SP1 Endless Tunnels of Enlandin r5
SP1 Endless Tunnels of Enlandin r5
SP1 Endless Tunnels of Enlandin r5
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
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
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.
3. Kobold Room:
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:
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 ☐☐
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.
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:
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
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
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.
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
16
The Endless Tunnels of Enlandin Dungeon Level 2
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:
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:
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
21
Dungeon Level 3 The Endless Tunnels of Enlandin
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
23
Dungeon Level 3 The Endless Tunnels of Enlandin
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).
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
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
27
Dungeon Level 3 The Endless Tunnels of Enlandin
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
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.
END OF LICENSE
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