SP1 Endless Tunnels of Enlandin r5

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The passage provides an introduction to the Basic Fantasy RPG edition of 'The Endless Tunnels of Enlandin' adventure module.

The adventure module involves exploring the endless tunnels beneath the ruins of Castle Enlandin.

The adventure was originally designed in 1979 and has since been updated and published on Dragonsfoot before being included in the Basic Fantasy RPG.

The Endless Tunnels

of Enlandin
A Basic Fantasy Role-Playing Game Adventure Series
For 5 to 8 Player Characters, Levels 3 to 6
Copyright © 2003, 2020 Stefan Poag
All Rights Reserved
Distributed under the terms of the Open Game License version 1.0a

1st Edition (Release 5)

www.basicfantasy.org
Credits
Editors: Steve Willetts, James Lemon, Alan Vetter, and Chris Gonnerman
Artwork: Stefan Poag
Maps: Andreas Claren
Playtesters: Mike Brantner, Alan Jett, John Lopez, Pedro Pablo Miron Pozo, Robert Odom,
Will E Sanders, and Brian Scalise
The Endless Tunnels of Enlandin Introduction

Introduction to the Basic Fantasy RPG So here you have it... a new release of this classic
Edition adventure, with full monster statistics for Basic
Fantasy RPG. We've made an effort to correct a
Back around 2003 or so I was a member of the few longstanding errors from the original release.
Dragonsfoot.org production team; specifically, I Our thanks to Dragonsfoot for their support, and
did some editing and a lot of layout work. About welcome to Stefan Poag and Andreas Claren to
the same time, I wrapped up a campaign with my the Basic Fantasy Project.
regular group and was looking for ideas for the
next one. Finally, this release is dedicated to the memory of
Steve "bloodymage" Willetts, the original editor of
I decided it was time to return to my world of Glain, the Dragonsfoot release of this adventure. He is
long disused but still a fond memory for my players gone, but not forgotten.
and I. Basic Fantasy RPG didn't exist yet (that
would come three years later) but I had this mess Chris Gonnerman
of house rules I'd put together. I just needed some June 2020
adventures to start.
Author's Introduction
The first adventure I ran is presently titled Shadows
of the Undercity and will be in print as part of one The Endless Tunnels of Enlandin was probably the
of our Adventure Anthology multimodules. My third or fourth dungeon adventure I designed. My
players completed that adventure by getting friends and I played the circa 1978 edition of the
themselves in rather a lot of trouble with the game with the blue cover until the "advanced"
authorities, and they needed someplace to lay rules became available. Even after we
low. abandoned the basic game in 1979 or so, I
remained nostalgic for the open-ended simplicity
It was then that I sent them into Stefan Poag's and ease of play of the basic game. The Endless
Endless Tunnels of Enlandin. I had done the layout Tunnels of Enlandin was my "best" adventure for
of this adventure module for Dragonsfoot, and I those rules.
had really liked what I'd seen. Stefan designed the
original adventure around 1979, for use with the A few words of warning to adventure connoisseurs:
"basic" rules of that era, then years later dragged it This is a simple, open-ended dungeon that
out, updated it, and submitted it to Dragonsfoot conforms to the Old School stereotype of what a
for publication. These were the days before the "starter" dungeon should be. It does not involve
OSR, when the only way to publish an adventure complicated plot twists or deep character
for the Old School RPGs was as a free fan development.
production. Times, thankfully, have changed.
I've revised and improved a few things in the
As I say, I set the adventure in my world of Glain, dungeon; any players who might remember their
and my players had a great time delving into adventures in the Tunnels of Enlandin from over
Stefan's dungeon. It became just a fond memory, twenty years ago may be pleased to discover that
until this year, in the midst of a global pandemic, I their characters have left many marks on the
found myself stuck at home without a player adventure.
group. So I collected some players from the
basicfantasy.org forums as well as from social About the Dungeon
media, and I started them off with Shadows of the
Undercity. Sending them to Enlandin next was a The Tunnels of Enlandin was originally the "first"
short and obvious step. adventure for player characters in my world of
Tellus, but you may set the dungeon in any world
Rereading the adventure, I realized it would be an you wish. On Tellus, the ruins of Castle Enlandin are
excellent fit for the Basic Fantasy Project. I on a rocky outcropping about eight miles south of
contacted Stefan and secured his agreement, as the village of Nibblott in the Eastern part of the
well as the agreement of the original Dragonsfoot Kingdom of Eord. Adventurers were normally
map artist Andreas Claren and Dragonsfoot's based in Nibblott and had only a few hours walk to
admin Steve. reach the ruins and the entrance to the dungeon.

1
Introduction The Endless Tunnels of Enlandin

Nibblott is a prosperous farming and trading the dungeon and details of the legend of the
community of about 1,500 humans. There are tunnels of Enlandin.
three inns, several trading posts, an alchemist,
horse traders, armorers, etc. in town. Everything on Editor's Note: A bit of advice for the Game Master
the basic equipment list is available for sale at who may be about to run this adventure... the
normal prices in Nibblott. Elf travelers from the difficulty ramps up quickly. Don't think because
Northwood (about 30 miles north of Nibblott) and the first level of the dungeon is somewhat
Dwarves from the Gray Mountains (more than 50 appropriate for first level characters that the third
miles to the north) can be found in town, and a level is the same. It's much, much harder. As they
small settlement of Halflings lies just to the south. say, "that escalated quickly." It's advisable to be
sure that the character levels average at least in
I usually started the adventure by telling the the middle of the given range, not near the
players that one of their characters had inherited a bottom.
scroll containing a crude map to the location of

If you might be a player in this adventure, stop reading now! Beyond this point lies information meant
only for the Game Master's eyes!

2
The Endless Tunnels of Enlandin Starting The Adventure

Starting The Adventure


The Legend of the Tunnels of At The Entrance
Enlandin
The former castle of the Mage of Enlandin is a
Several hundred years ago the Mage of Enlandin complete ruin and a map of the remains of the
built a dungeon complex beneath his castle to upper levels has not been provided. Adventurers
protect all of his treasures and to serve as a last may spend a great deal of time poking around the
defense. The army of a neighboring country crumbled walls of the former castle, but they will
attacked, pounding the walls with catapults and not find any treasure. Although the ruins are much
blasting his defenses with spells. The Mage and his overgrown with vines and bushes, the characters
faithful companions fled into the dungeon as the will still be able to note that many of the stones
castle collapsed. Believing the Mage of Enlandin appear to have been scorched and shattered, as
to be buried with his treasures, the attacking Lord if by great force. The predominance of weeds,
ordered his men to dig through the rubble. Before moss, bushes and trees, however, indicates that
they could finish the excavation, news came of an this destruction took place long ago. In the center
invading army of orcs to the North. The Lord, of the shattered pile of rubble the adventurers will
vowing to return, rode north to fight the orcs. The find the signs of recent excavation: a stone
orcs caught his army in a narrow pass and archway over stairs descending into the darkness.
slaughtered them to the last man.
GM Option: If any adventurers search near the
Weeds grew over the ruins and people forgot entrance, they might find a written message
about the Mage of Enlandin and the dungeons. A scratched onto a rock. It is in Dwarven and is
few years ago, a scroll was found that showed the dated two years previous. It says, “Hugo, Worrn
location of the entrance to the tunnels of Enlandin. and I grew tired of waiting so we have gone
An enterprising group of dwarves dug out the ahead and started to explore the tunnels.
entrance and entered the dungeons; they were Yesterday I found quite a bit of gold and Rudli
never heard from again. Since that time, dozens found some fine gemstones. You better hurry up,
of adventurers have tried their luck in the tunnels of you slowpoke, or there will be no treasure left for
Enlandin. Most never came back, though a few you! Dante."
returned with fabulous treasures.
If the adventurers examine the area around the
GM Note: A party should have about 6-8 entrance or have any tracking skill, they will find
combined character levels to attempt this some faint human-sized and smaller footprints of
adventure and even then, it might be a little creatures wearing sandals and shoes (orcs) as well
tough. as a large number of smaller creatures with bare
feet and sharp, pointed nails (kobolds). The
ground is hard and few tracks can be found.

3
Dungeon Level 1 The Endless Tunnels of Enlandin

Dungeon Level 1
Wandering Monsters 6 1d4 Zombies (7 total): AC 12, half damage
from blunt weapons, 1 point only from arrows
The GM should roll 1d6 every three turns or so, with or bolts, HD 2, #At 1, Dam 1d8 or by weapon,
a 1 indicating an encounter. In this case, roll 1d12 Mv 20', Sv F2, Ml 12, XP 75 ea.
to select the specific encounter. HP 10 ☐☐☐☐☐ ☐☐☐☐☐
1 3d4 Kobolds (20 total): AC 13, HD 1d4 HP, 9 ☐☐☐☐☐ ☐☐☐☐
#At 1 tiny sword or 1 tiny arrow, Dam 1d4, 10 ☐☐☐☐☐ ☐☐☐☐☐
Mv 30', Sv NM, Ml 6, XP 10 ea. 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 1 ☐ 1 ☐ 6 ☐☐☐☐☐ ☐
1 ☐ 2 ☐☐ 6 ☐☐☐☐☐ ☐
1 ☐ 1 ☐ 3 ☐☐☐
4 ☐☐☐☐ 1 ☐ 7-9 2d6 Giant Rats (30 total): AC 13, HD 1d4 hp,
3 ☐☐☐ 4 ☐☐☐☐ #At 1 bite, Dam 1d4 + disease, Mv 40', Sv F1,
1 ☐ 2 ☐☐ Ml 8, XP 10 ea.
3 ☐☐☐ 4 ☐☐☐☐ HP 1 ☐ 1 ☐
2 ☐☐ 1 ☐ 4 ☐☐☐☐ 1 ☐
3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐
1 ☐ 4 ☐☐☐☐ 4 ☐☐☐☐ 3 ☐☐☐
2-3 1d6+1 Orcs (16 total): AC 14, HD 1, 4 ☐☐☐☐ 3 ☐☐☐
#At 1 longsword or 1 shortbow, Dam 1d8 or 3 ☐☐☐ 1 ☐
1d6, Mv 30', Sv F1, Ml 8, XP 25 ea. 2 ☐☐ 1 ☐
HP 8 ☐☐☐☐☐ ☐☐☐ 3 ☐☐☐ 2 ☐☐ 4 ☐☐☐☐
3 ☐☐☐ 5 ☐☐☐☐☐ 2 ☐☐ 3 ☐☐☐
7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐
4 ☐☐☐☐ 2 ☐☐ 4 ☐☐☐☐ 2 ☐☐
4 ☐☐☐☐ 2 ☐☐ 1 ☐ 1 ☐
7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐ 2 ☐☐ 2 ☐☐
8 ☐☐☐☐☐ ☐☐☐ 3 ☐☐☐ 1 ☐ 4 ☐☐☐☐
6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐ 2 ☐☐ 3 ☐☐☐

