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PARALLEL DUNGEONS

Cave of the Demon Corsairs / Mining Tunnels of Q-3296 /


Tranquility & Transcendence

Jump between three dungeons that exist in parallel dimensions

For OSR character levels 3-4


By Tamás Kisbali – http://eldritchfields.blogspot.com – 2020-2022
This adventure describes three dungeons that occupy the same cave, but in parallel
dimensions. The adventure can begin in any of the dungeons, the one that fits your
campaign setting the best. It is the PCs’ “native dimension”. The group is given a
dimension shifting device that allows them to “switch” between dungeons.

In a campaign, the adventure location can be used as a “hub”, as an opportunity for PCs
to visit other planes or realms. For more focused play, dimension-shifted characters cannot
leave the dungeon or its vicinity in their non-native dimension. They can peer out into the
unknown, but cannot exit.

Rules of the Cave(s)


o The rock is “global”. Changes that affect the structure, walls, floor, ceiling of the
cave (collapses, drilling, explosions) happen to all three dungeons at the same time. The
inhabitants of other dungeons, of course, are in for a surprise when the PCs collapse a
tunnel in one of the places.
o Creatures, objects and superficial changes (like writing on the wall) are individual
for each dungeon. A person or object in the 3rd dungeon doesn’t exist in the 2nd.
o The three dungeons exist in a unified time flow. Time passes at an equal rate in
all three dungeons/dimensions.

The Dimension Shifting Device


o The device can be magical or technological in nature. Only works in the cave.
Pressing the button instantly shifts all attuned characters to the next dungeon, in a cycle
(1 > 2 > 3 > 1). They appear in the exact same spot; if it’s occupied, a cruel Referee can
describe the horrific bodily transformations that take place (e.g. “The Fly”), or just shift
the characters in a random direction. Upon arrival, they must roll for surprise to simulate
dimensional jetlag. Optionally, you can track the number of jumps and introduce penalties
if the PCs shift too often.
o Worn and held equipment is transported. An object tied to a rope that a character
is holding is not transported. An object touched, but not lifted, is not transported.
o To transport a willing person, a full turn must be spent to attune this person to the
device. Transporting a creature unwillingly can be done by subduing and lifting that
creature.
o A technologically skilled character can hook up the device to the mining vehicle
(2nd dungeon, #8).

Cover art by Virgil Finlay, 1939. Thanks to Spekkio (OSR Discord) for inspiration! Playtesters: Jim & Tulta!
One square = 10’. Arrow = 20’ change in elevation (points down the slope).
CAVE OF THE MINING TUNNELS TRANQUILITY &

DEMON CORSAIRS OF Q-3296 TRANSCENDENCE
Hide-out of a notorious The asteroid Q-3296 is Hermits and healers
pirate crew that forged a rich in platinum & perils. inhabit this cave, far from
Theme

pact with otherworldly The ancient tunnels must society. Many seek
entities. Their cruelty & be explored before a sacred wisdom or rare
treasures are legendary. new operation can medicine here… but only
commence. a few attain it.
Weird historical or grim Sci-fi, either of the Good old exoticism and
fantastic world, like a Traveller or the horrific a pinch of cultural
Setting

dilapidated Pirates of the Nostromo kind. The appropriation. A place


Caribbean ride. Long pig tunnels, strangely, are in where The Bride from Kill
hotdogs (not) optional. a bubble of breathable Bill or Doctor Strange
atmosphere. could study.
Soot, crude graffiti Faint glimmer of platinum Aeolian harp drone,
(obscenities and occult veins, distant whispers, bamboo chimes, distant
Dressing

sigils), knee-deep mud, low hum, moon-dust, low chanting, dripping water,
brine, chew, spittle, pressure, variant gravity, soft moss, mushrooms,
coughing, laughter, weird vibrations blue-grey incense smoke.
crackling of shells.
 d6 corsairs on  d3 flapping horrors,  acolyte, walking with
patrol perform hit & run attack their eyes closed
Random Encounters (d6)

 fugitive, has key to #2  flap. horror defending  d6 acolytes carrying


 d3+1 corsairs high on egg-sack water in their palms
cocaine  d4 astro-zombies on levitating sage floats by
 Cpt. Vulture and d4 the prowl  bright chime echoes
corsairs carrying a chest  holographic echo of through the caves;
of gold [1000] miners from out of time source undefinable
 d4 desperate corsairs  tremors, B or d4 dmg  curious pet (small
trying to subdue a raging  Jones the Cat appears, monkey, weasel, etc.)
mutant d8 lives left
bottle of rotgut, tobacco explosives, rock samples, prayer beads, crocus-
Random items

in beat-up tin, porcelain screws, can of “soylent colored robes, 100’ long
pipe, Tijuana Bible, green”, magnets, scroll with one mantra
Bible, seaweed, opiates, blueprints of weird tech, repeated over and over,
compass, sailor’s charm, data sticks, mining tools, brass bells, incense,
powder horn navigational devices dried mushrooms
CAVE OF THE MINING TUNNELS TRANQUILITY &

