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Serpent Kings
Version 2.0
The Actual Production Values Update
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I
If you think diplomacy is vital from the start, put a helpful Luring the PCs
but cowardly goblin named Smee in room (7). If you think Here are some ways to get the PCs to the dungeon,
time pressure and sense of looming danger is important assuming they start broke and know that tombs often
from the start, add Wandering Monsters to all levels of the contain treasure. You can set this dungeon anywhere.
dungeon, not just Level 3. If you don’t like snakes, replace
them with goats. Add folklore tropes. Add your favorite 1. They find an ancient map to a long-forgotten tomb.
traps or remove the traps entirely. 2. A landslide reveals the tomb’s entrance.
3. The goblins kidnap someone close to the PCs.
At the very least, by disagreeing, you’re learning 4. Xiximanter's experiments induce strange dreams.
something about your own preferences. That is valuable 5. They stumble across the tomb’s entrance while dealing
information. Learning what you don’t like is as valuable as with an unrelated matter.
learning what you like. Maybe this module will inspire you 6. They are sent to explore the newly-discovered tomb by
to write a “learning dungeon” of your own. a powerful patron.
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1
Lessons: there are deadly traps. The dungeon can be
Level 1 lethal.
The first rooms branching off the entrance hall (1) are two
identical burial chambers (2A, 2B). Each chamber contains The hammer slowly retracts into the ceiling unless
a wooden coffin with a clay statue of a snake-man warrior blocked. It can be reactivated by lifting up the iron pegs,
inside. The statues are hollow and contain a gold amulet either by hand or by a rope. The impact knocks open the
worth 1gp, a dried snake skeleton, and a cloud of poison doors to room (6), the burial chamber of the snake-man
gas (d6 damage, can only reduce a PC to zero HP). king and his two brides. The king and his brides are
skeletons (pg. 8) and will attack if their coffins are
Lessons: the dungeon is organized. There are patterns. disturbed.
There is hidden treasure. There is also hidden danger.
Lessons: there are undead in the dungeon. They take
The PCs will probably approach the 2nd coffin with more less damage from slashing weapons. PCs can use the
caution, and earn the reward (gold) without the danger environment against them (lure them into the hammer
(poison) by using their brains (and a rock or a long stick). trap).
Next, there are 2 more burial chambers. Room (3) Room (7) contains a giant statue of a hideous snake-man
contains a snake-man scholar statue in a coffin, but his god. Water leaking into the tomb has eroded the floor,
scrolls have crumbled to dust. His clay statue still contains revealing a secret passage under the statue to Level 2 of
an amulet (and a snake skeleton, and poison). the dungeon.
Room (4) contains another coffin, but this one contains a Lessons: there are secret passages. They are
snake-man sorcerer. He is wearing a silver ring. If the PCs associated with statues. This might be a false tomb.
didn't discover the other statues were hollow, they'll
almost certainly try to pry the ring off, breaking the statue Throughout this dungeon, statues will be associated with
open and revealing the poison gas and the amulet. secret passages and treasure.
The ring is a magic ring, but it is also cursed. If it is worn on
a finger, the fingernail becomes long, bifurcated, and Level 2
pointed like twin fangs. It can be used as a poison dagger, Room (8) is directly below the statue in room (7). It is a
but each morning, the wearer must Save vs Poison or take narrow alcove-like passage that widens into a hall of
d6 damage. If they take 6 damage at once from the poison statues. Six huge statues of armed and armored snake-
ring, their finger falls off and turns into a snake. men loom over the hall, glaring at the party. One of the
statues is slightly out of alignment. It can be moved to
Lessons: Hidden treasure can be magical and useful and reveal a secret room (10).
sometimes cursed.
Lessons: The party should have learned, in room (7), that
The passage ends in a barred door (5). A heavy stone bar secret passages are sometimes hidden behind statues.
hangs off two iron pegs set into either side of the
doorframe. It requires at least 3 PCs to lift (or, if the party Room (10) is a secret guardroom for temple assassins.
is smaller, all the PCs). When the bar is lifted off the iron Now it is empty and dark. The furniture has rotted to
pegs, a trap is activated. A huge stone hammer swings fragments. There are two hooked polearms that are still
down from the ceiling, aiming straight at the backs of the usable, along with a silver icon worth 5gp.
now-trapped PCs. It fills almost the corridor, but there is a
small gap on either side. The PCs can a) Save to Dodge or Lessons: secret rooms contain more treasure.
b) use another PC as a springboard, giving them +2 to their
dodge roll but giving the shoved PC a -2. A hit PC Room (11) is a large chamber octagonal chamber, also
automatically dies (or take serious damage, like 2d6+4). ringed with glaring snake-man statues. Some carry
weapons, while others carry implements of torture or
This trap can be identified by examining the door or pegs, agriculture. It looks like there was once a pit in the centre
by noticing that the iron pegs slowly rise as the bar is of the floor, but water trickling down from the surface,
lifted, or by checking the ceiling. If the bar is quickly through (7) - (9) has filled it to the brim. The pit is
replaced, if the pegs are held down, or if the trap’s completely full of dark, oily water that smells like licorice.
mechanism in the ceiling is damaged, the trap will not It is 10’ deep.
activate.
