Old-School Essentials - Adventure - The Hole in The Oak

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OFFICIAL ADVENTURE SCENARIO

The Hole in the Oak


by Gavin Norman
1 square = 5'
Locked doors

N Monsters
Tree Babies
Area numbers
29

19

18
Ghouls
20
L

17
15

Troglodytes 26
L
16

14 Spider
L
11 22

13
12
L

7
6
10
5 21

23
9
24

2 8
Sheep Fauns

1 4 33
3 Bats
Root Faces
Wight
32
50

49

31

47 46
Lizards
30
48

L
45
27
Shadow
28

44
25 Ogre
56
55
43
Figments L
38
L
54 Gnomes
52 59 60
Evil Stump
37
42
51 53 57 58
36

40 41
35
34

39
Fire Beetles
Random Happenings
1-in-6 Chance per Turn
If this chance comes up, roll 1d20 and consult the
following table to see what happens. Encounters
with monsters occur at a distance of 2d6 x 10'.

The Hunter
If the hunter in Area 13 has been awoken, results
of 1 or 2 on the 1d6 random event roll indicate
that he attacks the party.

d20 Event
1 A root burrows out of the floor, wall, or ceiling. It points in a random direction with
a finger-like appendage. A distant chuckling is heard.

2 The phantasmal form of a white-whiskered, purple-robed wizard appears. He gestures


sternly and proclaims “Bozurah the Imperishable forbids all intrusion beyond this point”.
The illusion then disappears. If PCs pass the “forbidden” point, they must save versus
spells or grow a long, white moustache.

3 A sudden, swirling gust of wind extinguishes torches and candles. Lanterns have a 3-in-6
chance of remaining alight.

4 A hideous, gurgling laugh echoes through the dungeon.

5 A small, purple lizard scurries along the wall, burping “Kezek”.

6 A random character spots a 1' tall silver gnome pop its head round a corner and wave.
Other characters do not see this.

7 Worms writhing on the ground, uncannily formed into crude letters: “BURN THE STUMP”.
They quickly wriggle away.

8 A procession of frogs, hopping towards the river.

9 A swirling, purple vortex manifests in the air in front of the party. Anything (or anyone)
that enters the vortex is teleported. The destination of the teleport is a randomly select-
ed area of the dungeon. The vortex disappears after 1 turn.

10 A root burrows out of the floor, wall, or ceiling. It points towards the nearest danger
with a finger-like appendage. A distant chuckling is heard.
d20 Event
11 1d3 sodden ghouls (from Area 18) crawling, sniffing the ground for fresh blood.
12 The mutagenic ogre (from Area 25) on the look-out for solitary gnomes, quietly singing
a song (in Common) about cracking bones.
13 1 spindly giant crab spider (see Area 14 for stats) hiding in a corner, camouflaged and
poised to drop on passers-by.
14 1d3+1 giant fire beetles (see Area 39 for stats) engaged in a mating dance, their light-
glands pulsating joyously.
15 1d4 heretic gnomes (from Areas 51–60), carrying empty sacks and satchels, on their way
to the surface to forage for mushrooms and roots.
16 1d4 elixir-addled lizard men daubed with blue paint, sneaking to the sacred caverns
beyond the waterfall (Area 50).
AC 5 [14], HD 2+1 (10hp), Att 1 x spear (1d6+1), THAC0 17 [+2], MV 60' (20') / 120' (40')
in water, SV D12 W13 P14 B15 S16 (2), ML 12, AL Neutral, XP 25.

17 A blue-robed magic-user named Hazrad the Unholy skulking around in the dark (he has
an amulet of infravision), muttering about being late. He seeks the jars in Area 37.
AC 8 [11], HD 4* (10hp), Att 1 x dagger (1d4) or 1 x spell, THAC0 19 [0], MV 120' (40'),
SV D13 W14 P13 B16 S15 (MU4), ML 7, AL Neutral, XP 125. Spells magic missile, sleep,
invisibility, phantasmal force.

18 The sheep-headed faun Ramius (from Area 8) surreptitiously bringing gore-soaked rags
to wash at the river.
19 1d3+1 snivelling, pink troglodytes (see Area 16 for stats), dragging a leather bag full of
blood, looking for one of their kind named Old Gregg. They claim he murdered the “boss
trog” and intend to return the favour.
20 1d4+1 heretic gnomes (from Areas 51–60), carrying an unconscious gnome with a sack
over her head to be sacrificed to the evil stump (Area 60).
This page is intentionally left blank.
The Hole in the Oak
An expedition into the Mythic Underworld
v1.2 — Second printing

Writing Illustrations
Gavin Norman James West
Layout Cartography
Anna Urbanek Karl Stjernberg

Text and design © Gavin Norman 2019. Illustrations © James West 2019. Cartography © Karl Stjernberg 2019.
Old-School Essentials is a trademark of Necrotic Gnome.
Table of Contents
Introduction  3
Adventure Overview 4
Rumours 6
Treasure in the Dungeon 7
Area Descriptions 8
Expanding the Dungeon 40

Dungeon Areas
Dungeon Entrance 8 21. Blade Trap 18 41. Crawlway 29
1. Bottom of the Shaft 8 22. The Hall of Kings 18 42. Dripping Grotto 29
2. Junction 8 23. Weeping Statues 19 43. Holes and Crevices 30
3. Grabbing Roots 8 24. Control Room 19 44. Lizards’ Den 31
4. Faces of the Deep 9 25. Mutagenic 45. Slimy Vestibule 31
5. Cloak Nooks 10 Ogre’s Den 20 46. Lizard Shrine 31
6. Waiting Room 10 26. Tree Arch 21 47. Lizard Bay 32
7. Nonsense Study 10 27. Black Fruits 21 48. Fishing Bay 33
8. Fauns’ Kitchen 11 28. Shadow Gardener 22 49. Slippery
9. Skeleton Closet 11 29. Subterranean River Route 33
10. Triggered Illusion 12 Jungle 23 50. Waterfall 33
11. Teleport Circle 12 30. Bridge over The Worshippers
12. Tiny People 12 the River 24 of the Stump 34
13. The Hunter 13 31. The Hall of Queens 24 51. Guard Post
14. Serpent Arch 13 32. Hidden Crypt 25 and Cloak Room 35
15. Treasure and Pit 14 33. Bats’ Roost 26 52. Gnome Home I 35
16. Troglodytes 15 34. Sentry Pillar 26 53. Communal Kitchen 36
17. Secret Stash 15 35. Face Doors 26 54. Hall of Portraits 36
18. Drowned Corpses 16 36. Piles of Sand 27 55. Fishing Store 36
19. Ghoul Bay 17 37. Hidden Closet 27 56. Gnome Home II 37
20. Fishing Bay 17 38. Ghostly Battle 28 57. Tactical Room 37
39. Fire Beetles Feast 29 58. Grimm and
40. Cave of Silence 29 Gribbl’s Room 38
59. Dining Room 39
60. Altar of the Stump 39

2
Introduction

About This Adventure


The Hole in the Oak presents a low-level
adventure location in the classic vein:
a small section of the Mythic Underworld,
where the logic of the surface world
recedes and magic and monsters abound.

Old-School Essentials
The referee will require a copy of Old-
School Essentials to run this adventure.
The Classic Fantasy and Advanced Fantasy
flavours work equally well. Alternatively,
the classic Basic/Expert game or other
derived rule set may be used.

Character Levels 1–2


This adventure is suitable for PCs of 1st
to 2nd level. Note that, as an adventure
in the old-school style, not all encounters
are intended to be balanced to the PCs’
capabilities. Judicious use of stealth, parley,
and trickery are to be encouraged, in place
of blindly rushing into combat.

The Mythic Underworld


The Mythic Underworld is a generic term for those subterranean realms, beyond the comforts
of everyday life, where danger and adventure are to be found. The Mythic Underworld is not
a place that “makes sense”. It is a realm of perplexing mystery and dream logic, where player
characters can fight weird monsters, uncover lost treasures, and die in horrid (and hopefully
entertaining!) ways.

Campaign Setting
This dungeon may be placed in any enchanted stretch of wild forest. This region is referred to
in the text as the Magical Forest.

Introduction 3
Adventure Overview
History
This portion of the Mythic Underworld has seen many inhabitants, including a number of
mortals who have claimed ownership of it at one time or another. The dungeon currently has
no overall owner, having fallen into obscurity these last centuries.

Bozurah the Imperishable


A vainglorious wizard of no historical import who once laid claim to the dungeon.
Remnants of Bozurah’s magic can be found in several locations.

