Showing posts with label Dungeon Design. Show all posts
Showing posts with label Dungeon Design. Show all posts

Tuesday, March 3, 2026

Antarctica Adventure Jam Dungeon 5

Final dungeon.
I'm pretty sure I got Room 3 of Level 3 upside down. But I went by my notes, so whatever error there is, is a double copy-error.

### 301-574

As the river wides down to the Inner Sea, it has eroded a passage that was buried by the forces of the Titans. A vast complex from Before, now colonised by the impact fauna of that cataclysm. Only those of sinister intent dare enter for everyone knows awful smells and sounds emanate from it.

### Any dimensions not stated are assumed to be 10 feet. The ceiling is a uniform 20 feet high, excluding the vaulting the sides, which rises from 16 feet. Unless otherwise stated, all rooms are lightless and made of yellow brick. All doors are not stuck unless indicated.

### Whenever the pulley elevator appears, the weight limit is Heavy Armor + Treasure or 1600-coin weight. Anymore and the basket tips over halfway for 1d6 damage from the fall as they catch on the non-aligned level one below.

Descriptions in the Before language/writing are labelled BFTXT

## Level 1

### Random Encounters

1 – 1d8 Bandits

2 – 1d4 Crab Spider, replace with wild dogs (2d6 Wolves) if Room 2 cleared

3 – 3d4 Skeletons, mixture of old and new bite marks from mandibles

4 – 1d10 Giant Marsupials (Giant Shrews) seeking any sort of food

5 – 1d6 Giant Geckos, reroll if Room 4 cleared

6 – 1d6 Mask-Wearers (Dwarves) on a quest for loot

1.       Filthy but empty. Leaking water and windblown dirt have turned the yellow brick to alluvion strata.
Scored years ago is six circles overlapping in a stack, with a wavy line at the bottom.

2.       Bones, skin and flies take up parts of this chamber. It stinks of weeks old carcasses and fly dirt. Allowing patches of mushrooms to flourish.
On the ceiling lurk 4 Crab Spiders camouflaged dirty-yellow. They drop onto characters if the surprise.

3.       A pit with broken edges plumets into the darkness. A crude pulley has been anchored into the brickwork on four sides, with a looped rope hanging down. After 1 turn of pulling, a worn wicker basket that can house two people appears.

4.       A lizard musk fills the room, meat and paste dung. Six Giant Geckos lurk here and hunt each night outside. If alerted, they are hiding on the walls and ceiling around the door.
Amid the dung is a regurgitated cloth bag with 33gp in ivory tokens.

5.       The water damage hasn’t obscured the graffiti. A wild scrawl of crude boats, letters, clan symbols and names. Characters can see all three main island cultures and some in the corner they do not.
They say nothing except they were once here.

6.       The floor here is strewn with dirt but it is weak. Close inspection shows track marks on the walls and not the floor.
Stepping onto it has a 2 in 6 chance of collapsing per person. Doing 2d6 as they fall to Level 2, Room 1.

## Level 2

### Random Encounters

1 – 1d6 Gnolls, drifting from the plain hunting grounds, reroll if slain

2 – 1d6 Berserkers, reroll if Room 1 cleared

3 – 1d6 Robber Flies attracted by the smell of random encounters and cults

4 – 1d4 Draco Lizards seeking an insulated nest

1.       This room smells like a winter house. Of dirty bodies, human waste, food scrapes and no ventilation. Only the dim light of oil maps illuminates the 12 Berserkers, making patterns of snakes and waves out of mud on the walls. This matted band look like prates once.
They attack immediately and pursue. Travelling up and down the walls of shafts and collapsed rooms. On death, a Red Wyrm of Rage (Giant Centipede) bursts forth.
12cp is found among their remaining clothes.

2.       A pit with broken edges plumets into the darkness. A crude pulley has been anchored into the brickwork on four sides, with a looped rope hanging down. After 1 turn of pulling, a worn wicker basket that can house two people appears.

3.       This room has puddles of cold mud from cracks in the ceiling but on the direst south side is a ochre drawing of a circle of crude, snakelike heads. Otherwise, it is empty.

4.       Writhing in the mud and powdery dust are 5 Red Wyrms of Rage (Giant Centipede), they blindly strike out seeking food and hosts. In the corner is five dismembered bodies, torso burst open.

5.       Old pictures in ochre. Hills and giant figures above, throwing lightning. They have fierce expressions.

## Level 3

### Random Encounters

1 – 1d3 Tarantella, replace with 1d6 Wights returning to haunt the surface world

2 – 1d6 Harpies, crawling on the roof, reroll if slain

3 – 1d6 Tiger Beetles, hunting for robber flies and whatever else they can eat

4 – 1d4 Mediums on a pilgrimage of chaos, they attack if characters do not respond to a Chaotic hail

1.       Three heads of the Hydra emerge from the sea to haunt the land itself!
They flicker slightly side to side in the light. None move forward.
Daylight equivalent or approaching it reveals them to be realistic carvings.