DEMON CORSAIRS OF Q-3296 TRANSCENDENCE
Vaulted like a majestic Gothic cathedral. The W wall is blocked by stalactites and…
…rusty iron bars (#2 is …dense latticework; with
…sizzling blue force-
visible); padlocked gate tiny hatch (sage in #2
fields, semi-transparent
1 in the middle. 2 corsairs exchanges parchment for
(#2 is visible),
shooting dice. In case of a finished scrolls). Sound of
impenetrable, d6 dmg on
fight, more corsairs come furious scribbling heard
touch.
running from #3. from #2.
4 captives (merchant, Locked safe: fuel cell for Sage, copying sacred texts.
imperial officer, spy, mining vehicle (see #5; Has d4 scrolls ready, on a
2 turncoat), chained to the enough for 12 h) [500],  one is a random spell
wall, traumatized. Fear they laser cutter (d8 charges) scroll. Expert at copying,
will be killed, or worse. [200], rock samples [150]. 1/2 time needed to finish.
3 3 corsairs in hammocks. Empty.
Changing room: 2’ stone sphere carved
lockers, benches, with waves irradiates a
4 Empty. 5 hazmat suits [375], d3 of silence 15’ spell. Can only
them faulty (only evident to be lifted/moved by
technicians). telekinesis.
This dark, echoing cavern is divided in two parts (an upper ledge and a lower zone)
by a 60’ vertical drop.
Corsairs stage gladiator Lower zone: 10’ thick layer Upper ledge: 2 pairs of
fights in the lower zone, of faint yellow corrosive sandals, 80’ rope ladder
observe from the upper gas (P each rnd or choke leading down.
ledge. 2-in-6 chance a fight > faint > die, 1 successful Lower zone: lush moss
is on currently: 6 more save brings you back up 1 garden, all green, starry
corsairs and Cpt. Vulture step). drops of dew.
are present, a prisoner or Mining vehicle blocking 2 barefoot acolytes scour
5 mutant battles the crab passage to #8 (climb over). the moss in search of the
demon. The vehicle has a locked, mother-of-pearl beetle
Upper ledge: 2 corsairs, 1 hermetically sealed cabin, (everybody has equal
mutant, rolled-up 80’ rope enough air for 1 h for 4 chance to find it. If found:
ladder. people; fuel for 12 h. Treat 500 exp and the beetle
Lower zone: hungry crab as HD 10 creature, plate, must be set free). If
demon on a 20’ chain, very slow movement. Drills someone steps on the
can only move in circles, a 5’ wide and 5’ deep moss in shoes: M or
pincers clicking. tunnel in 1 h. teleported to the upper
ledge.
CAVE OF THE MINING TUNNELS TRANQUILITY &

DEMON CORSAIRS OF Q-3296 TRANSCENDENCE
Storage: 6 brls of vile rum
[100], 200 servings of
6 Empty.
smoked long-pig, 2 brls of
gunpowder [300].
Workshop, old peg- Gas, as in #5. Switch on Sage in headstand.
legged corsair crafting SE wall turns on/off force- Unaffected by gravity
unwieldy spiky weapons for fields in #1. The indicator’s reversal (2nd dungeon
7 gladiator fights in #5 (-4 flickering light is that of the #14). Only talks to people
to-hit, d10 dmg). Flawless force-fields (blue). who repeat his pose. Can
ruby [500] hidden in his perform augury.
peg-leg.
Torture rack, branding Acolyte kneeling in the
iron with occult sigils (works passage to #9, says it’s a
as bestow spell ability if place of “sacrifice and
Gas, as in #5.
8 wielded by a MU; healing”, but only sages
Empty.
d8 dmg/use; receiver loses may enter.
spell if healed). 1 mutant Runs for help if anybody
playing with embers. breaks the sacred law.
2 mutants. Cubical black Gas as in #5, filtrating from Verdigris throne, with
stone altar with chains. the crevices in the rock. spirally ornamentation.
Heavy tome bound in fish Rich vein of platinum with Anyone who sits is
scales: Cpt. Vulture’s spb. 4 yellow salt crystals on the transmorphed as a crystal of
9 gold candelabra [400], S wall. Psychic characters healing (contains hp equal
miniature silver ship in bottle feel urge to lick the crystals, to the total of the PC’s
[250]; fine emerald [500] Z to resist. Taste good, no attributes + max hp;
under a heap of moldy other effect. touching the crystal heals
bloody clothes. d8 hp/rnd).
A giant space worm (HD Footprints in the circular
14) fills up the circular passage, counter-
passage; open maw clockwise. Anybody who
resembling entrance, a circles around 3 times may
Throne of human skulls in
platinum nugget [500] regain a cast spell or heal 1
10 NW corner, somebody’s
glows 25’ deep in its throat HD. Only works 1/day.
hobby project.
as bait. If a PC enters, the Clockwise movement deals
maw shuts close, digestive 1 HD dmg or erases a
acid slushes in, 2d8 prepared spell.
dmg/rnd.
1”-wide sockets arranged
Sneaky corsair burying Crystallized dead miner in a 10x10 grid in the S
silver dagger [100] stolen hugging a titanium wall, inside each: a thin
11 from a mate. By pirate cylinder: spores (B or d8 platinum tablet (95
code, theft is punished by dmg), platinum nugget cosmological texts in
cutting off a hand. [700]. Atlantean [3000], 5 scrolls:
spell lvl d6)
Smokehouse, smoke
12 billows into the passage. Empty.
Chunks of meat on hooks.
Guarded by 3 corsairs & Faint purple glow from N Acolyte and invisible
a mutant who shout “you cave: blacklight orb [300], servant engaged in floor-
13 shall not pass” and attack. enough power for 1,000 sweeping competition. The
W passage towards #15 years, no “off” switch. acolyte really wants to win.
masked by illusory wall.

