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Zenopus Tower

Sample Dungeon through the streets of the town


Background — 100 years ago and the tower was battered
the sorcerer Zenopus built a to rubble. This stopped the
tower on the low hills hauntings but the townsfolk
overlooking Portown. The tower continue to shun the ruins. The
was close to the sea cliff west entrance to the old dungeons
of the town and, appropriately, can be easily located as a flight
next door to the graveyard. of broad stone steps leading
Rumor has it that the magician down into darkness, but the few
made extensive cellars and adventurous souls who have
tunnels underneath the tower. descended into crypts below the
The town is located on the ruins ruin have either reported only
of a much older city of doubtful empty stone corridors or have
history and Zenopus was said to failed to return at all.
excavate in his cellars in search Other magic-users have moved
of ancient treasures. into the town but the site of the
Fifty years ago, on a cold wintry old tower remains abandoned.
night, the wizard's tower was Whispered tales are told of
suddenly engulfed in green fabulous treasure and
flame. Several of his human unspeakable monsters in the
servants escaped the holocaust, underground passages below
saying their master had been the hilltop, and the story tellers
destroyed by some powerful are always careful to point out
force he had unleashed in the that the reputed dungeons lie in
depths of the tower. close proximity to the
Needless to say the tower stood foundations of the older,
vacant for a while after this, but prehuman city, to the graveyard,
then the neighbors and the night and to the sea.
watchmen complained that Portown is a small but busy city
ghostly blue lights appeared in linking the caravan routes from
the windows at night, that the south to the merchant ships
ghastly screams could be heard that dare the pirate-infested
emanating from the tower at all waters of the Northern Sea.
hours, and goblin figures could Humans and non-humans from
be seen dancing on the tower all over the globe meet here. At
roof in the moonlight. Finally the the Green Dragon Inn, the
authorities had a catapult rolled players of the game gather
Zenopus Tower

their characters for an assault adventurers is a large one — i.e.,


on the fabulous passages if more than three are in the
beneath the ruined Wizard's party, have five goblins, more
tower. than five, seven or eight goblins,
The Dungeon Master should etc. The goblins wear leather
read the background armor and carry swords and
material above to the assembled daggers. They can each take
players and then let them one 8-sided die of hits, minus
decide how they will proceed. one point, i.e. roll a regular hit
Because of the nature of some die, subtract one — the result is
of the traps in the dungeon, it is the goblin's hits. If one is rolled
highly recommended that no one do not subtract. If half their
attempt it alone. If only one number is killed, the other(s)
player is taking his or her will try to escape through one of
character into the dungeon, the the doors or surrender. If
Dungeon Master should surrender is accepted the
recommend employing one or captured goblins will offer to
more men-at-arms. These non- lead the party to a treasure but
player characters can then be will, in reality, try to guide them
"rolled up" and hired out for a to one of the dangerous trap
share of the treasure. The rooms and then run. There are
stairway from the surface leads small wooden chests under
twentyfive feet straight down each bed and several leather
and ends in the corridor marked sacks hanging on pegs along the
START on the Dungeon Master's wall. Most of the sacks contain
map. junk, dirty clothes, old bones,
etc., but two contain coins, 500
A — This is a large room, 120 ft. silver pieces each. There are
X 100ft. There are doors in the several cloaks hanging on pegs
east, west and the south wall. and in a pocket of one cloak
The room is furnished with there is a magical potion of
rough tables and benches and growth in a glass vial. One of
as many beds as there are the chests contains an
occupants. The occupants are additional 2000 copper pieces
goblins.There are at least three but the chest is boobytrapped
goblins. The Dungeon Master and an opening releases a cloud
should increase the number of of sleep gas filling an area 6 X 6
goblins if the party of X 6 feet. Anyone within this area
Zenopus Tower