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2
Inside are two mummy fragments (pg. 7). The mummy Room (14) is more primitive than the others, and has
fragments will lunge out and attempt to strangle or cruder paintings and carvings. It contains one stone coffin
bludgeon anyone who comes near the pit. with the badly mummified remains of Franbinzar, last king
of the fortress. His mummification did not go well. He
Lessons: there are hidden monsters. Some monsters deal counts as a black pudding (pg. 7), and will lurch to attack
also inflict diseases. It is really hard to hit a monster anyone who opens his coffin. His grave goods are clay
clinging to your friend's throat. copies, but he has 2gp worth of rings embedded in him. If
killed, he will regenerate in 1d20 hours unless burned. If it
Touching the water does not cause mummy rot but is free, add it to the Wandering Monster Table (p.10) ,
drinking it or getting it into open wounds does. If the party replacing one of the Omen results.
manages to kill or disable the mummy fragments, they
may attempt to dredge or search the pool. It contains: Lessons: oozes live in dungeons. They are difficult to
1. a very angry and completely insane mummy's head bludgeon, just as the skeletons were difficult to slash. You
2. a heavy gold chain worth 35gp can use the environment to your advantage (by circling the
3. a magic silver ring pit in room (11), by closing the stone doors on the ooze, by
4. a magic utility item of the GMs choice, or a randomly luring the ooze upstairs and hitting it with the hammer
rolled magic item, or 2d10gp in jewelry trap, etc.)
The silver ring is a ring of eyesight. While wearing it, one of Room (15) has a wooden door, not a stone one. It
the user's eyes pops out and becomes hard as glass. The contains three beds, some rotten shelves, a silver and
eye still sees normally. emerald snake-god icon worth 20gp. This room
was used by the priests of the upper tomb. The scrolls
Lessons: look for treasure at the bottom of pits and scattered around the room record the ravings of the
pools. Magic items can solve problems. trapped mummies in a forgotten language.
Rooms (12) through (16) are tomb chambers. All rooms Lessons: valuables take unconventional forms. The ravings
but 15 are sealed with thick stone doors, but the doors can might be valuable if translated or sold to the credulous.
be levered open without too much trouble.
Room (16) is an unfinished tomb. Carving tools lie rusting
Room (12) contains 3 stone coffins. Two snake-brides on the foor. It might make a nice bolthole in an emergency
remain (as corpses), but the snake-man (Xisor the Green) or a place to stash supplies.
is missing. The players may deduce that he wandered into
the pit in room (11) and slowly dissolved. Lessons: some rooms are empty.
The passage to room (12) contains a pressure plate. Room (17) contains eighteen clay statues of life-sized
Stepping on the plate activates a lighting bolt spell trap, snake-men warriors, in three rows of six. Their swords are
aimed straight down the hallway. It deals 4d6 damage, rusted to uselessness. All the statues are hollow, but
Save for half. The trap only works once. The electrum contain nothing. The statue in the far south corner of the
plate the bolt fires from is worth 10gp. There is also a spell room sits over a secret passage to the Basilisk Hall (38).
scroll (eye venom, or another vemon-based spell) inside
Xisor's coffin. Lessons: some rooms look more threatening than they
are. Keep looking under statues for secret passages.
Lessons: sometimes the floor is trapped. Traps are
deadly. Approach unknown rooms with caution. The hallway (18) is protected by a very ornate stone door,
carved with images of snake raining from the sky. Stairs
Room (13) is partially collapsed. The blocks of the ceiling descends downwards into darkness. There is a faint wind.
caved in. If the PCs start to excavate the room, they will
hear Sparmuntar, a snake-man skeleton (pg. 8) wielding a The third stair is trapped. If any weight is put on it, the
greataxe, lurching and thumping on the other side of the stairs tip to become a smooth stone ramp. Spikes deploy
blocked passage. He is not very subtle, and will try and from the floor at the bottom of the ramp when the trap is
strike the moment he can see the head of a living activated. A PC sliding down takes d6 damage, Save for
creature. His funeral trinkets are worth 10gp. half. The trap resets 5 rounds after it is activated.
Lessons: listen at doors. You can hear some monsters Lessons: check the floor. Traps can move you and
before you see them. Some rooms are best left alone. not just harm you.