4 1d3 Giant Ticks (5 total): AC 16, HD 3, 10 1d4+1 Stirges (9 total): AC 13, HD 1*,
#At 1 bite plus blood drain, Dam 1d4 plus 1d6/ #At 1 bite, Dam 1d4 + 1d4/round blood drain,
round, Mv 10', Sv F3, Ml 8, XP 175 ea. Mv 10' Fly 60', Sv F1, Ml 9, XP 37 ea.
HP 9 ☐☐☐☐☐ ☐☐☐☐ HP 7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐
☐☐☐☐☐ ☐☐ 8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
☐☐☐☐ 11 1 Tentacle Worm (3 total): AC 13, HD 3*, #At 6
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ tentacles, Dam paralysis, Mv 40’, Sv F3, Ml 9,
5 1d6 Skeletons (12 total): AC 13, half damage XP 175 ea.
from edged weapons, 1 point only from HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
arrows or bolts, HD 1, #At 1, Dam 1d6 or by 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
weapon, Mv 40', Sv F1, Ml 12, XP 25 ea. 9 ☐☐☐☐☐ ☐☐☐☐
HP 1 ☐ 3 ☐☐☐ 12 1 Gelatinous Cube (1 total): AC 12, HD 4*,
6 ☐☐☐☐☐ ☐ 3 ☐☐☐ #At 1, Dam 2d4+paralysis, Mv 20’, Sv F2, Ml 12,
8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐ XP 280
8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐ HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
6 ☐☐☐☐☐ ☐ 2 ☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐

4
The Endless Tunnels of Enlandin Dungeon Level 1

Dungeon Level 1 Key The chest contains 252 cp, 98 cp, and 15 ep. The
leader has the key to the chest.
1. Entry:
8 Kobolds: AC 13, HD 1d4 HP, #At 1 tiny sword or
The entrance is a rough archway in the side of a 1 tiny arrow, Dam 1d4, Mv 30', Sv NM, Ml 6,
pile of rubble, much overgrown. Stairs lead XP 10 ea.
down into absolute darkness. HP 1 ☐ 2 ☐☐
4 ☐☐☐☐ 3 ☐☐☐
As they descend the stairs: 2 ☐☐ 1 ☐
3 ☐☐☐ 4 ☐☐☐☐
An ancient statue of a warrior with shield and
sword stands at bottom of the stairs. Kobold Leader: AC 13, HD 1, #At 1 tiny sword or
1 tiny arrow, Dam 1d4+1, Mv 30', Sv NM, Ml 6, XP 25
When the last step is stepped on, the warrior will HP 6 ☐☐☐☐☐ ☐
loudly say, "Who dares enter the dungeons of
Enlandin?" This is a permanent magic mouth spell,
triggered every time someone enters unless they 4. Large Room:
step over the last step. This alerts the kobold
You see the a dead body lying in the middle of
guards in area 2.
the floor of this fifty-foot-square room; the body
appears to be a male elf in chainmail, with a
2. Secret Room: sword and longbow lying nearby.
The open entry to this room is covered by an
This room has a 40-foot high ceiling, to which two
illusion so that it looks like a plain wall. From inside
giant ticks are clinging. They surprise on 1-3 on
the room, however, the occupants can see out.
1d6, and if they gain surprise they will go unnoticed
The six kobolds hiding in the room will wait if they
hear the alarm from location 1. Each kobold has a
tiny sword and tiny short bow and arrows, each of
which deals 1d4 points of damage. When
intruders pass by, the kobolds will pelt them with
arrows through the illusionary wall while their fellows
from room 3 mount a frontal attack.

If the alarm is not sounded, the kobolds will simply


be squatting in the dark eating rat on a stick. They
have no treasure.

6 Kobolds: AC 13, HD 1d4 HP, #At 1 tiny sword or


1 tiny arrow, Dam 1d4, Mv 30', Sv NM, Ml 6,
XP 10 ea.
HP 4 ☐☐☐☐ 2 ☐☐
3 ☐☐☐ 1 ☐
3 ☐☐☐ 2 ☐☐

3. Kobold Room:

Eight kobolds and a kobold leader sit around a


small fire in the middle of the room. Six large rats
cook over the fire, and the smoke escapes out a
hole in the ceiling. They have twelve ragged
piles of straw as beds, and nearby stands a small
wooden chest.

5
Dungeon Level 1 The Endless Tunnels of Enlandin

and will wait until characters pass beneath and decapitated; a save vs. Death Ray is allowed to
then drop for a surprise attack. avoid this lethal fate.

Only two arrows are left in the dead elf's quiver. There is 150 sp total spilling out of the sack on the
He has no other valuables on his person, and in floor; the skeletal victim of the trap has no other
particular seems to have no backpack or sack in treasure.
which to carry things; this is because other
members of his party quickly grabbed his 7. Trap:
backpack before fleeing. His name was Uuriendel
(OO-ree-en-del), and he was a former comrade of There is a pit trap in the floor here, which drops any
Opi the Halfling, found in level 1, room 13. victims into the water in room 24 on level 2. The pit
has a 1-2 in 1d6 chance of opening if stepped on,
2 Giant Ticks: AC 16, HD 3*, #At 1 bite plus blood +1 for each additional character standing in the
drain, Dam 1d4 plus 1d6/round, Mv 10', Sv F3, Ml 8, square (so 1-3 if two characters, 1-4 if three, 1-5 if
XP 175 ea. four, and if five or more characters crowd into the
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ square it will automatically open). Characters
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ standing within 5 feet of safety are allowed a save
vs. Death Ray (with Dexterity bonus or penalty
applied) to escape this fate.
5. Tunnel to Outside:

Upon opening the secret door, you smell fresh air 8. Orc Room:
and see a small spot of light at the end of a long
tunnel. This large room is shrouded in darkness; your light
does not reach the far wall.
The rough-hewn tunnel runs almost 200 feet before
exiting through a 4-foot square hole in the weeds Five orcs with shortbows and short curved swords
and bushes in a small ravine east of the ruins. The will be hiding in the dark at the opposite end of the
outer entrance was once hidden by a secret door room from the end that the adventurers enter. As
that has long since fallen in. soon as any characters enter, the orcs will begin
firing arrows out of the darkness. Due to the size of
the room, if the PCs are bearing torches or other
6. Trap:
light sources, they will be unable to see the orcs.
In the center of this round room you see a robed The orcs rely on their Darkvision and will be able to
figure with an upraised scythe! Though you steel see the PCs whether they bear torches or not.
yourselves for combat, you soon notice the
5 Orcs: AC 14, HD 1, #At 1 short sword or 1 short
figure is immobile. It seems to be just some kind
bow, Dam 1d6, Mv 40', Sv F1, Ml 8, XP 25 ea.
of macabre statue.
HP 8 ☐☐☐☐☐ ☐☐☐ 7 ☐☐☐☐☐ ☐☐
Then you see a headless skeleton dressed in 5 ☐☐☐☐☐ 3 ☐☐☐
rotted leather armor lying on the floor near the 2 ☐☐
statue. A skull, a rusted sword and an old sack
with silver coins spilling out are scattered nearby. 9. Chests Without Treasure:
The statue will be facing whichever door is Though this room is otherwise empty, four chests
entered. When characters pass by or move 10 stand in the northeastern corner.
feet into the room, the sculpture will spin, swinging
his scythe in a circle around the room. Only elves The locks of the chests have been smashed and
and humans are tall enough to be hit. The trap the contents removed long ago.
attacks with an AB of +3, doing 2d6 points of
damage on a hit; roll separately for each
character who might be affected. A natural roll of
20 (or if the sculpture causes enough damage to
kill) indicates the victim may have been

6
The Endless Tunnels of Enlandin Dungeon Level 1

10. Storage: You think they are about to eat him... and you
aren't sure, but you think you just saw him draw a
This room is filled with barrels and boxes, a
breath.
storeroom obviously. There is a faint smell of rot
in the air. The Halfling will be paralyzed for three turns after
PCs defeat the worms. His name is Opi; he will
All of the boxes contain food such as dried meat,
offer the treasure in the chest and ask to join the
flour, and so on, while the barrels are filled with
party for an equal share of future treasure. Opi is
water or wine. Most of the food is spoiled and the
brave and cooperative, and will be grateful to his
wine turned to vinegar long ago; water stored here
rescuers but will not allow them to take advantage
is still safe, though. Anyone eating the food or
of him. If the PCs wrong him, he will slip away to
drinking the wine must save vs. Poison or become
seek his revenge later, possibly gathering other
sick, throwing up violently for 2d4 rounds and losing
NPCs to help him. Opi was a comrade of
1d6 points of Strength. Lost Strength points are
Uuriendel, the dead elf in level 1, room 4.
regained at a rate of 1 point per hour. Those who
save suffer no ill effects. The chest is locked; inside, covered with dust, are
the skeleton of a rat, 6,000 cp, and 1,000 ep.
One crate contains six flasks of lamp oil, still
serviceable. Opi the Halfling: Level 2 Fighter, AC 16,
#At 1 shortsword or 1 shortbow, Dam 1d6+1 or 1d6,
11. Empty: Mv 20', Sv F2, Ml 8, XP 75
STR 15 (+1), INT 10, WIS 9, DEX 15 (+1), CON 15 (+1),
CHA 11
12. Zombie Room: Equipment: chain mail, shortsword, shortbow, 12
arrows, two silver daggers, backpack, iron prybar,
Three zombies come out of the darkness and
rope, two small sacks, lantern, three oil flasks, a
attack. No treasure.
waterskin, three days worth of rations, and a
The secret door leads to a hallway built on a very pouch containing 47 gp.
slight incline (only a Dwarf would have a chance HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
of noticing) which slopes down to Level 2. Roll a
2nd level encounter check if the player characters 2 Tentacle Worms: AC 13, HD 3*, #At 6 tentacles,
proceed down the corridor. Dam paralysis, Mv 40', Sv F3, Ml 9, XP 175 ea.
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
3 Zombies: AC 12, half damage from blunt 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
weapons, 1 point only from arrows or bolts, HD 2,
#At 1, Dam 1d8 or by weapon, Mv 20', Sv F2, Ml 12,
XP 75 ea. 14. Empty:
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 15. Trap:

13. Tentacle Worm Room: A sculpture of a grinning gnome with a crossbow


stands in the middle of the room.
In the center of the room you see a strange and
horrific scene, illuminated by a lantern sitting on All the doors have springs built into the hinges and
the floor. Two large worm-like creatures with will close after someone passes through. A PC can
many tentacles writhing about their heads. Their enter without getting hurt, but if someone opens a
attention is focused on a small fellow, a Halfling door from inside the room, the gnome will spin and
you think, who is lying motionless on the floor fire a crossbow bolt at the person opening the
between them, an iron prybar lying near his door, attacking at AB +3 and doing 1d8+1 points
hand. A stone box or chest stands behind them, of damage on a successful hit. If the PC closes the
which may have been the prybar's target. door and opens it again, the gnome will fire again.

