Under The City
Under The City
6
the bar of the Goose Egg Tavern.
Good luck reaching them without 9. Blind Betty’s Nest
drawing the attention of Bill the Bouncer. e • Blind Betty the Albino
c) Alchemist’s Shop. This ladder leads to a trapdoor in Alligator (4HD, armour as plate,
the back of a boarded-up alchemist’s shop. 2 bite and roll 2d6. Additional 50%
d) Family Crypt. Stairs descend from a decrepit crypt 7 c miss chance for targets on land)
in the city cemetery. Entangled in the nest are rotting
e) The Old Church. These stairs lead to corpses and a satchel containing
the back room of an old abandoned
church. 3 50gp. In Betty’s stomach is the
d Royal Emerald, worth 3,500gp.
1. Sewer Thoroughfare
a 1 12
10. Crypt antechamber
There’s a narrow path along both sides A secret panel in the wall has long ago been broken
of the sewer, but it’s slippery and
10
down, and the niche behind looted of its treasures.
cramped. The water is 10’ wide and
waist deep, with a steady current 3. Store Room 11 11. Lesser Crypt
towards the Gurgler (room 8). Anyone in the water attracts Crossbow trap, 1d8 damage.
Blind Betty in 1d4 rounds. The broken bridge will (4 in 6) • 1 Man-Maggot (2HD, lthy mouth 1d4 and save or be
collapse underfoot. 4. Goose Egg Tavern Lower Basement paralysed for 1d6 rounds)
The cof ns contain nothing but cracked dry bones and rags.
Alchemical liquid effects (1d8): • 1d6 Dead Men (1HD, axe 1d6)
1: Explodes, 2d6 damage 5: +1d6 temporary hit points Smuggled valuables worth 1d6x100gp. 12. Crypt
2: Sleep, 15’ radius 6: Inky cloud, 15’ darkness 5. Goose Egg Tavern Basement Cof ns have been torn open, their contents gone. A hole has
3: Acid, 1d8 damage 7: Fire breath, 1d8 damage been burrowed through the tile oor, leading deeper into the
4: No effect 8: +4 STR • Bill the Bouncer (1HD/8hp, billy club 1d6)
dungeon.
There’s a secret passage behind a loose board.
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1. Temple Hall b 8 blocking the entrance to this room. If the sigils are erased the
barrier falls.
• Maggot Queen (4HD armour as chain, 1 Malabranche’s indestructible skull contains remnants of his
acid vomit: 2d4 10’ area recharges on 2- consciousness. He can speak telepathically and cast Charm
in-6, or claws 1d6, ying) 5. Statue room Person and ESP once each per day. He offers to teach magic
• 1d8 Man-Maggot Eggs, 1 in 6 chance of one This room holds several spells in exchange for attracting worshippers to restore his life.
hatching each round (2HD, lthy mouth 1d4 and save lifelike statues of nude His power cannot penetrate the shimmering barrier. His one
or be paralysed for 1d6 rounds). youths in artistic poses. remaining canine tooth functions as a dagger +1. Those cut by
Demonic scenes are carved on the walls. The Maggot- Some can be recognised it must save or else crave to be cut again.
Queen’s lthy nest has 400gp in stolen grave-goods. as minor nobles. The stairs lead down two levels, to the dungeon’s fth level.
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8. Spider nest
Crypt section (rooms 9-12): Giant spider
• Giant Spider (4HD bite 2d4 and poison, Web 3/day)
Entrances
a 4 This poison deals 1d6hp
a) Sloping tunnel. This tunnel descends from 9 each round if the victim
an underground stream above (room 2, level 3). moves.
b) Crypt stairs. These stairs lead down from The webs act as a Web
the crypts above (east of room 7, level 3). 3 8 spell affecting the room.