2.       Lots of looping practise marks scored by chisels into the brick. All centred around a green stone panel, which is heavily scored.
It bears Before Writing
BFTEXT: “What is always coming but never arrives?”
The answer to the riddle-lock is “Tomorrow”
Inside is 1100sp and 400gp in spare wire, rods and tokens.

3.       Muttering audible through the door. Inside is a madhouse of diagrams, bone orreries and murals in chalk and blood. All focused on large humanoid figures and circling serpents
Nine tattooed men and women live here, having traded their minds for power (Mediums). They attack if not spoken to in the Chaotic Alignment language.
They have short swords and consist of 8 level 1 MU and 1 level 3 MU. Their spells are:
Level 1 MU: Protection from Law x 2, Light x 2, Darkness, Detect Magic, Read Magic and Magic Missile
Level 3 MU: Detect Magic, Floating Disc and Read Languages
82sp between them.

4.       A pit with broken edges plumets into the darkness. A crude pulley has been anchored into the brickwork on four sides, with a looped rope hanging down. After 1 turn of pulling, a worn wicker basket that can house two people appears.

5.       Empty except for the increasingly disordered scratching on the walls. Dozens of Before words and select translations relating to the sky, sea and control via magic.

## Level 4 (5th Level Dungeon)

### Random Encounters

1 – 1d4 Cockatrice, shaking off the dust of ages

2 – 1d2 Cave Lizards, a monster of the Before Age (Giant Lizard Tuatara)

3 – 1d2 Ravenous Underbeasts (Cave Bears), all pale hair, claws and maw

4 – 1d6 Blink Dogs, stopping by old pack territory and defending it fiercely, if slain replace with 2d4 green-fire Hellhounds running through the underground

5 – 1d4 Owlbears, if slain, replace with 1d4 Rust Monsters following the smell of blood

6 – 1d4 Giant Marsupials (Giant Weasels)

1.       A long decline slants into the dark. If the direction is discerned, it is going west (in-game Polar-East). Some 120 feet along is a chimney downwards for some 10 feet with dim light and foul smells emanating from it.

2.       A chest-high, yellow brick wall runs the length of the cave. Rocks have grown over the bricks in the wall. Behind the wall is a lumped mass of carbonised bone in front of clear but indistinctly shaped blast shadow.

3.       The passage grows increasingly narrow until it is only 3 feet wide. It terminates in a round chamber. Laughing skull motifs are carved into the walls.

4.       A cave faceted into seven roughly equal portions., centred on a table split on similar lines. Each seventh is decorated with scratches and bodily fluid. Seven separate glyph codes, aesthetic styles, elaborate heraldries and seven small cultures in all.
For here live 7 Trolls in the dark.
If surprised, they are discussing pacts to secure a sliver of an unlucky member’s cave portion.
The table consists of 1000gp of gem shards arranged in a fanciful map of the cave. Jewellery worn by them is worth: 600gp, 1100gp, 1200gp and 1300gp.

5.       This cave smells of dust underlaid with a bird or reptilian musk. If surprised, two prehistoric things neither bird not beast (Owlbears) sleep beneath a layer of dust. If alert, these dinosaurs of a generic form attack in hunger.

6.       A brick room with the weight of the world pushing down on the ceiling.
Walking into this empty room triggers the slide when more than 3 people enter. The old ramp system give way, producing a steep descent to Room 8.

7.       More brick walls. Here dozens of hand shave been stencilled on the wall in ochre and carbon. The handprints at the top and behind are human-shaped. The top layers are stumpy and clawed.

8.       The bottom of the ramp. The ceiling beyond looks weak. Roll 1d6 for each entrant, a roll of 1 means a large block falls from the ceiling doing 1d10 damage to them.

9.       Steps down into the darkness.

10.   A horrible must wafts here. This is the nexus of many small tunnels leading into the darkness. If surprised, 4 large marsupials of a kind unknown to our palaeontology (Giant Weasels) stand startled by the light and noise. If not, they come out of the dark like furred missiles. The tunnels beyond are outside the scope of this adventure.

11.   Within a crack in the floor is a well of water. It shimmers with minerals and tastes salty. Drinking from it causes a Save vs Poison or results in death. If passed, a draft gives the benefit of a magical potion. Roll 1d6: 1) Diminution 2) ESP 3) Gaseous Form 4) Growth 5) Healing 6) Invisibility.
There are 4 drafts in the well and it will slowly refill over a year.