7
Dungeon Level 1 The Endless Tunnels of Enlandin

If his nose is pressed, the gnome will temporarily 6 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8,
cease firing; however, every time a door closes, Mv 30', Sv F1, Ml 8, XP 25 ea.
the trap resets itself. HP 1 ☐ 8 ☐☐☐☐☐ ☐☐☐
6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐
16. Orc Gambling Room: 4 ☐☐☐☐ 2 ☐☐

Six orcs are drinking ale and arguing loudly over


17. Orc Barracks:
a game of dice in the middle of this room, in the
light of a pair of torches in sconces on opposite The room is lit by torches. A large wooden chest
sides of the room. sits 20 feet beyond the door. Six orcs are around
the corner, behind a curtain, talking quietly.
Check for surprise normally when this room is
entered. Note that the orcs may wait to see what The room has 24 rough cots and 12 piles of
the adventurers will do before attacking, if given sleeping straw. The chest is locked and trapped
the chance. After all, adventurers have coin and with an alarm bell. If anyone tries to open it, the
can gamble! One of the orcs knows a little bell rings and the orcs come running. The chest
Common, and if the party parleys, he may invite contains 1,000 sp and 660 gp.
them to join the game.
5 Orcs: AC 14, HD 1, #At 1 longsword, Dam 1d8,
Of course, the orcs may just turn on the Mv 30', Sv F1, Ml 8, XP 25 ea.
adventurers when their guard is down. Reaction HP 6 ☐☐☐☐☐ ☐ 8 ☐☐☐☐☐ ☐☐☐
rolls and the GM's discretion should rule this 6 ☐☐☐☐☐ ☐ 2 ☐☐
encounter. 7 ☐☐☐☐☐ ☐☐
There is 37 sp and 68 gp on the table that the orcs Orc Leader: AC 15, HD 2, #At 1 longsword,
are gambling over. The room is furnished with a Dam 1d8+1, Mv 30', Sv F1, Ml 8, XP 75
round table, a pair of dice and several stools, a
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
keg of ale, and some cups.

8
The Endless Tunnels of Enlandin Dungeon Level 1

18. Ooze Room: 11. Opening this jar releases a 5' radius cloud
of poison gas! All characters in the area of
The door of this room stands open. A half- effect must save vs. Poison or die. Inside are
dissolved dead human lies in the middle of the three Clerical Scrolls, one each of cure light
room, his outstretched hand seemingly pointing wounds, remove curse, and cure disease.
at the northeast corner of the room.
12. Three gold necklaces decorated with small
A gray ooze is feeding on the remains; it surprises gems, worth 500 gp each.
on 1-3 on 1d6, and will not be noticed if it gains
surprise. To the north is a secret door to the secret Gray Ooze: AC 12, HD 3*, #At 1, Dam 2d8, Mv 1',
chamber (room 18a, below). Sv F3, Ml 12, XP 175
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Gray Ooze: AC 12, HD 3*, #At 1, Dam 2d8, Mv 1',
Sv F3, Ml 12, XP 175
19. Web Room:
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
The ceilings and walls of this room are covered in
18a. Secret Chamber: webs. A human skeleton hangs trussed up in
webs at the far end of the chamber. You see
There are twelve large stone jars standing in a the glint of coins scattered around on the floor.
row against the far wall. The wall on your right is
visibly damp; the rest of the walls appear dry. There is 16 gp and 12 sp total scattered on the
floor. Despite the ominous surroundings, there are
The right hand (east) wall appears wet because a no monsters here.
gray ooze is seeping down it. If the dampness of
the wall is ignored, the ooze will surprise on 1-4 on
20. Stairs With Malfunctioning Trap:
1d6, attacking 1d8 rounds after the room is
entered. These stairs lead down to Level 2.

The jars contain treasure as follows: A warrior in full armor is carved in full relief on the
north wall, a rusty but real flail grasped in his
1. 1,000 gp
stone fist.
2. Opening this jar releases a 5' radius cloud of
When the section of floor at the top of the stairs is
poison gas! All characters in the area of effect
stepped on, the arm of the carving will move
must save vs. Poison or die. Inside the jar is a
slightly and the flail will jingle, but the trap is long
magical Mace +1.
broken (this will not be obvious to the players).
3. 1,000 sp
21. Kobold Room:
4. Three vials, containing one each Potions of
Giant Strength, Diminution, and Healing. In this torchlit room you see four kobolds standing
on top of a table in the center of this room, firing
5. Empty their tiny arrows at a horde of giant rats which
are trying to attack them. Two rats, pegged with
6. Old bones
arrows, lie dead, but there are still quite a few of
7. Honey mixed with spices; at the bottom is a them. The situation doesn't look good for the
cursed Ring of Weakness. kobolds.

8. 1,000 gp The room is furnished with six stools, scattered


around the floor, and the aforementioned table;
9. This jar contains good quality wine, worth 200 two torches, one in a wall sconce beside each
gp if sold; however, the jar with the wine in it door, provide illumination. Ale cups and food are
weighs 40 pounds. on the table, though of course the kobolds are
stepping all over them. The rats are famished and
10. Empty will attack anyone they see; if they are surprised,

9
Dungeon Level 1 The Endless Tunnels of Enlandin

they will continue to attack the kobolds, ignoring a few magic missiles), and try to escape out the
the adventurers for one round. opposite door. If possible, he will head for room 25
and teleport downstairs.
4 Kobolds: AC 13, HD 1d4 HP, #At 1 tiny sword or
1 tiny arrow, Dam 1d4, Mv 30', Sv NM, Ml 6, On the tables are a lot of beakers, alembics,
XP 10 ea. retorts, etc., as well as a collection of skulls on a
HP 4 ☐☐☐☐ 3 ☐☐☐ shelf ranging in size from pixie (very small) to ogre
1 ☐ 1 ☐ (very large). A Potion of Healing is hidden inside
the ogre skull. A pile of papers and scrolls on a
12 Giant Rats: AC 13, HD 1d4 HP, #At 1 bite, table includes a Magic-User scroll of one spell:
Dam 1d4 + disease, Mv 40', Sv F1, Ml 8, XP 10 ea. remove curse. A leather bag contains 250 gp.
There are 12 small bottles on the table. If anyone
HP 3 ☐☐☐ 4 ☐☐☐☐
tastes, roll 1d6 and the substance is poisonous on a
2 ☐☐ 2 ☐☐
1-2. None of them are magical potions.
2 ☐☐ 2 ☐☐
3 ☐☐☐ 1 ☐ There are also 12 books on the tables; none are
4 ☐☐☐☐ 1 ☐ magical or useful. They deal with arcane
2 ☐☐ 1 ☐ knowledge, herbal remedies, a history of magic, a
history of religion, etc., and are worth 20-70 gp
22. Large Empty Room: each. A book about weather prediction has a
Six skeletons with rusty spears will attack anyone folded up Scroll of Detect Magic stuck in it.
who enters the room. The thaumaturgist's spell book (which he will take
6 Skeletons: AC 13, half damage from edged with him if he flees) contains read magic, charm
weapons, 1 point only from arrows or bolts, HD 1, person, sleep, detect magic, light, protection from
#At 1, Dam 1d6 or by weapon, Mv 40', Sv F1, Ml 12, evil, detect good/evil, web, and wizard lock spells.
XP 25 ea. Sefretiri the Thaumaturgist: Level 4 Magic-User,
HP 5 ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐ AC 12, AB +2, #At 1, Dam 1d4 dagger or by spell,
1 ☐ 3 ☐☐☐ Mv 40', Sv M4, Ml 8, XP 280
7 ☐☐☐☐☐ ☐☐ 2 ☐☐ Equipment: dagger, Wand of Magic Missiles (19
charges)
23. Wizard’s Workroom:
Spells: read magic, charm person, sleep,
The north door of this room is locked. protection from good, wizard lock, web.
HP 9 ☐☐☐☐☐ ☐☐☐☐
The room is lit by numerous candles and
furnished with a pair of worktables, some stools, a Ursh the Warrior: Level 2 Fighter, AC 15 (chain
chair, shelves and various other pieces of mail), AB +2 (+4 sword), #At 1, Dam 1d8+2 sword,
laboratory equipment. A mage, or so you Mv 20', Sv F2, Ml 8, XP 75
assume from his robes, stands at one table
Equipment: chain mail, Longsword +1
reading a scroll, and an armored man stands
beside him with sword drawn and at the ready, HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
protecting the mage. Human bones are piled all
6 Skeletons: AC 13, half damage from edged
around the edges of the room.
weapons, 1 point only from arrows or bolts, HD 1,
An evil thaumaturgist named Sefretiri and his #At 1, Dam 1d6 or by weapon, Mv 40', Sv F1, Ml 12,
bodyguard Ursh are here. If the pair see intruders, XP 25 ea.
the mage will shout and six skeletons will rise from HP 6 ☐☐☐☐☐ ☐ 8 ☐☐☐☐☐ ☐☐☐
the bones around the edges of the room and 2 ☐☐ 7 ☐☐☐☐☐ ☐☐
attack. The fighter (who is under the effects of a 5 ☐☐☐☐☐ 4 ☐☐☐☐
charm person spell) will also attack. The mage will
grab his spell book off the table, cast sleep or web
and any other spell if appropriate (perhaps fire off

10
The Endless Tunnels of Enlandin Dungeon Level 1

24. Empty:

25. Teleport Room:

There is a warning of death scrawled in Orcish on


the outside of the door. Inside, the room is
entirely empty.

The door will automatically close after the PCs


enter the room. Characters will be teleported to
room 25 on Level 2 as soon as the door is closed,
but they will not know it until they leave that room;
instead, read the following:

Suddenly you see piled boxes, barrels, and


chests appear in the far end of the room!

These are the contents of room 25 on level 2, but of


course the players do not know that yet.