The Reptile Cultists


The dungeon houses an abandoned lizard altar, which was once the upper shrine to a much
larger temple complex. A cult of lizard men, giant reptiles, and human cultists once frequent-
ed this place.

The White League


A league of hunters and rangers, protectors of the Magical Forest and historical foes of the
reptile cults that plagued the lands. Hints at the ancient battle between the White League and
the reptile cults can be found in a few places in the dungeon.
The insignia of the White League is a stag’s head with ivy woven into the antlers.

Unanswered Mysteries
As this dungeon is part of the Mythic Underworld, not everything PCs may encounter is
explained. Some things hint at deeper mysteries, while others are just weird. Should curious
players wish to dig deeper into any of these unexplained facets of the dungeon, the referee
should be ready to expand and elaborate, adding their own ideas to flesh out the mystery.
Some examples of specific mysteries:
▶ Chess pieces: Several large wooden chess pieces can be found. Do these serve
some purpose?
▶ Mysterious jars: Jars with mysterious contents may be discovered. Who put these things
there and to what end?
▶ Nolly: A note claims that Nolly is the owner of the dungeon. Who is Nolly?
▶ Black skeletons: Inert guardian skeletons stand watch in several areas. Who placed these
guardians and why?
▶ Lost gloves and boots: Matching gloves and boots may be found, abandoned. Do these serve
some purpose?

4 Adventure Overview
Factions in the Dungeon
The dungeon is currently home to a number of intelligent creatures and factions:
▶ Heretic gnomes (Areas 51–60)
A small group of forest gnomes who were cast out from their community for their
dabbling in evil magic.
▶ The mutagenic ogre (Area 25)
A hideous, disease-ridden monster who keeps enslaved mutants as pets.
▶ Sheep-headed fauns (Areas 5–9)
Quaint but wicked, these fauns cook tea and crumpets but secretly consume human flesh.
▶ Troglodytes (Areas 16–17)
A gang of three slimy troglodytes ply the river for fish but are not averse to
warm-blooded prey.
▶ River ghouls (Areas 18–19)
Tricksy revenant corpses who will do anything for a bite of fresh flesh.

Relationships
▶ Heretic gnomes: Pestered by the lizards in Area 46. Scared of the ogre. On neutral terms with
the fauns. Know about the troglodytes and ghouls but have no contact with them.
▶ The mutagenic ogre: Wishes to eat gnomes. Hates other factions.
▶ Sheep-headed fauns: Wary of the ogre and troglodytes. Do not know about the ghouls. Seek
an alliance with the gnomes.
▶ Troglodytes: Avoid contact with all other factions.
▶ River ghouls: Wish to eat all other factions.

The Underground River


A cold river runs from west to east through the dungeon, accessible from bays in Areas 19, 20,
47, and 48 and a bridge in Area 30.
▶ Swimming in the river: The river is cold and fast-moving, making it dangerous to swim in.
Characters have a 1-in-20 chance of drowning per round (1-in-6 if wearing heavy armour).
Swimming upstream requires a successful STR check each round.
▶ Boating: Boats are carried eastwards at 30' per round. Rowing upstream requires
a successful STR check each round.

Adventure Overview 5
Rumours
The referee may provide players with one or more of the following rumours about the 
dungeon, before they venture within.
False rumours are appended with (F) and the partially true with (P).

d10 Rumour
1 A great wizard once dwelt in the caverns beneath the oak. Beware his deadly bronze
golem! (P)
2 The gnomes who live down there worship an idol of solid emerald. (F)

3 An underground river flows through those caverns. Rotting corpses of the drowned stalk
the banks in search of flesh.
4 A holy chalice with the power to reverse death is guarded by a silent evil. (P)

5 A great warrior of the White League was entombed in those caverns.

6 All the statues in the dungeon turn to solid gold once a day! (F)

7 A water dragon lairs in a great submerged cavern. (F)

8 A mutant ogre guards a complex of slave pens and wizard experiments. (P)

9 Giant lizards guard an ancient shrine with long-lost treasures.

10 The most delectable night-tomatoes grow down there.

6 Rumours
Treasure in the Dungeon
The following treasure is located in the dungeon. As much of it is hidden, only cunning and
thorough parties will find it all!
Note that the random items which may be found under the hats of the gnomes in Areas 51–60
are not included.

Area Treasure
8 Sleep tea. Potion of invisibility.
9 202cp. 192sp. 487gp. Ring (400gp). Grimoire (charm person, detect evil, phantasmal force).
12 Scroll of diminution.
13 Ancient silver coins (150gp). Hunting horn (50gp).
17 128cp. 1,017sp. 892gp. Bracelet (400gp).
19 324gp. Ruby (800gp). Black opals (1,000gp). Dagger +1.
21 25gp. Necklace (15gp).
25 724gp.
26 42sp. 20gp.
27 Healing fruits.
28 Silver box (50gp). Healing dust.
29 229gp. 5 arrows +1. 1,319cp. 810sp. 194gp. 18pp. Treasure map. Magic mirror.
Chalice (2,000gp).
32 Necklace (2,500gp). Azure serpent blade (sword +1, water breathing).
34 Silver sword (750gp).
43 Brass statuette (50gp). Scroll of invisibility. Emerald (500gp). Brass stars (10gp).
44 92gp. Magic ring.
46 Golden bowl (800gp). Electrum discs (210gp).
47 17sp.
52 Monkey statuettes (120gp). 522sp.
55 Lizard repellent.
56 300cp. Citrine (50gp).
57 499gp. Sapphire (750gp).
58 Chainmail +1 (gnome-sized). Shield +1.
60 Gold candle holders (3,000gp).

Total value of monetary treasure: 17,457gp.

Treasure in the Dungeon 7


Area Descriptions
Dungeon Entrance
Airy forest glade (wide and clear). Dream- ▶ Looking into the hole: A shaft leads down
like atmosphere (time seems to dawdle). 20' to a sandy floor. Roots form a natural
Ancient, gnarled oak tree (in the centre of ladder down the sides.
the glade). ▶ Climbing down unaided: Characters with-
out climbing skill have a 1-in-10 chance of
Hole in the Oak falling (1-in-6 if wearing heavy armour).
Characters with climbing skill have no
Among the roots (3' across). chance of falling.

1 Bottom of the Shaft


Sandy floor (jumbled hoof-prints and boot- ▶ Examining the roots: One large root near
prints). Earth walls (riddled with roots of the floor has writing carved into it:
all sizes). “NOLLY’S KINGDOM”.

2 Junction
Sandy floor (jumbled hoof-prints and ▶ North: Distant rushing sound, like wind
bootprints). Mossy root walls (crawling with or water.
worms). Low tunnel (ceiling 6' high). Old ▶ East: Faint green glow, warmth.
leather glove (laid over a root; left hand).

3 Grabbing Roots
Sandy floor (jumbled hoof-prints and boot- ▶ Pushing through: Roots animate and grab
prints). Mossy root walls and roof (crawling at PCs. A DEX check is required, with fail-
with worms). Low tunnel (ceiling 6' high). ure indicating that a root has grabbed and
stolen a random item from the PC. Stolen
▶ East: Faint green glow, warmth.
items are pulled deep into the earth of
the walls.
Blocked with Roots ▶ Recovering stolen items: PCs have one
chance before the item disappears: make
▶ Slashing through: The roots can easily
a melee attack against AC 7 [12]. This
be cut through, but doing so triggers an
triggers an ominous rumbling, shaking
ominous rumbling, shaking the tunnel.
the tunnel.

8 Area Descriptions
4 Faces of the Deep d10 Information
Sandy floor (jumbled hoof-prints and 1 The sheep-head’s treasure is guarded
bootprints). Arched roof (8' high). Steamy in a room of horrors.
atmosphere (warm and humid). 2 A silver sword lies hidden in a pillar
▶ East: Cool breeze, ammonia stench. of stone.
3 Reptile worshippers dwelt here long
Faces of the Deep ago. They entombed a great enemy,
guarded by his queens.
Root faces (covering the walls and ceiling).
All shapes and sizes (old codgers, young 4 Do not meddle with the hunter. His
pipsqueaks, dashing youths). Glowing green presence still haunts these caverns.
moss (covering the faces). 5 The horned ogre owns a treasure
▶ Reaction: Address PCs in unison, speaking whose value he doesn’t understand.
Common in grumbling, rumbling tones. 6 The gnomes are guardians of a secret
The faces offer information about the god with great power.
dungeon in return for payment.
▶ Payment: Valuables placed among the 7 Fruits of the underworld are often
roots will be swiftly drawn back into the magical, but can twist the mind of
earth of the wall. the weak-willed.
▶ Information: For each 5gp given, the faces 8 Forgotten treasures lie buried by
will provide a hint about the dungeon. Roll the river.
1d10 and consult the table to the right.
9 Beware the treachery of the gnomes!
▶ If attacked: The root faces dissipate, leav-
ing only normal roots and moss. 10 If you find the black jungle, make
sure you bring a shovel.