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3
Room (19) is a large arena-like room entirely covered Lesson: pick your fights carefully.
with shields from the tribes defeated by the snake-men.
Some shields are rotten, but at least 5 are still useable. If The path is filled with dungeon barnacles at (21). These
scraped and disassembled, the silver wire in them is worth stone-covered mollusks devour any warmblooded
2gp. In the centre of the room, the Stone Cobra Guardian creatures that pass near them. Any characters who have
(pg. 7) waits. Behind it is a narrow path along a bottomless spent time in tombs, caves, or tunnels will recognize and
chasm. avoid these creatures.
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4
Room (27) was used to keep slaves. Iron manacles a still lie The room inside was once a summoning chamber. It
on the floor. The air is foul and warm. There is a distinct contains a bound succubus (p.7) summoned by the snake-
hissing from the south. The manacles are enchanted to men to answer questions about the lower hells. She will
lock around the legs of anyone who approaches within 1'. appear as a young botanist of the same race as the first PC
The rusted metal is weak and can be pried free easily with she sees, and of an amenable gender. She will say that she
a Strength test. was captured by the goblins and kept as a prisoner. The
shackle around her ankle is an illusion. All she needs is for
Lessons: not all traps are deadly. Beware of wandering someone to step across the (dust-covered and mostly
monsters and delays. obscured) circle binding her.
(28) is a grand domed hall with a locked iron door on the The room also contains a small altar, 2 gold bowls worth
south wall. The key to the door is embedded in the 15gp each, a +1 magic dagger, and a wavy stone snake
basilisk's neck. The door isn't magically locked but it would that detects as magical. The snake is used to open the
take a team of people hours or days to pry the doors open door to the throne room (46).
or crack a hinge. There is a broken stone door to the west.
The succubus isn't hostile to the PCs, but she will try and
Room (29) contains... whatever it is you want to put at isolate and kiss one of them (Save vs Death, 1d6
the bottom of your dungeon: a boss fight, a rare item, permanent HP and Con damage if survived, age 1d10
stacks of treasure, plot hooks, stairs to more dungeon years. +10 to Save if she likes you) so she can refuel and fly
levels. It goes in this room. At the very least, it should away. Her true name (Baltoplat) is written on a scroll in
contain 200gp in assorted treasure. room (15). The goblins are terrified of her. Xiximanter can
see her true nature, but he assumes the party knows as
Room (30) is the Sacrifice Pit. It contains a sunken eternal well. She immune to petrification and very, very good at
flame in a carved 15’ deep pit. The sides of the pit slope dodging. She will immediately flee from any conflict. If
downwards. The flame fuelled by natural gasses piped forced to bargain, she can detect poison, reveal ancient
from a deep and ancient mine. There is a 2' wide walkway secrets, or agree to kill any one mortal person the PCs can
around the edge of the pit. Carbonized bones coat the name. She is patient and cunning, but true to her word.
bottom. While the air here is foul, it isn't dangerous to
anything outside the pit. Creatures in the pit must Save Lessons: some monsters have hidden agendas. There are
each round or take 1d6 temporary Constitution damage. illusions. Don't let yourself be isolated. Don't make noise.
Unconscious PCs slide down to the flame and take 2d6 fire
damage per round. Room (33) is an alcove containing a shrine to one of the
many cobra-headed gods of the snake-men. The statue
There are runny streaks of gold around the flame, and a has two holes in the base large enough to fit a human arm.
few carbon-coated gemstones (worth 50gp total) glitter in The statue can't be lifted, but it will rattle, and it can be
the orange light. Not all the sacrifices were poor. turned easily. Almost any effort , inspection, or action will
turn it slightly. Turn it counterclockwise 90o and release a
Lessons: some hazards are invisible. poison gas trap (d6 damage in a 30’ cloud). Turn it
clockwise 90o and a lot of gold (2d100+10gp) spills out,
(31) is a grand hall, with two statues of snake-man guards rolling over the floor. Some pieces will roll into (35).
in the bottom two corners. These statues are incredibly
life-like, and much finer than any other carvings in the Lessons: treasure is hidden behind statues. Some
tomb. They are petrified snake-men, placed there as traps follow a pattern.
punishment. If de-petrified, they will fly into a murderous
rage for 10 minutes, then slowly give in to despair. The Room (34) was used by the snake-men priests to rest and
statues are worth 50 gp each if transported to a major city, meditate. The door rotted away centuries ago. It contains
or 10x more to a wizard who recognizes their nature. 5 bloodstained silk pillows, long-since rotted into rags and
shredded by the goblins, and three stone eggs. The eggs
Lessons: look for explanations of things that are out of are magical. If they are coated in fresh mammalian blood,
place. the eggs grow comfortably warm to the touch, and can be
used as hot water bottles or bedpans. A single coating
(32) is a long narrow room with a huge pile of junk (broken keeps an eggs warm for 8 hours. The blood can be wiped
shields, bent swords, candlesticks, branches) in front of it. off after the first application.
