DNGN Issue #1
DNGN Issue #1
dngn
W E I R D -FA N TA S Y M E G A DU NG E ON
ARTISTS
Jacob Fleming [pages 32, 33]; Huargo [pages 29, 30]; Ken Landgraf [pages 38, 39];
Chris Malec [front cover, page 31]; Diogo Nogueira [page 25]; Stefan Poag [pages 2, 24, 26, 28];
@skullfugus [pages 34, 36]; Andrew Walter [page 27, back cover].
INSPIRATION
Stonehell Dungeon (2009) by Michael Curtis; Anomalous Subsurface Environment (2012)
by Patrick Wetmore; Old-School Essentials (2019) by Gavin Norman;
Gunderholfen (2020) by G. Hawkins; The Halls of Arden Vul (2020) by Richard Barton.
Thanks to the 1,204 backers on Kickstarter who pledged to bring this zine into the world!
W W W.S I N G I N G F L A M E.C O M
D N G N // W E I R D-FA N TA S Y M E G A D U N G E O N I S S U E # 1 in tr o d u ctio n
what is dngn? the maps
▶ DNGN is a zine that chronicles the ▶ The locations of stairs have been
tale of a megadungeon. simplified. They might not exactly
▶ DNGN is released in installments. match the stairs below or above
Each issue features ten dungeon them.
levels. ▶ The referee should place some
▶ The layout of DNGN is based on dungeon features in an appropriate
the one-page dungeon format, with spot if their precise location isn't
each level detailed on a two-page stated in the room descriptions.
spread. ▶ For added dressing, dungeon
▶ DNGN has drawn inspiration from levels have their own random tables.
the weird-fantasy, sword & sorcery, The referee has the option to roll on
sci-fi, and post-apocalyptic genres. these at their discretion.
old-school essentials writing style
▶ DNGN requires old-school ▶ Descriptions are formatted
essentials. for ease of use at the gaming
▶ DNGN contains basic stats for table, requiring little or no prior
monsters, magic items, and charac- preparation.
ter classes. ▶ Descriptions are terse, inspired by
▶ Full descriptions of monsters, the writing format of old-school
magic items, and character classes essentials adventures.
in RED text can be found in ▶ The referee may decide to use the
old-school essentials. descriptions as a springboard for
▶ Full descriptions of monsters, their own intrigues.
magic items, and character classes
in RED text followed by * can be
found in old-school essentials
how to use this
advanced fantasy. ▶ Start the PCs at level 1 and play
an entire campaign within DNGN .
the hook & rumor Collect all issues and see how far
down the dungeon goes.
▶ In the ancient past, star gods ▶ Alternatively, you can plug in one
visited the world and constructed of the levels of DNGN into your exist-
a megadungeon. It was recently ing dungeon adventure.
unearthed. Nobody knows of its ▶ The bonus adventure HUSK [p.35]
purpose, depth, or what lies within. can be played as a stand-alone
▶ The referee may also develop their dungeon.
own rumors to explain why DNGN ▶ The referee may also begin the PCs
exists in their campaign world. in HUSK and teleport them to DNGN .
A teleportation device is located in
area 5 of HUSK [p.35].
3
Level 1
Floor: Fresh earth
overlaid on stone.
Light: Candles on floor.
ENTRANCE
A
Floor: Patterned
black granite.
Light: Glowing plasma
stuck to
the ceiling.
Floor: Marble.
Light: Glowing D
spheres.
Floor: Dirt.
Light: None.
E
1. Human-sized cage F
2. Throne carved from wood
3. Gurgling water from the floor
4. Severed finger in a glass vial
5. Half-burnt candles in a pool of wax
6. Stone statue toppled in its side
NORTH DOOR
6 stone bowls (12" radius) sit on the floor of blue candles. Antique lock (worth 75gp if
(filled with water). Marble statute (half-fin- carefully removed).
▶ Door to 1B: Iron-studded wood (locked).
ished). Red banner suspended from the
▶ Door to 1C: Wooden (open).
ceiling (above the statue).
▶ Door to 1F: Stone (see 1F for details).
▶ Banner: Depicts a symbol of a space deity.