9
5 Cloak Nooks
Muddy floor (hoof-prints). Root walls and
roof (riddled with centipedes). Low tunnel
(ceiling 6' high). Glowing green moss (cov-
ering the roots).
▶ Nook 1: Cosy cloaks and coats hanging
from roots. In the pocket of one is the key
to the locked door in Area 28.
▶ Nook 2: A portrait of a gnome-like crea-
ture, hanging among the roots.
▶ Nook 3: A hat stand with 12 felt hats (red
and purple).

6 Waiting Room
Cobblestones (round and smooth). Root
walls and roof (clean; hand-worn patches). Wooden Table and Stool
Arched roof (8' high). Nice quality (clean and well maintained).
Dainty bell (upon the table; polished tin).
Brass plaque (upon the table; “Please Ring”).
▶ Ringing the bell: Summons Ramius from
Area 8.

7 Nonsense Study
Cobblestones (round and smooth). Root
walls and roof (clean; hand-worn patches). 2 Upholstered Chairs
Arched roof (8' high). ▶ Touching the chairs: Causes them to
animate and attack, plus a torrent of books
▶ South: Smell of tea and crumpets. Warm
to fly out from the shelves (all in the room
light. Quiet bleating (words?).
must save versus breath or suffer 1d2
damage).
Bookshelves
Upholstered Chairs
Formed of roots (integrated into the walls).
AC 7 [12], HD 1 (hp 5, 6), Att 2 x clawed arms
Jumbled books (of all shapes and sizes).
(1d3), THAC0 19 [0], MV 90' (30'), SV D12 W13
▶ Reading the books: All are full of childish P14 B15 S16 (1), ML 7, AL Neutral, XP 10
nonsense rhymes, in Common.

10 Area Descriptions
8 Fauns’ Kitchen
Cobblestones (round and smooth). Glazed Sheep-Headed Fauns
brick walls (iridescent black). Earth roof AC 6 [13], HD 2 (hp 8, 12, 13), Att 1 x butt (1d6),
(8' high, dangling roots). Lantern light (hung 1 x knife (1d4), THAC0 18 [+1], MV 120' (40'),
from a root). SV D12 W13 P14 B15 S16 (2), ML 9, AL Chaotic,
XP 20
3 Sheep-Headed Fauns ▶ If in trouble: Ramius will call to the skulls in
Human-sized (5' tall). Fluffy wool (poking Area 9 to come to his defence. In desper-
out from their clothing). Twinkling eyes (jet ate straits, he will go for the potion of
black). Bleating speech (Common tongue). invisibility (see Wooden Cupboards).
▶ Ramius: The master. Chunky spiralling ▶ Items: Ramius has the key to the chest in
horns. Dressed in well-mannered tweed Area 9.
jacket and short trousers. Refers to the
females as his “flock”. Cast Iron Range
▶ Ewely: Docile female. Nub horns. Polka-dot
Simmering kettle (herbal tea). Grilling crum-
dress. Bow on top of head.
pets (butter at the ready). Pots and pans
▶ Shorny: Suspicious female. Nub horns. (stacked and hanging from hooks).
Black lace dress.
▶ Reaction: Act welcoming and twee,
offering PCs a refreshing cup of tea and Wooden Cupboards
a crumpet. The tea is drugged. Quaint rustic design (different sizes).
▶ Drugged tea: Save versus spells or fall Hand-painted (dainty flowers).
asleep for 2d6 turns.
▶ Inside the cupboards: Herbs (including
▶ Sleeping victims: Will be stripped, bound a jar of sleeping herbs—10 doses of sleep
up in Area 9, and devoured in 1d4 days. tea). Forest foods (mushrooms, berries).
Animal horns.
▶ Hidden compartment: Requires searching.
Contains books of man-flesh recipes and
a potion of invisibility.

9 Skeleton Closet
Cobblestones (round and smooth). Cosy bed
(large enough for three). Humanoid skulls 4 Enchanted Sheep Skulls
and bones (decorating the earth walls). Earth Rune-carved (magical script of binding).
roof (8' high, dangling roots). Wooden chest Wicked horns (stout spirals with barbs).
(locked).
▶ Reaction: Sit inert, unless commanded by
▶ Inside the chest: Fresh human meat, neatly Ramius (Area 8).
butchered. Ropes. Sack of 487gp, 192sp,
202cp. Silver and sapphire ring (400gp). Enchanted Sheep Skulls
A sheepskin-clad grimoire of arcane spells: AC 8 [11], HD 1 (hp 2, 4, 4, 6), Att 1 x butt (1d6),
charm person, detect evil, phantasmal force. THAC0 19 [0], MV 120' (40') flying, SV D12
Can be cast like a scroll. W13 P14 B15 S16 (1), ML 12, AL Neutral, XP 10

Areas 5—9 11
10 Triggered Illusion
Sandy floor (no obvious prints). Sandy walls wizard appears in the entrance to Area 11.
(dangling roots). Low tunnel (ceiling 6' high). He gestures benevolently and utters the
following broken phrase: “Welcome to the
▶ North: Distant rushing sound, like wind
realm of ... the Imperishable. Please await
or water.
... in the provided ... For your own safety,
▶ Walking down this tunnel: The phantasmal do not ...”. The illusion then disappears.
form of a white-whiskered, purple-robed

11 Teleport Circle
Cobblestones (round and smooth). Brick ▶ Stepping on the rug (or into the circle):
walls and roof (crumbling; patches of roots Anyone who steps into the circle is tele-
pushing through). Arched roof (10' high). ported to Area 35.
▶ North: Distant rushing sound, like wind ▶ By accident: Unless players say they are
or water. avoiding walking across the rug, there
is a 2-in-6 chance of a random character
stepping into the circle.
Door to the West
Tree motifs (carved wood).

Patterned Rug
Deep crimson (blood red?). Fine wool
(though somewhat ragged). Geometric
patterns (in gold and green).
▶ Underneath the rug: A magical circle of
runes carved into the cobblestones.

12 Tiny People
Stone blocks (walls, ceiling 10', and floor).
Ornamental table (wooden, 2' high). Dozens
of glass jars (on the table). Green bottle (on
the table; corked).
▶ In the jars: Inside each jar is a tiny dead
person (1" tall).
▶ In the bottle: Half full of old wine (now
potent vinegar). Two scrolls hidden, rolled
up, inside the neck: 1. A scroll of diminution
(shrinks the reader to 6" tall for 6 turns).
2. A page from a tale about a journey to
a world of micro-people.

12 Area Descriptions
13 The Hunter
Stone blocks (walls, ceiling 10', and floor).
Statue of hunter and 2 hounds (bow in hand,
sword at belt). Hung mirrors (on north and
south walls).
▶ Looking into a mirror: Instead of their
own face, the PC sees the hunter’s face
with an insane look in his eyes. The sounds
of barking and a hunting horn echo from
somewhere distant. The hunter is awoken!
▶ Once the hunter is awoken: From now
on, if the d6 roll for a random happening
comes up 1 or 2 (see Random Happen-
ings at the rear of the book), the party is
attacked by the demented shade of the
hunter and his hounds.

Spectral Hunter
AC 6 [13], HD 2* (hp 10), Att 1 x sword (1d8+1) If sounded by a Lawful character, the horn
or 1 x arrow (1d6), THAC0 18 [+1], MV 120' summons a loyal hunting hound for one
(40'), SV D12 W13 P14 B15 S16 (2), ML 10, hour (usable once per week).
AL Neutral, XP 25
2 Spectral Hounds
▶ Incorporeal undead: Only harmed by
AC 7 [12], HD 1* (hp 5, 7), Att 1 x bite (1d6),
magic or silver. Unaffected by charms and
THAC0 19 [0], MV 120' (40'), SV D12 W13 P14
mind control.
B15 S16 (1), ML 9, AL Neutral, XP 13
▶ Items: A pouch of 300 ancient silver
coins (worth up to 150gp to a collector). ▶ Incorporeal undead: Only harmed by
A hunting horn engraved with a stag’s head magic or silver. Unaffected by charms and
with ivy woven into the antlers (50gp). mind control.