## Level 5 (6th Level Dungeon)

### Random Encounters

1 – 1d4 Disembodied Cultists (Spectre)

2 – 1d6 Giant Scorpions (Sea)

3 – 1d6 Hulking Yet Indistinct Figures, with horns and bronze spikes protruding (Minotaurs), reroll if Rooms 7 and 8 cleared

4 – Reroll unless Room 2 is cleared, then 1d4 Weretigers from across the strait, conducting secret rites never to be revealed or seen under pain of death

5 – 1d4 Salt-Water Infused Wrapped Bodies, muttering praise to the deep ocean (Mummies)

6 – 1d2 Salt-Coated Ravenous Underbeasts (Cave Bears)

1.       This room is empty and bare, the end of the matter.

2.       All is quiet in this room dominated by a large square pool with gold and silver cycads inlayed in the walls.
Suddenly the water bubbles and 5 heads of the Hydra emerge.
As each head is defeated, it is withdrawal into the water. The pool leads to the sea via an airless passage some 500 feet long.
10000sp and 10000gp on the walls.

3.       Everything here is wet. Elaborate mosaics of trees and stars lie obscured, and the pits and rubble make pools on the floor. Six Giant Sea Scorpions lurk in the tidepools.

4.       An enormous continental map covers the wall, picked out in shells and glass.
Those entering and standing for one turn cause the glass to glow and images of animals and environments that were, fill the room. Then a terrible figure sems to loom as a shadow and the illusion distorts. All present in the room must make a Save vs Wands or attack the closest other person in melee range with an attack.

5.       A stone circle lies peeking out of the salt like a fairy hillock. Stepping inside teleports the user to the surface. Then it needs 1 turn to recharge.

6.       This corridor smells of salt and the sea. If night, the corridor is filled with 6 inches of salt water. Obscured by the salt crystals is depictions of a large figure being encircled by serpents and then many suns and moons.

7.       A rack housing four assemblages of statues and an abattoir (Minotaurs). If surprised, their feet hang in a way to keep them on a dry dais. Otherwise, they eliminate intruders, including those intrudes in Room 6 if they fight or make loud noises, emerging 1 round later.

8.       Are brick room with what once was innumerable stone pipes and vats. All melted in a heat. One round after entering, the Black Pudding surges from the pipework like a tidal wave.

Four of the collages of man, auroch, ceramic and bronzework await intruders (Minotaurs). Standing on any surface they can reach from their racks. Otherwise, they eliminate intruders, including those intrudes in Room 6 if they fight or make loud noises, emerging 1 round later.

Sunday, March 1, 2026

Antarctica Adventure Jam Dungeon 4

 

I got these in with an hour to spare for the end of the Jam
Pity about region 2, but I got my original region done and I'll add Region 2 on later.

### 307-569

Under a large tree is a hollow big enough to fit a human. Tracks of men and animals circle below, dirt on ancient stairs. Warning signs are carved into all surrounding trees, to mark this as a bad place. Once this was a facility, drawing on the Earthpower below. Now it is a dungeon.

### Any dimensions not stated are assumed to be 10 feet. The ceiling is a uniform 20 feet high, excluding the vaulting the sides, which rises from 16 feet. Unless otherwise stated, all rooms are lightless and made of yellow brick. All doors are not stuck unless indicated.

Descriptions in the Before language/writing are labelled BFTXT

## Level 1


### One enters through the outside into Room 2

### Random Encounters

1 – 2d6 Wild Dogs or Dingos (Wolves), investigating smells

2 – 1d8 Bandits, coming over to join their friends, reroll if Room 1 cleared

3 – 4d4 Kobolds dragging a dog and wallaby carcass, replace with 2d6 Wild Dogs if Room 3 cleared

4 – 1d10 Giant Planigales (Giant Shrews)

5 – 1d10 Stirge migrating out of their home gradually

6 – 1d3 Giant Geckos hungerly hunting

1.       In the earthen chamber held apart by roots longue 5 Bandits on bedrolls. If surprised, they are interrupted discussing how their alliance with the Kobolds will work. They hope to use them as scouts and clearers

In a sack is their treasure so far. Two gems worth 100gpo and 1000gp.

A Secret Door Roll reveals the ventilation grill for Room 5.

2.       The roots and vines form a narrow descent, wide enough for only one. Terminating in a chamber of dirt and loose stone, with a mud floor. There are 3 stuck doors here and tracks of dried footprints lead to Rooms 1 and 3.

3.       This room has had the mud scrapped from the crumbling brick walls. Otherwise, held together by fleshy vines. They wrap around a pair of desiccated wallabies. If the 10 Kobolds are unalerted, the remain curled up in their pods.

4.       A shaft descends deep into the earth. Some 20 feet down it reaches a broken landing hanging in space. Before descending again 20 feet into a space in the floor, otherwise covered in yellow dust. Stepping on the landing has a 2 in 6 chance of a block dropping from the roof above, doing 1d10 damage.

5.       A ventilation duct leads between Room 1 and Room 6. Nothing but dust and a curled-up blast shadow silhouette.

6.       Stone benches, brick floor and dirt ceiling. Enough of the wall remains clear to show a blast shadow of an outstretched hand and possibly a sandwich.