▶ Marble statue: A human/alien hybrid. POLTERGEIST * AC 9 [10], HD 2 (9hp), Att
Carving tools at base (25gp). 2 × hurled object (1d4), THAC0 18 [+1], MV 60’
▶ Inside each bowl: One black onyx (20gp). (20’), SV D12 W13 P14 B15 S16 (2), ML 12,
▶ Door to 1E: Iron-studded wood (locked). AL Chaotic, XP 20
SPRITES (6) AC 5 [14], HD 1/2* (2hp), Att 1 casters have a 50% chance of knowing its a
× spell (curse), THAC0 19 [0], MV 60’ (20’) / symbol used in a summoning ritual to call
180’ (60’) flying, SV D12 W13 P13 B15 S15 (E1), forth a trans-dimensional deity.
ML 7, AL Neutral, XP 6
5
Level 2
Floor: Rough stone, obscured
by mass of tangled vines.
Light: None.
Floor: Stone.
Light: Torches on wall.
UP TO 1F
Floor: Stone. C
Light: None.
Floor: Cracked marble.
Light: Candles in
skulls on floor.
Floor: Bronze.
Light: None.
Floor: Slate.
Light: Glowing
green crystals
in chandeliers.
F
DOWN TO 3A
Floor: Coated in
thin ice.
Light: Glowing walls.
DRESSING [d6]
1. Cast iron key, 1' long
NORTH DOOR
2. Wooden scroll case, empty
3. Unholy symbol on a long chain
5 FEET LOCKED DOOR
4. Wand, expelled of magic
STAIRS S SECRET DOOR
5.
6.
Pot of bubbling green liquid
Holes in wall emit icy breeze
D N G N // W E I R D-FA N TA S Y M E G A D U N G E O N I S S U E # 1 Level 2
7
Level 3 Floor: Entire level is rough
stone, unless noted otherwise.
Floor: Dirt.
Floor: Rising steam from cracks. Light: Torches
Light: Fire in brass cauldron. lining walls.
UP TO 2G
B S
A
C
Light: Glowing
rocks on floor.
DRESSING [d6]
1. Broken armor F
2. Slimy purple growth I
3. Crude idol
4. Fire damaged area
5. Tree roots through walls
6. Pile of rusted manacles
Light: None.
DOWN TO 4A
G
H
DOWN
TO 4D
Light: Hanging
oil lamps.
Light: Floor shines
with an intense glow
through the cracks.
NORTH DOOR
9
Level 4 Floor: Entire level is stone with partial
flooding, unless noted otherwise.
Light: Rooms and corridors lit by torches
in wall sconces, unless noted otherwise
A B C
UP TO 3H
DOWN
TO 5C
F
E
Floor: Glowing
fungus
S
DRESSING [d6]
1. Barrels of fermenting grog
2. Stack of firewood
3. Pile of rubble
4. Empty glassware
5. Box of trap parts DOWN
6. Useless map TO 5A
K I
J
Iron door (open). Black slime dripping from animate and attack if the PCs attempt to
ceiling (spreading across the floor). Rusted remove lodged weapons from its body.
▶ Door to 4D: Wooden (open).
chains hang from ceiling.
▶ Door to 4J: Wooden (open).
▶ Examining the chains: They break easily.
▶ Black slime: Harmless. IRON LIVING STATUE AC 2 [17], HD 4 (18hp),
Att 2 × blow (1d8), THAC0 16 [+3], MV 30’
4C > HOURGLASS (10’), SV D10 W11 P12 B13 S14 (4), ML 11,
Corpse of human adventurer (manacled AL Neutral, XP 75
against the north wall) with its stomach ▶ Destroying the statue: Releases any metal
carved out (maggot-ridden). Hourglass objects adhering to it.
(standing upright next to corpse).
▶ Hourglass: Blue dust falls from one end 4G > GLASS JARS
to the other. In 2d4 rounds the dust settles,
Wooden shelves (against south wall) lined
and a WIGHT appears from the corpse's
missing belly. with glass jars.
▶ Inside the jars: Human organs (preserved
WIGHT AC 5 [14], HD 3* (13hp), Att 1 × touch in brine). If inspected, there is a 3-in-6
(energy drain), THAC0 17 [+2], MV 90’ (30’), chance shelves will collapse, the noise trig-
SV D12 W13 P14 B15 S16 (3), ML 12, AL Cha- gering a random encounter check.
otic, XP 500
4H > EMPTY ROOM
4D > BLACK PILLAR Completely empty.
Black marble pillar (8' radius, center of ▶ Secret door to 4I: Can be spotted by
room) with one button at the base. cracks in the wall if closely inspected.