Clearing the pile takes 30 minutes and makes a terrific
racket. Lessons: some magic items have a mundane purpose.
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5
The hallway in area (35) is a trap. The ceiling is ridged like Room (41) is a staircase to the surface. It opens under the
the gullet of a snake. Bands of tiles wind across the floor. roots of a tree. Human-sized creatures can crawl through
Stepping on any of the raised tiles will activate 4 swinging but clearing a larger passage requires axes and time.
blades that slice down from the ceiling. PCs must Save to
Dodge or take 1d6 damage. Any movement through the Lessons: dungeons have loops and shortcuts. Monsters
marked squares requires another Save to Dodge for 3 have ecologies.
rounds after the trap activates. PCs who stand still don’t
take any damage. If a PC fails their Save, they take 1d6 Room (42) is a rotating stone door at the end of an
damage and don’t move that round. On the 4th round, the ornate hallway. It's a cylinder of stone with a carved chunk
entire trap comes crashing down in a tangle of stone, big enough for two people missing. Imagine a barrel with a
blades, and springs, dealing 2d6 damage to anyone in the dent. It rotates in both directions if pushed. Turn it
marked area. counterclockwise the chunk faces a stabbing spear trap
(1d6 damage/person/round until rotated to safety). Turn it
Lessons: traps are not always reliable. Move quickly clockwise and it faces a stone idol with two golden bowls
out of danger. Check the floor. worth 10 gp each. Turn it 180 degrees to reach the goblin
warren.
Room (36) is a vestibule. Partially rotted wall hangings lie
on the floor. The floor has geometric stonework patterns. Lessons: some traps follow a pattern. Scout ahead.
Anyone pressed against the west wall cannot be seen by
the Basilisk. A hallway slopes down to room (37). Room (43) is entrance hall to Xiximanter's Lair. It is a
finely carved stone hall, ribbed like the inside of a
Room (37) contains a pit trap identical to Room (25). The creature's gullet, and lit by magic purple lights set into the
snake-men really didn't want their sacrifices escaping into walls. Xiximanter (pg. 8) is an ancient snake-man wizard,
the rest of the tomb. This pit contains nothing of value. twisted but immortal. He looks like a dried human corpse
(with fangs) fused to a snake tail at the waist. He wears
Room (38) is the Basilisk Hall. A huge stone chamber tattered robes. His eyes are red pinpricks.
filled with broken pillars (8 total, in two rows along
each side of the hall). The ceiling is lost in darkness. He isn't unreasonable, and will greet the party with "Hello,
Bats roost up there. The floor is littered with broken bipeds," if the enter his lair. Xiximanter desires living
statue pieces, including very accurately carved stone creatures, preferably intelligent, ideally wizards. He distills
bats, spiders, and goblins. them to make his potions. Xiximanter, while utterly
amoral, is neither rude nor murderous. He firmly believes
The Basilisk (pg. 9) lurks in darkness. A thick iron chain that he is close to a breakthrough. He also believes that
links it to the ceiling. It cannot leave the hall. the city of the snake-men still sits above him, that the
tomb is full of priests, and that the party must be
Lessons: some monsters have unconventional attacks. barbarian visitors on a tour. If confronted with evidence,
Use teamwork to defeat a creature or avoid it he will become enraged.
completely. Listen for threats.
Room (44) is Xiximanter's ingredient storage chamber.
(39) is a secret passage from the statue room in Level 2 to Barrels of ancient herbs and powders sit next to kegs of
the Basilisk Hall. The door on the hall side would have acid and stale water. One flask contains powdered saffron
been unnoticeable as originally built. Time has worn the (200gp worth), while a tiny bottle contains seeds 1d10
mosaics away, revealing the door's outline. A narrow seeds of a now-extinct plant (worth 30gp each to a
stone tunnel leads to Room (17). collector or ambitious farmer). Xiximanter will not trade
these unless he can get even more rare or valuable
Lessons: dungeons have loops and shortcuts. ingredients from the party. Nothing they find in the tomb
is likely to pique his interest.
Room (40) is hidden behind another secret door, and this
one is intact and difficult to find. It's on the exact opposite This is also where Xiximanter keeps his victims. Six stone
side of the Basilisk Hall from (39), and in the same style, so oubliettes with brass lids, like wine vats sunk into the
clever players will locate it quickly. Though the walls are ground, are scattered around the room. Racks of syringes,
smooth and well-made, the floor is thick with goblin prods, and slicing tools cover one wall. The pits currently
detritus and the air stinks. contain 1d10 miserable fungus goblins (pg. 8) crammed
into the same pit.
