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a

simple
dungeon

Micah anderson
omens
I 1.
2.
3.
Chittering
Shrieking
Clattering
4. Scraping
5. Dripping
6. Cackling

IV II III

loot V VI
1. 3d6 GP
2. Potion
3. Map
4.
5.
6.
VII
Spell
Weapon
A TREASURE
hooks
• The local village of Mina has
put up a bounty to find out
why pets and small livestock
are disappearing. Goblish
footprints lead back to the
dungeon’s entrance.
• The wizard Crabtree has
commissioned the party to
delve into the tomb of a king
who was rumored to have a
powerful artifact and retrieve
said item.
• A fellow adventurer went
missing near here a few
weeks ago after bragging
about finding a good score.
• Supplied with an ancient
map depicting vanished forts
and this tomb.
b
a c
i
ii MINA

iii
iv
v
vi
vii
Any hex not filled
in is pastoral fields
and meadows.
Snake fells
AVI: Mount Hargh. Manticore
nests here, looking for
fabulous clothes to warm her
new babies.
AIV: Forest of Folgorth. Dense
trees and spider webs.
BI: Crabtree’s Tower. Tall and
spatially distorted. Crabtree
himself, singed and surly
underneath a stuffed alligator.
BIII: Village of Mina. Subsistence
farmers, a general store,
blacksmith, and tavern
BV: Forest of Folgorth. Ruined
fort filled with valuable eggs.
BVII: Antediluvian Catacombs. A
simple dungeon.
CII: Lingy Fen. Dark, rainy marsh.
Lungfishfolk live here and
abduct children at night.
CVI: Bandit Camp. Under a fallen
tree. Hostage situation.
The
door
Rears up fro
Gr
Like a
Scar i
om the
ranite hills
ain the earth
I
Entrance
hall
Ten foot pit trap long ago
sprung. Flimsy, rotten boards
cover it. Corpse inside has
dissolved into a grey jelly, will
attempt to schlorp out and drag
in interlopers feebly. Remnants
of pockets inside the ooze
contain d6 coins and a potion.
Carved double doors to the end
lead to False Tomb. Collapsed
wall with small tunnel leads to
Goblin Burrow. Attempting to
dig it out without proper
precautions or equipment either
collapses it or causes a minor
rock fall (2d6 damage).
Ii
False tomb
Extremely tall skeleton upon a
mostly-gilt-free throne. Room
strewn with pulverized bits of
strange whorled wood decor,
relics of a past age. Conspicuous
sword upright in front of the
skeleton; actually lead painted
gold, a lever that locks the
double doors and causes the
ceiling to crush the room.
A chimney in the ceiling fits the
throne area exactly. Anything
not sitting on the throne must
save or die in six rounds.
Loose brick in the wall can be
kicked out to reveal the Mass
Tombs. Dust arabesques in the
faint breeze.
If pried out successfully, Lead
Sword can transmute one metal
into another once per day,
although it does -1 damage.
Iii
Mass grave
Vertical alcoves of stucco and
masonry conceal 25 thin little
graves, each containing a
skeleton of a worker (12), soldier
(8), priest (4), or one dog. In the
center, a dried reflecting pool
and pillar with the puissant
words of an anti-grave robbing
hex engraved across its surface.
A wizard, with an hour of
research, could parse the
ancient dialect and deface the
runes, although anything less
than bomb-squad care will
awaken d6! of the undead.
A lead coffer in the muck at the
bottom of the pool releases a
paralyzing miasma and contains
a random TREASURE.
The reflecting pool's drain leads
to the Goblin Hoard, although
the pipe is too small to fit into
with armor on.
Iv
Goblin
burrow
A large circular room with 3
defaced statues. There are
always at least 2d6 goblins here,
sleeping, fighting, or gambling
for shiny rocks. One, Tim, is
actually a halfling with a wilting
carrot tied to his face. He's been
trying to get the others to
embrace the philosophies of
tea-time and bathing.
The mounds of mud and slime in
the center of the room are
birthing pits, writhing with
goblin larvae. If any young are
harmed, every goblin in the
dungeon will attempt to hunt
down the perpetrators.
If the party can prove their
strength is greater than that of
the Troll, the goblins will eagerly
join forces with them.
v
Goblin
hoard
A cramped, twisting room of
muck-walls and sarcophagi
shelves now filled with
foodstuffs and body parts. There
are four clay jugs filled with
powerful, flammable moonshine
in the corner. 1-in-6 that d6
goblins are stocking the stores.
A depression in the ground is
filled with a scummy red-black
ichor. Strax, the goblin's pope,
potbellied and waxen-fleshed,
grown into the bottom through
rootlike hairs. He knows d3
random goblinish spells and
collects spiders. The key to the
chest in the Hierophant's
Chambers is in his folds.
The ichor acts as a mild
hallucinogen, and bathing in it
will slowly turn you into a goblin.
vi
Troll lair
The Troll, a great green rubbery
mass of wiry arms and tusks,
lives in this hall. The ancient
king's sarcophagus has been
converted into a bed with old
adventurer clothing, keepsakes
of carnage from the Troll's
wandering days. Now it's too big
to fit through the door, although
it gets the goblins to bring it
food and entertainment.
It craves violence and will play
with its victims,
although it
can be
distracted
with riddles.
vii
Hierophant
chambers
The chapel built into this tomb,
dusty skeleton with a moth-
eaten robe (the miter is worn by
Strax). Piled with scavenged
hoarded treasure the Troll has
stolen over the years.
A locked chest in the corner
contains a book of ancient
prayers, which can act as a
grimoire to anyone who can
read the antiquated dialect. If
someone does, Alchorvax, God
of Lobsters and Old Age, will
contact them in dreams in three
days’ time.
In addition, mounds of coins and
gems worth at least 3d6x100 GP,
a few scuffed and rolled
paintings, d3 potions, and d3
random TREASURES.

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