Switch on control panel


reverses gravity in the Statue of a meditating
dungeon and the 2 sage. Apples in various
14 Empty.
“parallel” dungeons; Z or states of decay laid out on
take fall dmg. Press again small pedestal.
to revert.

The air is cold. In the S end of the cave – a well, 8’ wide and 100’ deep…
…filled to the brim with …closed off with grate, …3/4-full of fresh water.
seawater. At the bottom, lined with metal plates, Bucket on 50’ rope nearby.
sunken into silt: gold-plated extremely cold inside and Statue: actually, a grey-
anchor [1000], 4 uncut 1/4-full of liquid nitrogen: skinned sage in deep
diamonds [1500], family clone of a PC asleep in trance, expression of fear
jewels of a noble [1500], cryo-pod, submerged. If and distress on his face. If
15 decoder ring of the awoken, the clone must touched, awakens, grateful
Atlantean script [2000]. P or die. Determine the for bringing him out of a
Poster bed in NW corner, relationship of the clone to nightmare realm where he
pouch of gold [433] under the PC by a Reaction roll. spent 1,000 real life years
mattress. If not encountered A murderous clone will and 1,000,000 dreamland
before, Cpt. Vulture is hide their intentions. years. Can teach ritual to
here, lurking in the enter the Dreamlands &
shadows. spells.
CAVE OF THE MINING TUNNELS TRANQUILITY &

DEMON CORSAIRS OF Q-3296 TRANSCENDENCE
Cpt. Vulture: vulture- Astro-zombie: corpse Acolyte: F0 or C1, unarm.
headed man, F6/MU4, animated by cosmic + 1 random vow (d6):
chain, cutlass, pistols; spb: radiation, HD 2, unarm.,  silence  chastity 
darkness, change self, d6 claw; on 0 hp P to truth  assistance  non-
speak w/ animals, summon, regain 1 hp violence
stinking cloud. Flapping horror: bat-like Sage: C8 or Ef7, chain,
Encounter stats

Corsair: F2, leather, alien, HD 4, leather, tail- d12 punch or 3 atcks of d4


cutlass, pistol whip d6, 1/day sonar punches; spb: feather fall,
Crab demon: HD 6, plate, attack, 60’ radius, d10 detect invisible, army of
2 atcks, d6 pincer, exotic dmg, Z for half. one, levitate, dimension
meat [500]. door, protect. from normal
Mutant: Dw3, leather, d6 (ax, cutlass, tool, etc.) weapons, etc.
+ 1 random demonic mutation (d6):
 eagle talons, 2 atcks, d6 dmg  ink cloud, 30’ radius, as darkness for d6 rnds 
crab armor, as plate  creepy eel jaws, d4 dmg, wounds don’t heal naturally  psychic
blast, 60’, M or uncon. 2d6 rnds  fused with shoulder parrot or space worm, which
attacks with bile spit, 30’, d4 dmg/rnd until cleaned.

System & Abbreviations


Statted for OSR / old school D&D mechanics. Armor defined as equal to unarmored,
leather, chain or plate.
#2 refers to area number C Cleric
rnd round F Fighter
h hour MU Magic-User
atck attack Sp Specialist (Thief)
dmg damage Dw Dwarf
P save vs Poison Ef Elf
Z save vs Paralyzation Hf Halfling
B save vs Breath unarm. AC as unarmored
D save vs Devices spb spellbook
M save vs Magic brl barrel
N, NE, E, SE, compass directions dagger items or spell names
S, SW, W, NW italicized
[500] total worth of item(s), crystal of healing magic items italicized
in standard coins and underlined

Dimension-shift responsibly!

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