▶ Pressing the button: Opens a door on the
pillar revealing 2 COFFER CORPSES * 4I > APPARATUS
▶ Door to 4F: Wooden (open). Distillation apparatus (center, 6' high, 6'
wide) with vials, beakers, flasks of liquids
COFFER CORPSES * (2) AC 7 [12], HD 2**
and other mysterious gadgets.
(9hp), Att 1 × grasp (1d6 + throttle), THAC0
18 [+1], MV 60’ (20’), SV D12 W13 P14 B15 S16
4J > DREAM CATCHER
(2), ML 12, AL Chaotic, XP 300
Dream catcher (hangs from the ceiling)
constructed of a web-like, protoplasmic
4E > GLOWING FUNGUS
material.
Electrical smell (very faint). Glowing fun-
gus (covers entire floor) which seem to be 4K > GORY RAGS
feeding off of the electrical energy. Anyone
Mound of gory rags (south-west corner)
touching the fungus takes 1 damage per
with 1d10 severed human thumbs inside,
round.
each wearing a gold ring (30gp each).
11
Level 5 Floor: Entire level made from
patterned marble tiles.
Light: Entire level lit by flasks of
burning oil in each corner of the
rooms, unless noted otherwise.
DOWN
TO 6F
UP TO 4G
E
C H I
DOWN TO
6A, B + C
Light: None.
B
A
UP TO 4K
Light: None.
DRESSING [d6]
1. Gaming board with game pieces
NORTH DOOR
2. Dirty rags with fragrant smell
3. 1d4 tunics of space cultists
5 FEET LOCKED DOOR
4. Dented helmet
S
5. Bag of silver marbles (40gp)
STAIRS SECRET DOOR
6. Leather pouch full of faeces
D N G N // W E I R D-FA N TA S Y M E G A D U N G E O N I S S U E # 1 Level 5
13
Level 6 Floors and walls: Entire level
is made from cut stone and
engraved masonry.
Light: None.
Light: Candles on
floor.
H G
DOWN
TO 7A
S
Light: Hanging
oil lamps.
Light: None. I
UP TO 5E
Light: Glowing
globes in ceiling.
Light: None.
Light: Pit fire.
C
Light: Pit fire.
A B
DRESSING [d6]
1. Metal scales, blood-stained
Light: None. 2. Pile of 2' tall candlesticks
3. Pool of foul-smelling oil
UP TO 5I 4. Decomposing body
5. Strong acidic smell
6. Faint graffiti on walls
NORTH DOOR
Altar (east wall) made of fused bone lace with a golden love locket, set with a
(charred from scorching heat). diamond (200gp).
▶ Searching the alter: A concealed compart- SKELETONS (4) AC 7 [12], HD 1 (4hp), Att 1
ment at the rear contains 1d4 vials of holy × sword (1d6), THAC0 19 [0], MV 60’ (20’), SV
water, 1d8 gems (50gp each). D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic,
▶ Door to 6D: Bronze (open). XP 10
▶ Door to 6F: Wooden (open).
15
Level 7 Floor: Entire level has a wax floor,
unless noted otherwise.
Light: Entire level is in complete
darkness, unless noted otherwise.
Light: Glowing
pebbles on floor.
L
DOWN TO 8A
K M Floor: Stone.
Light: Torches.
I
G S
E
C D
DRESSING [d6]
B
1. Slabs of salt
2. Ruined adventuring gear UP TO 6H & 6I
3. Raw crystals
4. Skull and bone carvings
5. Majestic wall fresco A
6. A booming sound
NORTH DOOR
UP TO 7M
A
C
E F
DOWN TO 9A
DRESSING [d6]
Metal pipes (lining walls) spilling a dark, GREY OOZES (2) AC 8 [11], HD 3* (13hp),
oily fluid. PCs touching pipes receive small Att 1 × touch (2d8), THAC0 17 [+2], MV 10’
shocks for 1hp damage (save vs paralysis to (3’), SV D12 W13 P14 B15 S16 (2), ML 12,
avoid). AL Neutral, XP 50
▶ Door to 8E: Iron (locked). Can be opened
by pulling a small lever (hidden amongst 8H > SHRUNKEN HEAD
the metal pipes).
Ice stalactites (2' to 6' in length) dangle
8E > CHESTS from the ceiling. Dripping water (south-west
corner) forming a puddle of rotten sludge.
North wooden door (open). 2 iron chests
A shrunken head (unknown species) rests in
(stacked on west wall). One chest is locked. the sludge.