who fails to make his saving magic user's secret corridor (S


throw against poison falls to F) is 5 feet by 5 feet.)
deeply asleep for a number of Remember that at the end of 3
turns. The Dungeon Master turns a wandering monster
determines the exact number of might appear — corridors are
turns of unconsciousnessby likely places for this
secret roll of a 6-sided die, to happen.
subtracting a 1 if the character D — An almost empty room with
has a high constitution. a 6 ft. tall stone statue in the
B — This is a 50 ft. X 50 ft. room center. There is a door in the
with a north door and an open middle of each wall, north,
door at the south end. The four south, east and west. The statue
deep niches in the walls can be is facing the door by which the
seen from the north doorway party just entered. Doors to this
but they are covered with room always open from the
cobwebs and nothing can be outside, but at the same time
seen within them. The room is the statue will rotate on its base
totally dark and the floor is to face the opening door. Once
covered with an inch of it has been opened, the door
undisturbed dust. There are four starts to slowly shut, activated
skeletons in the niches. They do by a powerful spring in the
not attack unless someone hinges — it will stay open to
advances over ten feet into the allow the party to enter. The
room, then they all rush out and door opens outward into the
attack until destroyed or turned corridor. From inside the room
away. A first level cleric must all doors are firmly held shut
roll a 7 or more with two 6-sided except the one the statue is
dice to turn them and then make facing — that door can be easily
a second roll to see how many opened. To open any door, then,
are turned away. If turned, they the statue must be rotated on
run out the door at the end of its base (it turns easily) until it
the room farthest from the faces the door. Then the door
cleric. There is no treasure in opens easily. Doors can not be
this room. forced open, they are held by
C — C is an empty corridor. All the equivalent of a "wizard
corridors in this dungeon are 10 lock."
feet wide and 10 feet high. (The
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E — Room E is always an empty and web. He carries a scroll of


room. The size of the rooms and levitation. When caught in this
the number of doors is variable, room he will (a) direct the
as shown on the Dungeon fighter to attack, and (b) try to
Master's map. exit through the secret door
F — This is a magic-user's room. behind him. While doing this
He is an evil thaumaturgist there is a 50% chance that he
(fourth level) who has been will drop the magic scroll. If
trying to take over the dungeon magic is thrown at him his
level. The room is 50 ft. by 60 saving throw is better than that
ft. There is a large door in the of magic-users of the third level,
south wall and a smaller one in add + 1 to his saving throw
the north wall. The magic-user score.
himself is standing behind a S9 I16 W9 C1O D11 C12 Level 4,
work table in the southwest Hits 9
corner. Near him is a second If he can get out the door he will
level fighting man whom he put a wizard lock on it and run
holds under a charm spell. up the stairs to his tower. The
Actually this man is one of the rest of room F is occupied by 3
smugglers from the sea cave stone statues of men. They are
whose curiosity allowed him to men turned to stone by the
wander too far into the magic-user with a special wand
underground. The fighter is which he has in his tower. He
basically neutral but will attack will use the wand on anybody
fiercely on command from the entering his hideaway.
magic-user. Armor class 5 G — Gloomy. Piles of rocks and
(chainmail), he carries a magic + rubbish four feet high cover the
1 sword. He wears a jeweled floor. There is a door in the
belt (stolen) with rubies worth center of every wall except the
1000 gold pieces. north. There are 2-8 giant rats in
S12 I10 W9 C13 D10 C12 Level the room, but they are hiding in
2, Hits 11 the shadows and not easily
The thaumaturgist (4th level seen. An elf or a dwarf might
magic-user) knows six spot them (on a roll of say 1 or 2
spells: read magic, charm on a sixsided die). They will
person, magic missile, attack if the room is entered.
protection from good (he is The rats are armor class 7
lawful evil), wizard lock (leather), have 2 hit points each,
Zenopus Tower

and have a treasure. Concealed The walls of room H are fitted


in a mass of old bones, chewed granite blocks as is the ceiling
leather straps and bits of armor 20 feet above. The Dungeon
in its nest is a belt attached to Master will have to evaluate the
which is a silver dagger (50 characters' attempts to cross.
gold piece value) in a sheath The floor is also rock, 1 5 feet
and a bag containing 50 wide on each bank and the
electrum pieces. It takes a turn drop into the river is sheer.
of careful searching in the I — Doors in the north, south and
refuse to come up with these east walls give entrance to this
things. room. In the center of the room
H — A room 80 ft. X 50 ft., with is a bronze sundial on a low
doors in the north and south pedestal. Set into the stone of
walls. There is a river running the west wall is a bronze mask,
through the room, 50 ft. wide. It about the size of a manhole
enters and exits through holes cover. The eyes and mouth are
in the east and west wall with shut. Below the mask, in
less than a foot of air space common language, is an
over the water. The channel is inscription: "I'll answer
10 feet deep and the current is questions, one, no more. I never
swift. Anyone falling in will be speak til it be four."
swept away unless he has a The magic is activated by
strength of 1 5 or better. Men in shining the light of a single
metal armor will sink to the torch, lantern, etc. on the
bottom if they fall in. They may sundial so the shadow of the
be able to shed their armor (50% gnomon falls on the Roman
chance) in one turn and get to numeral IV. The bronze mask
the surface. The current will then opens its eyes and says
deposit anyone swept away in "Speak, I'll answer." It will give
room K at the end of a turn. a reasonable answer to any brief
Being dragged under the rock pertinent question and then say,
wall between rooms is "I've answered one, now go
dangerous. Anyone with a away. I will not speak again
constitution of 12 or better today." Since the shadow has to
will survive unhurt, others run a be held on IV, there is little
50% chance of taking a die of chance of triggering the magic
damage from drowning. accidentally, even by walking
around the sundial with a light.
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J — A room 60 by 50 feet. The K — A cavern, about 10 feet


