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DNGN Issue #1

DNGN is a zine detailing a megadungeon, released in installments, with each issue featuring ten dungeon levels inspired by various genres. The document includes random encounter tables, dungeon layouts, and descriptions of monsters and items to aid gameplay. It emphasizes old-school gaming mechanics and provides a framework for referees to create their own adventures within the DNGN universe.

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100% found this document useful (1 vote)
1K views44 pages

DNGN Issue #1

DNGN is a zine detailing a megadungeon, released in installments, with each issue featuring ten dungeon levels inspired by various genres. The document includes random encounter tables, dungeon layouts, and descriptions of monsters and items to aid gameplay. It emphasizes old-school gaming mechanics and provides a framework for referees to create their own adventures within the DNGN universe.

Uploaded by

nateth1092
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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dngn

WEIRD-FANTASY MEGADU N GEO N IS SUE #1


random encounters
D20 1-IN-6 CHANCE PER TURN } ENCOUNTERS OCCUR 2D6 x 10' APART

1 1d3 POLTERGEIST * hurling loose objects at the PCs.

2 1d3 NOBLES wearing masks made of elf skins.

3 2d4 DARK CREEPERS * wanting the party’s food.

4 1d3 BERSERKERS pushing barrows of cybernetic components.

5 1d4 DUERGARS looting a charred and smoking corpse.

6 1d4 DEEP ONES * sacrificing a human to an idol of a star god.

7 1d3 BRIGANDS lost and terrified.

8 1d2 GAS SPORES * drifting in the corridors or rooms.

9 1d2 ACOLYTES dragging 1d3 ZOMBIES in chains.

10 1d6 SPRITES mourning the corpse of a druid.

11 1d4 BANDITS behind the next corner, surprise on a 1–3.

12 TRADER with a key, opens the nearest locked door.

13 1d4+2 SKELETONS won’t let the PCs pass.

14 1d2+1 MUTOIDS * in a conspiratorial huddle.

15 1d4 GHOULS craving fresh meat.

16 1d4 PIERCERS * drop from the ceiling on random PCs.

17 1d2 LIVING STATUES (CRYSTAL) on patrol.

18 1d2 SHRIEKERS lurking for victims.

19 CARCASS CRAWLER with entrails dripping from its mouth.

20 1d4 ZOMBIES dragging the body of a dead adventurer.


Singing Flame presents

dngn
W E I R D -FA N TA S Y M E G A DU NG E ON

WRITING & LAYOUT


Vasili Kaliman

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!

D N G N: W EIR D-FANTASY M EG AD U N GEO N IS S UE #1

This is a lovingly made production by Singing Flame, New York.


Written between November 2021 – June 2022.
© 2022 Vasili Kaliman and Singing Flame.

Old-School Essentials is a trademark of Necrotic Gnome. The trademark and


Old-School Essentials logo are used with permission of Necrotic Gnome, under license.

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

Floor: Polished steel.


Light: None.

DRESSING [d6] DOWN TO 2A

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

Floor: Stone, covered


in patches of fog.
Light: Glowing pool.

NORTH DOOR

5 FEET LOCKED DOOR

STAIRS S SECRET DOOR


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 1

1A > CYBERNETIC CORPSE 1E > STATUE & POLTERGEIST


Human corpse (on the floor), its arm and Humanoid statue (wax-carved) holding an
face merged with cybernetic parts. unlit blue candle (in an outstretched hand).
2 candles (next to body) emitting black Mound of ashes burying lower legs of statue.
smoke [see illustration p. 24] . Wooden chest (south-east corner).
▶ Corpse: Cybernetic parts can be cut from ▶ Statue: Foul odor (entire figure is carved
the body (worth 100gp to a cult). Leather from human ear wax).
pouch containing a journal (penned in an ▶ Searching through the ashes: 1d10 blue
unknown script), 12gp (next to the corpse). candles buried within.
▶ Door to 1C: Bronze (locked), inscribed ▶ Blue candles: If lit in a confined room,
with strange symbols. Opens from other the flame will summon a POLTERGEIST *
side. which lifts the wooden chest (in this room)
or other small objects to hurl at the PCs.
1B > STONE BOWLS ▶ Wooden chest: Locked. Filled with stumps

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

1C > GLOWING SPHERES


1F > POOL & INSECT EGGS
4 glowing spheres (center, hover 6' from the
Stone door from 1E (sentient) will speak
ground) slowly rotate and change in hue
(shades of red, blue, green, and yellow). to the PCs (in a jovial tone) and open
in exchange for PCs recounting a short
Shards of armor litter the floor.
▶ Spheres: Holograms. If touched, the PCs
adventuring story. Pool of water (center,
10' radius) emits light and a horrid reek.
hear a loud rumbling sound from below,
Circular symbol surrounds pool, made of
the noise triggering a 3-in-6 random
encounter check. hardened wax (same wax as in 1E).
▶ Pool of water: Still, dark and greasy.
▶ Treasure: 1d20gp amongst the detritus.
▶ Door to 1A: Bronze (opens with handle).
Insects in their thousands are laying eggs
▶ Door to 1E: Wooden (open).
(retreat into ceiling gaps if PCs approach
pool). The eggs have a sticky mucus coating
and resemble fish eyes.
1D > MANACLES & SPRITES
▶ Sickening stench: PCs within 6' of the
Rusted manacles (3 pairs) affixed to the pool a make a save vs poison roll or are
walls. 6 SPRITES (mischievous, but nauseous, suffering −2 on attack rolls for
friendly) are fluttering near the manacles. 1d6 turns.
▶ Manacles: All spattered in dried blood. ▶ Circular symbol: Radiates evil. Magic