11
Dungeon Level 2 The Endless Tunnels of Enlandin

Dungeon Level 2
Wandering Monsters 7 2d6 Skeletons (22 total): AC 13, half damage
from edged weapons, 1 point only from
The GM should roll 1d6 every three turns or so, with arrows or bolts, HD 1, #At 1, Dam 1d6 or by
a result of 1-2 indicating an encounter. In this weapon, Mv 40', Sv F1, Ml 12, XP 25 ea.
case, roll 1d12 to select the specific encounter. HP 5 ☐☐☐☐☐ 1 ☐
4 ☐☐☐☐ 5 ☐☐☐☐☐
1-2 2d6 Orcs (20 total): AC 14, HD 1,
5 ☐☐☐☐☐ 5 ☐☐☐☐☐
#At 1 longsword or 1 shortbow, Dam 1d8 or
5 ☐☐☐☐☐ 2 ☐☐
1d6, Mv 40', Sv F1, Ml 8, XP 25 ea.
2 ☐☐ 6 ☐☐☐☐☐ ☐
HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐ 2 ☐☐
7 ☐☐☐☐☐ ☐☐ 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐
2 ☐☐ 3 ☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐
6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 4 ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐
8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐
7 ☐☐☐☐☐ ☐☐ 1 ☐
8 ☐☐☐☐☐ ☐☐☐ 1 ☐ 8-9 2d6 Giant Rats (40 total): AC 13, HD 1d4 hp,
8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐ #At 1 bite, Dam 1d4 + disease, Mv 40', Sv F1,
5 ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐ Ml 8, XP 10 ea.
HP 3 ☐☐☐ 4 ☐☐☐☐
3-4 1d4 Ghouls (7 total): AC 14, HD 2*,
3 ☐☐☐ 3 ☐☐☐
#At 2 claws/1 bite, Dam 1d4 claw, 1d4 all plus
1 ☐ 3 ☐☐☐
paralysis, Mv 30', Sv F2, Ml 9, XP 100 ea.
2 ☐☐ 3 ☐☐☐
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
2 ☐☐ 1 ☐
10 ☐☐☐☐☐ ☐☐☐☐☐
3 ☐☐☐ 4 ☐☐☐☐
6 ☐☐☐☐☐ ☐
4 ☐☐☐☐ 1 ☐
3 ☐☐☐
3 ☐☐☐ 2 ☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
1 ☐ 3 ☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
3 ☐☐☐ 3 ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
3 ☐☐☐ 3 ☐☐☐
5 1d3 Giant Ticks (6 total): AC 16, HD 3*, 4 ☐☐☐☐ 3 ☐☐☐
#At 1 bite plus blood drain, Dam 1d4 plus 1d6/ 4 ☐☐☐☐ 1 ☐
round, Mv 10', Sv F3, Ml 8, XP 175 ea. 2 ☐☐ 2 ☐☐
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 3 ☐☐☐ 4 ☐☐☐☐
☐☐☐ 2 ☐☐ 4 ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐ 4 ☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 3 ☐☐☐ 1 ☐
7 ☐☐☐☐☐ ☐☐ 2 ☐☐ 3 ☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐ 1 ☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
10 1 Gelatinous Cube (2 total): AC 12, HD 4*,
6 1d6+1 Stirges (12 total): AC 13, HD 1*, #At 1, Dam 2d4+paralysis, Mv 20’, Sv F2, Ml 12,
#At 1 bite, Dam 1d4 + 1d4/round blood drain, XP 280
Mv 10' Fly 60', Sv F1, Ml 9, XP 37 ea. HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 5 ☐☐☐☐☐ 5 ☐☐☐☐☐ ☐☐☐☐☐
3 ☐☐☐ 5 ☐☐☐☐☐ 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
2 ☐☐ 1 ☐ ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 1 ☐
6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐

12
The Endless Tunnels of Enlandin Dungeon Level 2

11 1d6+1 Troglodytes (10 total): AC 15, those 3. Coffin Room:


within 10' must save vs. Poison (due to stench)
or suffer -2 on attack rolls, HD 2, #At 2 claws/1 A single coffin stands on a bier in the center of
bite, Dam 1d4 claw, 1d4 bite, Mv 40', Sv F2, this room.
Ml 9, XP 75 ea.
If the adventurers look inside the coffin:
HP 9 ☐☐☐☐☐ ☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ Inside the coffin you see a body, wrapped in
7 ☐☐☐☐☐ ☐☐ ragged bandages. A smell of death, old and
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ musty, fills the air.
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Then the body begins to move...
7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐ The body is a zombie which will attack whomever
8 ☐☐☐☐☐ ☐☐☐ opens the coffin. The wrapping is meant to
10 ☐☐☐☐☐ ☐☐☐☐☐ convince the PCs that this is a mummy.
12 2d4 Zombies (10 total): AC 12, half damage Zombie: AC 12, half damage from blunt weapons,
from blunt weapons, 1 point only from arrows 1 point only from arrows or bolts, HD 2, #At 1,
or bolts, HD 2, #At 1, Dam 1d8, Mv 20', Sv F2, Dam 1d8, Mv 20', Sv F2, Ml 12, XP 75
Ml 12, XP 75 ea.
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ HP 9 ☐☐☐☐☐ ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 4. Secret Room:
8 ☐☐☐☐☐ ☐☐☐ This room has the entrance to the sloping hall that
8 ☐☐☐☐☐ ☐☐☐ leads up to Level 1. The skeleton of a Dwarf fighter
8 ☐☐☐☐☐ ☐☐☐ with a broken leg, dressed in rusted plate mail, is
10 ☐☐☐☐☐ ☐☐☐☐☐ here. In silver runes on his helmet is written the
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ name, "Worrn VII." Clutched in his bony hands is a
9 ☐☐☐☐☐ ☐☐☐☐ Battleaxe +1 and a scroll upon which is scrawled
3 ☐☐☐ "Beware the dragon." As the PCs inspect the body,
a large spider will fall down from above and attack
Dungeon Level 2 Key the person closest to the corpse.

1. Empty: Large Spider: AC 14, HD 1*, #At 1 bite, Dam 1d2 +


poison, Mv 20' Web 40', Sv F1, Ml 8, XP 37
2. Ghoul Room: HP 7 ☐☐☐☐☐ ☐☐
Four snarling ghouls are tearing at the remains of a
human body. No treasure. 5. Orc Room:

4 Ghouls: AC 14, HD 2*, #At 2 claws/1 bite, The room is lit by dim torches. A band of twelve
Dam 1d4 claw, 1d4 bite, all plus paralysis, Mv 30', orcs are torturing a gnome.
Sv F2, Ml 9, XP 100 ea.
If the gnome is rescued, he will die in three rounds
HP 8 ☐☐☐☐☐ ☐☐☐ but will tell adventurers "great treasure and danger
9 ☐☐☐☐☐ ☐☐☐☐ can be found in the room of the painted walls...”
6 ☐☐☐☐☐ ☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ On the floor is a belt with a small pouch containing
three gems worth 50 gp each.

13
Dungeon Level 2 The Endless Tunnels of Enlandin

12 Orcs: AC 14, HD 1, #At 1 longsword or


1 shortbow, Dam 1d8 or 1d6, Mv 30', Sv F1, Ml 8,
XP 25 ea.
HP 3 ☐☐☐ 5 ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐
5 ☐☐☐☐☐ 1 ☐
4 ☐☐☐☐ 6 ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐ 2 ☐☐
6 ☐☐☐☐☐ ☐ 7 ☐☐☐☐☐ ☐☐

6. Spider Statue Room:

Atop a three-foot-tall pedestal in the center of


this room you see a gold statuette of a spider
with glittering red gems for eyes.

If anyone touches the statue, it becomes a huge


spider. If the spider kills anyone or is killed, it crawls
back up on the pillar and becomes a gold statue
again. If the sculpture is touched again, it
happens all over again. Remove curse or dispel
magic (vs. 10th-level magic) will turn it into an
ordinary statue worth 3,500 gp.

Huge Spider: AC 14, HD 2*, #At 1 bite, Dam 1d2 +


poison, Mv 20' Web 40', Sv F1, Ml 8, XP 100
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
she will either abandon the party or seek to have
7. Empty: them arrested. She is a Cleric; her statistics are
given below. Aniria was a comrade of Opi and
8. Troglodyte Temple: Uuriendel, described in level 1, rooms 4 and 13.
She was captured by the troglodytes, who
This room is lit by a weird crackling fire that burns
removed her armor and equipment and dumped
in a stone bowl in the middle of the room. Four
it elsewhere.
troglodytes bow before a stone statue of a lizard
with two large green gems for eyes. One of the 7 Troglodytes: AC 15, those within 10' must save vs.
trogs is about to slit an unconscious woman's Poison (due to stench) or suffer -2 on attack rolls,
throat with a weirdly glowing dagger. HD 2, #At 2 claws/1 bite, Dam 1d4 claw, 1d4 bite,
Mv 40', Sv F2, Ml 9, XP 75 ea.
The dagger is a magic Dagger +2, casts light on
command. The green gems in the statue's eyes HP 6 ☐☐☐☐☐ ☐
are emeralds; they are worth 500 gp as a pair or 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
200 gp each. 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐
Three rounds after the party attacks the 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
troglodytes, three more troglodytes will enter and 10 ☐☐☐☐☐ ☐☐☐☐☐
join the fight. 6 ☐☐☐☐☐ ☐
If rescued, the woman will offer to join the party, if
given weapons. Her name is Aniria, and she will be
grateful to her rescuers and seek to aid them if
they seem basically good. If the party engages in
evil acts, Aniria will at first object, and if they persist

14
The Endless Tunnels of Enlandin Dungeon Level 2

Aniria: Human Cleric Level 2, AC 11, #At 1, 10. Room of the Magic Doors:
Dam 1d3 or by weapon, Mv 40', Sv C2, Ml 8, XP 75
In the center of this rounded room a three-foot-
STR 14, INT 12, WIS 16, DEX 11, CON 8, CHA 16
diameter fire burns directly atop the stone floor,
Spells: cure light wounds without wood or any other visible fuel. The room
HP 5 ☐☐☐☐☐ appears otherwise empty.

From the outside, this room appears to have four


9. Thaumaturgist's Bedroom: doors. From the inside, it appears to have just one
The bedroom belongs to Sefretiri the Thaumaturgist exit; initially that's the door the party entered
from room 23 on Level 1. If he is chased from that through. If the door is closed (or is left unattended
room on Level 1, he will be here. If anyone enters and is thus able to close itself), it will disappear,
by the door, he will cast a few spells, use his wand,, and another door will appear in the wall directly
and flee out the secret door. Otherwise, proceed: across from the original entrance. However, if
anyone approaches it:
In this room you see a bed, a stool, and a locked
chest; apparently it is a bedroom. As you reach for the door, it seems to slip swiftly
sideways, sliding around the wall and coming to
There is a covered pit trap inside the locked door rest in a different place.
to room 8. The pit trap is 10 feet deep. Anyone
falling in will be stabbed by 1d4 iron spikes, dealing The only way to get to the door is walk right
1d4 points of damage each; roll each spike as a through the fire (it is a permanent illusion and will
separate attack with an AB of +2. This damage is not hurt anyone). In order to get the door to let
in addition to the 1d6 points of damage suffered in them out in the compass direction they want to
the fall. A lever on the north wall locks the trap go, the PCs must start from the opposite end of the
door closed, if pulled down before anyone crosses room (i.e., in order to go north, they must walk
it. through the fire from the south).