## Level 2 (3rd level Dungeon)

### Random Encounters

1 – An Ochre Jelly, freed from the regulation system, reroll if slain

2 – 1d6 Living Statues, moving with slow jerks and cracking with magic symbols. Reroll if Room 1 cleared.

3 – 1d6 Doppelgängers, on the prowl for bandits to copy. They appear as bandits and direct any party to Room 5. They join in their plans. Reroll if Room 5 cleared.

4 – 1d3 Tarantella, who have come from the underground.

1.       Th whole room is polished or covered in mirrored surfaces, reflecting the lighting in a universal and infinite glow. Numerous glowing crystals are set around the chamber and statues of pixies lie smashed upon the floor like anatomy dolls. A futurist’s take on a silvery thaceleo dominates the room.

Two Medusa lie here, shuffling in their veils and mouthing sounds that were once words.

The thaceleo is made of platinum and is worth 3,000pp. Salvaged gems from the alls are worth 10gm x 2, 50gp x 3, 100gp x 4 and 500gp x 4.

2.       Yellow brick room with trodden dust upon the floor. Two doors sealed with hard-packed clay (stuck) at the west end and one open to the south-east. Before text on the walls.
BFTXT: “Careful work is work that helps you and everyone” “Safety First” “A good day/job is a good job/day”

3.       Walking into this dusty yet empty room triggers the slide when more than 3 people enter. The old ramp system give way, producing a steep descent to Level 4, Room 1.

4.       Empty except for Before text on a red wall to the west. The ramp below is hidden by the top ramp in Room 3.

BFTXT: “Warning! Transport Ramp in Use!”

5.       Room is horribly cold and dust is piled into corners to form bedding. Four bandits live here, thin and dishevelled. They say they went treasure hunting and were trapped. Now they are forced to serve the women in Room 1. They are actually Doppelgängers and will attempt to a replace when possible.

Looks just the same but winter-night blue eyes and skin.

6.       One wall is red brick with Before words and diagrams. They spell out evacuation procedures and a map of the facility.

7.       A bare room with a stone desk. A chest is hidden behind the desk with a needle ready to be sprung when opening. Save vs Poison or die.

Tokens and Coins worth 6000sp, 600gp, Gems worth 500gp, 1000gp and Potion of Gaseous Form.

## Level 3 (4th level Dungeon)

### Random Encounters

1 – 1d2 Ravenous Underbeasts (Cave Bears), all pale hair, claws and maw

2 – 2d4 Security Beasts (Hellhounds), reroll if Room 18 cleared.

3 – 1d6 Doppelgängers, they appear as bandits and direct any party to Room 2. They join in their plans and reveal themselves to be Doppelgängers as well. Reroll if Room 2 cleared.

4 – 1d4 Giant Marsupials (Giant Weasels)

5 – 1 Grey Ooze, reroll if slain

6 – 1d2 Cave Lizards, a monster of the Before Age (Giant Lizard Tuatara)

1.       Bare Room. When ramp descends, there is an alarm that alerts the dungeon, but not when the ramp remains down.

2.       Cold room calls for help from inside, says they are Doppelgängers. They are, three Doppelgängers who look half-melted blue people. They retreated here but got split up. Hiding from wandering monsters here and have collected 7000sp and 4000ep.

They want to strike a deal to loot the place or get out. Trick is they will attack when party is distracted or convenient.

3.       Pipes made of steel form sideways metal vegetation on the wall.

A lightning symbol in circles interspersed in gaps.

4.       This red room is dominated by a massive brick vat with a metal top. Half a dozen pipes emerge from it and radiate along the walls. The top looks sealed. The Ochre Jelly seeps via the pipes one round after the party enter.

5.       The smell of mammal droppings on wet stone. A narrow tunnel leads out into the caves beyond the scope of this dungeon.

6.       Wet dirt smell and musk. Here marsupial from the underground (2 Giant Weasels) have pushed tunnel dirt to make thin nests.

7.       This room only contains four stone cabinets with faded red handles. Inside is 12000sp in silver squares with ridged edges. Six hundred gold pieces in thin rods and a magic sword.
Defender of the Boundaries: INT 12 EGO 8 Speech Lawful and Before
Detect Shifting Architecture Detect Slopes Detect Secret Doors ESP
Longsword +1 (+2 vs Spell Users) 1d8+1
Who was made to defend the installation against hostile saboteurs

8.       Pipes line the walls and ceiling. Many are cracked and broken.
Moving inside causes the dust to sublimate into a harmless white mist.

9.       Pipes line the walls and ceiling. Many are cracked and broken.
Moving inside causes the dust to sublimate into a poisonous mist. Save vs Poison or Die.
Beneath the dust is a pile of skeletons seemingly holding each other. When investigated the skulls were collapsed by a falling pipe but no dark blood traces, so more likely structural collapse. Seven thousand of silver wire wrapped around 1200gp of gold rods.

10.   All the interior of the room has been pounded into dust. Leaving only 3 cocoons the colour of blood and scrap. Bringing metal awakens the 3 Rust Monster insides. Rare above ground and on the island.