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

2A > DEAD DWARF 2F > WALLS OF ICE


Dead dwarf (in adventuring gear) sprawled Wooden door (open) with a dagger firmly
on the floor. Bone fragments are scattered lodged on the face (blade stained with fresh
around the body. blood). Glowing blue ice (encasing walls).
▶ Searching the body: Skin neatly stripped Room is furnished as a sleeping chamber,
in parts. Backpack with treatise on the with wooden cabinets and drawers. Human-
history of comet sightings (30gp to a collec- oid figure (south wall) lying on a luxurious
tor), 2 red gems (40gp each). bed of silk.
▶ Scraping or melting the ice: Turns to toxic
2B > TANGLED VINES fumes. PCs within 5' of a scraped or melted
Iron door (locked). Mass of tangled vines section of wall make save vs poison or
(4' high) obscure the floor. A PURPLE suffer 1d4 damage per round. If PC makes 2
WORM is hiding within (awaiting a meal). failed saves in a row, they fall unconscious
for 1d3 turns.
PURPLE WORM AC 6 [13], HD 15* (67hp), ▶ Humanoid on bed: Petrified, clad in a silk
Att 1 × bite (2d8), 1 × sting (1d8 + poison), robe of silvery-gray (hood shrouding face).
THAC0 9 [+10], MV 60’ (20’), SV D8 W9 P10 Wears a necklace of 5 sparkling stones
B10 S12 (8), ML 10, AL Neutral, XP 2,300 (worth 45gp each). Cutting open the chest
▶ Inside its belly: Crushed bones, digested cavity reveals a solid silver heart (650gp).
body parts, 1d10 gems (worth 40gp each), ▶ Searching the furniture: 6 polished
2d100gp. stones fashioned into buttons (10gp each),
wooden religious symbol of a star god cult
2C > SWARM (60gp), set of 5 gold toe rings (10gp each).
Swarm of insects (harmless) circulating
2G > GARGOYLES
throughout the room.
▶ Insects: Retreat inside tile cracks (towards Two mirrors (3' wide, 7' high) hang on the
2E) when the PCs enter. walls (flanking stairs down to level 3). 2
▶ Secret door to 2E: Slime trails can be seen bronze GARGOYLES are reflected in the
going beneath the tiles. Push to open. mirrors (as if they were solid statues in the
room).
2D > SARCOPHAGI ▶ If PCs approach the stairs: The gargoyles
will speak, demanding a tribute of 50gp
2 marble sarcophagi (east wall, smashed
before allowing the PCs to continue. If the
open). Body parts (mummified) scattered
PCs fail to pay, the gargoyles will animate,
over the floor.
stepping through the mirrors and into the
▶ Inside the sarcophagi: Humanoid forms
room [see illustration p. 25] .
(fragile), crumble to dust if touched.
▶ Destroying a mirrors: Releases gargoyle
▶ Door to 2G: Fused bone (locked). Fragile,
into room.
will smash open with a combined 16 STR.
GARGOYLES (2) AC 5 [14], HD 4 (18hp each),
2E > CABINET OF JARS Att 2 × claw (1d3), 1 × bite (1d6), 1 × horn
Wooden cabinet (south wall) stacked with (1d4), THAC0 16 [+3], MV 90’ (30’) / 150’ (50’)
glass jars. flying, SV D8 W9 P10 B10 S12 (8), ML 11,
▶ Searching the cabinets: Hundreds of jars AL Chaotic, XP 75.
of alchemical ingredients (mostly useless). ▶ Destroying the gargoyles: They swiftly
A POTION OF DIMINUTION is amongst the putrefy, leaving behind 1d100gp they had
jars, which has a 50% chance of being stale received from other adventurers.
to function as intended. If potion is expired,
drinker makes save vs poison or suffers 1d6
damage.

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

Floor: Soft clay.


Light: Torches lining walls.
Light: None.

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

5 FEET LOCKED DOOR

STAIRS S SECRET DOOR


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 3

3A > NIXIES & FAIRY 3E > STAR GOD STATUE


6 NIXIES (center of room) disappear in a Metal door from 3A (locked). Ambient light
pink smoke puff as the PCs enter, only to (feels electrically charged). 3 DUERGARS *
resurface later on this level. A silver platter (dressed in ceremonial robes) are worship-
(50gp) lies on the floor (near west wall). ing a marble-carved statue of a star god [see
▶ Silver platter: A partially-consumed fairy illustration p. 26] .
sits on top (barely alive). Speaks her part-
DUERGARS * (1d4+1) AC 4 [15], HD 1* (4hp),
ing words, warning the PCs against going
Att 1 × war hammer (1d8), THAC0 19 [0], MV
further into the dungeon.
60’ (20’), SV D8 W9 P10 B13 S12 (Duergar 1),
▶ Secret door to 3B: Opens by depressing a
ML 8, AL Neutral, XP 13
tiny brass lever (on the south wall).
NIXIES (6) AC 7 [12], HD 1 (4hp), Att 1 ×
3F > YELLOW MUSHROOMS
weapon (1d4) or 1 × group spell (charm),
THAC0 19 [0], MV 120’ (40’), SV D12 W13 P13 Yellow mushrooms sprouting on the floor
B15 S15 (E1), ML 6, AL Neutral, XP 10 and walls. Demi-human corpse (splayed out
on the floor) with its eyes wide open (as if
▶ Return: Nixies will re-appear in 1d4 turns,
in shock). Has no items of value.
(wherever the PCs are on this level), mani- ▶ Door to 3G: Wooden (locked).
festing through a pink smoke puff.
3G > APPARITION
3B > NOISE
Translucent apparition (hairless humanoid)
High-pitched sound emanates from walls hanging mid-air, wearing fine silks and
(painful to ears). Attack rolls in this room glittering jewelry. It extends its arms out
are at −2 due to disorientation from the toward the PCs before vanishing (leaving a
noise. Otherwise empty. sulfur stench).