Under the bed is a pair of slippers and an empty From within, this entire room detects as magical.
chamber pot.
11. Empty:
The chest is trapped with a poison needle in the
lock, which will stab outward if anyone attempts to 12. Gargoyle Room:
pick the lock. A standard saving throw vs. Poison
must be made or the PC will die... at least as far as A gargoyle statue squats on a pillar in the center
anyone can tell. The poison actually causes the of the room, facing the north entrance.
victim to become catatonic and to appear dead,
even having a pulse so slow that if anyone checks He will be as still as a statue until anyone enters,
it, the GM should make a "secret doors" check to then he will attack. If entry is by the secret door in
see if it can be detected. Any poisoned victim will the west wall he will not attack as long as the party
awaken suddenly after 2d10 hours. Of course, if remains south of the pillar.
left unguarded the victim may still come to a bad
Gargoyle: AC 15 ‡, HD 4**, #At 2 claws/1 bite/
end before awakening.
1 horn, Dam 1d4 claw, 1d6 bite, 1d4 horn,
The chest contains a few robes, some tall pointed Mv 30' Fly 50' (15'), Sv F6, Ml 11, XP 320
hats, blankets, a bag containing 300 gp, and an HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
ivory comb worth 50 gp.

15
Dungeon Level 2 The Endless Tunnels of Enlandin

13. Room of the Archer: 15. Pit Trap:


An evil elf named Nestorius stands in the darkness If the false door on the wall is opened, the pit trap
at the north end of the room. If characters enter drops characters 20 feet down to the third level.
by the south door, he will fire one or two arrows The trap then closes and resets itself.
before slipping on his Ring of Invisibility, then stand
in the corner and watch them. He will follow them 16. Zombie Room:
and annoy them with sniper fire, always firing from
sixty feet away when possible. Five zombies lurk in the shadows and will shuffle out
to attack any who enter. A secret door in the
Nestorius will enjoy playing cat and mouse with the south wall gives access to Level 3.
party. He will fire an arrow from a distance, turn
invisible and hide, wait until the characters think he 5 Zombies: AC 12, half damage from blunt
is gone, and repeat the action. He will not take weapons, 1 point only from arrows or bolts, HD 2,
foolish risks and will always leave himself a way to #At 1, Dam 1d8, Mv 20', Sv F2, Ml 12, XP 75 ea.
escape. If he begins to run low on arrows or the HP 9 ☐☐☐☐☐ ☐☐☐☐
party seems likely to discover him, he will use his 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Ring of Invisibility and Elven Boots to sneak away. 7 ☐☐☐☐☐ ☐☐
5 ☐☐☐☐☐
Nestorius: Elf Fighter Level 3, AC 16, #At 1 Arrow +2 8 ☐☐☐☐☐ ☐☐☐
(AB +7), 1 arrow (AB +5), or 1 sword (AB +2),
Dam 1d6+3 or 1d6+1 or 1d8, Mv 40', Sv F3E, Ml 7,
17. Chamber of the Evil Image:
XP 320
STR 9, INT 10, WIS 8, DEX 16, CON 11, CHA 8 Two torches burn in sconces on the west wall of
Equipment: Shortbow +1, Leather Armor +1, 12 this room, illuminating it. A curtain is drawn back
Shortbow Arrows +2, 12 regular arrows, a Ring of to reveal a demonic face painted on the west
Invisibility (on a chain around his neck), longsword, wall.
dagger, Elven Boots
Anyone entering the room must save vs. Spells or
Treasure: 55 pp, gold belt buckle with gems worth run with fear from the room and be unable to
100 gp; his sword and dagger are of fine attempt to return for a full turn (at which time he or
workmanship and inlaid with gold and gems, such she saves again at -2).
that the sword is worth 1,000 gp and the dagger is
worth 500 gp Assuming the PCs manage to remain in the room,
two shadows will attack. The shadows surprise on
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
1-3 on 1d4 as they are lying flat against the east
wall, waiting for unsuspecting victims to enter.
14. Room of Death:
The secret door to room 18 has a poison needle
The door to this room stands ajar, and you can trap on the small stone that serves as its trigger,
hear nasty rending sounds from within. which will puncture into the skin of anyone who
presses it. Any such victim must save vs. Poison or
Inside the room, four ghouls devour the corpse of a die. Pressing the trigger with an object is enough
human. The only treasure is an ordinary iron sword. to defeat this trap.
4 Ghouls: AC 14, HD 2*, #At 2 claws/1 bite, 2 Shadows: AC 13 ‡, HD 2*, #At 1 touch, Dam 1d4
Dam 1d4 claw, 1d4 bite, all plus paralysis, Mv 30', + 1 point Strength loss, Mv 30', Sv F2, Ml 12,
Sv F2, Ml 9, XP 100 ea. XP 100 ea.
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ HP 9 ☐☐☐☐☐ ☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
9 ☐☐☐☐☐ ☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

16
The Endless Tunnels of Enlandin Dungeon Level 2

18. Wight’s Room:

A bow, a quiver of arrows, and a sword with a


fancy jeweled scabbard and hilt hang on the
wall above three iron chests.

A wight will attack anyone who enters the room.

The bow is a Longbow +1 and the quiver contains


18 Longbow Arrows +1. The sword is a cursed
Longsword -1.

Three locked iron chests, each trapped with a


poison gas and a poison needle trap in the lock,
are against the wall. The first two chests contain
3,000 gp each. The third chest contains a magical
sword and a magical helmet.

The helmet is made of black steel and silver and


will give +1 to AC and saving throws and grant
Darkvision 30' to the wearer. (If the wearer already
has Darkvision, add the 30' to his or her normal
range.) However, it is cursed. Each time it is put 19. Ramp:
on, the wearer must save vs. Spells (without the
bonus from the helmet) or be possessed by an evil In this area you see a ramp leading up, and four
spirit. The evil spirit lays in wait, allowing the hunched humanoids lurching down it toward
character to go about his or her business as you, black eyes glittering with hate, or maybe
normal, but when it sees an opportunity to secretly hunger...
cause harm to others it will take over control of the
This is the tunnel that slopes up to room 12 on the
character to do so. Until this point the character
first level. Four ghouls are traveling along the
will not know he or she is possessed, and afterward
ramp.
the spirit will prevent the character from revealing
his or her predicament. Removing the helmet has 4 Ghouls: AC 14, HD 2*, #At 2 claws/1 bite,
no effect on the possession, and in fact after a Dam 1d4 claw, 1d4 bite, all plus paralysis, Mv 30',
character has been possessed the helmet is no Sv F2, Ml 9, XP 100 ea.
longer cursed and is a normal dwarven helmet of
HP 6 ☐☐☐☐☐ ☐
protection +1. Removing the evil spirit from the
8 ☐☐☐☐☐ ☐☐☐
victim requires a remove curse spell, and the spirit
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
is granted a saving throw as if it were a 5 th level
10 ☐☐☐☐☐ ☐☐☐☐☐
magic-user.

The sword is plain iron in a red leather sheath. It is 20. Empty Room:
a longsword +1, +3 vs. dragons. If the user puts his
or her hand on the hilt, it will throb and pulse when There is a pit in the floor. Someone has
a dragon is within 100 feet. hammered a spike into the floor and tied a rope
to it that leads down into the pit.
Wight: AC 15 †, HD 3*, #At 1 touch, Dam Energy
drain (1 level), Mv 30', Sv F3, Ml 12, XP 175 The pit leads to room 15 on Level 3.
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

17
Dungeon Level 2 The Endless Tunnels of Enlandin

21. Large Cavern: light spell at the tip, with a 30-foot radius. Both
command words are written on the wand in an ink
Inside the door, the floor slopes down and you that is only visible to elves or to characters using
can hear rushing water from the north. There is a detect invisible.
large tunnel to the west leading off into darkness.
You smell fresh air faintly, and perhaps the
24. Cave:
slightest breeze blows from the tunnel.
The pit trap from 27 on Level 1 will drop characters
The tunnel is 300 feet or so long, and slightly curved in the water at “X”. The river here transports
so that light does not reach from one end to the unfortunate souls west, to point “A”, where they
other. It eventually exits to the outside into a are afforded another opportunity to save
wooded ravine. Vines and bushes shield the themselves. STR rolls may be made again in 22
entrance from sight. and yet again in 21 and 23. All characteristics of
this swift-moving channel remain the same
The pit in the floor slopes down to the northeast,
throughout all the caves in which it is exposed;
like a ramp. A slight reddish glow can be seen
refer to location 21.
from below. One can scuttle down the side, but
there is a lot of loose debris, so that each
character must roll a saving throw vs. Death Ray 25. One Way Teleport:
with Dexterity bonus or penalty applied or start a
You see piled boxes, barrels, and chests at the
small rock fall that is 50% likely to awaken the
far end of this room. It appears otherwise empty.
dragon below.
Those who enter room 25 on the first level will end
The underground river flows fast and is 12 feet
up here. Note that the teleport magic from level 1
deep. Anyone entering who fails to roll a saving
to level 2 is one-way only; characters may enter
throw vs. Death Ray with Strength bonus applied
this room as many times as they like, but will never
will be swept away to the northwest and drowned
be transported back to level 1. As mentioned in
and lost forever. Characters with a lot of gear or
level 1, room 25, the boxes, barrels, and chests are
armor will sink and need to shed their gear
all empty.
immediately (losing it forever). Anything held in the
hands is 50% likely to be dropped and also lost to
the current. 26. Orc Parlor:

Four elite orcs are here, arguing in Orcish about


22. Cave: how to divide a treasure of gold coins that lies in
The underground river here is a continuation of the neat piles on a table.
flow in location 21. Anyone entering the water
58 gp lie in piles on the table. There are chairs, a
needs to make the same ability check and suffers
few torches, a barrel of ale, cups, and other
the same consequences on failure, but will be
homey items.
swept away to the west to 21 and 23. He or she
may make the roll again in rooms 21 and 23 to 4 Elite Orcs: AC 16, HD 1*, #At 1 sword (AB +2),
prevent being drowned and lost forever. Dam 1d8+1, Mv 20', Sv F1, Ml 8, XP 37 ea.
HP 8 ☐☐☐☐☐ ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
23. Dark Cavern:
8 ☐☐☐☐☐ ☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
A rotted old chest stands against the north wall
surrounded by the skeletons of three long-dead
humans. Lying beside one of the humans is a
rusty shortsword.