ceiling is out of sight in the high, irregularly shaped, with
darkness but there are large the river running through it.
spider-webs in the corners. There is a shallow beach where
There are doors in the middle of flotsam from the river is
all 4 walls. An enormous spider deposited. There is an exit to
lurks in the darkness of the roof, the west. The cave is
thirty-five feet above. He will completely dark, characters
drop on unwary adventurers. without lights or infravision will
He is armor class 3 (plate mail), have to feel their way out.
has 6 hit dice (31 hit points), L — Another cave with the river
and his bite causes 1-8 points of running through it. There is
damage and is poisonous (-1 on phosphorescent fungus growing
saving throw dice because it is on the rocks, so anyone can see
so strong). If the party enters without lights. There are east
and does not see the spider, the and west entrances on both
monster will select a victim (by sides of the river to the sandy
random number assignment of beach. The river is only 3-4 feet
some sort) and try to drop on deep at the center of the
top of him. If the spider makes channel and can be forded.
his first hit he has dropped on There is a giant crab concealed
the character and knocked him under the sand on the south
down. If he misses he lands beach. It will attack anything
beside the victim on the floor that moves on either beach. It
and the battle proceeds from runs 60 feet in 1 turn, in armor
there. If the spider gets a knock- class 3 (plate mail), and takes 2
down it is a surprise (naturally), hit dice (8 hit points). It strikes
and the spider gets the next with its giant claws one at a
blow. The character knocked time as fast as a man.
down makes his first hit with a - M — A large sea cave with
2 off his roll, after that he hits entrances to the north and
normally. There is no treasure in south. There is a sandy beach,
this room, but a +1 dagger is on which are drawn up two row-
imbedded in the spider's body boats. The entrance to the sea
(evidently a souvenir from some is to the west about 500 feet. If
previous battle); it can be found it is day up above, the cave will
only if the beast is cut open. be dimly illuminated by sunlight
coming through the tunnel.
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If it is night, torches in the pieces and 1 2 gems each worth


hands of the occupants will 100 gold pieces. Exit from the
shed a dim glow. The cave is underground can be made by
used by smugglers and pirates. rowing out to the sea, although
There are four pirates present there is a possibility of meeting
now, sitting in one of the boats, another boat coming in. There is
talking. They are normal men (1 a large octopus at the bottom of
6-sided hit die), armor class 7, the sea cave, 3 hit dice ( 1 6 hit
and are armed with cutlasses. points), armor class 7 (leather),
(At the Dungeon Master's which will attack boats. The
discretion he may increase the pirates always throw the
number of pirates.) Each pirate monster a large fish or the body
carries 2-12 gold pieces in his of one of their victims and so it
purse (roll 2 6-sided dice). The does not attack their boats.
pirates use the cave to hide If the octopus makes a "hit"
treasure and there are chests in with a tentacle it will not do any
the first boat and a prisoner in damage immediately but will
the second boat. Every turn pull the victim overboard and try
there is a 25% chance of to drown him. See H for more
another boatload of 2-5 pirates information about drowning;
rowing in. The prisoner is a girl, assume that all characters
Lemunda the Lovely, whose know how to swim. The octopus
father is a powerful lord in the gets 6 attacks per melee round!
city above. Lemunda is a N — This large room — 120 feet
good fighter in her own right and by 70 feet — is part of the
carries a concealed dagger in catacombs of the city. The north
her girdle, but right now she is wall has caved in and there are
bound and gagged. She is lying doors only at the east and west
in the bottom of the second 43 ends of the tomb. Ten stone
boat, not the one occupied by sarcophagi are scattered about,
the pirates. Her family would four empty with the tops off. Six,
be very grateful to get her back. however, are closed. If the
Lemunda the Lovely: S10 I14 adventurers open one, roll a die
W12 C15 D12 C17 Level 2, Hit to see which they have chosen.
Dice 2 The treasure is in two #1 contains only moldering
chests in the first boat. One bones but releases a cloud of
chest contains 2000 silver noxious gas which renders
pieces, the other 1000 electrum unconscious anyone within 3
Zenopus Tower