3C > BONE FLUTE 3H > DEAD GNOME


Bone flute (160gp) lies against the east wall. A WILL-O’-THE-WISP * is feeding on the
A blood-soaked blanket sits in the north- soul of a dead gnome adventurer.
east corner. ▶ Treasure: 125gp in the gnome's backpack.
▶ Playing the flute: Summons the
NIXIES from 3A. WILL-O’-THE-WISP * AC 0 [19], HD 6 (27hp),
▶ Inside the blanket: Dessicated husks of Att 1 × lightning (1d10), THAC0 14 [+5], MV
dismembered sprites, 1d4 yellow gems 180’ (60’), SV D10 W11 P12 B13 S14 (6), ML 11,
(worth 25gp each). AL Chaotic, XP 275
▶ Door to 3E: Iron (open).
▶ Door to 3I: Wooden (locked). 3I > ARMORED SKELETON
Armored skeleton (half-dissolved) lays in a
3D > SURREAL TAPESTRIES
pool of murky ooze (west wall). A GREEN
6 tapestries adorn the walls (images of SLIME falls from the ceiling if PCs examine
starships, super weapons, and a floating skeleton.
city in the clouds). Reality-warping (makes ▶ Skeleton: 38gp scattered within its ribs.
anyone who views them for longer than a
minute question their sanity). Worth 500gp GREEN SLIME AC No hit roll required, HD 2*
each if they can be taken out of the dungeon (9hp), Att 1 × touch (consume flesh), THAC0
(weigh 500cns each). 18 [+1], MV 3’ (1’), SV D12 W13 P14 B15 S16 (1),
▶ Door to 3F: Wooden (open).
ML 12, AL Neutral, XP 25

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

UP TO 3I Light: Glowing mist.

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

Floors: Thin coating


NORTH DOOR of smelly grease.
Light: Small pools of
5 FEET LOCKED DOOR flaming oil.

STAIRS S SECRET DOOR


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 4

4A > JUG OF WATER 4F > MAGNETIC STATUE


Porcelain jug (filled with blue water) rests Metallic statue (center, 8' tall) wearing
on a wooden table (south wall). cybernetic armor and wielding a space
▶ Drinking the water: Imparts 1d3 minutes weapon (both inoperable but perhaps ser-
of visions of lingering spirits (of where they viceable). PCs within 20' of the statue with
died in this room). After visions, drinker metal weapons must make a STR check,
rolls save vs poison or falls into a death-like otherwise the weapon flies from their pos-
coma (with no heartbeat) lasting 1d4 turns. session and sticks to statue, which is mag-
netic [see illustration p. 27].
4B > BLACK SLIME ▶ Statue: An IRON LIVING STATUE will

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.

Light: None, under a


permanent darkness spell.

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

5A > DRUNK NOMAD 5F > BANDITS


NOMAD (sitting against south wall) with Wooden door (open). 4 BANDITS demand
rusty metal wings haphazardly sewn to his all the party’s gold coins, otherwise they
back (is drunk and slurs his words). attack. They are all drunk, and suffer a pen-
alty of 2 on attack rolls.
NOMAD AC 7 [12], HD 1 (4hp), Att 1 × sling
▶ Treasure: They have 450gp and a WAND
(1d4), THAC0 19 [0], MV 120’ (40’), SV D12
OF PARALYZATION (1d10 charges).
W13 P14 B15 S16 (1), ML 8, AL Lawful, XP 10
BANDITS (4) AC 6 [13], HD 1 (4hp), Att 1 ×
dagger (1d4), THAC0 19 [0], MV 120’ (40’), SV
5B > SLAB
D13 W14 P13 B16 S15 (T1), ML 8, AL Chaotic,
Stone slab (3' high, 6' wide, leaning against XP 10
east wall) inscribed with the story of an
alien species. Slab weighs 10,000cns and of
interest to scholars (5,000gp). Wooden harp 5G > THREE SARCOPHAGI
(125gp) sits on the floor (exquisitely crafted Flooded floor (scummy water). 3 stone
but missing its strings). sarcophagi (aligned vertically against the
▶ Door to 5G: Wooden (locked). north wall) house 3 MUMMIES , who attack
if anyone disturbs them.
5C > ILLUSIONIST ▶ Hidden in the sarcophagi: 2d100gp, silver

An ILLUSIONIST * engaged in a heated con- weapon hilt (75gp) .


versation with his 1D6+2 ZOMBIE servitors. MUMMIES (3) AC 3 [16], HD 5+1* (20hp
▶ Door to 5A: Wooden (open). each), Att 1 × touch (1d12 + disease), THAC0
ILLUSIONIST * 2nd level AC 8 [11], HD 2* 14 [+5], MV 60’ (20’), SV D10 W11 P12 B13 S14
(6hp), Att 1 × dagger (1d4), THAC0 19 [0], MV (5), ML 12, AL Chaotic, XP 400
120’ (40’), SV D13 W14 P14 B15 S16, ML 10, ▶ Special: One mummy has missing legs
AL Chaotic, XP 125 and crawls on the ground. It suffers a
▶ Spells: Phantasmal Force, Invisibility. penalty of –4 on attack rolls due to its near
▶ Treasure: Gold-handled dagger (250gp). immobility [see illustration p. 28] .

