Unnamed Megadungeon – Level 1, Map 1

Wandering Monsters (check every 2 turns – 1 in 6 chance) 1 Bandit 1d6 2 Beetle, Fire 1d6 3 Centipede, Giant 1d6 4 Centipede, Giant 1d6 5 Darkmantle 1 6 Ghoul 1 7 Goblin 1d6 8 Green Slime 1 9 Gremlin 1d8 10 Kobold 2d6 11 Kobold 2d6 12 Lemure (devil) 1 13 NPC Party 1 14 Rats, Giant 1d3 15 Skeleton 1d10 16 Spider, Crab 1d2 17 Stirge 1d8 18 Wererat 1d2 19 Zombie 1d3 20 Zombie 1d3 Dungeon Restock (1d6) 1. Monster 2. Monster & Treasure 3-6 Empty (1 in 6 chance of hidden treasure) If monster is rolled, roll on wandering monster chart. If NPC party is rolled, roll on Level 2 wandering monster chart. Legend A: Stairs down to Level 2 Map 2 Room 1 B: Necromancer Statue – See Note 2 X: Pit Trap (springs on a 3+ on d6, 1d6 damage) FT: Fire Trap (Save v. Wands or 1d6 damage)

New Monsters: Lemure, Darkmantle. See Appendix A Note 1: Taunting Green Devil Face The Green Devil Face will taunt anyone passing by. It will attempt to get people to put things in it, especially hands, which it will chomp down on. Anything small enough to fit completely into the mouth disappear. Anything that does not fit completely will take 1 point of crushing damage. It likes the taste of gems, and if bargained with, will describe the various creatures that have passed it by. However it has no conception of time, so it will describe some that have passed recently and others who may have passed by centuries ago. Note 2: Necromancer Statue The first time a bone or bone item is placed in the necromancer’s hand it will turn to solid silver. Value of 10gp for a tiny bone, 25gp for a long skinny bone, 50gp for a large bone (femur, hip) 100gp for a skull.

Notes:

Room Key 1. Entrance Hall: 35 foot ceiling, gallery views to the north & south. 1 stirge. 2. Crypt: Horizontal niches hold 6 animated skeletons 3. Room of Contemplation: Forest murals, domed roof, green slime on ceiling. One column hollow with 8,000cp, 3000sp, 500gp, 4 gems (500gp each). If killed slime will reform in 1 week from spores. 4. Statue Hall: Corrupted defiled goddess statue. 6 ghouls, 1000cp, 4000sp, 6 gems (10, 50, 100, 250*3), warhammer +3 5. Crypt: 8 skeletons 6. Old Library: All books moldy and unreadable. Book stand with glowing open book. Passage reads “I prepared explosive runes today.” The book will explode for 1d6 points of damage when read. 7. Pillar Hall: Lemure bound to room by runes in each doorway. Will promise anything to have them destroyed, but has nothing to offer. 8. Cell: Door locks from the outside, manacles. Empty. 9. Spear trap from north wall, +2 to hit, 1d6 damage. 10. Guard Room: 2 wererats with 8000cp & 4 gems (10x2, 50x2) They don’t know of the secret door 11. Den: 7 wererats w/ 2000sp. 12. Stairs to level 3: gas trap. Save vs. Spells or fall asleep for 2d4 turns, possibly falling down the stairs for 4d6 points of damage. 13. Illusion hall: from the west, room appears to be only 10 feet deep. 14. Dual Halls: Burnt out torches, a broken shields, bloodstains. Empty 15. Fountain: water is poisoned unless a silver piece or more is tossed in. 200sp & 20gp in box under statue 16. Scorched Room: Blast markings in center of floor and along walls, smell of ozone. Empty 17. Trash Room: Balcony on west wall, lower level full of trash. 7 fire beetles root around in trash 18. Dormitory: Attempting to open the door opens a 10’ deep pit trap. Smashed and abandoned furniture. 200sp behind a lose brick in the NE corner. 19. Dormitory: Smashed and abandoned furniture, graffiti on the walls. Empty 20. Antechamber: Every other step leading into this room is covered with grease, Alarm bell at the foot of the stairs. 1d6 damage from the fall. 21. Kobold Den: Dry musty room, 11 kobolds hold up here when not hunting/scavenging. Will warn away anyone who trips alarm in room 20. 22. Blood Nest: 6’ tall beehive like structure in SE corner blocking door. 4 stirges in hive. 23. Final Rest: Desiccated adventurer corpse w/ 400sp & 40gp 24. Shadowplay: Non-monstrous shadows do acrobatics on walls. Stepping more than 10’ into room drops portcullis in doorway. Open doors check to lift. 25. Balcony Room: Balcony on south wall over door, access via stairs beyond door. Stirge hive on W wall of balcony has 4 gems (100*2, 250*2) in it. 8 stirges 26. Rain forest: Room rains every 10 minutes for 1 minute. Room full of non-harmful fungus and molds. 27. Rest stop: 3 carved stone benches along E wall. 28. Bronze Warrior: large stone statue in 40’ tall room. Lots of rubble on floor. 4 crab spiders. 29. Empty 30. Sick Fountain: Green slime in fountain. 1000sp, 1000gp, 6 gems (100*3, 250*3) If killed slime will reform in 1 week from spores. 31. Hail the Heroes: Door stuck, whoever opens it stumbles into room full of illusions clapping. Permanent +1 to strength. Stairs down to Level 2 Map 2 Room 21 32. Personal Retreat: Locked door. Bed, desk, book shelf, etc. Very dusty. 200sp & 5 gems (50*3, 100, 250). 33. Chapel: Rotten wooden benches faces alter along W wall. Gremlin plays hide & seek with itself. Trys to steal items from anyone entering room. 34. Linked Rooms: Carved images are mirrored in each room. Stairs down to Level 3. 35. Magic Mouth: Green stone devil face in NE corner will taunt anyone passing by. See Note 1 36. Dangerous Stairs: A darkmantle lurks at the top of the stairs. It will attempt to drop on anyone at the top and knock them down the stairs for an additional 1d6 damage. Stairs descend to Level 2 Map 2 Room 1.

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