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6
Room (45) is Xiximanter's potion brewing room. The passage to Room (48) is only 2’ high. It contains the
Alchemical flasks, dusty instruments, and gleaming shelves goblin spawning pit, a hideous mash of fungus, dead
full of beautiful flasks. PCs will not be allowed past the hall animals, and bloated sacks of fluid. Save vs Nausea or flee
unless they agree to be Xiximanter's apprentices (or in disgust. The pit reincarnates the souls of dead fungus
victims). His most powerful potions take decades to brew. goblins and is one of Xiximanter's failed experiments in
He will trade potions for living creatures, spells, rare immortality. There is no treasure here, but unless this
ingredients, and apprentices. He will not accept coins or room is burned, the number of goblins in the dungeon will
treasure. If the party is openly carrying looted items from always be "too many goblins".
the tomb, he will become suspicious, and try to poison,
capture, or manipulate them. Lessons: it is difficult to clear a dungeon. Fire is useful.
Aside from an assortment of random potions (10+1d10 Room (49) is the goblin throne room. Most of the time,
potions), his shelves always include: this room contains 1d6 (exploding on a 6) fungus goblins
1. 2 potions of spell mutation (pg. 8) eating bats, fighting, or worshiping their current
2. 1 potion of moderate immortality (extra 20+1d100 king. If they haven't recently found a living creature to
years of natural life) crown, they'll make an idol out of sticks and mud. The
3. 1 potion of undetectable poison (tastes like a random goblin crown is made of bent cutlery and sticks. They used
potion but kills (no Save) in 1 minute. to have a real crown but they lost it.
4. 2 healing potions
Lessons: use diplomacy and tactics. The goblins will flank
Lessons: use diplomacy. Some enemies can be reasoned you and stab you in the dark. There are always more
with. You can trade within a dungeon. You can betray your goblins.
friends for power.
Room (50) is the goblin farms. Goblins plant anything to
The giant door at the end of the Basilisk Hall is made of see if it grows. Sickly plants rot in darkness, accompanied
intertwined stone snakes. One snake is missing. It's in by buried fingers, weapons, and gold. Dredging this room
room (32). If replaced, the door will slither open, revealing reveals 2d10 gp, a ruby worth 30gp, and the Crown of the
a throne room (46) made of red stone, gold, and mirrors. Serpent Kings. The crown is worth 300gp for the materials
The 8 palm-sized mirrors on wooden stands are worth and gems alone. It is made of 8 tiny entwined gold and
10gp each if sold in a major city. The throne is worth platinum, with emerald eyes and diamond teeth. The
250gp, but requires at least 3 people to lift. Anyone sitting crown is also magical. Anyone wearing it who is not a
in it must Save vs Mind Control or desire lordship and snake-man must Save vs Fear. If they fail, they spend the
conquest. next hour gibbering and hooting in terror. If three
consecutive hours are spent in this state, the effects are
Xiximanter has a secret passage from the throne room to permanent. The crown can be removed by another
his lair, but he hasn't used it in centuries. The throne room person. If they Save, there is no effect.
entrance is hidden behind a rotting wall hanging. The
entrance on Xiximanter’s side is behind a few crates. The Seasoned poisoners or wizards might recognize the blue
passage is thick with dust. If the PCs use it, he will be mushrooms here as dungeon cucumbers, capable of
surprised, and possibly enraged unless they think of a curing petrification if sliced and rubbed on the skin. The
plausible excuse. person will recover in 1d6 days.
Lessons: not all secret passages are safe. Rooms in Lessons: look for treasure in strange places. Goblins are
dungeons are linked. There is a ton of treasure. bad at farming.
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7
Room (51) serves no particular purpose to the goblins, but
at any given time, 1d6 (exploding on a 6) fungus goblins
The Stone Cobra Guardian
(pg. 8) will be present during the night and 3d6+10 Found In: Room (19)
(exploding on a 6) during the day. The goblins will be Stats: As an ogre in heavy armor.
asleep in either case, but will wake up 2 rounds after the Appearance: a stone knight clad in carved armour. It
PCs make significant noise in any adjacent room. They are wields a huge dented sword in one hand. Its other hand is
almost invisible in the debris. empty when combat begins.