The chest contains a sack of 500 gp, a moldy red


cloak, and a Wand of Secret Door and Trap
Detection (18 charges). The wand is also
enchanted to illuminate on command as if by a

18
The Endless Tunnels of Enlandin Dungeon Level 2

27. Troglodyte Barracks: a 7 HD monster, and anyone bitten must save vs.
Death Ray or pass out from fear, being affected as
Six troglodytes are sleeping in piles of stinky straw if by a sleep spell. Any successful hit against its
in the center of the room. armor class of 18 will cause it to disappear, and in
any event it will disappear after 1d4 rounds.
6 Troglodytes: AC 15, those within 10' must save vs.
Poison (due to stench) or suffer -2 on attack rolls,
HD 2, #At 2 claws/1 bite, Dam 1d4 claw, 1d4 bite, 30. Secret Hall:
Mv 40', Sv F2, Ml 9, XP 75 ea. A gelatinous cube is trapped here. Inside the
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ cube are 150 gp, a longsword, and a Potion of
6 ☐☐☐☐☐ ☐ Healing in a glass bottle sealed with wax.
7 ☐☐☐☐☐ ☐☐
Gelatinous Cube: AC 12, HD 4*, #At 1,
6 ☐☐☐☐☐ ☐
Dam 2d4+paralysis, Mv 20’, Sv F2, Ml 12, XP 280
9 ☐☐☐☐☐ ☐☐☐☐
3 ☐☐☐ HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
28. Empty:

29. Illusion Room:


This room contains an illusion of a charging seven-
headed hydra, complete with sound. No matter
which door the party enters, the hydra will charge
at them with a roar, snapping its jaws. It attacks as

19
Dungeon Level 3 The Endless Tunnels of Enlandin

Dungeon Level 3
Wandering Monsters 2 1 Ochre Jelly (2 total): AC 12 (only hit by fire
or cold), HD 5*, #At 1 pseudopod, Dam 2d6,
The GM should roll 1d6 every three turns or so, with Mv 10', Sv F5, Ml 12, XP 405 ea.
a 1-4 indicating an encounter. In this case, roll HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
1d10 to select the specific encounter. ☐
25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
1 4d6 Orcs (32 total): AC 14, HD 1,
☐☐☐☐☐ ☐☐☐☐☐
#At 1 longsword or 1 shortbow, Dam 1d8 or
1d6, Mv 30', Sv F1, Ml 8, XP 25 ea. 6 2d4 Zombies (18 total): AC 12, half damage
HP 8 ☐☐☐☐☐ ☐☐☐ 3 ☐☐☐ from blunt weapons, 1 point only from arrows
2 ☐☐ 6 ☐☐☐☐☐ ☐ or bolts, HD 2, #At 1, Dam 1d8, Mv 20', Sv F2,
8 ☐☐☐☐☐ ☐☐☐ 2 ☐☐ Ml 12, XP 75 ea.
7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐ HP 8 ☐☐☐☐☐ ☐☐☐
7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐ 7 ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐ 3 ☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐
6 ☐☐☐☐☐ ☐ 3 ☐☐☐ 7 ☐☐☐☐☐ ☐☐
3 ☐☐☐ 3 ☐☐☐ 3 ☐☐☐
4 ☐☐☐☐ 2 ☐☐ 8 ☐☐☐☐☐ ☐☐☐
2 ☐☐ 3 ☐☐☐ 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐ 1 ☐ 6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐ 1 ☐ 10 ☐☐☐☐☐ ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 1 ☐ 8 ☐☐☐☐☐ ☐☐☐
5 ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐ 3 ☐☐☐
7 ☐☐☐☐☐ ☐☐ 2 ☐☐ 9 ☐☐☐☐☐ ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐
10 1d4 Harpies (6 total): AC 13, HD 2*,
9 ☐☐☐☐☐ ☐☐☐☐
#At 2 claws/1 shortsword + special, Dam 1d4
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
claw, 1d6 shortsword + special,
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
Mv 20' Fly 50' (10'), Sv F2, Ml 7, XP 100 ea.
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
HP 9 ☐☐☐☐☐ ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 7 1d4 Wererats (12 total): AC 13 †, HD 3*,
☐ #At 1 bite or 1 longsword, Dam 1d4 bite or
9 ☐☐☐☐☐ ☐☐☐☐ 1d8 longsword, Mv 40', Sv F3, Ml 8, XP 175 ea.
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐ ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐
3 1d3 Wights (5 total): AC 15 †, HD 3*,
23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
#At 1 touch, Dam Energy drain (1 level),
☐☐☐☐☐ ☐☐☐
Mv 30', Sv F3, Ml 12, XP 175 ea.
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
7 ☐☐☐☐☐ ☐☐
9 ☐☐☐☐☐ ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
5 1 Grey Ooze (3 total): AC 12, HD 3*, #At 1, ☐☐☐☐
Dam 2d8, Mv 1', Sv F3, Ml 12, XP 175 ea. 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 3 ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐

20
The Endless Tunnels of Enlandin Dungeon Level 3

8 2d4 Bugbears (20 total): AC 15, HD 3+1, #At 1 1. Cave:


sword, Dam 1d8+1, Mv 30', Sv F3, Ml 9,
XP 145 ea. This is a rough-walled cave with numerous
HP 10 ☐☐☐☐☐ ☐☐☐☐☐ stalactites. A slight reddish glow can be seen
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ from below. The rugged floor slopes down to the
☐☐ northeast, like a ramp. There is a lot of loose
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ debris.
☐☐☐
Each character must make a Dexterity ability roll
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
(or alternately, a save vs. Death Ray with Dexterity
10 ☐☐☐☐☐ ☐☐☐☐☐
bonus applied, at the GM's option) or start a small
8 ☐☐☐☐☐ ☐☐☐
rock fall that is 50% likely to awaken the dragon
8 ☐☐☐☐☐ ☐☐☐
below.
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 2-3. Dragon’s Cave:
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
This is a large cavern with stalactites hanging
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ from the ceiling. In the center of the cavern is a
crater. Escaping natural gas burns with a reddish
☐☐☐☐
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ glow that lights the entire cavern. On a three-
foot high ledge in the north part of the cavern, a
☐☐☐☐☐ ☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ large red dragon sleeps curled around a pile of
treasure. The charred remains of three Dwarves,
☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ with ruined armor and weapons, lie at the edge
of his ledge.
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ Lying near of one dwarf's body is a Mace +2.
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐ Nuridorix (Red Dragon): Age Category 4, AC 21,
6 ☐☐☐☐☐ ☐ HD 10**(+9), #At 2 claws/1 bite or breath (Fire
Cone 90’ long to 45’ wide)/1 tail,
9 1d4 Ogres (7 total): AC 15, HD 4+1,
Dam 1d8/1d8/4d8 or 10d8/1d8, Mv 30' Fly 80' (20'),
#At 1 club, Dam 2d6, Mv 30', Sv F4, Ml 10,
Sv F10, Ml 8, XP 1,480
XP 240 ea.
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ HP 66 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐ His treasure includes 13,000 cp, 18,000 sp, 6,000 gp,
21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 46 gems, a Potion of Gaseous Form and a Potion of
☐☐☐☐☐ ☐ Delusion, a Scroll of Protection from Lycanthropes,
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ a Magic-User Scroll of one spell: cone of cold, a
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ Rope of Climbing, a Ring of Protection +1, a cursed
☐☐☐☐☐ Longsword -2, and a Shield +1. Twenty of the
gems are worth 10 gp each, twelve are worth 50
4 1d4 Doppelgangers (4 total): AC 15, HD 4*, gp each, eight are worth 100 gp each, and six are
#At 1 fist, Dam 1d12, Mv 30', Sv F4, Ml 10, worth 500 gp each.
XP 280 ea.
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐

21
Dungeon Level 3 The Endless Tunnels of Enlandin

4. Side Cavern: 7. Ochre Jelly:

This side cavern has a large, deep pool of cold The south door hangs off of its hinges and the
water in it. A huge boulder plugs the entrance wood appears to be damaged as if by some
to the east. strong acid. The partially-dissolved body of a
man dressed in plate mail with a mace in his
On the boulder, carved in Dwarven runes, is the hand lies near the east door, with a gold chalice
inscription, "In memory of Legral Thorn, slayer of lying beside it. As you enter the room, you see
orcs and goblins." For every three points of an ochre jelly enveloping a terrified man dressed
Strength over 30 that can be applied to moving in leather armor in the northwest corner. A man
the stone, give a 1 in 6 chance that the characters dressed in robes stands in the center of the
can move the stone, but no more than three PCs room, holding a burning torch in one hand and
can push on it at a time. casting a magic missile at the creature, but this
does not kill it. He sees you and cries out, "Help,
5. Tomb Room: please!"

In the center of this room is a large stone The gold chalice is worth 500 gp.
sarcophagus with a heavy stone lid engraved
with what appear to be Dwarven runes. It is too late for the terrified man; all that might be
Standing behind the sarcophagus are a pair of found of him later is his shortsword, a dagger, and
cadaverous figures in tattered clothing; your first two gems worth 100 gp each.
instinct says zombies, but the cold glow of evil
The mage’s name is Blodgett Derode, and he will
cunning in their eyes tells a different story.
gladly join any party that saves him from the jelly.
The room is inhabited by a pair of wights, set here However, if the PCs refuse to help he will attempt
to guard the tomb. to flee the jelly.