14 Serpent Arch
Stone blocks (walls, ceiling 10', and floor). Giant Crab Spider
Archway (6' high). Serpent carvings (arches AC 7 [12], HD 2* (hp 8), Att 1 x bite (1d8 +
formed of three intertwined serpents). poison), THAC0 18 [+1], MV 120' (40'), SV D12
W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 25
Giant Crab Spider ▶ Ambush: Attacks by dropping on victims
Lurking (behind the top of the arch). Red from above.
eyes (glinting in the dark). ▶ Surprise: On a 1–4 (camouflage).
▶ Reaction: Hungry for living flesh. ▶ Cling: Can walk on walls and ceilings.
▶ Language: The spider can speak (but ▶ Poison: Causes death in 1d4 turns (save
not understand!) Common. In combat, it versus poison with a +2 bonus).
shrieks about sucking out innards.

Areas 10—14 13
15 Treasure and Pit
Stone blocks (walls, ceiling 8', and floor). ▶ Touching the water: Save versus paraly-
Gaping pit (10' wide and deep). Pile of gold sis or fall into a coma for 1d6 turns. (PCs
and silver chalice (beyond the pit). in a coma will drown in the water if not
rescued quickly.)
▶ In the pit: 2' deep water. A mouldy skele-
ton in rusted chainmail. ▶ Touching the treasure: It is illusory,
concealing a 1' high wooden chess piece:
a black king.

14 Area Descriptions
16 Troglodytes
Stone blocks (walls, ceiling 12', and floor). Troglodytes
Stench of fishy carrion (induces retching). AC 5 [14], HD 2* (hp 7, 8, 12), Att 2 x claw
Rusty chains hanging (from ceiling, just (1d4), 1 x bite (1d4), THAC0 18 [+1], MV 120'
above head height). Decomposing fish (40'), SV D12 W13 P14 B15 S16 (2), ML 9, AL
(hooked on chains). Fish bones (piled up on Chaotic, XP 25
the floor).
▶ Hateful: Attempt to kill any creatures
they encounter.
3 Troglodytes ▶ Surprise: On a 1–4, due to the ability to
Guzzling rotten fish (never sleep). change colour to match their surround-
▶ Old Gregg: Bully. Largest. One eye. ings. Lurk by rock walls and await victims.
▶ Nancy Fingers: Scrawny albino. ▶ Nauseating stench: Oils on the skin have
a smell that sickens humans and demihu-
▶ Tomfool: Constant gurgling giggles.
mans: save versus poison or suffer –2 to
▶ Reaction: Wish to eat PCs, but will parley hit, while in melee with troglodytes.
if outnumbered, claiming to be inno-
cent fishermen who keep themselves
to themselves. Gawping Faces
Carved on walls (where the secret doors
are). Giant-sized (6' tall).
▶ Pressing the left eye of a face: Opens the
secret door on that wall.

17 Secret Stash
Stone blocks (walls, ceiling 10', and floor). ▶ Touching the chest: The slime coating the
Stench of fishy carrion (induces retching). chest emits a vapour. Save versus poison
Gigantic fish (4' long, hanging on hooks from or die in 1 turn (vomiting up lungs). (Trog-
the ceiling). Pile of trash (shredded clothes, lodytes are immune to the vapour.)
scraps of leather, rusted blades). Slimy ▶ Inside the chest: 892gp, 1,017sp, 128cp,
wooden chest (3' across). a silver bracelet with rose quartz studs
▶ Searching in the trash: PCs discover the (worth 400gp).
key to the doors in Area 16.

Areas 15—17 15
18 Drowned Corpses
Stone blocks (walls, ceiling 10', and floor). Ghouls
Stench of decaying flesh (with a hint of AC 6 [13], HD 2* (hp 4, 7, 8, 9, 12, 12, 13),
river mud). Att 2 x claw (1d3 + paralysis), 1 x bite
(1d3 + paralysis), THAC0 18 [+1], MV 90' (30'),
7 Sodden Corpses SV D12 W13 P14 B15 S16 (2), ML 9, AL Chaotic,
XP 25
Tangled in river weed (but otherwise
naked). Obvious wounds (rended). ▶ Paralysis: For 2d4 turns (save versus
paralysis). Elves and creatures larger than
▶ Walking down the passage: The corpses ogres are unaffected. After paralysing
are ghouls, hoping to trick adventurers a target, ghouls will attack others.
into passing them by, then attacking
▶ Undead: Make no noise, until they attack.
them when cornered in Area 19.
Immune to effects that affect living crea-
tures (e.g. poison). Immune to mind-af-
fecting or mind-reading spells (e.g. charm,
hold, sleep).

16 Area Descriptions
19 Ghoul Bay
Natural cavern (8' high, slick with mist).
Rushing river (cold and fast-running). Sandy Bones and Driftwood
bay (streaked with gore). Piled up (at the eastern end of the bay).
▶ Searching the pile: A sack containing
Half-Devoured Corpse 324gp, a ruby (worth 800gp), 5 black opals
Fairly fresh (flesh still intact). Partially (200gp each), and a crystal dagger as hard
dismembered (legless). Destroyed armour as steel (+1 magic).
(remnants of rended plate mail).
▶ Reaction: The legless corpse will crawl to Moored Rowing Boat
attack PCs. (It is a recently killed adventur- Drifting out in the current (10' into the river).
er half way to ghoul-hood.) Undamaged (battered but sound).

Demi-Ghoul ▶ Using the boat: Up to three PCs can fit in


the boat. Characters in heavy armour (or
AC 8 [11], HD 1 (hp 5), Att 1 x bite (1d3),
carrying other heavy loads) must make
1 x claw (1d3), THAC0 19 [0], MV 30' (10'),
a DEX check to get into the boat. If the
SV D12 W13 P14 B15 S16 (1), ML 10,
AL Chaotic, XP 10 check fails, the character falls into the
water and is swept away. See The Under-
ground River, page 5.

20 Fishing Bay
Natural cavern (8' high, slick with mist).
Rushing river (cold and fast-running). Sandy Chalk Scrawlings
bay (streaked with fish guts). Along the passage wall (letters 2' high).
▶ Troglodyte fishing spot: There is a 2-in-6 ▶ Reading the text: “Feed the fis...”.
chance of 1d3 troglodytes from Area 16 plus wiped off smears of at least one
lurking at the water’s edge here, catching more word.
fish with hooks and chains.

Areas 18—20 17
21 Blade Trap
Stone blocks (walls, ceiling 10', and floor). ▶ Looting the body: Badly damaged chain-
Archway (8' high). Skull carvings (arches mail, sword, backpack with a musty rope
carved in the form of stacked skulls). and rotten rations, belt pouch of 25gp,
Skeleton of dead warrior (lying in the arch brass skull necklace (15gp).
in a pool of dried blood). ▶ Passing through the arch: A pressure plate
▶ South: Ammonia stench. triggers a scything blade to sweep out
vertically from the eastern edge of the
▶ Inspecting the skeleton: She died of
archway. Anyone in the arch must save
a slashing wound in her right side.
versus wands or suffer 1d8 damage.

22 The Hall of Kings


Stone blocks (walls, ceiling 10', and floor).
Statues of ancient kings (worn and crumbling).
▶ North: Sound of rushing water. Fishy
carrion stench.
▶ Examining the statues: PCs discover an
old leather boot (left foot) behind the
north-most statue.
▶ Examining the doors: Door to Area 25:
faint light on the other side. Door to Area
26: chalk arrow on the ground beside the
door, pointing at it.
▶ Listening at the doors: Door to Area 25:
rumbling snoring. Door to Area 38: faint
sounds of battle.

Lurking Troglodyte
There is a 2-in-6 chance of a troglodyte from
Area 16 lurking in the north passageway,
spying on the PCs.

18 Area Descriptions
23 Weeping Statues
Stone blocks (walls, ceiling 8', and floor).
Weeping fish-man statue (in the east alcove;
weeping milky tears). Weeping mantis-man
statue (in the west alcove; weeping milky
tears). Smashed crossbow (discarded on the
floor between the statues).