Wants: to protect the rest of the Tomb of the Serpent
Lessons: sneak past your enemies. The dungeon changes Kings and kill any interlopers
during the day or night. Armor: as plate
Hit Dice: 6
(52) is a mostly collapsed room used by the goblins to Move: normal
store weapons. It contains 2 pitchforks, a pile of silver Morale: 12
cutlery (worth 20sp) and dozens of sharpened sticks. One Damage: see Attacks below
goblin is on sentry duty. He wields a large broom which he
uses to push away the skeleton jellies. If the players enter Attacks
from (28) by opening a half-broken stone door, he pushes Each round, the Stone Cobra Guardian can perform one of
them back with the broom while protesting. If they enter three attack patterns.
from (51), he runs away screaming.
1. Shield Draw. The Guardian calls to a shield attached to
Lessons: Your enemies might use odd weapons for a the wall of the arena. The shield deals d6 damage (Save to
reason. Chasing a goblin in the dark is no fun. Dodge negates) to any creatures between it and the
Guardian. The Guardian holds the shield in its empty hand,
granting it +1 Defense. The shield can be sundered as
Black Pudding normal (reducing incoming damage by 1d12 and
Found In: Room (14) destroying the shield).
Stats: as a black pudding
Appearance: 200lbs of black slime, thick as treacle 2. Leap and Slam. The Guardian leaps into the air and
Wants: food, cornered food, fears fire slams down 5' to 20' away from its starting position. It will
Armor: leather not land directly on creatures, but any adjacent creatures
Hit Dice: 5 take 1d4 damage. Save negates. Creatures that take
Move: ¼ normal damage are knocked prone.
Morale: 12
Damage: 1d6. If prolonged contact (cornered or 3. Twin Slash. The Guardian swipes at two targets
absorbed), 3d6. with its sword. The targets must on the same facing (front,
Takes no damage from bludgeoning weapons. left side, right side, or rear) and must be adjacent to the
Guardian. The Guardian rolls a normal attack against both
The black pudding can target any number of PCs adjacent targets separately, dealing 1d8+strength bonus damage on
to it each round, making a normal attack roll for each. If it a hit.
corners a PC, it begins to absorb them, dealing 3d6
damage per round. Metal or wood weapons used to strike Room (19) is designed for the players to flank the
the black pudding have a 10% chance to dissolve. Guardian, or flee (it can’t fit up the stairs) or push
it into the chasm, or flee past it and hope it doesn't
Mummy Fragments follow them (it will, but only until it can no longer see or
Found In: Room (11) hear them). The shields on the walls can be used by the
Stats: as crawling claws PCs as well.
Appearance: decayed black arms with clawed fingers
Wants: strangle things, crush the living Succubus (Baltoplat)
Armour: as leather Found In: Room (33)
Hit Dice: 2 Stats: as a succubus
Move: ½ normal Appearance, Wants: see pg 4.
Morale: 12 Armour: as Plate+Shield
Damage: 1d4 if bludgeoning, 1d6 if strangling Hit Dice: 8
Move: Normal, can teleport 10’ once per round.
They flop, climb your body, and try to strangle you. Will flee any combat. Does not want to risk it. Will not return.
7
8
Fourth, figure out what the lizard wants. It's not a video
game boss. You can negotiate, more or less. Bring a horse
down and feed it. Lure some goblins in. The basilisk
doesn't have any treasure - it is treasure. Reward the party
for thinking about ecologies and realism, not damage per
round.
Fifth, use stealth. Sneak past it. Creep up and tie its
mouth shut with a rope.
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13. Tomb of Sparamuntar Level 3, Page 4
Quick Reference 2x2 – 20’x20’x10’ high, N side 27. Slave Room
Stone door, passage completely full of rubble. 2x4 – 20’x40’x10’ high
Smells of bone dust. Can hear thumping. Warm, foul air. Constant hiss to SE.
Level 1, pg. 1
Clear rubble -> skeleton (pg.8), [10gp] Manacle trap on floor. Rusted manacles along walls.
1. Entrance Hall
12x1 - 120’x10’x10’ high Bloodstains and chipped stone.
14.Tomb of Franbinzar
Sunlight reaches the far end.
2x2 – 20’x20’x10’ high, NE side 28. Domed Hall
Smells like dust. Colder than outside.
Smells of tar and decay. 2x2 – 20’x 20’x20’ high
Small roots in ceiling, crude stonework.
Stone door, crude carvings inside Warm, foul air. Constant hiss to N.
One stone coffin -> black pudding (pg. 7), [2gp] Frescos of triumphant snake-men on domed ceiling.
2A, 2B. Guard Tombs
1x1 - 10’x10’x8’ high Doors on all walls. Elaborate locked iron door to S.
15. Priest Room Broken stone door to E. Half-open stone door to N.
Smells like dust, old wood, extremely faint acid.
2x2 – 20’x20’x10’ high, SE side
Crude stonework, paintings of entwined snakes.