11.   Glowing green underlight from a deep chasm highlights the pipes emerging. The carefully carved sides and white brick reflecting.

The different polarity of the age causes 1d8 damage from sparks and current to those crossing the Earthpower Crevasse.

12.   Hooked up to pipes in this red room are four thigs equally: man, bull, flesh and clay. Sculpted when not grown.
Pipe reservoir contains one draft of Potion of Longevity One has a green glass shield (Sheild +2), another with a green glass sword, Sword +1 (+3 Against Enchanted Creatures).
A ventilation duct is in the south wall behind to Room 19.

13.   Banks of stone or brick tables with blackened crystals, worthless.

14.   Only a stone chair in a stone circle. Blast shadow on the chair.

15.   Pipes fill this room, with the broken ones jutting from the floor like venomous spines.
One has two draughts of liquified steams.
Roll 1d4 for each: 1) Potion of Animal Control 2) Flying 3) ESP 4) Treasure Finding

16.   Glowing green underlight from a deep chasm highlights the pipes emerging. The carefully carved sides and white brick reflecting.

There appears to be a hollow dug down into the chams wall 10 feet below. If alerted, two Caecilia dwelling in the Earthpower Crevasse rise to attack.
Inside are gems worth: 10gp, 3 x 50gp and 100gp.

17.   Glowing green underlight from a deep chasm highlights the pipes emerging but half fallen in. Sparks a little when crossed (harmless).

18.   The room bakes with radiant energy from the sealed crevasse. If not alerted, four beasts who look like green fire, wire and marsupial (Hellhounds) lie on their melted metal bedding. Security gone wild
10000ep for bedding.

19.   A ventilation duct containing a skeleton of a large animal, all covered in metal and wires. Duct connects Room 12 and 20.
6000sp and 1000gp in loose material.

20.   This red room is dominated by a massive topless, melted brick vat. Half a dozen pipes emerge from it and radiate along the walls. One Ochre Jelly rests inside the vat and emerges when characters approach or one turn of searching has passed.

21.   A great glass console depicting a map of the continent with the geographic pole in the centre. Line picked out in gold spiral from the magnetic pole which is closer to the centre here.
Gold wiring above and silver below, intertwined with gems, comes to: 11000sp, 200gp and gems worth: 2 x 50gp and 2 x 100gp.

22.   This room contains metal arms and hands hanging forward from the walls. Each clutching at desiccated threads.
Entering the room causes the hands to try and pull off clothes and place on threads. Doing 1 damage per point of AC worn and ruining armour.

Tuesday, January 27, 2026

Antarctica Adventure Jam Dungeon 3

 Starting to get a little bit under the pump at home and hobby. That unfortunetly means the dungeons are having to be shortened, with only the juiciest parts and the spaces between.

### 302-565

A deep pit that is never filled with water. Three towns and travellers dump their rubbish there. Since there are hollows in the walls, it must be an opening to a network of caves and so is notorious for a place to hide for man and monster.

              The visitors throw trash from the top, landing in the stagnant pool some 40 feet below. There is a pinch at 20 feet which obscures the lower level from view, and it is not mentioned. A ramp descends in a spiral from the lip. All caverns are 10 feet high, roughly fashioned from hardpacked dirt and loose rock, vaguely circular and lightless. Unless otherwise noted.

### Any dimensions not stated are assumed to be 10 feet. The ceiling is assumed to be 10 feet high. Unless otherwise stated, all doors are stuck but can be retried once per turn.

Descriptions in the Before language/writing are labelled BFTXT

## Level 1 (2nd Level Dungeon)


### One enters from the South/Top side of Room 11 and progressed down in a spiral to Level 2 Room 13.

### Random Encounters

1 – 1d6 Robber Flies, replace with 1d4 Draco Lizards if Room 1 cleared, if defeated, reroll

2 – 1d8 Pit Vipers

3 – 2d4 Zombies of berserkers and gnolls

4 – 1d6 Gnolls scavenging, replace with 1d6 Berserkers if Room 14 cleared, replace Berserkers with 6+1d6 Wild Dogs (Wolf) if Room 15 cleared as well.

5 – 8+1d8 Bandits exploring rumours of treasure, if defeated, reroll

6 – 4+1d4 Red Wyrms of Rage (Giant Centipede)

1.       The cave end stinks of rotting meat and a deep buzz can be heard.

Five Robber Flies nest here, the pieces of fleshy detritus thrown or killed in the pit occasionally sticking to their extremities. Amid the rot is 28gp, chewed but not digested.

2.       In the blackness, a fierce roaring and fire greets the first character to enter the chamber. Entering causes an illusion of first sinister, glowing reptilian eyes, then the head of a foul dragon or the hydra itself, spewing fire and fury (Antarctica Adventure Jam Bestiary). Engaging the characters.