24 Control Room
Metal floor (shiny, unblemished). Stone ▶ Pulling lever 3: The statues in Area 22
blocks (walls, ceiling 12'). Giant spherical transform into solid gold for 1 turn.
boulder (10' diameter, on floor at west end ▶ Pulling lever 4: Deactivates the golden
of room). Six levers (south wall, numbered light in Area 29.
1–6). Brass plaque (south wall, “Authorized ▶ Pulling lever 5: The character pulling the
Personnel Only!”). lever permanently swaps personality with
▶ Pulling lever 1: The floor of the room tilts another (randomly selected) PC.
suddenly, sending the giant boulder rolling ▶ Pulling lever 6: Opens the secret door at
to the other end. All characters in the Area 34.
room must save versus wands or suffer
2d6 damage. Black Skeletons
▶ Pulling lever 2: All black skeletons in the AC 7 [12], HD 2 (9hp), Att 1 x sword (1d8),
dungeon are activated. When encountered THAC0 18 [+1], MV 120' (40'), SV D12 W13 P14
they will attack (see stats below). B15 S16 (2), ML 12, AL Neutral, XP 20

Areas 21—24 19
25 Mutagenic Ogre’s Den
Stench of diseased flesh (repulsive). Stone
blocks (walls, ceiling 12', and floor). Filthy bed d8 Mutagenic Effect (Permanent)
(sheepskins, sackcloth). Wooden table and 1 Weeping skin pustules
chairs (fancy carving). Dirty plates and dishes
(stacked everywhere). Bird statuary (roughly 2 Random hand shrivels and dies
carved logs). Cooking fire place (embers, cast 3 Brain damage (–1 INT)
iron pot, remnants of gnome stew).
4 Dense fur sprouts from skin
Mutagenic Ogre 5 Extra eye emerges (it is blind)
Deep asleep (snoring like a bull). Diseased 6 Nose grows into rubbery tentacle
flesh (weeping pustules). Bulging eyes
(one larger than the other). Keys on a chain 7 Red and pink skin blotches
(around his neck, open the door to the room 8 Skin flakes, stinks
plus the cages).
▶ Sneaking past the ogre: Unless PCs have 4 Caged Mutants
a means of flight, this requires walking or
Degenerate humanoids (indefinite species).
creeping over the ogre’s bed. This requires
Stunted and ape-like (4' tall). Babbling
a successful DEX check. Characters
speech (very basic Common).
wearing heavy armour suffer a –2 penalty.
Characters who can move silently get a +2 ▶ Reaction: Lolling, indifferent. Scream
bonus. If the roll fails, the ogre wakes up. if approached.
▶ Stealing the keys: Requires a successful ▶ If freed: Go on the rampage, attacking all
DEX check with a -2 penalty. Characters in sight. Placated if fed.
who can pick pockets get a +2 bonus
instead of the penalty. If the roll fails, the Caged Mutants
ogre wakes up. AC 9 [10], HD 1 (hp 1, 3, 5, 6), Att 1 x bite (1d4),
▶ Reaction: Enraged at burglary, but other- THAC0 19 [0], MV 120' (40'), SV D12 W13 P14
wise not especially interested in adventur- B15 S16 (1), ML 7, AL Chaotic, XP 10
ers. Loves to eat halflings and gnomes. He
will pay 100gp for a live one.
Alcove (at East End of Room)
Mutagenic Ogre Piles of boots (ogre sized). Heaps of cloaks
AC 5 [14], HD 6+1* (32hp), Att 1 x club (1d10), (ragged and stinking). 6 leathery pouches
1 x breath (mutation), THAC0 15 [+4], MV 90' (dried humanoid organs, jointly contain
(30'), SV D10 W11 P12 B13 S14 (4), ML 10, AL 724gp). Human skull (carved with runes).
Chaotic, XP 650
▶ Touching the skull: A disembodied con-
▶ Mutagenic breath: Affects any characters sciousness named Huugal-Barathk is awak-
in a 10' area in front of the ogre. Save ened if touched by a Neutral character.
versus breath or suffer a mutagenic It can speak Common in a spooky whisper.
effect (roll 1d8 and consult the Mutagenic It seeks to be reunited with its body (in the
Effect table). hidden crypts of the lizard temple in the
city) and grants +1 INT and CHA to a per-
▶ If in trouble: The ogre will smash the
son who aids it.
cages, releasing the mutants.

20 Area Descriptions
26 Tree Arch
Stone blocks (walls, ceiling 8', and floor).
Archway (6' high). Tree carvings (arches Grasping Ivy
formed of intertwined branches). Black, thorned ivy (covers the walls for 30'
east of the arch).
Dwarf Corpse ▶ Walking past the ivy: It lashes out at any
Sprawled on the floor (close to the door to who pass by, attacking as a 1 HD monster
Area 22). Ginger beard (to his knees). (THAC0 19 [0]) for 1d3 damage.
▶ Damaging the ivy: It is unharmed by fire,
▶ Inspecting the corpse: He seems to have but could be stripped from the walls (but
died of asphyxiation. A cord of black vine is would fight back).
wrapped tightly around his throat.
▶ Looting the body: Scratched leather
armour. 20gp and 42sp wrapped up in the
toe of his left boot. In a pocket, a scribbled
note: “The river ghouls could be tricked
out of their treasure?”.

27 Black Fruits
Stone blocks (walls, ceiling 8', and floor). ▶ Eating the black fruits: Each fruit restores
Black, thorned ivy (covers the walls, harm- 1hp and turns the character’s eyes misty
less). Jet black fruits (tomato-like, dangling black for 1d3 hours. There is also a 1-in-10
delectably from the ivy). chance of becoming addicted.

Areas 25—27 21
28 Shadow Gardener
Stone blocks (walls, ceiling 10'). Rich earth
floor (jet black soil). Large black plants (fill-
ing the room, some 6' tall). Black, thorned
ivy (covers the walls, harmless). Jet black
fruits (tomato-like, dangling delectably from
the ivy).
▶ North: Muffled rushing sounds.
▶ Eating the black fruits: See Area 27.
▶ Searching the plants: Watering cans tied
onto frayed ropes. An engraved silver box
(50gp) may be found. It contains a fine
dust: if inhaled, it heals 1d6hp.
▶ Finding the secret door: It is a normal door
overgrown with plants. It is locked.

The Shadow Gardener


Humanoid form (wavering). Tends the
plants (sustained in semi-life by them).
▶ Reaction: Hates warm-blooded creatures
and will try to kill any who enter.

Shadow Gardener
AC 7 [12], HD 2+2* (11hp), Att 1 x touch
(1d4 + strength drain), THAC0 17 [+2],
MV 90' (30'), SV D12 W13 P14 B15 S16 (2),
ML 12, AL Chaotic, XP 35

▶ Surprise: On a 1–5.
▶ Strength drain: Victims lose 1 STR per hit.
Recovers after 8 turns. If reduced to 0 STR,
the victim becomes a shadow.
▶ Mundane damage immunity: Can only be
harmed by magical attacks.
▶ Spell immunity: Unaffected by charm and
sleep spells.

22 Area Descriptions
29 Subterranean Jungle
Natural cavern (40' high). Rich earth floor
(jet black soil). Subterranean jungle (jet black
plants and trees fill the room, trees 30' tall).
Gentle chirruping sounds (heard occasionally
from the trees).
▶ Investigating the trees: Glowing yellow
eyes can be spied in the branches (evil
tree babies).
▶ Digging in the earth: Can reveal treasures.
Each turn the party spends digging, there
is a 1-in-6 chance of unearthing some-
thing. Roll 1d6 and consult the Unearthed
Item table.

Giant Bronze Statue


Giant fat man (25' high). Benevolent posture Evil Tree Babies
(smiling, cross-legged). AC 7 [12], HD 1 (4hp), Att 1 x bite (1d4), THAC0
19 [0], MV 120' (40') climbing, SV D12 W13 P14
Plinth and Chalice B15 S16 (1), ML 8, AL Neutral, XP 10

Stone plinth (4' high). Bathed in golden light


(a 10' diameter pool of light surrounds the
d6 Unearthed Item
plinth). Platinum and sapphire chalice (upon 1 A ghoul entombed with 229gp
the plinth, worth 2,000gp, full of water). and five arrows +1. (See Area 18 for
ghoul stats.)
▶ Stepping into the light: 2d6 evil tree babies
leap from the trees and attack. 2 A chain... on the end of it is a 3'
▶ Drinking the water: The water in the chal- diameter iron sphere.
ice has the one-time power to either heal
3 A chest containing 1,319cp, 810sp,
2d8hp or to restore life to a person who
194gp, 18pp, and a treasure map
has died within the last 24 hours.
(written in Dwarvish) to “the rest”.
4 A 1' high, wooden chess piece:
24 Evil Tree Babies a white knight.
Cute (chubby, happy). Glowing eyes 5 A small hand mirror. It has the power
(yellow). Needle fangs (vicious). to turn the undead (as a 3rd level
▶ Reaction: Peek down at PCs from the tree- cleric) once per day.
tops. Defend the chalice. 6 A plain copper ring, cursed: the
wearer can only eat pork.