Smells of rotting wood, clouds of dust 29. Treasure Room
One wooden coffin decorated with scenes of battle.
Full of scrolls, gold and emerald icon [20gp] 4x2 – 40’x20’x20’ high (may vary)
Statue - > gold amulet (1gp), poison gas trap.
Locked iron door. Key is around basilisk’s neck.
16. Unfinished Tomb Contains whatever the GM wants to put at the
3, 4. Tombs
2x1 – 20’x10’x8’ high, S side bottom of the dungeon. [200gp ?]
2x1 - 20’x10’x8’ high
Tools on floor, room half-carved.
Smells like dust, rotted fabric
Crude stonework, paintings of leaping snakes. 30. Sacrifice Pit
17. Clay Warriors Room 4x3 – 40’x30’x20’ high
One wooden coffin painted with abstract scenes.
4x2 – 40’x20’x10’ high, SW side Foul air, flickering orange flame, splutter of gas.
Statue - > gold amulet [1gp], poison gas trap.
Old clay, rust, cold air. Ominous stares. Central 2x2 – 20’x20’, along N wall, is pit with a
Eighteen inanimate clay statues, three rows of six flame and bad air at the bottom -> gems [50gp]
5. Door/Hammer Trap
Under SW statue -> secret passage (39)
Stone door, opens inwards, barred. Lifting bar
activates hammer trap. 31. Guarded Hall
18. Stairs 2x2 – 20’x20’x10’ high
5x1 – 50’x10’x10’ high, E side Smells of dust, faint clinking of chain in distance
6. False King’s Tomb
Cold air and total silence. Very fine stonework. 2 (petrified) snake-men statues
4x7 – 40’x70’x10’ high
Ornate stone door. Descends downwards. in SW, SE corners -> could be [treasure].
Smells like dust, bone, mildew
Third stair is trapped.
Crude stonework, crumbling paintings of landscapes.
Three wooden coffins along N wall, one larger than 32. Summoning Room
Level 2, Page 3 4x2 – 40’x20’x10’ high, U-shaped
the others, painted with sleeping snake-men.
19. Stone Cobra Guardian Arena Smells of ancient wine, burnt paper, and fungal rot.
Coffins -> 3 skeletons (pg. 8)
6x6 – 60’x60’x30’ high, octagonal Huge pile of trash in door. 30 minutes to clear, noisy.
Cold, walls covered in shields. Succubus (pp. 4, 7), altar -> 2 gold bowls [15gp each],
7. False Temple
Stone Cobra Guardian (p. 7) in centre of room +1 magic dagger, stone snake (key to (46)).
2x2 – 20’x20’x10’ high
Smells strongly of mildew
20. Chasm and Path 33. Shrine Alcove
Trickle of water down wall.
1x7, fading to rock N, 1x17 to barnacles S 2x2 – 20’x20’x10’ high
Ugly stone idol -> visible secret passage (8)
Cold, dark, and terrifying. Slippery path. Bat guano Smells faintly of acid.
and strange winds. Looming cobra-headed statue. Statue can be turned.
Level 2, pg. 1
Counterclockwise -> poison gas trap. Clockswise->
8. Secret Passage 21. Dungeon Barnacles [2d100+10gp].
3x1 – 30’x10’x6’ high Obstacle. Smells like acid and rotting meat.
Smells strongly of mildew, slime, wet stone.
34. Priest Rest Area
Neat stonework, but with gaps caused by water.
Level 3, Page 3 2x2 – 20’x20’x10’ high
Puddles of water on floor.
Wandering Monster Table pg. 10 Smells of very old blood, rotting rags, stale fungus.
Broken wood door.
9. Statue Hall
22. Stone Door Shredded pillows, three magic stone eggs.
7x2 – 70’x20’x15’ high
8 S of (19) – 80’ S of (19)
Smells of mildew, wet stone. Small trickle of water
Same trap as (5), hammer swings outwards. Level 3, Page 5
going east.
Six statues. End of hall is in darkness. 35. Blade Trap Hallway
23. Ceremonial Room 2x1 – 20’x20’x10’ high
1st statue on north side -> secret passage to (10).
2x3 – 20’x30’x10’ high Smells of dust.
Smells of dried mushrooms and dust Winding stone tiles on floor, groves in ceiling like the
10. Secret Guardroom
Benches, wall hangings, dry fountain. Fine carving. gullet of a snake. Raised tiles activate swinging blade
3x2 – 30’x10’x10’ high
Floor -> gold scraps [1gp] trap. Trap collapses in 4 rounds.
At the end of a 3x1 – 30’x10’ hallway
Smells of rotting rags, rotting wood.