The monster has AC 9 [10] and vanishes if hit in combat. Its attacks do not inflict real damage: a PC who appears to die just falls unconscious for 1d4 turns.

The illusion is caused by the patterns of stones upon the ground forming a network of interlocking herringbone patterns and loops.

Scattered among the debris, thrown by fleeing explorers is 600sp, 300gp and a clay pot containing a Potion of Speed.

3.       A dank chamber, where obscene graffiti, proclaiming the doom of the pale sun is spread over the walls. Each white or yellow sun rising to head height, is thrown down by an ill-defined humanoid figure and converges as a red skull at the far end, ringed with black serpents.

Studying the red skull gives a find secret doors roll and leads to Room 12.

4.       A dry cave entrance facing the rising sun, stretching back into the limestone. A scattering of loose scree and tough grasses make the ground uneven. Nestled inside are 6 Pit Vipers. If it just after dawn, they are clearly visible as they sun themselves.

5.       A chimney descending some 10 feet below and at a slant of 90 degrees. Wide enough for 3 people, with no handholds on the melted smooth rock. The bottom 3 feet are stained a deep ochre and there is a thickened yet powdery residue on the wall and floor.

The cave bottoms out into a space about 5 feet wide and high with a crawlspace to Room 6.
A party knowledgeable about slimes and oozes would be able to deduce this is the remnants of an Ochre Jelly which succumb to something here.

6.       Any pooling water from the walls is absorbed into the patches of cave fungus, otherwise not even dirt. The rock is very straight and regular except for a jagged and collapsed celling vault.

7.       The walls and ceiling are straight and orderly, forming a series of vaults above and obviously non-natural. A circle of white stone is embedded in the floor here; it seems to be marked with curving grooves.

A Cleric or Magic User with an Intelligence of 12 or higher automatically knows these are marking for the rise and fall of the moon. Stepping onto the circle teleports the individual to Level 2, Room 8.

8.       A tunnel terminates some five feet in a door. The door is emblazoned with the polar constellations of the modern age, raised from the surface. On Uldore, this is various animals and farming tools. Pressing the different constellations has a 2 in 6 chance each time of triggering the scythe trap to swing from the left. A few rusted daggers and wooden stakes doing 1d8 damage. The fake door is just pushed against the rock face.

9.       A dry cave entrance lit by the noon and evening sun. Highlighting the limestone darkness beyond. Uneven footing between the scree and tough grasses. Nestled inside are 5 Pit Vipers. If noon, they are clearly visible as they sun themselves.

10.   A cave straight walled but crumbled ceiling. It stinks of rotting flesh and 13 figures stare at the walls. 7 humans and 6 mantis-headed gnolls. Now all Zombies, who attack immediately after detecting entry. The human bodies have guts ripped from the inside.

11.   This large ramp of earth winds around the inside of the rubbish pit. Dipping beneath the lip, as the rock gives way to scree and dirt. Held together with shrubby plants arranged in noonday alignment. Regular large cave entrances can be seen from the descent, otherwise hidden from the lip. At the bottom of the spiral, is the second lip, and a steeper decline.

12.   A narrow tunnel with sections only wide enough for a single person. The running from Room 3 to Room 13. Lots of crude skull motifs, though they are generations old and flake from breath.
There is a branch halfway along, big enough for a person to crawl through. This is the entrance to Room 15.

13.   The room contains a transition between straight-cut walls and natural cave. Fading into rough stone as it progresses away from Room 16. The tunnel entrance to Room 12 is some five feet above the ground and behind a fold in the rock. Visible only from reaching the far end.

14.   A cave entrance into the limestone. With only partial light from even the noonday sun, the interior is smelt, heard and felt rather than seen. Unwashed bodies, clicking and malice.

Squatting in the back of the cave are 15 Gnolls. Chewing on what look to be human bones and insect chitin.
If they fail to detect the party, they are all observing a tunnel winding deeper inside.
At their feet are 2000gp of indigestible trinkets. Mostly coins, armbands and necklaces.

15.   Here fitfully sleep and pace 9 Berserkers. Occasionally running into each other and twisting on the ground as the wyrm writhes inside them. As per the Bestiary, the Red Wyrm of Rage will burst from them if they are slain (Giant Centipede).

Some wear tattered armour and fine clothes; others dress in disintegrated rags. They are all focused on the entrance to Room 16.

Amid the gnoll-blood they still wear some treasure. 1000cp, 4000sp and 1000gp in coins, armbands and clasps. Jewellery: 3 x 800gp, 2 x 900gp and 1200gp and a Sword +1 in the hand of one.
That Berserker is dressed as though he is from across the Sunrise Strait and his body has a blue diamond tattoo on the shoulder.

16.   This cave is worn straight and regular, with a carefully constructed vault above. Carved depictions of strange beasts decorate the wall. Though a widely travelled character might recognise them as dragons and dinosaurs of the Before Kingdom.

