A Sample Dungeon

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Level Key
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Wandering Monsters
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Monastery Cellars & Secret Crypts
The Campaign
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DMG

LEVEL KEY

WANDERING MONSTERS

Non-Crypt Areas (Generally Northern Portion of Map):
 
Die Result
1 3-12 goblins (patrolling from area 7.-8.)
2 2-5 bandits (from area 4.4.)
3 7-12 giant rats
4 1-2 fire beetles (from area 12.-13.)

Crypt Areas:
 
Die Result
1 1-2 ghouls (from area 24.)
2 1 3rd level evil cleric & 2 hobgoblins (from area 35.-37.)
3 7-12 giant rats
4 2-5 skeletons (patrolling from area 27.)

MONASTERY CELLARS & SECRET CRYPTS

1. ENTRY CHAMBER: A damp and vaulted chamber 30' square and arched
to a 20' high center roof. Arches begin at 8' and meet at a domed peak.
Walls are cut stone block, floor is rough. Thick webs hide ceiling. See A
& B below.

    A. LARGE SPIDER: AC 8; Move 6"*15"; HD: 1 + 1 (HP 6). There are also
    nine 1 HP young spiders hiding in the upper part of the webs. This
    monster lurks directly over a central litter of husks, skin, bones, and
    its own castings, awaiting new victims to drop upon. It will always
    attack by surprise unless the webs it is in are burned (which will do
    3 HP damage to the spider and kill the young). There are 19 silver
    pieces in the litter on the ground, while a goblin skull there has a 50
    gold piece garnet inside which will only be noticed if the skull is
    picked up and examined.

    B. ROTTING SACKS: There are 10 moldy sacks of flour and grain
    stacked here. The cloth is easily torn to reveal the contents. If all of
    them are opened and searched, there is a 25% probability that the
    last will have YELLOW MOLD in it, and handling will automatically
    cause it to burst and all within 10’ must save versus poison or die in
    1 turn.

    C. Heavy oak door with bronze hardware is remarkable only in that if
    any character listens at it, he or she will detect a moaning which
    will rise and then fade away. Unbeknownst to listeners, it i s the
    strong breeze which goes through area 2. AS SOON AS THIS DOOR
    IS OPENED, A WIND GUST WILL EXTINGUISH TORCHES AND BE 50%
    LIKELY TO BLOW OUT LANTERNS AS WELL. The wind continues to
    make the corridor impossible for torches until the door IS shut.

2. WATER ROOM: Ihis natural cavern was roughly worked to enlarge it.
Torches cannot be lit. When the monastery was functioning, the place
was filled with casks and barrels and buckets, but now only 8 rotting
barrels remain (location A.) and there are 3 buckets scattered about.
Several of the barrels hold water - they were new and being soaked
to make them tight.

    B. THE LIMED-OVER SKELETON OF THE ABBOT is in this pool of water,
    but it appears to be merely a somewhat unusual mineral formation.
    Clutched in the bony fingers is the special key which will allow the
    secret door at location 28. to open to the treasury room (29.) rather
    than to the steps which lead down to the caverns (steps down at
    30.). If the remains are disturbed in any way, a cylindrical object
    will be noticed, the thing being dislodged from where it lay by the
    skeleton, and the current of the stream carrying it south (downstream)
    at 6” speed. To retrieve it a character must be in the stream
    and score ”to hit” as if it were AC 4 in order to catch it. It is a watertight
    ivory tube with a vellum map of the whole level inside. However,
    slow seepage has made all but a small portion blur and run
    into ruin. The map shows only areas 1., 2., the passage to 3., a
    smudge where 3. is and the passage to 24. about 20’ south of the
    secret door leading from 3. to 24. -- the latter being shown with
    miniature sarcophagi drawn in the 80’ or so not water soaked and
    ruined.

    STREAM: This is cold and fast flowing. It is from 5’ to 7’ wide and 3’
    to 5’ deep. It enters on the north from a passage which it fills
    entirely, and it exits to the south in the same manner.

    POOL: The pool is about 10’ long and 15’ wide. It is about 4‘ deep at
    its edge and 7’ in the center. There are a score or so of small, white
    blind fish in it, and under the rocks are some cave crayfish, similarly
    blind and white.

3. EMPTY CEREMONIAL CHAMBER: This large place appears to be a dead
end. It has roof supports similar to chamber 1, but the vaulted ceiling
dome here is fully 25’ high. When the monastery was functioning, the
faithful were brought here after death, consecrated, and then carried
to their final resting place by silent monks after the mourners left. A
wooden platform, supposedly merely a dais for ceremony and
religious rites, was placed against the south wall. This platform being 9’
off the ground enabled the use of the secret door in the south wall --
this portal being 81/2’ wide, 10 ’ high, and 10' above the floor of the
chamber. Amongst the 7 small protruding knobs of stone about 91/2’
above the floor, the 7th pushes in to trigger the door mechanism, and
the portal will swing inward (swings east) with a grinding noise. The
only clue which still remains are socket hales in the south wall. There
are 2 at the 20’ and 2 at the 30’ line (that is, on either side of the centermost
10 ’ south wall space). Each pair has 1 socket at about 4‘ height, 1
at about 8 . Each socket is 1/2’ X 1/2’ square and a little deeper. The first
socket hole examined by the party will have several splinters of wood
(from the platform, of course) which might prove to be another clue to
thinking players.

4. (Etc.)
 
 

*template***template*





Quote:
Originally Posted by grodog
Hi Gary---

While reading up on some of the gates to other worlds you mentioned in the DMG (Vance's Planet of Adventure, et al), I popped to the sample adventure on a lark, and re-read the following:
 


The DMG only contains the monastery map, and not the village/wilderness map or the upper works map of the ruined monastery.

Do you recall if the two missing maps were ever drafted and were simply dropped from the DMG for space considerations, or were not completed in time to be published, or what otherwise happened to them? Was this map created specially for the DMG or was it set in Greyhawk or Kalibruhn or elsewhere, back in the day?

The fire opal monastery has always been a favorite of mine.
Many many moons ago, I created my own second level of caverns to the dungeons level (at http://www.greyhawkonline.com/grodog...ry-Caverns.pdf in case anyone's curious), and I changed the background of the monastery to tie it to the then-as-yet-unpublished T2

I hope the winter's not treating you too badly up there?
Ciao Alan,

I created the three maps strictly for examples in the DMG. What became of the two that were dropped is beyond my ken. As I never had reason to refer to that portion of the work the omission was unknown to me until you brought it up :\

After seeing your interesting looking map, I wish I could recall what the two lost maps had on them, but my mind is a complete blank in that regard. Likely the press of creating the DMG material was such that details of that sort were wiped from memory quickly to make room for the next portion being devised.

Cheers,
Gary
 


Ahoy Grodog!

Likely Sutherland and Mike Carr were the ones that did the layout and editing for the DMG. Mike is still around, so check with him.

I meant that about your map...oddly enough it resembles many of my hand-drawn ones 

Cheerio,
Gary (ready to kick back after a long day)