The runes say, "Legral Thorn, scourge of Goblin- Ochre Jelly: AC 12 (only hit by fire or cold), HD 5*,
kind." Inside is the skeleton of a dwarf dressed in #At 1 pseudopod, Dam 2d6, Mv 10', Sv F5, Ml 12,
Chainmail +1 grasping a huge double-bitted XP 405
Greataxe +1 in his bony hands. The axe is so large HP 21 ⊠⊠⊠⊠⊠ ⊠☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
and heavy it inflicts 1d12 points of damage with ☐
every successful hit, but requires two hands to
wield properly. A person with a Strength of 18 can Blodgett Derode: Human Magic-User Level 3,
wield it normally; for any lesser wielder, a penalty of AC 11, AB +1, #At 1 dagger or spell, Dam 1d4 or by
-3 plus the character's Strength bonus applies to all spell, Mv 40', Sv M3, Ml 7, XP 175
attack rolls. For example, a score of 16-17 imposes STR 9, INT 17, WIS 12, CON 9, DEX 12, CHA 9
a -1 to hit (so +0 total with the magic bonus
Equipment: dagger, magic-User Scrolls of sleep,
applied), 13-15 yields a -2 (-1), and 11-12 are at -3
detect magic x3 and hold portal, 2 vials of holy
(-2 with magic). Those with a Strength of 10 or less
water, 2 flasks of oil, 4 torches, 50 foot of rope. a
can hardly lift it off the floor and will be unable to
backpack, and 35 gp in a pouch.
fight with this massive magical axe. Note: Do not
apply the character's Strength bonus to attack rolls Spells: charm person ☐, detect magic,
with this weapon, but do apply it to damage. enlargements, hold portal, light, magic missile ⊠,
read languages, read magic, floating disc,
2 Wights: AC 15†, HD 3*, #At 1 touch, Dam Energy continual light, ESP, knock, web ☐, wizard lock;
drain (1 level), Mv 30', Sv F3, Ml 12, XP 175 ea. currently-prepared spells are marked with ☐
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ HP 6 ☐☐☐☐☐ ☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

6. Empty:

22
The Endless Tunnels of Enlandin Dungeon Level 3

8. Rat Cave: 12. Rat Room:


This room can only be reached by a narrow tunnel, As you enter this room, a dozen giant rats rush
three feet in diameter. Characters larger than a toward you angrily.
Halfling will have to crawl (no shield or two-handed
weapon can be used, -1 on attacks). If half their number are killed, the rest will flee. The
room has the remains of some old boxes and
In the cave are two wererats. If attacked, one of barrels in it, but nothing of value.
them will blow a silver whistle that will summon 2d6
giant rats in 2-5 rounds. The wererats have a nest 12 Giant Rats: AC 13, HD 1d4 hp, #At 1 bite,
with a bag of 300 gp, 300 sp, and a silver scroll Dam 1d4 + disease, Mv 40', Sv F1, Ml 8, XP 10 ea.
tube with a Clerical Scroll of remove curse and
HP 3 ☐☐☐ 1 ☐
cure disease x3 and a protection from
1 ☐ 2 ☐☐
lycanthropes scroll rolled up together. The silver
4 ☐☐☐☐ 2 ☐☐
tube alone is worth 100 gp. Each wererat wears a
3 ☐☐☐ 1 ☐
silver ring engraved with a crowned rat’s head
4 ☐☐☐☐ 1 ☐
(worth 50 gp). The rings are passes for entry into a
1 ☐ 1 ☐
secret society of wererats. The GM can
incorporate this into his or her campaign at a
future date (or substitute some other treasure 13. Bugbear Lair:
instead).
Five bugbears are arguing over a bag, which
2 Wererats: AC 13†, HD 3*, #At 1 bite or 1 weapon, looks as if it contains coins.
Dam 1d4 or 1d6 or by weapon, Mv 40', Sv F3, Ml 8,
The bag contains 150 gp. The bugbears are
XP 175 ea.
armed with morningstars and battle axes. The
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ room is furnished with a dozen untidy piles of straw
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ and skins. A barrel filled with water is pushed in
front of the hole in the wall, concealing it. A silver
9. Tunnel Room: dagger (worth 30 gp) is on the floor under the
barrel.
This room appears empty. Narrow tunnels are
dug into the walls. 5 Bugbears: AC 15, HD 3+1, #At 1 morningstar or
battle axe, Dam 1d8+1, Mv 30', Sv F3, Ml 9,
See area 8, above, regarding the tunnels. XP 145 ea.
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
10. Rat Room: 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
Eight giant rats are in this room gnawing on some
9 ☐☐☐☐☐ ☐☐☐☐
bones.
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
8 Giant Rats: AC 13, HD 1d4 hp, #At 1 bite,
Dam 1d4 + disease, Mv 40', Sv F1, Ml 8, XP 10 ea. 14. Aerie Room:
HP 2 ☐☐ 2 ☐☐ This room has a twenty-foot high ceiling. Three
4 ☐☐☐☐ 2 ☐☐ harpies rest on narrow ledges fifteen feet up.
2 ☐☐ 3 ☐☐☐
1 ☐ 1 ☐ Each harpy wears a necklace worth 1d4x100 gp.

3 Harpies: AC 13, HD 2*, #At 2 claws/1 short sword


11. Empty:
+ special, Dam 1d4 claw, 1d6 shortsword + special,
Mv 20' Fly 50' (10'), Sv F2, Ml 7, XP 100 ea.
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

23
Dungeon Level 3 The Endless Tunnels of Enlandin

15. Pit Room: 20. Bugbears:

A long rope hangs from a square hole in the Four bugbears armed with longswords are here,
fifteen-foot-high ceiling. This room appears hiding around the corner to ambush whomever
otherwise empty. walks past (surprising on a 1-4 on 1d6). They have
no treasure other than their weapons.
This room provides access to room 20 on Level 2,
via a fifteen-foot shaft that ends at the hole in the 4 Bugbears: AC 15, HD 3+1, #At 1 sword,
ceiling. Dam 1d8+1, Mv 30', Sv F3, Ml 9, XP 145 ea.
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
16. Banquet Room: 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
There is a long table with two dozen chairs 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
around it. Plates, bowls, and two silver
candlesticks are on the table, all layered in dust. 21. Evil Cleric's Room:
Rotting tapestries that depict hunting scenes
hang on the wall. You see a Cleric and two acolytes sitting at a
table drinking wine. Behind them stand two men
If anyone touches the table or anything on it, a whom your seasoned eyes recognize as
wight will materialize and attack that person; there zombies. A lantern on the table illuminates the
is only one wight. scene.
The silver candlesticks are worth 100 gp as a set; The Cleric is named Delexetor, and he is a follower
there is nothing else valuable here. of the demon lord depicted by the statue in the
temple (area 22, below). At the sound of any
Wight: AC 15 †, HD 3*, #At 1 touch, Dam Energy
trouble in the temple all within this room will rush
drain (1 level), Mv 30', Sv F3, Ml 12, XP 175
out in 2 rounds.
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
There is a table and 4 chairs, a silver wine carafe,
17. Empty: and 4 cups (cups worth 50 gp each and wine
carafe worth 150 gp).

A locked chest trapped with a poison needle in


18. Haunted Room: the lock contains 600 gp, a jeweled Dagger +1, 4
flasks of oil, a tinderbox, and 7 scrolls of writings of
As you enter a transparent ghostly figure this demon worship cult. Anyone who triggers the
appears, stretches out its arms and flies toward trap must save vs. Poison or become unconscious
you shrieking! for 3d6 turns (making them easy prey for the cleric
and his acolytes).
The apparition is harmless and will appear each
time the room is entered, disappearing as it An unlocked chest contains robes and vestments,
reaches the entrance. 12 vials of holy water, and 12 vials of unholy water
(gain 200 XP total for destroying the unholy water).
19. Pit Trap: The vials are sealed with wax: white for the holy
water, black for the unholy.
There is a pile of loose, soft loam in the middle of
this room, above the pile is a hole in the ceiling.

Characters caught by the pit trap on Level 2 in


location 15 will fall here. They will take only 1d6
points of damage from the fall due to the pile of
soft dirt on the floor.

24
The Endless Tunnels of Enlandin Dungeon Level 3

Delexetor: Human Cleric Level 5, AC 18, #At 1 staff The eyes of the statue are large gems worth 1,000
(AB +4) or spell, Dam 1d4+1, Mv 20', Sv C5, Ml 8, gp each, but climbing up to them will be a
XP 405 problem. Each gem is trapped with an electrical
Equipment: plate mail, Snake Staff, Ring of trap that will inflict 2d6 points of damage when
Protection +1 touched (save vs. Death Ray for half damage).

Spells: cause light wounds, darkness, silence 15' On the altar is a gold chalice encrusted with
radius, hold person blood, a silver knife, and a silver bowl. The knife
Treasure: gold and ruby necklace worth 1,000 gp and bowl are ordinary (the knife is worth 50 gp, the
adorned with a large chunk of amber carved into bowl 100 gp), while the chalice will cause 2d4
the likeness of the god of the temple (serves as his points of damage to anyone other than an evil
unholy symbol; worth 100 gp but most merchants Cleric of the cult who touches it. Award 500 XP to
will refuse to buy it; gain 500 XP for destroying it); the party if they destroy the chalice (unless the
also, he has keys to the doors and the chests in his party is "evil", in which case they receive 500 XP for
pocket. donating it to an evil cult).

HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ 6 Zombies: AC 12, half damage from blunt
weapons, 1 point only from arrows or bolts, HD 2,
2 Acolytes: Human Cleric Level 1, AC 15, #At 1 #At 1, Dam 1d8, Mv 20', Sv F2, Ml 12, XP 75 ea.
staff, Dam 1d4, Mv 20', Sv C1, Ml 8, XP 25 ea.
HP 5 ☐☐☐☐☐
Equipment: chain mail, walking staff, copper holy 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
symbol similar to the priest's (characters gain 50 XP 7 ☐☐☐☐☐ ☐☐
for destroying each of these) 6 ☐☐☐☐☐ ☐
HP 6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐ 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
9 ☐☐☐☐☐ ☐☐☐☐
2 Zombies: AC 12, half damage from blunt
weapons, 1 point only from arrows or bolts, HD 2, 23. Worshipper’s Room:
#At 1, Dam 1d8, Mv 20', Sv F2, Ml 12, XP 75 ea.
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ The room contains numerous cots and chamber
8 ☐☐☐☐☐ ☐☐☐ pots, and a dozen or so men in ragged robes.
When they see you, they draw wicked-looking
daggers and begin to advance.
22. Evil Temple:
These twelve worshipers of the demon lord hate all
This room is lit by a weird green light that seems
intruders. They are fanatics and will fight to the
to emanate from the walls and the massive
death. At the sound of any trouble in temple, they
twenty-foot-tall pillars, which are carved with
will rush out to defend their god to the death,
runes and leering faces. At the far end of the
arriving in 3 rounds.
room is a small altar, a sculpture of a bull-
headed man with tentacles in place of horns 12 Demon Worshippers: Normal Man, AC 11,
which nearly scrapes the ceiling, and a large #At 1 dagger, Dam 1d4, Mv 40', Sv NM, Ml 7,
brass gong. Some silver and gold objects are on XP 10 ea.
the altar, and the eyes of the sculpture appear
to be made from large gems. HP 3 ☐☐☐ 3 ☐☐☐
3 ☐☐☐ 4 ☐☐☐☐
After players advance within 40 feet of the altar, six 1 ☐ 3 ☐☐☐
zombies will step out from behind the pillars and 4 ☐☐☐☐ 1 ☐
attack. Clerics suffer a -2 on any Turning attempts 1 ☐ 6 ☐☐☐☐☐ ☐
for these zombies due to the temple's influence. 6 ☐☐☐☐☐ ☐ 3 ☐☐☐
One of the zombies will beat the gong with its fists
for 3 rounds (alerting those in areas 21 and 23) 24. Empty:
before it attacks; the cleric, acolytes, and zombies
in area 21 will respond in 2 rounds, the demon
worshippers in area 23 in 3 rounds.

