It slides up if the coins are removed.

15: Only one door appears on the southern wall at a time. Roll randomly each time the room is entered.

16: 22 Dead [N]. One [C] sits on a throne at the back, wearing a necklace, worth 1400 gp, and a crown, worth 1300 gp. The others disperse if this one is killed.

17: A throne. From chains hang 8 black orbs worth 100 gp each.

18: Man-eater, and a broken throne.

19: 12 Ghouls are crucified to the walls, 100 gp stamped into their skin each. Svirnander [3], stands in the middle of the room, set in a block of stone and gold, worth 220 gp. If Svirnander were to be removed, the Ghouls escape their confinements, no longer fearing the pain.

20: A high window in the ceiling. 7 Spiders.

21: An offering bowl, long-pillaged. It is carved with three golden hands, each with seven fingers. If exactly 777 coins are placed inside, the wall to the south slides down.

22: A pit takes up the entire floor. The shadow is tangible. [Exit to Level 4B]

23: Among leaden pillars, 14 Dead [C] children hide, armed with stones. One Dead [C] is armed with a longbow, and has 3 HD. They have stolen the key from Beric of Ardamont. If anyone gets to close, they will use the hazards in Room 6, 20, or 24 to their advantage.

24: A thin wire extends across the passage. It deals 1d6 damage, or 2d6 damage if characters are running. It is not tall enough for hobbits/dwarfs to be struck by it..

25: Light falls upon a statue of an old woman holding a sapling, wreathed in roots. Underneath, a staircase leads downwards. [Exit to Level 2].

26: A stone carving of people buried under a flat stone fills the centre of the room. 2 Wight-apes study it.

27: 4 Gargoyles.

28: Beric of Ardamont (6th-level Cleric / 22 HP / Lawful) , a 6th-level cleric wearing plate armour and bearing a mace +1. Uses the Shield of Thonthor a brazier, filling it with the bones of the damned. Beric has lost his keys to the locked door to the north. He seeks a new guard, now that he has failed in his duty.

29: 12 Wight-apes, enthralled by Ardun in Room 30. They fashion tools of war under his gentle instruction. The gallery 10’ up holds seven tablets worth 300 gp each.

30: Ardun (5th-level Magic User / 14 HP / Chaotic) keeps careful watch over Room 29 from a window. Half his face is frost-burned. He seeks to free his mother (the raven) from his father (the warden). He has a map [5]. His spellbook contains the following spell, with asterisks indicating spells currently memorized:

1st: Charm Person**, Detect Magic, Hold Portal**, Light
2nd: Darkvision, Invisibility*, Protection from Missiles, Sixth Sense*
3rd: Clairvoyance, Fireball, Hold Person*

31: A Minotaur, chained to the ceiling. They are not under Ardun’s charms.

32: A golden cross, worth 1800 gp. The ceiling is higher to accommodate it. A Slime hides above, only visible to those within the room.

33: A set of copper doors. They open to the Song of Repentance.

34: The door is sealed shut with wax. Inside, an altar of ambergris candles. The pleasant smell keeps the Dead away.

35: Debris covers this length of hallway. A 10’ pit is hidden by a breakable flagstone, where a Man-eater is trapped below.

36: A statue of a saint, worth 800 gp, surrounded by offerings of 500 gp, 1700 sp, and 3000 cp.

37: A Giant sits against the far wall, inert. Its chest is open, and its heart is missing. It points towards a 100’ pit. The walls of the pit allow for easy climbing [Exit to Level 3].

TREASURY

[1] Oroc: Dagger +1, +3 vs. man-types.

[2] The Ghouls’ Map: Shows route to Level 2, Room 17, where there is a Ring of Animal Mastery.

[3] Svirnander, or Judgement: Sword +1, or +2 vs chaotics. Functions as a ring of spell turning against chaotic spellcasters.

[4] Shield of Thonthor: Shield +1. Immune to fire.

[5] Ardun’s Maps: Shows Level 1 roughly in its entirety, including all secret doors.

BESTIARY

All things were human once. All are dead, changed by their sin. All seek fire and life – that is their currency. Statistics are formatted as follows: Hit Dice | Armour Class | Movement Rate | Alignment

Dead (HD 1 | AC 9 | 6” | L or C): Withered corpses. 2-in-6 have armour, increasing AC to 7. Normal missiles deal only 1 damage. Roll the same HP for all in a group. If they have 1-2 HP, they are only skeletons, and are of neutral alignment with no sentience – piercing weapons do damage as normal missiles.

Gargoyle (HD 2 | AC 2 | 6” | L) : Statues depicting acts of punishment. Normal weapons deal no damage, save for bludgeoning weapons, which deal half.

Ghoul (HD 2 | AC 7 | 9” | C): Privileged dead. 1d6*10 gp is stamped into their skin. Save vs. Paralysis when hit, or be paralyzed for one combat turn. Reduce attack rolls and morale checks by -2 in sunlight.

Gilded Wolf (HD 2 | AC 7 | 18” | N): Coins for eyes. Hunt gold not flesh. All treasures touched by them is cursed and may not be used to level up. Deal 1d6+2 damage.

Judge (HD 4 | AC 2 | 6” | L): Drenched in iron. Cherubic mask with no eyes. Hands bound to sword. If the character has <12 HP, all hits sever a limb, rolling 1d6 to determine which is effected (1-2: Leg / 3-5: Arm / 6: Head). If the head is not severed, they are reduced to 1 HP.

Man-eater (HD 5+2 | AC 9 | 9” | C): Beheaded. Belly empty, dry like turkey. Never gives up the chase. Attacks with belly first, dealing 2d6 damage each turn to those inside. If belly is full, deal 1d6+2 damage instead.

Slime (HD 3 | AC 9 | 3” | C): Sin grows mould. Causes 2d6 damage to flesh it touches. Infects metal it touches, turning into slime in one turn. Has no effect on lead.

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

Wight-ape (HD 2 | AC 6 | 12” | C): Mountain-folk, unwitting. They fear fire, for they never discovered it. Deal 1d6+1 damage on a hit.

Wraith (HD 4 | AC 4 | 12” | C): 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 double damage.

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