24. Hallway 36. Vestibule
2x hooked polearms, silver icon [5gp]
1x4 – 10’x40’x10’ high 2x3 – 20’x30’x15’ high
Smells faintly of acid. Smells of rotting fabric. Faint clink of chain to W.
Level 2, pg. 2 Wet slapping noises. Slopes gently downward S. Wall hangings, geometric stone tile patterns on
11. Tomb Atrium Hallway -> 1 skeleton jelly (pg.8) floor. Press against W wall to hide from basilisk.
6x6 – 60’x60’x15’ high, octagonal
Smells of liquorice and decay. 25. Pit Trap 37. Pit Trap
2x2 – 20x’20’x10’ deep pool of dark water in centre. 2x2 – 20’x20’x10’ high 2x2 – 20’x20’x10’ high
Pool ->mummy fragments (pg. 7), [treasure] Cold air, chipped tiles on floor, some broken. Warm air, chipped tiles on floor, some broken.
Pit trap. Outer 1’ of room’s edge is safe. Pit trap. Outer 1’ of room’s edge is safe.
12. Tomb of Xisor the Green Pit -> mundane skeletons, ring [2gp] Pit -> nothing.
2x2 – 20’x20’x10’ high, NW side
Stone door, lightning trap at entrance. 26. Hallway
Smells of funeral spices and (probably) ozone. 1x2 – 10’x20’x10’ high
3 stone coffins -> 2 corpses, [treasure, 10gp] Locked stone door. Lock has corroded into rust
11
12
38. Basilisk Hall 50. Goblin Farms
11x5 – 110’x55’x50’ high 2x4 – 20’x40’x5’ high
Still air, clink of chain, very faint breathing. Rotting plants, reek of manure, fungus in bloom.
Basilisk (p. 9) 8 giant stone pillars, some smashed. Muck is knee deep. Floor is uneven. Buried fingers,
Stone statues (spiders, goblins, bats) smashed and weapons, gold. Mushrooms growing everywhere.
lying around the hall. Cracked mosaics of triumphant Muck -> [treasure, 2d10+330gp]
snake-men on the walls.
Level 3, Page 7
39. Secret Passage 51. Goblin Rumpus Room
1x4, 10’x40’x5’ high 5x2 – 50’x20’x5’ high
Stale air, clouds of dust. Slime, fungal rot, and chittering in the darkness.
Door would invisible, but mosaic is smashed. Leads Crude statues made of mud and sticks.
to (17). Night -> 1d6 E fungus goblins, Day -> 10+3d6 E
fungus goblins. Invisible in the debris.
40. Secret Passage
1x1, 10’x10’x5’ high 52. Goblin Guard Room
Sour air, fungal rot. 2x2 – 20’x20’x5’ high
Intact, hidden by mosaic. Floor is covered in fungal Drying rot, mixing with the bad air from (30).
filth, dirt, twigs, and gravel. 1 fungus goblin on sentry duty, with broom. Credits
41. Staircase to Surface Written by Skerples
10x1, 8’ high most of the way up (coinsandscrolls@blogspot.com)
Earthy, damp. Emerges under roots of tree.
Art by Scrap Princess
42. Cylinder Door (monstermanualsewnfrompants.blogspot.com)
At the end of a 1x6 – 10’x60’ hallway, sloping down
Fits two people, rotates. Counterclockwise -> spear Map by Janon, aka “Pervy Molesto the Goat-Fiddler”
trap. Clockwise -> shrine with 2 gold bowls [10gp
each]. 180 degrees -> (47) Playtesting by an astonishing number of people. You
know who you are. If you’ve run this dungeon and
43. Xiximanter’s Entrance Hall posted notes, I’ve read them. Thank you.
2x2 – 20’x20’x15’ high
Purple magic lights, acrid stink, strange fumes and Encouragement from many people, but particularly
old rotten flesh. Black stone carvings. A thousand Arnold K. (goblinpunch.blogspot.com).
smells. The slither of Xiximanter (pg. 8).
Keep on being weird.
44. Ingredient Storage Room
4x2 – 40’x20’x15’ high
Purple magic lights, spices, dried fruit
Barrels, crates, caskets, flasks, bundles of herbs. Six
oubliettes, 1 with 1d10 fungus goblins (pg.8). Secret Licence
passage to (46) behind crates. This work is licensed under
Creative Commons CC BY-NC-SA
You can share it for free, adapt it to your own
Level 3, Page 6 system, edit it, print it and leave it in local game
45. Potion Brewing Room stores. You just can’t sell it for money, and you have
1x1 – 10’x10’x10’ high to credit me somewhere. Same goes for the art.
Purple magic lights, bubbling, steam, flame,
cobwebs, dust, and the glitter of potion flasks.
Lockable iron door. Barely enough room for
Xiximanter (pg. 8) to work.