ZOMBIES (1d6+2) AC 8 [11], HD 2 (9hp each), 5H > PERFUME


Att 1 × mace (1d6), THAC0 18 [+1], MV 60’
Dead humanoid (decomposing) holding a
(20’), SV D13 W14 P14 B15 S16 (1), ML 12,
small crystal vial blown into the shape of a
AL Chaotic, XP 20
multi-armed deity.
▶ Crystal vial: Contains fragrant perfume.
5D > TAPESTRIES Wearer receives +1 CHA if applying this to
Low wooden table (west wall). 4 exotic tap- their skin. Lasts for 1 turn (2d6 doses).
estries (100gp each) adorn the walls.
▶ Sitting on the table: (west wall) 3 glass 5I > FLOATING SWORD
decanters (25gp each), brass goblet (50gp). Wooden door (open). A gleaming two-
handed sword magically floats in the air
5E > STALAGMITES (just outside the threshold).
Metal door (locked). Misty room (hot and ▶ Sword: PCs grasping the sword roll save vs
humid, visibility limited to 10'). Stalactites spells, or randomly swap two ability scores
hang from the ceiling. which become permanent (only works
▶ Stalactites: Coated in a honey-like once per PC). The sword give a +1 bonus
substance (seductive smell and very tasty). to damage against chaotic creatures (see
Licking a stalagmite heals 1 hit point (works illustration front cover).
once per PC, per day).

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

5 FEET LOCKED DOOR

STAIRS S SECRET DOOR


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 6

6A > FORMER CASTER 6F > STATUE IN FLAMES


Human (sitting in one corner) donning a Wooden door from 6G (locked). Wall fresco
robe and wizard's hat. They are shedding (east wall) depicting a radiating sun. Bronze
tears and claim to have been a magical humanoid statue (center of room) engulfed
caster, but lost their abilities after botching in flames [see illustration p. 29] .
a reincarnation spell (true). ▶ Statue: 2 crimson gems as eyes (worth
1,000gp each). If disturbed, it will trans-
6B > WARPED MIRRORS form into a FIRE ELEMENTAL .
Wooden door (open). Warped mirrors (lining ▶ Door to 6E: Wooden (open).

walls) distorting reflections of viewers. FIRE ELEMENTAL AC 2 [17], HD 8 (36hp),


▶ Mirrors: Each PC looking at their reflec- Att 1 × blow (1d8), THAC0 12 [+7], MV 120’
tion in a mirror has a 1-in-6 chance of their (40’), SV See main entry (8/12/16), ML 10,
DOPPELGÄNGER stepping through and AL Neutral, XP 1,200
into the room. The doppelgänger will have
▶ Destroying the elemental: The 2 crimson
identical gear as the PC.
gem eyes will be left behind.
DOPPELGÄNGER AC 5 [14], HD 4* (18hp),
Att 1 × bite (1d12), THAC0 16 [+3], MV 90’ 6G > CRACKED VASE
(30’), SV D6 W7 P8 B8 S10 (10), ML 10,
Cracked vase (sitting on the floor) with art-
AL Chaotic, XP 125
work depicting star gods creating sentient
life (worth 300gp if the crack is mended).
6C > SARCOPHAGUS ▶ Door to 6F: Wooden (locked).

Open marble sarcophagus (center) contains


a hairless humanoid body (eyes gouged out). 6H > HUMANOID SKULLS
A scroll lies unfurled on its chest. Obsidian door (open). 4 humanoid skulls
▶ Scroll: SCROLL OF LIGHTING BOLT (3rd scattered on the floor.
level magic-user spell) ▶ Skulls: Each contain one ruby eye (150gp).
▶ Door to 6A and 6B: Wooden (open). The skull disintegrates if ruby is removed.

6D > STONE THRONE 6I > SKELETONS


Stone throne (center) with a human skele- Secret door (opens if PCs remove all the
ton perched on top. rubies the skulls in 6H). Wooden table
Skeleton: Gold-plated, part cybernetic. (south wall) lined with surgical instruments.
Holds a superb oak shield (150gp) with 4 SKELETONS (sinister red glowing eyes)
ivory inlaid designs showing celestial will attack intruders.
constellations. [see illustration back ▶ Surgical instruments: 2d6 fine medical
cover] . tools (20gp each), a ROD OF STRIKING *
(1d4 charges) is buried amongst the pile.
6E > ALTAR ▶ Treasure: One skeleton wears a neck-

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

Floor: Green crystal.