feet unless they make their + 1 . Any warrior-type drawing it


saving throw against poison. from the scabbard will feel the
Unconsciousness lasts 1 to 6 surge of magical power it gives.
turns, depending on the When the party enters the room
Dungeon Master's die roll. there is a 50% chance a giant
#2 contains a partially clothed rat will burst through the loose
skeleton which holds a jeweled dirt at the north end of the room
dagger in the bony hands folded and attack. Armor class 7, 4 hit
across its chest. If the dagger is points. At the end of each turn
removed it will flash away into or each 10 melee rounds there
the air, turn and attack the one is another 50% chance that a rat
who touched it. It strikes as a 1 will enter from the tunnels. The
hit die monster and will rats will not, however, leave
continue to attack until it draws room N except to go back to the
blood, doing 1 die of damage, or tunnels. The sarcophagus lids
its intended victim runs from the are heavy. Four or more men
room. It will then return to the can lift them off, one man would
coffin with its owner. The have to slide the lid off, and this
dancing dagger is hard to hit — would take 1 turn. Thus it will
armor class 3 — and if hit it falls take several turns to get them
to the floor and remains all open and the rats are pretty
motionless for 3 melee rounds sure to show up.
and then takes up the attack P — This room is 50 by 80 feet
again! Putting it back in the and has doors in all four walls. It
sarcophagus will stop the contains two ghouls and some
attacks of course. smashed coffins. The ghouls are
#3 skeletal form wears rings and armor class 6, and if they score
a coronet worth 300 gold a hit they can paralyze their
pieces. opponent (unless he is an elf).
#4 skeletal form wears jewelry They can take 2 hit dice ( 1 1 , 9
worth 900 gold pieces. hit points respectively). The
#5 animated skeleton (7 hit coffins contain, in addition to
points), armor class 7, is armed indescribable odds and ends, 50
with a curved scimitar. It will platinum pieces and 5 gems
attack as soon as each worth 10 gold pieces.
the lid is removed. The east door leads to a short
#6 skeletal form in chainmail dirt tunnel which ends blindly
holds a magic sword under the cemetery.
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RT— Rat tunnels. They are only through the trap door in the
3 feet in diameter, round and floor. There is a doorto the north
dug through the soft earth of the and a spiral stair leading up, just
cemetery. A man could crawl like the one in the room below,
through them, but it should be ending in a trap door in the
hard for him to fight (a -2 from ceiling. The door to the street
his attack die roll). A halfling or outside and the trap in the
dwarf would be at no particular ceiling are both open. There are
disadvantage. Every 100 feet a fireplace, cooking utensils and
there is a 50% chance of a few chairs. The room is
meeting a rat, every 200 feet a unoccupied. The trap door
50% chance of coming on 5 gold above leads to room S2.
pieces. The tunnels form an S2 — Just above S1 and shaped
endless maze and there is no the same, also with a spiral stair
end to the rats. The tunnels leading to the roof, trap door
intersect the dungeons at the closed. No doors, but narrow (2
northernmost corridor and at foot wide), tall windows in each
room N. Rats are described wall. This is the wizard's study,
under room N. and here he has his two giant
S — Spiral Staircase. The spiral volumes of magic spells, table,
staircase begins at floor level at lamps, chemicals, skulls, loose
the north wall and winds around pages of parchment, mystic
up to the roof 25 feet above, designs on the floor, etc.
making 1 full turn. The stair Against the south wall there is
ends in a closed trap door in the an ape in an iron cage. The key
ceiling, leading up to room S1. is in the lock of the cage door.
The room contains a giant The ape is 2 hit die and is armor
snake, armor class 6 (leather class 7 (leather), and will attack
and shield), 2 hit dice ( 1 3 hit as soon as he gets out — he
points), and moves 100 feet per hates the cage and has been
turn. There are two visible doors waiting to get even. If the
at ground level, north and south magic-user opens the cage
as well as the trap doors in the there is a 25% chance the ape
ceiling. There is a secret door will attack him. If anyone else
under the stairs, opened by opens the cage, the ape will
pressing a hidden catch. attack someone in the room and
S1 — Ground floor of the then try to escape through a
magician's tower, entered window, down the side of the
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tower and off through the city


streets. The magic-user keeps
his wand of petrifaction (turns
flesh to stone if he makes a hit
with it) hidden in a secret
compartment of the table (only
5% chance of locating this
compartment). Hidden among
the undecipherable parchment
notes on the table is a scroll
which reverses the wand effect,
but only for 1 person and only
once. The magic-user himself is
described in room F. If he is not
in room F he will be found here.
By the time the adventurers
have worked their way through
this, the Dungeon Master will
probably have lots of ideas of
his or her own to try out. Design
your own dungeon or dig new
passages and levels in this one.
What lies in the (undiscovered)
deeper levels where Zenopus
met his doom? Do the pirates
have other treasure troves
hidden in the sea caves? What
inhuman rites are practiced
deep in the ghoul haunted
passages beneath the
graveyard? What are the
townspeople going to do when
they discover that our friends
are tampering with Things
Better Left Alone?

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