11
bite 1d2) Twenty swords are thrust
Here is a 6’ deep trench, with a into the earthen oor. One
pool of water at its west end, of them is Nightwand, a
connected by an underwater passage to the waterfall in room chaotic intelligent longsword +2, with the following abilities:
1, level 5. Giant cave crickets swarm from burrows in the • The wielder can cast Darkness, 15’ radius 3/day
walls. Their chirping will (50%) attract further encounters. 5. Throne room • While drawn, the wielder has darkvision 60'
• Troglodyte adviser (3HD, armour as leather, 1d8 If any other sword than Nightwand is drawn from the earth, all
3. Great Cavern, East of the swords rise and ght as Flying Swords (1HD armour as
broadsword)
Enormous mushrooms grow to head height at this end of the • Princess Euphemia (noncombatant) plate, slash 1d8).
cavern. The spores of the mushrooms act as a Sleep spell cast
Princess Euphemia was kidnapped as a child twenty years ago
on the party. Sleeping characters will be captured (80%) or
to serve as Queen. She now rules as best she can, waging war
11. Treasure trove
robbed (20%) by Troglodytes (60%) or Oozefolk (40%). The treasure chest is trapped (poison gas, save or take 3d6
on the oozefolk and raiding the surface world.
The eastern tunnel leads to the fth level of the dungeon. damage). The chest behind the secret panel contains 3,000gp.
Her ragged nery includes jewellery worth 800gp.
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4. Wizards’ Study 6. Experiment Chamber
Level 5: The Hexumvirate The shelves are stuffed with books, scrolls and various Characters take 1d4 damage each round spent on the oor of
implements. Amongst these are 6 randomly-selected scrolls of this chamber. If a character drops to zero hit points, they
Rumours 2nd or 3rd level, a potion of true seeing, and a pair of become an ooze. Oozefolk here regain 1d4 hp each round.
1: A cabal of Wizards called themselves the “Hexumvirate”. spectacles that allow the wearer to see through up to 1’ of The bars on the arched doorway are xed in place. Ooze folk
2: The Hexumvirate once experimented with creating life. organic material. In addition, a can freely pass through the bars.
3: The city was founded on a prehistoric holy site. detailed drawing of the sword
4: The Wizardess Aradea just disappeared one day. Nightwand, and the three-sigil e 7. Glass Barrier
combination that allows the portal
Encounters in room 5 to access Aradea’s tower. A one-foot thick glass barrier completely lls the corridor. The
long-dead body of the wizard Aradea
Ancient Temple (rooms 2-3): None lies here. She wears a glass ring. The
Laboratory (rooms 4-10): 1d4 Oozefolk (2HD pseudopod
1d6 damage, if touched save or turn to ooze over 1d4 days,
1 a ring can be used to create or destroy
glass walls. For every 10’ square of
defeated oozefolk reform after a turn unless burnt) wall created, the player must cut a 1”
square from their character sheet.
Entrances
a) Sloping tunnel. This tunnel descends from the Great 8. Autopsy Room
Cavern (room 3, level 4).
The table is covered with bloodstains,
b) Long stairs. These stairs lead down two levels, from the
2 and sharp implements hang on the
3
Skull of Malabranche (room 8, level 3).
wall. Nine levers raise and lower the
c) Spiral stairs. From the South Tunnels (room 7, level 4)
d) Portal. This portal can be entered from elsewhere. c bars in rooms 6, 9 and 10.
e) Waterfall. This waterfall connects to the pool on level 4, 9. Upper Kennels
room 2, through a long underwater passage. b • 3 Mistakes (4HD, maul 1d8,
1. Crab Cavern 9 roll attack and defence on table
below)
• 1d3 Cave Crabs (1d6HD, d 4 Bizarre-looking creatures are
armour as plate, claw 1d4/1d4,
increase die type for every HD 8 trapped but may be able to
over 1) attack through the bars. One of
Cave Crabs are well camou aged 7 the kennels holds nothing but
twisted bones.
among the stalagmites. A bridge
across the stream has collapsed. 5 10. Lower Kennels
The stream ows onwards to the
waterfall in level 6, room 8.