The other has a broken lock. ▶ Shrunken head: Bites into a gold coin
▶ Iron chests: Both contain blue powder
embedded with a dazzling diamond
(mundane). Locked chest is trapped with a (600gp). 2D6 PIERCERS * drop from ceil-
poison needle (save vs death). A crown of ing if PCs attempt to remove the coin.
gold and gems (2,100gp) and a POTION OF
FLYING is hidden within the blue powder. PIERCERS * (2d6) AC 3 [16], HD 1 (4hp each),
▶ Door to 8D: Iron (locked). Att 1 × drop (1d6), THAC0 19 [0], MV 10’ (3’),
▶ Door to 8H: Wooden (stuck). Lock is SV D12 W13 P14 B15 S16 (1 to 2), ML 12,
broken. Smash open with a combined 18 AL Neutral, XP 10
STR, triggering a random encounter check
on 2-in-6 due to noise.
19
Level 9 Floor: Wet and soggy, half movement
speed, unless noted otherwise.
Light: Caverns lit by glowing fungus,
unless noted otherwise.
DRESSING [d6]
B
1. Pipe organ, working UP TO 8H
2. Shallow pit, full of gore
3. Broken obelisk
4. Death scream
5. Smell of burning oil
A
6. Pile of sacrificial tools
S
Light: Glowing
minerals embedded
F in wall.
Light: None.
D
G
H
Floor: Black slate.
Light: Hanging oil DOWN TO 10A
lamps.
NORTH DOOR
21
Level 10 Floors: Entire level is damp
moss, unless noted otherwise.
Light: Caverns lit by glowing
fungus, unless noted otherwise.
UP TO 9H
A B
Floor: Stone.
Light: Torches on
wall braziers.
Light: Shards of C
red crystal
floating in air.
D
F
Floor: Stone.
E
G
Floor: Covered
in bits of bones.
H
DRESSING [d6]
1. Mournful chanting
2. Hologram of a planet with a moon
3. Holy texts in a smoldering heap
4. Bones in a burial niche
5. Pool of thick slime Walls: Frost-lined.
6. Bloodstained pit DOWN TO IIA,
NEXT ISSUE!
NORTH DOOR
24
2G
25
3E
26
4F
27
5G
28
6F
29
7L
30
8B
31
9B
32
10D
33
34
husk
writing : Vasili Kaliman | maps & room titles : @skullfungus
A deserted research lab of a cult that experimented with the artifacts of star gods.
random encounters occur on a 1–in –6 per turn with either 1D2 DEEP ONES * on patrol
[stats area 14], or a GREEN SLIME drops from the ceiling [stats area 10]. Referee decides.
35
36
D N G N // W E I R D-FA N TA S Y M E G A D U N G E O N I S S U E # 1 husk
37
38
39
loot the body
D100 ROLL WHEN SEARCHING A CORPSE...
01-04 Silver key, 20% chance of opening any lock on next lower level.
17-19 Set of elaborate thieves tools (+10% to open locks). Worth 500gp.
28-32 6" glass orb, so fragile that slightest pressure crushes it.
44-47 Flute that causes the user the listener to burst into song.
64-65 A jar of white paste, will cure any disease. One dose.
75-77 Ring made of bone, will inflict a curse if worn. Referee decides.
40
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Permission to include the stats of “Deep Ones”, the exact text of the COPYRIGHT NOTICE of any Open
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"Used" or "Using" means to use, Distribute, copy, edit,
System Rules Document Copyright 2000 Wizards of
format, modify, translate and otherwise create Deriva-
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
tive Material of Open Game Content. (h) "You" or "Your"
Skip Williams, based on original material by E. Gary
means the licensee in terms of this agreement.
Gygax and Dave Arneson.
2. The License: This License applies to any Open Game
Old-School Essentials Classic Fantasy: Rules Tome ©
Content that contains a notice indicating that the Open
2019 Gavin Norman. Author Gavin Norman.
Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open Old-School Essentials Advanced Fantasy: Player's Tome
Game Content that you Use. No terms may be added © 2020 Gavin Norman.
to or subtracted from this License except as described Old-School Essentials Advanced Fantasy: Referee's
by the License itself. No other terms or conditions Tome © 2020 Gavin Norman.
may be applied to any Open Game Content distributed DNGN, Issue #1 © 2022 Vasili Kaliman. Author Vasili
using this License. Kaliman.
3. Offer and Acceptance: By Using the Open Game
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W W W.SIN GIN GFLA ME.C O M