Areas 28—29 23
30 Bridge over the River
Natural cavern (20' high). Rushing river
(cool mist). Arched stone bridge (no railing,
10' drop to water).

31 The Hall of Queens


Stone blocks (walls, ceiling 10', and floor). ▶ Opening the secret door: Pressing a stone
Statues of ancient queens (tall and slender). by the base of the adjacent statue.
Slimy algae (coating everything).
32 Hidden Crypt
Stone blocks (walls, ceiling 10', and floor). ▶ Mundane weapon immunity: Only harmed
Stale air (subtle smell of death). Thick dust by silver weapons or magic.
(billows up, if disturbed). Rusty candlesticks ▶ Energy drain: A successfully hit target
(in form of snakes). permanently loses one experience level
(or Hit Die). This incurs a loss of one Hit Die
Stone Sarcophagus of hit points, as well as all other benefits
due to the drained level (e.g. spells, saving
Fanged serpent face (carved on top). Inscrip- throws, etc.). A character’s XP is reduced
tion (alien script, around rim). to halfway between the former and
▶ Reading the inscription: It is written in the new levels. A person drained of all levels
language of dragons and reads: becomes a wight in 1d4 days, under the
“JORG THE DEFILER, IN LIFE HE DEFIED control of the wight that killed them.
KEZEK, IN DEATH HE SERVES”. ▶ Items: Pale blue sword (see The Azure Ser-
▶ Opening the sarcophagus: Reveals the pent Blade). Gold and ruby snake necklace
undead body of Jorg the Defiler. (2,500gp). The necklace is enchanted with
evil magic. If placed on a corpse, it traps
the soul of the deceased, causing the body
Jorg the Defiler to become a wight.
Head smashed (brainless skull cavity
exposed). Glowing blue eyes (evil gaze).
Rusted chainmail (nearly disintegrated). Pale
The Azure Serpent Blade
blue sword (lain across torso). Necklace of Pale blue metal (unnaturally light). Slender
gold and ruby (in the form of a snake). blade (but stronger than steel). Serpent
engravings (twisting along the blade).
▶ Reaction: Rises to attack those who dis-
turb his rest. ▶ Powers: The sword is magical: +1 to attack
and damage. It grants the wielder the
Jorg the Defiler (Wight) ability to breathe water.
AC 5 [14], HD 3* (13hp), Att 1 x sword (1d8+1 ▶ History: The azure serpent blade is one of
plus energy drain), THAC0 17 [+2], MV 90' a set of three serpent blades forged by the
(30'), SV D12 W13 P14 B15 S16 (3), ML 12, White League in their battle against the
AL Chaotic, XP 50 reptile cults. See Adventure Overview,
page 4.
▶ Undead: Make no noise, until they attack.
Immune to effects that affect living crea-
tures (e.g. poison). Immune to mind-af-
fecting or mind-reading spells (e.g. charm,
hold, sleep).

Areas 30—32 25
33 Bats’ Roost
Natural cavern (30' high). Ammonia stench 100 Normal Bats
(guano). Damp floor (streaked with guano). AC 6 [13], HD 1hp, Att 1 x swarm (confusion),
Rocky pillars (to the roof). THAC0 20 [–1], MV 120' (40') flying, SV D14
W15 P16 B17 S18 (NH), ML 6, AL Neutral, XP 5
▶ West: Faint green glow, warmth.
▶ Loud noises: Disturb the bats which are ▶ Echolocation: Immune to effects that
roosting in the cavern roof, causing them impair sight. Blinded by magical silence.
to fly around in panic. ▶ Swarm: 10 bats can swarm around a tar-
▶ Inspecting the pillars: The westernmost get’s head, causing confusion:
pillar bears an inscription: “OVER TIME, –2 to attack rolls and saves; unable
MANY THINGS HAVE GROWN HERE. to cast spells.
DELVE DEEP AND YOU SHALL UNCOVER ▶ Attacks: As normal human.
WEALTH.”
▶ Flighty: Check morale every round.

34 Sentry Pillar
Natural cavern (30' high). Slimy rock pillar
(covered in algae). Gnome Sentry
There is a 3-in-6 chance of a gnome from Area
▶ West: Ammonia stench.
51 hiding behind the pillar, spying.
▶ Finding the secret door: An eye slit and
a latch are hidden beneath the algae.
▶ Inside the secret door: A black skeleton
stands guard (see Black Sketetons, page 19).
It carries a silver sword worth 750gp (250gp
if used in combat).

35 Face Doors
Natural cavern (30' high). Sheer cliff face ▶ Listening at the doors: North door: a bull
(crumbling rock). Wooden doors with faces snorting; middle door: capering and cack-
(north door: bull, middle door: jester, south ling; south door: a lion’s roar.
door: lion). ▶ Speaking: If any character speaks here,
a screeching sound echoes from the west.

26 Area Descriptions
36 Piles of Sand
Stone blocks (walls, ceiling 10', and floor). ▶ One-way door: The door to Area 38 is
White sand (mounded 4–6' deep, covering a sliding metal door. It can only be opened
floor). from this side.
▶ Finding the secret door: The door to
Area 37 is 3' high and is concealed behind 2 Black Skeletons
a 6' high pile of sand.
Standing guard (inactive, by the door to
Area 38). (See Black Skeletons, page 19).

37 Hidden Closet
Brick closet (walls, ceiling 3', and floor). Glass ▶ Searching the jars: After 1 turn of search-
jars (neatly stacked, fill the space). ing, PCs discover a note on a scrap of
parchment, inside one of the jars: “For
▶ Inside the jars: Teeth (human, animal, mon-
the collection of Hazrad the Unholy”.
strous), insect husks, shredded hair.

Areas 33—37 27
38 Ghostly Battle
Stone blocks (walls, ceiling 10', and floor). Save Jorg... Across the river”, before
Dusty (billows up if disturbed). Cobwebs disappearing forever.
(hanging like veils). ▶ If the warrior is killed: The lizard man turns
▶ East: Smell of broth. on the PCs.
▶ One-way door: The door to Area 36 is
Giant Lizard Man Figment
a sliding metal door. It cannot be opened
from this side. AC 4 [15], HD 6 (15hp), Att 2 x claw (1d6),
1 x bite (1d6), THAC0 14 [+5], MV 120' (40’),
SV D10 W11 P12 B13 S14 (6), ML 12, AL Chaotic,
Figmentary Battle XP 275

Figmentary giant lizard man (hunch-backed


and rabid). Figmentary human warrior
Warrior Figment
(leather armour, spear, shield with an AC 6 [13], HD 2 (10hp), Att 1 x spear (1d6+1),
emblem of a stag’s head with ivy woven THAC0 18 [+1], MV 120' (40’), SV D12 W13 P14
into the antlers). Locked in combat (both B15 S16 (2), ML 12, AL Lawful, XP 20
wounded and bleeding). Sounds of battle
faint (even close up).
2 Black Skeletons
▶ Joining the battle: Normal weapons can Standing guard (inactive, by the door to Area
harm the figmentary combatants. 36). (See Black Skeletons, page 19).
▶ If the lizard man is killed: The warrior whis-
pers to the PCs “They stole the sword...

28 Area Descriptions
39 Fire Beetles Feast
Natural cavern (12' high). Uneven floor Giant Fire Beetles
(treacherous, rocky protrusions). Giant lizard AC 4 [15], HD 1+2 (hp 3, 4, 5, 7, 8, 8, 8),
corpse (10' long, covered in slime). Att 1 x bite (2d4), THAC0 18 [+1], MV 120'
(40'), SV D12 W13 P14 B15 S16 (1), ML 7, AL
▶ Fighting in this room: PCs who roll a 1 on
Neutral, XP 15
a melee attack fall for 1d2 damage.
▶ Glowing nodules: Three glowing glands
7 Giant Fire Beetles (two above the eyes, one on the abdomen)
cast light in a 10' radius. If removed, keep
Devouring the giant lizard corpse (scuttling glowing for 1d6 days.
all over it, clicking).

40 Cave of Silence
Natural cavern (12' high). Circle of stone ▶ Searching the room: A small bowler hat
seats (2' high). Cluster of red candle stubs (in is found in a corner. Stitched into the silk
the middle of the circle of seats). lining: “Property of Henry Slippums”.
▶ When the door is shut: The cave is com-
pletely sound-proof. No sound may pass
either in or out.