10 • 2 Mistakes (see above)
Two of the cages hold
2. Ancestor Statues 5. Portal
desiccated remains. One of the caged creatures is highly
intelligent and can speak. It tells a tale of mistreatment at the
The three hideous statues have glowing yellow eyes. Three
shadows emerge from their mouths (3HD, touch drains 1 6 A glistening portal is
suspended between two
hands of its creators, the wizards, and begs to be released. It is
dangerously insane and hungers for human esh.
level, immune to non-magical damage).
stone pillars. On a round stone slab there are etched arcanex
symbols. Three st-sized half-round sapphires (worth 500gp Attack Defence
3. Sacred Pool 1: Poison, save or go mad 1: Illusion, 50% miss chance
each) are each positioned over a symbol. While they are in this
Characters drinking the water of this clear pool will fall into a position, the portal leads to a wizard’s tower. 2: Spit acid, 1d8 15’ range 2: Acid blood, 1d4 damage
death-like state for 2d6 turns, during which their soul is freed The long-dead body of a wizard lies here. 3: Tentacles, 1d4/1d4 3: Regenerates, 1d4hp/round
from their body and can move through the world as a ghost. 4: Despair, save or cry 4: Impervious skin
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4. A House with No Doors 6. Collapsing room
Level 6: A House with No Doors
The building here is made of ancient wood, coated with An underground river cuts through the room, and has
Rumours mineral deposits that have dripped from the ceiling above. It collapsed one corner.
has no doors or windows. Inside, on an inverted tree stump, is
1: An ancient creature under the city grants wishes. a huge nugget of quartz and gold, weighing 650lb and worth 7. Troll cave
2: Terrible sacri ces were made under the earth. 10,000gp. 1d6 days after the nugget is broken or removed • Troll (6HD, claws 1d6/1d6 or thrown stone 2d6, regenerates
3: Primitive peoples worshipped a huge nugget of gold. from the dungeon an earthquake will destroy the city and 3hp per round unless burnt)
4: A prehistoric god is the protector of the city. collapse the dungeon.
The troll was once a human who asked the Wishing
Encounters Olm for immortality. It is still missing the nger it
Roll encounters at double the normal rate.
a 6 7 used for the wish. It hides underground eating what
it can catch and muttering about how the “Pink shy
Temple (rooms 1-5): 1d6 Psychic leeches (1HD, stole my nger”. Its cave is decorated with little
insubstantial, latches on to soul for -1 CHA).
Cave (rooms 6-8): Troll (see room 7)
1 trinkets it has found over the years. Bones, pieces of
glass, and 50gp in valuables.
Entrances 3 b
a) Temple. Rough stairs lead down
from the upper temple (room 2,
level 5).
b) Waterfall. This waterfall is fed
by the stream in room 1, level 5.
1. Empty Room 2
• 1d4 Psychic leeches (1HD, insubstantial, latches on
to soul for -1 CHA).
There’s nothing here. 5 8
2. Tophet
• 1d4 Animal-headed skeletons (1HD, bite/claw 1d4/1d4)
Countless clay urns are buried in the oor of this room, which
8. The Wishing Olm
is thick with ash. Every round, 1d4 animal-headed child
skeletons burst from the urns. An underground lake lls this cavern, fed by a roaring
waterfall. A ledge juts out from the falls, 20’ up. The water is
3. Prayer tablets
4 frigid; anyone fully submerged must save or go into shock.
In the deep black water there is a single olm: a blind pink
• 1d4 Psychic leeches (1HD, insubstantial, latches on to soul
for -1 CHA). salamander as long as a man’s forearm. It will hide so long as
5. The Toads the troll is a threat. Once a year, the olm can bite off a human
Towering heaps of prayer tablets ll two corners of the room,
In this room are four jade toad statues. They psychically call nger and grant a single wish, as the Wish spell. Sel sh or
with a path between. Each clay tablet contains an inscription
out to anyone who gets near their room, begging to be fed. If destructive wishes are more likely to be misinterpreted, while
in an ancient language. Roughly one in fty tablets is made of
anyone with a psychic leech attached to them approaches a altruistic wishes will be granted as requested.
copper (worth 10cp), one in a hundred silver (10sp), and one
in a thousand gold (10gp). Every turn 1d6 gold tablets can be statue, the toad will “eat” the psychic leech. If any one toad
eats more than four leeches in a week, it becomes strong
The End
dug from the piles, along with similar ratios of the other kinds,
to a total of 2,000gp. enough to break the spell that holds it. I hope you enjoyed this adventure! Please send any feedback
• Psychic toad (4HD, bite 1d8 and save or be swallowed to simoncarryer@gmail.com, or @simoncarryer on Twitter.
whole for 2d6, hold person 3/day, held characters fail save) - Simon Carryer
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