In the centre of the room is the powdered remains of some yellow-brick benches and a raised pool. Seemingly lifted out of the surrounding rock but lined with yellow brick on the inside. There are 1d4 draughts of iridescent yet clear liquid remaining. There is a 50% of a Potion of Gaseous From and 50% of a Potion of Poison with each draught.

17.   A tunnel, wide enough for two abreast takes several tight turns. Each turn is stained with blood, and the tunnel smells like iron and death. A dead gnoll blocks the way on the final turn to Room 16. A side-passage, viewable from Room 16, leads to Room 20.

18.   In this chimney some 10 feet high is 300sp and 400gp in a wall nook. In the form of coins from across the Sunrise Sea, trade bars and figural jewellery (cow, pig, penguin, fish, horse). A bandit hoard who no one ever reclaimed.

19.   This tunnel is only big enough to admit one person crawling at a time. The tunnel widens to a small space where a human can stand and turn around. A Detect Secret Doors roll will reveal a nook in the ceiling containing Room 18.

20.   A wide cave where water has begun to erode the straight walls and celing back to a natural cave. This has destabilised the roof and for each character who enters, there is a 2 in 6 chance of a falling block hitting that character. Doing 1d10 damage if they do not Save vs Petrification.

21.   In the dim light are people milling around. If hailed they turn as one and advance to attack. Stumbling around and butting heads until then are 13 zombies, 8 humans with tore bowls and 5 gnolls. Remnants of a previous stage of the fight.

22.   This straight-walled room is dustless. A decoration of screaming cows, pigs and human faces surround the door beyond.

Spread out on the floor is a Grey Ooze, which rises to attack whatever walks upon it.

23.   This straight-walled room consists of eight yellow-brick vats, rising to waist-height. Though one has a broken side, spilling grey powder on the floor. The grey ooze dwelt here, but was displaced by a past earthquake, which broke the vat and release a toxic gas.

Any who step inside this room must Save vs Poison or die.

24.   This straight-walled room has a jagged and tenuously ceiling. Buttressed by its own weight between the half-fallen blocks.

Whichever door is opened causes a cave-in as the falling blocks seal off that passage. Once the character explore halfway into the room.

## Level 2 (3rd Level Dungeon)

### Random Encounters

1 – 1d6 Tiger Beetles, if Room 13 cleared, replace with 6+d6 Robber Flies, if defeated, reroll

2 – 1d6 Harpies, if Room 5 cleared, replace with 1d4 Medium on the prowl for threats, if Room 10 is cleared, replace with 8+1d4 Red Wyrms of Rage (Giant Centipede)

3 – 1d6 Crystal Statues, pretending to be bodies of beetles and dogs on the floor, if Room 12 cleared, replace with 3+2d3 Giant Geckos

4 – 1d8 Shadows, moaning in strange languages and fearfully avoiding inhabited rooms. Reroll if in a room that is or was inhabited

1.       Narrowing into the rock is a path. First wide enough for a crawl then a tight squeeze for even a small being. Finally, it ends in a dead end and anything that has gotten this far must be pulled out or pass a Save vs Petrification once per round to escape.

2.       A shaft descends for 10 feet before abruptly stopping, the bottom 5 feet filled with stagnant water. Halfway down is a crawlspace leading to Room 1.

3.       A Chimney that rises 15 feet from Room 8 to Room 5, at a 45-degree angle. Requiring rope or two hands to climb. The walls were once smooth and notched. But something has clawed and worn away at the holds.

4.       Natural walls and ceiling but the otherwise empty cave has a worked smoothed floor. A door at the end is fake if examined.

Halfway into the cave is a trapdoor that activates when more than 1 person enters the room, the whole floor tips into a slide that deposits those in the room into Room 5.

5.       This cave reeks of insect droppings. No matter what the walls and ceiling were once like, everything not fouled with waste is covered in claw and mandible marks. If the characters surprise the 5 Harpies. They find them willowy destroyers in separate nests of sticky powder, bone fragments and scrub. Otherwise, the insectoids descend from the ceiling, making their discombobulating harmonics.

In the nests are gems worth 3 x 10gp and 500gp of gold coins and trinkets.

6.       A smoothed room where some carvings have been defaced by the harpies. Whatever information could have been gathered has been vandalised beyond recovery.

7.       A rough cave with a crude idol depicting a strange combination of fish and mammal
If approached within a couple of feet (effectively touching or closely inspecting) it speaks in the language of the Eastern sailors.
“Beware! This is a land of birds!”

8.       The long walls and ceiling are straight and orderly, forming a series of vaults above and obviously non-natural. A series of circles embedded in the floor are defaced with a single cleave in the stonework, except one. All are marked with curving grooves.

A Cleric or Magic User with an Intelligence of 12 or higher automatically knows these are marking for the rise and fall of the moon. Stepping onto the circle teleports the individual to Level 1, Room 7.