25
Dungeon Level 3 The Endless Tunnels of Enlandin

25. Priest’s Room: 4 Gnomes: AC 15 (chain mail), HD 1,


#At 1 weapon, Dam 1d6 shortsword or 1d6 quarrel,
This room is furnished as a luxurious bedroom with Mv 20', Sv F1 (with dwarf bonuses), Ml 8, XP 25 ea.
carpets, wall hangings, and a soft bed. On the
HP 6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐
table, a brass lantern sheds a soft golden light
2 ☐☐ 7 ☐☐☐☐☐ ☐☐
that fills the room. A sturdy-looking chest stands
at the foot of the bed.
27. Ogre’s Room:
The brass lantern contains a continual light spell.
The chest is locked, and the lock is trapped with a An ogre squats on a bearskin in the middle of this
poison needle (save vs. Poison or die). The chest room, chewing on a bone. There is a pile of
contains robes, an ordinary iron mace and 6 human parts, including a few skulls, in the far left
Clerical Scrolls (2x cure light wounds, 2x remove corner. A chest stands in the far right corner.
curse, and 2x cure disease).
On one rotting human hand in the pile of human
On the table with 4 chairs is an ebony and silver remains is a Ring of Fire Resistance.
box (worth 250 gp) that contains 18 pieces of
magical candy. The candy will "seem" to heal 2d4 The chest is locked, and trapped so if it is opened
points of damage for every piece eaten; in reality without moving it, a block of stone will fall from the
it will do nothing. ceiling (attacks as a 3 HD monster and inflicts 2d4
points of damage). The key is under the bearskin.
The ogre moves the chest before he opens it. The
26. Gnome Guard Room: chest contains some bones, 400 gp, and a gem
worth 100 gp. A large iron bell hangs from the
You see four small men, gnomes, if their pointy
ceiling.
noses are any indication, sitting around a small
table where a single candle burns. They are Ogre: AC 15, HD 4+1, #At 1 club, Dam 2d6, Mv 30',
playing cards and drinking ale, from the look of Sv F4, Ml 10, XP 240
it. Each wears a chainmail hauberk, and beside
each on the floor you see shortswords and light HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
crossbows, laid aside to allow their owners to
more easily sit. They look at you for a moment, 28. Guard Room:
and then one says, "Password."
Twelve skeletons stand against the east wall,
There are 134 sp and 76 gp lying on the table. The facing west. Each has a shortbow, 12 arrows
room also has four small beds, each with a small and a shortsword.
chest under it, a barrel of ale, a barrel of water
and some cups. The chests contain gnome The skeletons will attack anyone who enters the
clothes, extra crossbow bolts, and 3d6 gp each. room.

Finally, a chain hangs from the ceiling; if pulled, it 12 Skeletons: AC 13, half damage from edged
rings a bell in the ogre's room (27) and he arrives in weapons, 1 point only from arrows or bolts, HD 1,
4 rounds. #At 1 shortsword or 1 arrow, Dam 1d6 or 1d6,
Mv 40', Sv F1, Ml 12, XP 25 ea.
The gnomes are evil fellows, but like all gnomes HP 5 ☐☐☐☐☐ 4 ☐☐☐☐
they are clever and resourceful. If the PCs enter, 4 ☐☐☐☐ 5 ☐☐☐☐☐
the gnomes will ask for the password (it is "Nibble"). 3 ☐☐☐ 2 ☐☐
If PCs don't know it, the gnomes will say, "That's all 2 ☐☐ 3 ☐☐☐
right, come on in and have some ale, but leave 3 ☐☐☐ 4 ☐☐☐☐
your weapons in the hall...” If the PCs comply, the 3 ☐☐☐ 4 ☐☐☐☐
gnomes will demand they surrender. If the PCs
fight, the gnomes ring the bell and attack. Anyone
who surrenders will end up being sacrificed on the
altar in room 22.

26
The Endless Tunnels of Enlandin Dungeon Level 3

29. Mage’s Room:

There is a mage seated on a throne-like chair


conferring with a fighter who stands before him.
There are two other guards behind the chair.

The mage does not look happy to see you.

This is Astrugon, a 9th-level mage, accompanies


(and protected) by four zombies, two 2nd-level
and one 3rd-level fighters. If the Nestorius (from
room 13 on level 2) is still alive, he will be here as
well, hiding behind the curtain.

The zombies flank the door, and will likely go


unnoticed when it it opened. The room is lit by
continual light and furnished with wall hangings,
chairs, and a table pushed back against the right-
hand wall. A curtain in the back hides a luxurious
bedroom.

The table has a gold ewer of wine (worth 550 gp)


and six silver cups (worth 50 gp each).

In the back, behind the curtain, is an enormous


four-poster bed, a bathtub, a small table (upon
which rests a large copper bottle with an ivory
stopper), a large iron chest, a large iron
candelabra with 4 purple candles lit by continual
There are twelve books and a scroll on the shelf.
light spells (4 silver thimbles, worth 10 sp each,
The books are works on history, the history of
hanging from ribbons tied to the candles can be
magic, weather prediction, the moon, herbal
used to cover the wicks to darken the room), a
remedies, astronomy, etc., and these books are
chair, a wooden chest, and a small wooden shelf
worth 20-120 gp each. The scroll is cursed; anyone
of books.
reading it must save vs. Spells or be reduced to a
The copper bottle is magical, and will pour out up Strength of 3.
to 100 gallons of hot or cold clean water per day,
Snakes from Chest: AC 13, HD 1, #At 1 bite,
on command.
Dam 1d2 + poison, Mv 40', Sv F1, Ml 12, XP 25 ea.
The iron chest is fastened to the floor and is Note that despite the limited number of
engraved with snakes. It is locked and trapped. checkboxes below, there is no limit to the number
Every attempt to open the chest will result in a of snakes that may materialize.
snake materializing on top of the chest and
HP 3 ☐☐☐ 3 ☐☐☐
attacking whomever touched it. If killed, the snake
3 ☐☐☐ 3 ☐☐☐
disappears. One snake will materialize each time
3 ☐☐☐ 3 ☐☐☐
the chest is bothered. The chest contains boots,
3 ☐☐☐ 3 ☐☐☐
shoes, robes, pointy wizard hats, a Bag of Holding
3 ☐☐☐ 3 ☐☐☐
that contains 5,000 gp, a pouch containing four
3 ☐☐☐ 3 ☐☐☐
gems worth 100 gp each and two gems worth 500
gp each, a Rod of Cancellation, two Potions of
Healing, and three Magic-User Scrolls, one each
of detect magic, fireball, and fly.

The wooden chest is unlocked and contains only


towels and blankets.

27
Dungeon Level 3 The Endless Tunnels of Enlandin

4 Zombies: AC 12, half damage from blunt Level Spells


weapons, 1 point only from arrows or bolts, HD 2,
1 protection from good, hold portal, magic
#At 1, Dam 1d8, Mv 20', Sv F2, Ml 12, XP 75 ea.
missile, charm person, shield, sleep,
HP 7 ☐☐☐☐☐ ☐☐ detect magic, read magic, ventriloquism
10 ☐☐☐☐☐ ☐☐☐☐☐
2 mirror image, web, detect invisible,
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
knock, continual light, magic mouth
2 ☐☐
3 lightning bolt, haste, hold person, water
Astrugon: 9th Level Magic-user, AC 15 (11), breathing, infravision
#At spell, Dam by spell, Mv 40’, Sv M9, Ml ??, 4 polymorph self, confusion, remove curse
XP 1,075
5 teleport, animate dead, growth of animal
INT 17 (+2), DEX 14 (+1)
Spells memorized: protection from good, hold Fighter Level 3, AC 18, HD 3, #At 1 Two-Handed
portal, magic missile, mirror image, web, detect Sword +1, Dam 1d10+3, Mv 40', Sv F3, Ml 7, XP 145
invisible, lightning bolt, haste, hold person, STR: 16 or17
polymorph self, confusion, teleport
Equipment: Plate Mail +1, Two-Handed Sword +1.
He wears a gold ring with a ruby worth 350 gp and
Equipment: Wand of Cold (34 charges), Ring of
has 22 pp in his pocket.
Protection + 3, displacer cloak
HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
2 Fighter Level 2, AC 16, HD 2, #At 1 longsword or
Astrugon wears a copper medallion which confers
dagger, Dam 1d8/1d4, Mv 40', Sv F2, Ml 7, XP 75
darkvision. He has the key to his iron chest in his
pocket, as well as a magical spell book that will
Equipment: chain mail armor, shield, longsword,
shrink to one-tenth normal size (or the reverse) on
and dagger. Each has 3d6 gp in his pockets.
command. His spellbook contains the following
spells:
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

Nestorius: see Level 2, Room 13 for his stats.

28
The Endless Tunnels of Enlandin Maps

29
Maps The Endless Tunnels of Enlandin

30
The Endless Tunnels of Enlandin Maps

31
Maps The Endless Tunnels of Enlandin

32
The Endless Tunnels of Enlandin Open Game License

Open Game License


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additional content clearly identified as Open Game Content by the Contributor, 11. Use of Contributor Credits: You may not market or advertise the Open Game
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derivative works under copyright law, but specifically excludes Product Identity. from the Contributor to do so.
(e) "Product Identity" means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, 12 Inability to Comply: If it is impossible for You to comply with any of the terms of
storylines, plots, thematic elements, dialogue, incidents, language, artwork, this License with respect to some or all of the Open Game Content due to statute,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and judicial order, or governmental regulation then You may not Use any Open Game
graphic, photographic and other visual or audio representations; names and Material so affected.
descriptions of characters, spells, enchantments, personalities, teams, personas, 13 Termination: This License will terminate automatically if You fail to comply with
likenesses and special abilities; places, locations, environments, creatures, all terms herein and fail to cure such breach within 30 days of becoming aware of
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic the breach. All sublicenses shall survive the termination of this License.
designs; and any other trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and which specifically 14 Reformation: If any provision of this License is held to be unenforceable, such
excludes the Open Game Content; (f) "Trademark" means the logos, names, provision shall be reformed only to the extent necessary to make it enforceable.
mark, sign, motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License by 15 COPYRIGHT NOTICE
the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Content. (h) "You" or "Your" means the licensee in terms of this agreement.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
2. The License: This License applies to any Open Game Content that contains a Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
notice indicating that the Open Game Content may only be Used under and in David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
terms of this License. You must affix such a notice to any Open Game Content James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
that you Use. No terms may be added to or subtracted from this License except
Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games;
as described by the License itself. No other terms or conditions may be applied to
any Open Game Content distributed using this License. Authors Davis Chenault and Mac Golden.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your Castles & Crusades: Monsters Product Support, Copyright 2005, Troll Lord
Games.
acceptance of the terms of this License.
Basic Fantasy Role-Playing Game Copyright © 2006-2016 Chris Gonnerman.

The Endless Tunnels of Enlandin Copyright © 2003, 2020-2021 Stefan Poag.

END OF LICENSE

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