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The Dismal Depths, Level 1b: The Chambers of Zod: Wandering Monsters

This document provides a map and details for levels 1b of the dungeon "The dismal depths, chambers of zod". It includes descriptions of 21 rooms noting monsters, traps, and treasures that may be encountered. Wandering monsters are listed that could be encountered in the halls, and a room key numbers and briefly describes each room's features and hazards.

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Ekalb Sivraj
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0% found this document useful (0 votes)
101 views

The Dismal Depths, Level 1b: The Chambers of Zod: Wandering Monsters

This document provides a map and details for levels 1b of the dungeon "The dismal depths, chambers of zod". It includes descriptions of 21 rooms noting monsters, traps, and treasures that may be encountered. Wandering monsters are listed that could be encountered in the halls, and a room key numbers and briefly describes each room's features and hazards.

Uploaded by

Ekalb Sivraj
Copyright
© Attribution Non-Commercial (BY-NC)
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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The dismal depths, level 1b: the chambers of zod

Wandering Monsters 2in6 chance of Boglings, otherwise roll 1d12: 1 - Broodlings 2 - Desiccated 3 - Lab Rats 4 - Mole-Men 5 - Cadavers 6 - Thugs 7 - Misfits 8 - Morlocks 9 - Creepy-Crawlies 10 - Roll twice, use both results 11 - Roll on 2A 12 - Roll on 3A Restock (1d6) 1 - Monster 2 - Monster & Treasure 3 to 6 - Empty (1in6 chance of hidden treasure) Treasure Silver 1d6 x 100 Gold (3in6) 1d6 x 10 Gems (1in20) Magic (1in20) Legend S - Secret Door $ - Treasure Trove BROOD: Shafts.1in6 chance Broodlings emerge. BURN: Flaming Oil Trap CHUTE: Concealed shaft down DARTS: Dart Volley Trap GAS: Poison Gas Cloud Trap PIT: Trapdoor Pit, 10 feet deep STAB: Resetting Spear Trap

Room Key
1. Entry Cave. Boglings (8). 2. Bogling Holes. Cave is filled with small Bogling hole-homes. 2d6+6 Boglings at all times. 400 silver, 30 gold. 3. Cave of the Overkin. Bogling Chief (1+1 HD), 4 Guards (1 HD), Jackal (1 HD). Chief has silver headed spear. 900 silver, 90 gold. 4. Lair of the Overkin's Champion. Monitors entrances to 2 and 3. Bogling Champ (1+1 HD), 3 Jackals (1 HD). 600 silver. 5. Bogling Spawning Pool. Ledge circles murky Bogling Spawning Pool. Empty. 6. Dry Well Cavern. Sunlight floods from above during the day. 12' overhead is the bottom of a dried well shaft, leading up another 15'. 7. Bogling Gangplank. Boglings force certain prisoners to walk the plank above a 40' deep pit to 3B. 8. Dung-heap Cave. Malodorous cave lined with refuse. A huge heap of putrid waste lies at the center. Lab Rats (15) ambush and demand food. 9. Four Pillar Junction. Any passing through the center point between the pillars must save or be teleported to (d4) 1: 17, 2: 18, 3: 20, 4: 21. 10. Age Old Stone Sentinels. Two stone statues of preternatural creatures. Anyone speaking the lost words will be escorted to secret door west of 12 by the pair. Secret panel hides 500 silver, 40 gold, Potion of Growth, Potion of Invulnerability. 11. Age Old Stone Sentinels. Two stone statues of preternatural creatures. If searched, murmuring will be detected. Anyone deciphering must save or immediately move entranced to 14 and etch their name on the table there. Those saving will learn the words for 10. 12. Shrine of the Drunken Dryads. Behind altar is an empty chest. Suspended above is an obvious weighted net. Tampering with either has a chance to spring Sleep Gas Trap set by Boglings. 1in6 chance of Boglings watching from secret door when room entered. 13. Deep Rift. 15' deep and 9' wide. Hidden Bag of Holding under stones with 200 silver. 14. The Table of Stone. Writ by the finger of Zod it reads, under which are hundreds of signatures in various languages. Anyone etching name on the Table of Stone will be cured 1d6, but upon hearing the word Zod outside this room will be paralyzed for 1 turn. 15. Secluded Forge of the Unhinged. Deranged Boglings using forge firing pits to bake mud-pies while chanting Zod. Unhinged Boglings (13). 16. Forgotten Cave. Empty. 17. Mystifying Pool. Water is toxic. Standing in pool restores a spent spell 1/day. Crumbled NE area with Broodling Shafts. 18. Enlightening Pool. Water is toxic. Standing in pool allows caster to change spells 1/day. 19. Temple of the Ten Legged Lynx. Large central idol of Zod rotates revealing stone shod spiral steps to 2B. Corpse on the floor with cloak and sword. Searching corpse has a chance to trigger Sleep Gas Trap set by Boglings. Boglings (6) currently watching from secret door. 20. Pool of Teleportation. Drinking cures 1d6 1/day. Standing in pool teleports to 15. 21. Pool of Tranquility. Water is toxic. Standing in pool induces deep sleep for 1 hour and cures 1d6. Crumbled NE area with Broodling Shafts. Notes:

One Page Dungeon Template courtesy of http://oldguyrpg.blogspot.com/

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