9.       A worked room stripped bare and rubble pushed into corners. Alone in the middle is a large crystal shard crudely imbedded into a pot. When anyone enters the room, the crystal flashes once. Expecting a counterflash. If not, the crystal glows and the pot shatters, releasing a cloud of poisonous gas that fills the room. Save vs Poison o die.

10.   This worked room is well lit, with wooden furniture in recent styles of the interior of Uldoore. Among the bedstands, chests and clothe stands, is piles of scrolls and clay tablets.

Seven men and woman are busy if surprised, consulting various documents by candlelight or washing robes.

These 7 Mediums will demand an explanation for why they have been intruded on and will act in a haughty manner to disguise the fact they are a monastic cult, centred on the creature in Room 11. If the characters insult, refuse to leave or accuse them of being a sinister cult, the mediums attack.

In total, they have 67sp stashed in their chests.

Each carries a crystal they use to counterflash the shard in Room 9. It requires some form of magical class to activate.

The scrolls and tablets describe the mechanisms of the teleporters in Level 1, Room 7 and Level 2, Room 8. They also reveal this used to be a Before experiment site, where teleportation magic was used to acquire and send samples from anywhere on the continent and the waters girting it. When the Titans buried the complex with the new sun, only one researcher, the Reverend Mother survived to see new angles to the universe and achieved immortality.
Each knows only one of these spells: Read Magic x 2, Ventriloquism, Detect Magic x 2, Floating Disc, Sleep.

11.   Lavish and well lit, with tables, curtained bed and chests, many gewgaws and mirrored metal on the walls. So, servants can speak without suffering.

An oracle of the past and a foreteller of the future is the leader of this obscure group. A shapely ornate robe and veil do not hide the stilled movement of unnatural age. This is another obscuration; the Medusa is inhuman fast. Should she suffer more than half her HP in damage, she screams and surviving 5 Crystal Statues from Room 12 or the 7 Mediums from Room 10 arrive next round.

On a table is a Crystal Ball, centrepiece of study. On the wall is a Shield +1, made of reflective green glass. Behind is a crawlspace to Room 17. A foreign pot on the chest holds a Potion of Invulnerability. Inside the chest are two Spell Scrolls written in the language of Before.
BFTXT: Long Night Survival For Spirit Summoners – Create Water, Curse, Remove Curse, Bless, Resist Cold
BFTEXT: Sun Studies – Contact Higher Plane, Detect Magic (MU), Levitate, Clairvoyance, Continual Light

12.   A dark room worked but dusty. A series of statues line the walls, five in total, each in some form of pose of grief or anger. On the centre of the floor, picked out in homemade clay paint is the words: To Not Die, Command Them With Authority.

This is a lie; the 5 Crystal Statues obey no one but the Medusa in Room 12 ad attack as soon as they are interacted with or the party reaches the middle of the room.
These statues in the light are less crystal and more crystallised, the same few frames of finality repeated in a stuttering loop. The Oracle’s displeasure and her survivor’s curse.

13.   Here is the bottom of the pit, an hourglass funnel where the edges are hidden in darkness from the central shaft. The ground is covered in stinking and rotting refuse and mould. Strange mushrooms twist around rubble and mould obscures the sucking mud.

Movement is reduced by 20 feet for all characters and humanoids.

The 6 Tiger Beetles which feed on the detritivores and falling scraps have no restriction and scuttle forward into the light to feast.

14.   A long rising passage, whoever goes first hears a pop like a bubble of soap at the halfway mark.
They must make a Save vs Petrification or suffer 1d10 damage from the falling stones ahead of them pouring down.

15.   This rough chamber bears faint cracks all around, as if from a freeze-thaw cycle. Each player who enters has a 2 in 6 chance of hearing a popping noise, followed by a long thin bone scything out of a crack in the ceiling for 1d8 damage.

The bone has no means of support, but for each strike it drops out of the crack until it has struck 6 times. When it falls to the ground, inert.

16.   The cave is cold, as if the long winter night has seeped in and never left. A small pile of clothes lay in a corner.

Here lies 1 Doppelganger, who has hidden from the sun for many years, venturing out in winter to acquire treasure and kills, as many men wished in their hearts they did. The false-thing is cunning and will take the form of whatever person it feels would get the most sympathy from victims. But always pretending to be a delving merchant or explorer who has become trapped by the fighting, now nearly hypothermic. And with sunken cheeks and belly pulled so taught from hunger they cannot seem to walk.

To show proof of intentions, it shows the 800gp piece of jewellery it keeps for such a purpose, an elaborate torc engraved with seals and penguins. It targets whoever takes it from them first with a seemingly mad savagery. As if reclaiming it. On death it liquifies into water then becomes vapour.

17.   A pit some 20 feet deep. Ten feet away is an entrance to another cave, the walls are rough. Hidden at the bottom of the shaft is a black cloak, visible only with 1 in 6 chances from above or if ones searches the bottom by hand.

Beneath it is: 3000sp, 600gp and Jewellery worth: 500gp, 900gp and 1000gp.