NORTH DOOR

5 FEET LOCKED DOOR

STAIRS S SECRET DOOR


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 7

7A > CHESTS 7H > GREEN HOLOGRAMS


3 wooden chests (open), one in each corner. Green holograms (flickering) depicting 5
▶ Searching the chests: Each contain several armored star gods marching around in
candles and torches. circles.
▶ Treasure: 3d20gp, PEARL OF WISDOM *
concealed beneath the candles in one chest. 7I > GLASS VAT
Glass vat (center, 6' radius, 3' high) con-
7B > CLONING POOL taining a human dissolving in acid. A chalk
Pool of water (center, 10' radius). Any living circle (10' radius) is drawn around the vat.
creature touching the water is flawlessly ▶ Chalk circle: If broken, the vat spews acid.
cloned in 4 hours. The clone (stats as a PCs within 10' make save vs breath or suffer
WIGHT ) will seek out to destroy its original. 1d6 damage.
▶ Door to 7D: Wooden (open).
7J > FALLEN PILLAR
WIGHT AC 5 [14], HD 3* (13hp), Att 1 × touch
(energy drain), THAC0 17 [+2], MV 90’ (30’), 2 duergars are crushed beneath a fallen
SV D12 W13 P14 B15 S16 (3), ML 12, stone pillar. 2 VIOLET FUNGUS * are feast-
AL Chaotic, XP 50 ing on their remains.
VIOLET FUNGUS * (2) AC 7 [12], HD 3*
7C > PHASE SPIDER (13hp), Att 2 × tentacle (2d4 + rot), THAC0 17
[+2], MV 10’ (3’), SV D12 W13 P14 B15 S16 (2),
3 wrought-iron cages (rusty) suspended
ML 12, AL Neutral, XP 50
from the ceiling. A PHASE SPIDER is hang-
ing to the edge of one of the cages.
7K > BLUE DOME
PHASE SPIDER AC 6 [13], HD 5* (22hp), Att
1 × bite (1d6 + poison), THAC0 15 [+4], MV 60’ Blue dome ceiling depicting star constella-
(20’) / 150’ (50’) in webs, SV D12 W13 P14 B15 tions. 3 magic wands (scattered over floor).
S16 (3), ML 8, AL Neutral, XP 300 ▶ Magic wands: Charges mostly spent, but
25% chance one is still magical with 1d4
charges (randomly roll for type of wand).
7D > DEAD ADVENTURER
▶ Door to 7J: Metal (open).
Dead elf adventurer sprawled on floor. Pock- ▶ Door to 7L: Wooden (open). Inlaid with 3
ets contain a red garnet (200gp), and an miniature crystal skulls (150gp each).
emerald (90gp).
7L > SHRINE
7E > GREEN CAPE
Shrine (north wall) constructed of bones
Faded green cape (on the floor). The hems and skulls of an unknown species
have traces of a plasmic substance stream- (see illustration p. 30).
ing through them. ▶ Emits evil: Divine casters (of lawful align-
ment) within 10' of shrine make a WIS roll,
7F > EMPTY ROOM or lose one random spell for the day.
Completely empty.
7M > BLACK DISKS
7G > CRYSTAL BALL 5 black disks (3' radius each) hovering
Crystal ball (center) sitting on a wooden against the east wall.
tripod. ▶ Approaching the disks: PCs within 5'
▶ Examining the ball: Shows an image of the make a save vs paralysis roll, or suffer
stone on the wall in this area that must be blisters from radiation. Blisters temporar-
pressed to open the secret door to 7I. ily halve CHA and last for 2d6 days (unless
▶ Door to 7H: Wooden (locked). healed by magic).
17
Level 8 Floor: Entire level is mud over stone.
Light: Rooms and corridors lit by
luminescent mushrooms

UP TO 7M

A
C

E F

DOWN TO 9A

DRESSING [d6]

NORTH DOOR 1. 6' bronze statue looking up


2. Half-completed sarcophagus
5 FEET LOCKED DOOR 3. Gore splattered painting
4. Bare footprints in a circle
STAIRS S SECRET DOOR 5.
6.
Charred corpse, still smoking
Severed head mounted to a wall
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 8

8A > SKULLS 8F > SARCOPHAGUS


Human skulls (hundreds of them) method- Wooden door (open). Marble sarcophagus
ically positioned on all walls (fixed in place (center) carved with surreal vistas of alien
with sticky, dripping resin). worlds.
▶ Sarcophagus: Encrusted with 2d6
8B > BERSERKERS precious stones (30gp each). Inside is a
1D3+1 BERSERKERS clad in black armor child's skeleton holding a clay jug and
(emitting smoke). Will attack immediately bound book.
▶ Bound book: Cover is composed of dried
and battle to the death. If killed, their bod-
ies will liquefy (see illustration p. 31). human skin, bearing elaborate tattoos
(worth 100gp to a collector).
BERSERKERS (1d3+2) AC 7 [12], HD 1+1* ▶ Clay jug: Contains alcohol, heals 1hp if
(5hp), Att 1 × sword (1d8) or mace (1d8), sipped (1d8 doses).
THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 ▶ Door to 8G: Iron (open).
B15 S16 (1), ML 12, AL Chaotic, XP 19
8G > GREY  OOZES
8C > BLUE CRYSTALS Pus-like substance coats the walls. Room
Bronze door (open) glowing blue with inlaid temperature is much colder than any other
glyphs. Shimmering blue crystals (hundreds area on this level.
strewn about). ▶ Inspecting the walls: After 6 rounds, the
▶ Crystals: Each turn searching has temperature increases, walls melt and mist
2-in-6 chance of exposing 1d3 loose gems fills the space. Mist is a mild nerve agent,
(worth 100gp each). The other crystals are PCs roll save vs poison or are paralyzed for
worthless. 1d4+1 rounds. The pus on the walls will
flow out into 2 GREY OOZES .
8D > PIPES ▶ Door to 8F: Iron (open).

