Gabriel P – Dungeons of the Forsaken Abbey.pdf

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Dungeons
urudnd@gmail.com)
Dungeons of the Forsaken Abbey
by Gabriel P. (
urudnd@gmail.com
)
Lighting: All rooms & passages are dark
unless noted.
Design: Room & passage heights are 10’
unless noted. All passages are 10’ wide
unless noted.
Wandering monsters (1d6):
1. 1d4 adventurers
2. 2d4 spiders (hatchlings)
3. 2d4 giant rats
4. Ooze
5. 1d4 Skeletons
6. 1d3 Zombies
Atop of a hill stand the ruins of
what was once an abbey. Long ago
the studious monks became
corru
corrupted by some evil they found
underground
while expanding the underground
the
complex. Soon, the corrupted
monks were slaughtered and the
groun
abbey burnt to the ground by an
order of wizards. But the root of
the evil is still there, waiting and
slowly corroding all aroud it...
1. Stairs: Three flights of stairs lead down from the ground floor and the ruins of the abbey into the dungeons. One of the
steps of the first flight is trapped and anyone stepping on it will cause the floor under 1a to open.
a. Spiked pit trap: Anyone standing here when the trap is triggered will fall down 20’ into a series of rusty spikes.
The corpse of an unfortunate adventurer rots here.
2. Tiled cave: This roughly domed room has been carved in the rock and its floor is covered with square black marble tiles.
Here the air is strangely cooler than in the rest of the dungeon. If any of the walls are touched they are oddly cold and a
sensation of something quickly approaching can be sensed, as if it were reaching for the hand from the other side. If even
after that the person continues touching the wall a hand emerges from the wall grabbing his hand and pulling him into an
extradimensional room. The entity there is not evil but anything else is in that room and how to come back from it is for
the DM to determine.
Wine
3. Wine cellar: A series of huge wooden casks fills the southern wall of this room. Some are intact but empty and some are
broken. This room is the den of giants rats that will attack anyone disturbing the place.
4. Large cave: Water oozes down the walls of this natural cave and form a small pond in the middle of it. It also drips down
from the ceiling almost 30’ above. The exceeding water runs to the south and is lost in a large crack on the wall. The
surface of the pond is covered with a dark green algae. At the bottom covered by a heavy iron slab is a fist-sized ruby.
a. Guardian: A couple of large spiders inhabit the caves beyond the crack and has been corrupted by the hidden gem
which they now guard. Any disturbance in the pond will cause the spiders to attack anyone in the room. If
followed, the passages lead to an exit on the hillside.
5. Catacombs: A rusting iron portcullis blocks the access to this room. From floor to ceiling a series of alcoves cover every
wall. In the alcoves rest the bones of long dead monks but some of them are in fact undead creatures: zombies and
skeletons. They will attack and pursue anyone who disturbes any of the alcoves.
a. Ritual chamber: Behind one of the alcoves of the eastern wall there’s a secret door that leads to a room that has
every wall covered by demonic scriptures from floor to ceiling. On the east wall there’s a now mummified corpse
is tied with barbed wire to a wooden X.
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