41 Crawlway
Natural cavern (3' high). Slimy ground (slick
with lizard blood).

42 Dripping Grotto
Natural cavern (10' high). Profusion of scin-
tillating stalactites (dripping with moisture,
grown almost to the floor).
▶ North: Distant rushing sound, like wind
or water.
▶ Movement in this room: Movement rates
are reduced by 75% as PCs have to duck
and bend their way around the stalactites.

Areas 38—42 29
43 Holes and Crevices
Natural cavern (10' high). Irregular holes
and crevices (in the walls, just large enough
for a hand or arm to reach into).
▶ North: Sound of rushing water.
Dung stench.
▶ Reaching into a hole: The PC might be
able to grab hold of something: roll 1d20
and consult the Item Grabbed table. (Each
item can only be grabbed once.) There is
also a chance of hands that reach into the
holes being mutated: roll 1d12 and consult
the Hand Mutation table.

d20 Item Grabbed


1–10 Nothing
11 A brass statuette depicting an
obscene tryst between a maiden
and a depraved unicorn (50gp)
12 A serrated dagger
13 A key to Area 25
14 A scroll of invisibility
15 An ornery bat
16 An angry rock pixie
17 A mummified rat
18 An emerald (500gp)
19 A bag of brass stars (10gp)
20 An old leather glove (right hand),
matches the one in Area 2

d12 Hand Mutation (Permanent)


1–6 None
7 Green and scaly
8 Hairy, clawed (1d4 claw attack)
9 Zombie-like
10 Doubles in size
11 Bird-like talon (1d4 claw attack)
12 Oozes violet slime

30 Area Descriptions
44 Lizards’ Den
Stone blocks (walls, domed 6' ceiling, and fermentation to 20 times its normal speed,
floor). Lizard nest (10' across, made of bones by concentrating. The wearer also becomes
and river weed). 7 head-sized eggs (giant addicted to bread and beer (save vs spells
tuatara lizards). to resist an opportunity to consume either).
▶ Searching through the nest: The following
items can be found: a rotten suede pouch Giant Lizards
of 92gp; a bent silver ring in the form of
There is a 2-in-6 chance of 1d2 giant tuatara
intertwined wheat sheaves on a humanoid
lizards (from Area 46) nesting here.
finger bone. The ring is magical: the wearer
gains +1 CON and can accelerate yeast

45 Slimy Vestibule
Green tile (walls, domed 10' ceiling, and ▶ Clearing the lettering: If the algae is
floor). Slick with algae (floor and walls). cleared, the text can be read (written in
Traces of lettering (2' high, on the walls, in Common): “PRAY FOR THE BENEDICTION
a band around the room). OF KEZEK. THE BLESSED MAY PASS THE
FALL AND COME TO THE DEEP SHRINE”.

46 Lizard Shrine
Stone blocks (walls, domed 6' ceiling, and ▶ Infravision: 90'. Granted by retractable
floor). Stench (dung litters the floor). Muck eye membranes.
and algae (floor and walls slick).
▶ West: Noise of crashing water. Lizard God Altar
▶ Movement in this room: Anyone who runs Giant chameleon god (outstretched hands,
or rolls a 1 on an attack roll slips and falls carved in sandstone, covers the east wall).
(1hp damage, 1 round to get up). Festooned with algae (heaped 6" thick).
Dancing lizard man statues (beside the altar).
4 Giant Tuatara Lizards ▶ Inspecting the altar: In the god’s left hand,
Lounging (in heaps of muck). Iguana-like (8' concealed beneath mounds of slime and
long). Hypnotic eyes (misty purple, strangely algae, is a golden bowl engraved with
fascinating). gecko emblems (800gp). In the bowl are 42
electrum discs engraved with a lizard’s eye
▶ Gazing into a lizard’s eyes: The PC sees (worth 5gp each).
visions of erotic lizard man rituals.

Giant Tuatara Lizards 2 Black Skeletons


AC 4 [15], HD 6 (27hp), Att 2 x claw (1d4), 1 x Standing guard (inactive, in the western cor-
bite (2d6), THAC0 14 [+5], MV 90' (30'), SV D10 ners). (See Black Skeletons, page 19).
W11 P12 B13 S14 (4), ML 6, AL Neutral, XP 275

Areas 54—59 31
47 Lizard Bay
Natural cavern (12' high, slick with
mist). Rushing river (cold and
fast-running). Sandy bay (littered
with fish bones and driftwood).
▶ East: Dung stench (from Area 46).
Noise of crashing water (from
Area 50).
▶ Searching the debris: Fragments
of gnome bones, 17sp, and a small
dagger may be found.

Fishing Lizards
There is a 2-in-6 chance of 1d4 tuata-
ra lizards (from Area 46) perching at
the water’s edge, waiting for fish to
swim past.

32 Area Descriptions
48 Fishing Bay
Natural cavern (8' high, slick with mist).
Rushing river (cold and fast-running). Sandy Fishing Gnome
bay (small humanoid footprints). Fishing There is a 2-in-6 chance of a gnome (from
nets (stretched into the river). Areas 51–60) sitting quietly here, keeping an
eye on the fishing nets.

49 Slippery River Route


Natural cavern (12' high, slick with mist). ▶ East: Roaring of crashing water (from
Rushing river (cold and fast-running). Hand Area 50).
and footholds (slippery, winding along the ▶ Following the route: Characters without
southern edge of the river towards Area 50). climbing skill have a 1-in-12 chance of slip-
ping into the river (1-in-6 if wearing heavy
armour). Characters with climbing skill
have no chance of falling.

50 Waterfall
Natural cavern (12' high, slick with mist). Hand and footholds (slippery, winding down
Raging waterfall (cascades 30' down). the southern edge of the waterfall to the
river below).

Areas 47—50 33
The Worshippers of the Heretic Gnomes
Stump d20 Name Sex/Age Trait
An enclave of heretic gnomes has settled 1 Ogbold Adult M Smelly
in Areas 51–60 after their ancestral warren 2 Grimm Adult M Leader
(elsewhere in the Magical Forest) was over-
run by evil spirits which they summoned and
3 Loki Old M Hunched
lost control of. 4 Dreblem Adult M Slovenly
They worship an evil tree stump which they 5 Dorobold Adult M Cackles
keep hidden in Area 60. 6 Migmir Old M Brewer
7 Fimir Adult M Butcher
20 Heretic Gnomes 8 Batabsh Adult M Fishbones
Short demihumans (3' tall). Long noses and 9 Beb Adult F Sneaky
beards (braided). Earthy flesh and rooty hair
(straggly). Pointy red felt hats (keep items 10 Moblim Adult F Obese
beneath). 11 Gribbl Adult F Priestess
▶ Reaction: The gnomes may be friendly to 12 Heribotte Old F Grinning
PCs but will try to capture them and sacri- 13 Lob Adult F Knives
fice them to their evil tree stump god
14 Sob Adult F Mad
(Area 60).
▶ Leaders: A gnome called Grimm is the 15 Meribolle Old F Nostalgic
leader, along with his wife Gribbl, the 16 Jandly Adult F Traitor
priestess of the stump. (See Area 58 for 17 Krob Child M Burpy
the leaders’ stats.)
18 Grobe Child M Weepy
Adult Heretic Gnomes 19 Horiddle Child F Evil
AC 5 [14], HD 1 (4hp), Att 1 x hammer (1d4) 20 Sagglow Child F Kind
or 1 x crossbow (1d6) , THAC0 19 [0], MV 60'
(20'), SV D8 W9 P10 B13 S12 (D1), ML 8 (10 in
sight of Grimm or Gribbl), AL Chaotic, XP 10 What’s the Gnome Got Under its Hat?
▶ Infravision: 90'. d10 Item
▶ Items: Each gnome carries 2d10cp, 1 Pouch of 2d20sp
1d10sp, and a special possession under
their hat (see the table to the right).
2 Gem worth 2d100gp
3 Ball of chunky red wool
4 Flask of whiskey
5 Rosy apple
6 Map to ancestral warren
7 Black pear, heals 1d3hp
8 Cinnamon bun
9 Gold nugget worth 75gp
10 Pet mouse

34 Area Descriptions
51 Guard Post and
Cloak Room
Stone blocks (walls, 8' ceiling, and floor).
Colourful cloaks (hanging from hooks).
Wooden stools (carved with animals). Key
on a hook (opens the door between Areas
22 and 38 and the north door in Area 52).
▶ East: Smell of baking bread.

1d4 Gnome Guards


Listening (to the south, into Area 34). Playing
cards on the floor (gambling with coppers).