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

5 FEET LOCKED DOOR

STAIRS S SECRET DOOR


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 9

9A > GLOWING FUNGUS 9E > VAMPIRE


Glowing fungus (covering walls) radiating a Glass tank (center) runs floor to ceiling,
sickening light. containing a naked humanoid (serenely
▶ Inspecting the fungus: Toxic, PCs within floating in bubbling crimson fluid).
3' roll save vs poison or suffer a penalty of ▶ Inspecting the tank: A VAMPIRE is within,
−2 on attack rolls due to nausea (lasts 1d6 will smash out the tank if disturbed [see
turns). illustration p. 32]
VAMPIRE AC 2 [17], HD 7 (28hp) Att 1
9B > SEVERED HEAD
× touch (1d10 + energy drain) or 1 × gaze
Severed human head (resting on the soggy (charm), THAC0 13 [+6], MV 120’ (40’), SV D8
floor) leaking milky sap from its mouth. W9 P10 B10 S12 (7), ML 11, AL Chaotic, XP
Eyes open (which follow the PCs). 1,250
▶ Inspecting the head: Speaks softly. In
exchange for food, will provide the PCs with
9F > HOVERING SPHERE
one piece of information about the dungeon
(referee's choice). Head will attempt to bite Obsidian sphere (1' radius) hovering in mid-
the PCs if fed by hand (roll a melee attack at air (suspended by crackling energy).
−2 to hit for 1d2 damage). ▶ Inspecting the sphere: Engraved with frac-
tal patterns that writhe on the surface (as if
9C > MYCELIANS alive). Liquids or potions brought within
6 MYCELIANS * roasting a giant scorpion
6' of the sphere freeze for 1d6 hours.
▶ Secret door to 9E: Opens by pushing on a
over an open fire.
protruding stone on the wall next to door.
MYCELIANS * (6) AC 9 [10], HD 1 (4hp), Att
1 × clubbing hands (1d4), THAC0 19 [0], MV 90’ 9G > POOL OF SILVER
(30’), SV D12 W13 P14 B15 S16 (1), ML 8,
Pool of molten silver (center, 5' radius).
AL Lawful, XP 10
Silver solidifies if scooped up (can make
1000sp in total). A THOUL is slumbering
9D > REANIMATION in the shadows (awakens in 3 rounds if PCs
Wooden door (locked). Area crammed with enter).
equipment (full of gears, knobs, buttons, THOUL AC 6 [13], HD 3** (13hp), Att 2 ×
and levers). 2 human corpses lying on shiny claw (1d3 + paralysis) or 1 × weapon (1d6 or by
metal slabs (west wall). 3 MEDIUMS are weapon), THAC0 17 [+2], MV 120’ (40’), SV D12
working the equipment (attempting to W13 P14 B15 S16 (3), ML 10, AL Chaotic, XP 65
reanimate the corpses).
▶ Inspecting the equipment: Party has a
9H > RUST MONSTER
2-in-6 chance to understand the equipment
for every 6 turns of study. If successful, they Yellow flowers throughout area (8' high,
have a 25% chance of reanimating a corpse. resembling huge tulips). A wooden shield
▶ Inspecting the corpses: Hands have been sits at the base of a flower. RUST MONSTER
removed and replaced with cruel cybernetic attacks if PCs search the area.
weapons grafted onto the wrists. ▶ Wooden shield: Magical +1, encrusted
with 2d6 gems (worth 250gp each). Shield
MEDIUMS (3) AC 9 [10], HD 1** (4hp), Att 1
loses magical powers if gems are removed.
× dagger (1d4) or 1 × spell, THAC0 19 [0], MV
120’ (40’), SV D13 W14 P13 B16 S15 (MU1), RUST MONSTER AC 2 [17], HD 5 (22hp), Att
ML 7, AL Chaotic XP 16 1 × feeler (rusting), THAC0 15 [+4], MV 120’
(40’), SV D12 W13 P14 B15 S16 (3), ML 7,
▶ Spells: Each medium has one 1st level
AL Neutral, XP 175
magic-user spell (select randomly).

21
Level 10 Floors: Entire level is damp
moss, unless noted otherwise.
Light: Caverns lit by glowing
fungus, unless noted otherwise.

Light: None. Light: Torches on


wall braziers.

UP TO 9H
A B

Floor: Stone.
Light: Torches on
wall braziers.

Light: Shards of C
red crystal
floating in air.
D

Floor: Black resin


spattered with slime.

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

5 FEET LOCKED DOOR

STAIRS S SECRET DOOR


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 10

10A > SKULL PYRAMIDS 10E > DUERGARS


2 human skull pyramids (center, 6' high) 3 DUERGARS * sit cross-legged in black
meticulously stacked. robes (meditating in a lotus position).
▶ Searching the skulls: 50% chance of Colored lights hover above them.
knocking over per round. A SLITHERING
DUERGARS * (3) AC 4 [15], HD 1* (4hp), Att
TRACKER * is hiding within a pyramid.
1 × sword (1d8), THAC0 19 [0], MV 60’ (20’),
▶ Door to 10C: Portcullis (closed), requires
SV D8 W9 P10 B13 S12 (Duergar 1), ML 8, AL
combined 16 STR to lift, triggering a 2-in-6
Chaotic, XP 13
random encounter check (due to noise).
SLITHERING TRACKER * AC 5 [14], HD 5*
10F > GLOWING CIRCLES
(22hp), Att 1 × touch (paralysis), THAC0 15
[+4], MV 120’ (40’), SV D10 W11 P12 B13 S14 3 glowing green circles (6' radius each,
(5), ML 6, AL Neutral, XP 300 plasmic substance) embedded in the floor.
Teleport to a
▶ Stepping into a circle:
random room on level 9 (page 21).
10B > STONE FOUNTAIN
Stone fountain (center) spews out darkness 10G > BONE  CURTAIN
(rather than water). The basin's outer edge Here lives a sadistic CLERIC . He gathers his
is coated with charred flesh. A melted sword victims' thumbs, strips the flesh away, and
lies on the ground. uses them to make bone curtains he sells to
▶ Fountain: 2 SHADOWS are within the
an eccentric clientele.
basin (will attack if fountain is searched). ▶ Treasure: Cleric wears a ring that is
▶ Melted sword: Handle is gold-plated
cursed if worn by a lawful PC. Wearer
(225gp), otherwise unusable. suffers −2 to saving throws, can only be
▶ Door to 10C: Wooden, coated in fungus
removed by magical means or severing
(locked, key is in the basin of the fountain). finger. No effect on PCs of neutral or chaotic
SHADOWS (2) AC 7 [12], HD 2+2* (11hp), alignments.
Att 1 × touch (1d4 + strength drain), THAC0 CLERIC 3rd level AC 2 [17], HD 3** (13hp),
17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 Att 1 × mace (1d6), THAC0 19 [0], MV 120’
(2), ML 12, AL Chaotic, XP 35 (40’), SV D11 W12 P14 B16 S15 (C3), ML 11,
AL Chaotic, XP 65
10C > STAVES ▶ Spells: Cause Fear, Darkness.
Remnants of magical staves litter this area
(no charges or functionality). 10H > SILVER BEARDED MAN
▶ Door to 10A: See 10A for more details.
A MEDIUM (semi-naked and silver bearded)
▶ Door to 10B: Wooden (locked). See 10B for
reclines in garden of green crystal plants.
more details. His skin abounds with tattoos depicting
star gods.
10D > GELATINOUS  CUBE ▶ Crystals: Amplify magic, spells cast here
GELATINOUS CUBE (bars the entrance) function at twice their power.
leaking pungent ectoplasm. A wrought chal- ▶ Treasure: Scattered throughout the
ice (worth 300gp) is suspended in the crea- garden are 1d10 gems (30gp each), a gold
ture's volume [see illustration p. 33]. buckle (350gp), and 3 arrows +1.
GELATINOUS CUBE AC 8 [11], HD 4* (18hp), MEDIUM AC 9 [10], HD 1** (4hp), Att 1 ×
Att 1 × touch (2d4 + paralysis), THAC0 16 dagger (1d4) or 1 × spell, THAC0 19 [0], MV
[+3], MV 60’ (20’), SV D12 W13 P14 B15 S16 120’ (40’), SV D13 W14 P13 B16 S15 (MU1),
(2), ML 12, AL Neutral, XP 125 ML 7, AL Lawful, XP 16
▶ Spell: Magic Missile.
23
1A

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.

1 } CORE-RIDDLED ENTRANCE 5 } DEACTIVATED TELEPORTER


Stepped stone entryway surrounded by Teleportation device constructed of black
green sludge [choked with slimy weeds], crystal [exterior lined with glass levers].
leading to a cave opening. ▶ Operating teleporter: Randomly pulling
▶ Climbing into cave opening: Entrance to levers has a 4-in-6 chance of disintegrat-
the research lab and area 2 [takes 3 rounds]. ing any PC inside [save vs death for 2d10
2   STRANGLE   WEEDS * lurking in the green damage].
sludge [will attack intruders]. ▶ Alien armor: A bio-filament mesh is inside
the teleporter. Can be worn over regular armor
STRANGLE   WEEDS * (2) AC 5 [14], HD 3* to absorb 8 points of damage before becom-
(13hp), Att 1 × grab (1d4 + entangle), THAC0 ing ineffective.
17 [+2], MV 0’ (0’), SV D12 W13 P14 B15 S16 ▶ referee note : The referee may allow the
(2), ML 7, AL Neutral, XP 50 PCs to activate the teleporter and transport
▶ Entangle: 1-in-6 chance PC falls into lake if them to a random room in dngn [pages 5–23],
entangled. Roll save vs poison each round, or even to the star gods' home world!
or suffer 1d4 damage whilst submerged in the
muck. dexterity check to climb out. 6 } SPARKLING CRYSTAL TRAP
Door closed [pull handle in area 2 to open].
2 } HUMMING DEVICE 2 purple crystals [6' high, pulsing with light]
Purple light [bathes area]. A bio-mechani- engraved with alien symbols. Using read
cal pump [humming and whirring] sprouts languages or read magic on the symbols
fleshy pipes. Pump has a fleshy handle. reveals this room is a siphoning trap.
▶ Door to 3: Stuck, pry open with a combined ▶ Siphoning trap: Crystals deplete magi-
16 strength check. cal and psychic vitality. Caster PCs make
▶ Door to 6: Pull handle on pump to open. save vs spells or forget a random spell
for the day. Non-caster PCs make a wisdom
3 } STORAGE PODS check or suffer 2 points of damage.
▶ Door to 7: Slides open.
3 glass pods [10' tall] filled with glowing green
goo. One pod has a glass lever. If lever is 7 } DORMANT ALIEN HUSK
pulled, all pod doors open and 3   ZOMBIES
emerge [drenched in green slime]. Dried-up husk of a long-dead star god.
▶ Door to 2: Stuck, pry open with a combined A YELLOW   MOULD is released if the husk is
16 strength check. pierced or destroyed.

ZOMBIES (3) AC 8 [11], HD 2 (9hp), Att 1 × YELLOW   MOULD AC No hit roll required,


claw (1d6), THAC0 18 [+1], MV 60’ (20’), SV HD 2* (9hp), Att 1 × spores (1d6 + choking),
D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, THAC0 18 [+1], MV 0, SV D12 W13 P14 B15 S16
XP 20 (2), ML 12, AL Neutral, XP 25
▶ Door to 6: Slides open.
4 } SLIME-COATED TERMINALS ▶ Door to 8: Stuck, pry open with a
combined 18 strength check.
2 computer terminals [slime-coated and
damaged], one inset with 3 buttons. Black 8 } DE-POWERED HATCH
crystal chest [open].
▶ Buttons: Open doors to area 5 and Elevator platform to area 9. Can be
area 8 . Operate elevator in area 8 . operated by the button in area 4, or pry open
▶ Black crystal chest: Contains a flute with a combined 20 strength check and
[crafted from a humanoid leg bone]. If played, climb down with rope [20' drop].
1D6   DEEP   ONES * are summoned [stats ▶ Doors to 4 and 7: Open by pressing
area 14 ]. Worth 1,000gp to a Cthulhu cult. buttons on walls adjacent to each door.