52 Gnome Home I
Stone blocks (walls, 8' ceiling, and floor).
Cosy bunk-beds (neatly made). Wooden
table and stools (board game and jigsaw
puzzles in progress). Flickering candles (on
furniture). Store cupboards (jumbled jars of
fish and mushrooms). Brass monkey statu-
ettes (dotted around, 12 x 10gp).
▶ Searching the cupboards: At the back
of one cupboard, a jar stuffed with wool
conceals 522sp.

Sleeping Gnomes
There is a 2-in-6 chance of 1d4 snoring
gnomes sleeping here.

The Worshippers of the Stump; Areas 51—52 35


53 Communal Kitchen
Stone blocks (walls, 8' ceiling, and floor).
Wooden table and stools (knives, flour, 1d4 Cooking Gnomes
rolling pins). Iron stove (glowing red rocks Singing (merry nursery rhymes).
produce heat but not smoke). Baking aroma
(mushroom bread). Store cupboards (jars of
flour, raisins, mushrooms, dried shrimps).

54 Hall of Portraits
Stone blocks (walls, 8' ceiling, and floor). ▶ Inspecting the paintings: They are of var-
Portraits of gnomes (hung on the walls, ying age and quality, painted by multiple
oil paintings). individuals. Some of the current residents
are recognisable. One notable painting
▶ South: Smell of baking bread.
depicts an old woman gnome covered in
bluebottles, smiling.

55 Fishing Store
Stone blocks (walls, 8' ceiling, and floor).
Pails (of water). Baskets (fresh fish, woven 1d3 Gnome Guards
from roots). Iron spray bottle (hanging from Peeking (through the north door, watching
a hook). out for lizards).
▶ North: Sound of rushing water.
▶ Inspecting the spray bottle: It contains
a sticky, acrid liquid that acts as a lizard
repellent. Treat as a melee attack which
causes a target lizard to flee. The bottle
contains enough for 30 squirts.

36 Area Descriptions
56 Gnome Home II
Stone blocks (walls, 8' ceiling, and floor). ▶ Searching the beds: Underneath a mat-
Cosy bunk-beds (piled up with blankets). tress is a flat box containing 300cp and
Wooden table and stools (work-in-progress a citrine worth 50gp.
wood carving). Flickering candles (on furni-
ture). Store cupboards (jumbled jars of fish
and powdered roots). Sleeping Gnomes
There is a 2-in-6 chance of 1d4 snoring
gnomes sleeping here.

57 Tactical Room
Stone blocks (walls, 8' ceiling, and floor). ▶ Searching the bookshelves: One has a false
Wooden table and stools (chunky). Large back concealing a small compartment con-
map (4' wide). Flickering candles (around the taining 499gp stacked up plus a sapphire
map). Store cupboards (jars of fish jerky and worth 750gp.
boiled sweets). Book shelves (many small
volumes).
Scheming Gnomes
▶ Inspecting the map: It depicts the Magical
There is a 2-in-6 chance of Grimm (the gnome
Forest, with odd sites marked.
leader) plus 1d3 other gnomes scheming
▶ Inspecting the books: They are written in over the map, discussing plans to take over
Gnomish and cover many topics, including the Magical Forest by beguiling the roots of
some creepy books of rites to summon all trees into their service.
evil spirits.

Areas 53—57 37
58 Grimm and Gribbl’s Room
Stone blocks (walls, 5' ceiling, and floor). Gnome Leader: Grimm
Cosy double bed (gnome sized). Wardrobe AC 3 [16], HD 2 (11hp), Att 1 x hammer (1d4)
(stuffed with woolly jumpers and robes or 1 x crossbow (1d6) , THAC0 18 [+1], MV 60'
woven from roots; a gnome skull is con- (20'), SV D8 W9 P10 B13 S12 (D2), ML 10, AL
cealed at the back). Chaotic, XP 20

▶ Gear: Grimm wears magical chainmail +1


Grimm and Gribbl (blacker than night) and a shield +1 (stud-
There is a 2-in-6 chance of Grimm and Gribbl ded with giant rat teeth).
being present in this room, either sleeping or
ritualistically decorating each other’s naked Gnome Stump Priestess: Gribbl
bodies with twigs and mud. AC 7 [12], HD 2* (11hp), Att 1 x knife (1d4) or 1 x
spell , THAC0 18 [+1], MV 90' (30'), SV D8 W9
P10 B13 S12 (D2), ML 10, AL Chaotic, XP 25

▶ Spells: Gribbl can cast charm person and


protection from evil once a day each.

38 Area Descriptions
59 Dining Room
Stone blocks (walls, 8' ceiling, and floor).
Wooden tables and stools (metal plates and Pet Giant Rat
cutlery). Flickering candles (on the tables). Fat and friendly (well fed on fish scraps).
Cloth hanging (covers the east wall, embroi- Chained (to a table leg).
dered with a forest scene).
Pet Giant Rat
▶ Finding the door to Area 60: Moving the
AC 7 [12], HD ½ (2hp), Att 1 x bite (1d3 + dis-
hanging aside reveals the door.
ease), THAC0 19 [0], MV 120' (40') / 60' (20')
▶ Asking the gnomes about the hidden door: swimming, SV D12 W13 P14 B15 S16 (1), ML 8,
They will say it’s just a store room. AL Neutral, XP 5

▶ Disease: Bite has a 1-in-20 chance of infect-


ing the target (save versus poison). The
disease has a 1-in-4 chance of being deadly
(die in 1d6 days). Otherwise, the victim is
sick and bedridden for 1 month.
▶ Afraid of fire: Will flee fire.

60 Altar of the Stump


Stone blocks (walls, 6' ceiling, and floor). ▶ Possessing the stump: One who swears
Humanoid bones (piled in the corners). 12 red their soul to the stump will benefit from
candles in gold holders (250gp each) Blood the magical powers it grants. This includes
streaks (on the floor). The corpse of a dwarf the ability to charm person once per day.
(naked, blue, hair and beard shaved). (The referee may add further powers that
are discovered over time). In return, the
Evil Tree Stump stump demands protection, worship, and
blood sacrifices.
Rough tree stump (3' across). Creepy face
(like a weeping child). Jumble of roots (sway- Evil Tree Stump
ing and twitching). Laughing evilly (to itself). AC 6 [13], HD 6* (32hp), Att 3 x roots (1d4),
Caressing the dead dwarf (roots poking into 1 x voice (charm), THAC0 13 [+6], MV 3' (1'),
his orifices). SV D10 W11 P12 B13 S14 (6), ML 9, AL Chaotic,
▶ Reaction: The stump is an over-confident XP 500
megalomaniac and will demand that PCs
▶ Sinister charm: Once per round, the stump
fall to their knees in worship. If they resist,
may target a living creature with its voice,
it will attack and call out to its gnome ser-
giving a command which must be obeyed.
vitors. If the PCs outnumber the gnomes,
The victim may save vs spells to resist.
the stump will speak in the Chaotic tongue,
Typically, the stump will command victims
offering occult power to any who will
to attack their companions.
swear their souls to it.

Areas 58—60 39
Expanding the Dungeon
This book describes the first level of the dungeon beneath the old oak. If the referee wish-
es to continue adventures in this locale, it is easy to expand the dungeon by adding extra
levels. Some suggestions:
▶ Beyond the waterfall: The pathway in Area 49 continues past the waterfall in Area 50 and
down to the deeper temple of the reptile cult. This is a good location to insert a second
level of the dungeon, populated with lizard men and giant reptiles.
▶ Crypt level: The crypt in Area 32 may just be the beginning of a larger complex. A sec-
ond level of the dungeon could be inserted here by adding a stairway that leads down
to a mausoleum of the reptile cult. It may be populated by undead monsters, including
reanimated serpents and mummified reptiles.
▶ Upstream: Travelling upstream (westwards) along the river might lead to another level. If
the referee has the adventure The Incandescent Grottoes, that dungeon may be reached
by travelling westwards along the subterranean river. The referee may wish to hint at this
area by having the PCs see interesting items (or bodies?) drifting down the river.

40 Area 60; Expanding the Dungeon


This page is intentionally left blank.
The Hole in the Oak
A hole in an old oak tree leads characters down to a maze
of twisting, root-riddled passageways, the  chambers of an
ancient wizard-complex, and the banks of an underground
river where once a reptile cult built their temples.

A classic dungeon adventure


for characters of 1st to 2nd level.
v1.2 — Second printing

Requires Old-School Essentials


Classic Fantasy or Advanced Fantasy.

ISBN: 978-3-96657-022-0

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