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

9 } SLOW MOVING ELEVATOR 14 } INTERFACED ALIEN HUSK


PLATFORM Slumped star god [12' high, drooling and
A   2   DEEP   ONES * [stats area 14] are barely alive] attended to by 3   DEEP   ONES *.
waiting at the bottom of the shaft. PCs Bio-mechanical conduits interface the
climbing down will be surprised on a 1–3. god's body to the skulls of 4 adventurers,
▶ Door to 10: Slide to open. sucking on brain fluids [one is still breathing].
DEEP   ONES * (3) AC 5 [14], HD 3 (13hp),
10 } CRACKED AND LEAKING Att 2 × claw (1d4+1), THAC0 17 [+2], MV 90’
SPECIMEN CONTAINMENT (30’), SV D12 W13 P14 B15 S16 (3), ML 8,
Green gas [thick and opaque] seeping from AL Chaotic, XP 35
the containment structure. 3   GREEN   
SLIMES drop from the ceiling if PCs
investigate.
15 } TERMINAL MONITORING
CRYSTALS (EXPERIMENT #553)
GREEN   SLIMES (3) AC No hit roll required,
Door from 16 [slides open]. Computer
HD 2* (9hp), Att 1 × touch (consume flesh),
monitor [cracked screen] flickering with
THAC0 18 [+1], MV 3’ (1’), SV D12 W13 P14 B15
green alien symbols. 4 purple crystals
S16 (1), ML 12, AL Neutral, XP 25 [6' high] sprouting from the floor [radiating
▶ Door to 11: Open. electrical energy]. Touching a crystal tele-
▶ Door to 12: Opens by pressing button on ports PC to area 5.
walls adjacent to door.
▶ Door to 16: Slides open, but obstructed by 16 } SLIME COATED TUNNELS
fallen stones [takes 1d4 turns to clear]. Slime-encrusted walls [glowing green].
Purple mist fills the area [visibility reduced to
11 } COLLAPSED ROOM 10']. A GIBBERING   MOUTHER * is on patrol
Scattered debris [fallen ceiling]. 1-in-6 [surprises on a 1–4].
chance per PC that a portion of the floor will
GIBBERING   MOUTHER * AC 0 [19], HD 4+3
crumble under their feet during inspection,
(21hp), Att 6 × bite (1hp + attach + slip) or
causing them to fall into a 10' pit [1d10
gibbering, THAC0 15 [+4], MV 30’ (10’), SV
damage]. 2   OCHRE   JELLIES await below.
D12 W13 P14 B15 S16 (2), ML 10, AL Neutral,
OCHRE   JELLIES (2) AC 8 [11], HD 5* XP 350
(22hp), Att 1 × touch (2d6), THAC0 15 [+4],
MV 30’ (10’), SV D12 W13 P14 B15 S16 (3), 17 } ALIEN CONTAINMENT
ML 12, AL Neutral, XP 300 FACILITY (BREACHED)
Purple sludge [dripping from walls]. 2 glass
12 } GIANT CHOKING VINE pods containing bodies of alien fetuses
Pitch black [this area is under a permanent [suspended in yellowish liquid]. 2   GHOULS
darkness spell]. A giant CAECILIA resides [former explorers of this facility], cowering
here [surprises on a 1–3]. behind pods. A BLACK   PUDDING is clinging
to the ceiling [drops if ghouls are defeated].
CAECILIA AC 6 [13], HD 6 (27hp), Att 1
× bite (1d8), THAC0 14 [+5], MV 60’ (20’), SV GHOULS (2) AC 6 [13], HD 2 (9hp), Att
D12 W13 P14 B15 S16 (3), ML 9, AL Neutral, 2 × claw (1d3 + paralysis), 1 × bite (1d3 +
XP 500 paralysis), THAC0 18 [+1], MV 90’ (30’), SV
▶ Door to 13: Stuck, pry open with a D12 W13 P14 B15 S16 (2), ML 9, AL Chaotic,
XP 25
combined 16 strength check.
BLACK   PUDDING AC 6 [13], HD 10* (45hp),
13 } PULSATING ROOTS Att 1 × touch (3d8), THAC0 11 [+8], MV 60’
Pulsating roots [throbbing as if alive] coated (20’), SV D10 W11 P12 B13 S14 (5), ML 12,
in green crystal growth. Metal weapons AL Neutral, XP 1,600
piercing roots make save vs breath or are
▶ Door to 11: Slides open. Each PC
rendered unusable [the roots are gorged with
acidic yellow pus]. stepping into area 11 from this area has a
1-in-6 chance of floor collapsing immediately
upon entry (see area 11 for more details).

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.

05-08 Tiny skull of an alien child.

09-12 Silver holy symbol of an alien deity (150gp)

13-16 Potion of Healing (heals 1d6+1 points of damage).

17-19 Set of elaborate thieves tools (+10% to open locks). Worth 500gp.

20-23 2d20 gold coins.

24-27 Parchment map of the next lower level.

28-32 6" glass orb, so fragile that slightest pressure crushes it.

33-36 Mask made of human skin.

37-40 Sacrificial dagger –1 (cursed), handle of gold and jewels (500gp).

41-43 Manifesto belonging to a star god cult.

44-47 Flute that causes the user the listener to burst into song.

48-51 Necklace studded with gems (125gp).

53-55 Platinum coin that always lands on heads.

56-57 Chunk of amber with a tiny winged humanoid trapped within.

58-60 Crown made of countless insect legs woven together (100gp).

61-63 Crystal ball showing random room on next lower level.

64-65 A jar of white paste, will cure any disease. One dose.

66-67 Deck of cards covered in blood.

68-70 Piece of flayed human skin with tattoos.

71-74 Poisoned silver bracelet (save vs death if worn). Worth 300gp.

75-77 Ring made of bone, will inflict a curse if worn. Referee decides.

78-80 Bell, will summon the nearest monster if rung.

81-84 3d10 silver coins.

85-88 Glass vial containing a severed bio-mechanical finger.

89-92 Carved obsidian idol of a star god (100gp).

93-96 1d4 gems (worth 50gp each).

97-98 Random magic scroll (see Magic Items in Old-School Essentials).

99-00 Random magic potion (see Magic Items in Old-School Essentials).

40
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