dungeon of abcdef - campaign wiki - dungeon of abkadev.pdf · m. monsters beneath – down the pit...

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O P Q S R U T A W Y Z 5 4 3 2 BRIDGE CRANK 2 BRIDGE CRANK 1 SMALL GRILLE... SEE TREASURE BELOW! MAGIC GEM! B C D E F H I J K L N M G e c m t h i c g X B. STORAGE Mundane objects, and... ...a fine weapon! C. REFUSE ROOM Filed with dangerous vermin ...and hiding the iron key. D. DEATH FROM ABOVE Toxic nematocyst tentacles! Strange markings on the wall... E. RIDDLING WATER Receive a blessing or a curse. “Red, black or blue, it looks down on you...” (“sky.”) A. ENTRY HALL Resist or suffer gloom. By Maezar = TORCH G. DARK CHASM 20’ wide and very deep. Find some way across. H. GUARD CHAMBER 2-in-6 they’re expecting you... If so, they’ve hidden their treasures (t) including a crank for O). F. MIRROR MAGIC Push the mirror (m) to (e) to create a door, or past (c) to release evil clones! L. OPEN PIT – A strange crooked rod below... (a crank for O.) Q. A TRAPPED CHEST Protecting what?!?! R. FUNGUS PITS Three special types grow: (a) Harmful, (b) Helpful (c) Humanoid. Take (a) or (b) and (c) attacks! W. THE GREAT GRIMN Large, aggressive, deadly... It guards nothing but the bones of those who dared face it before. 1. 1d4 Guards 1-in-8 chance at places marked 2. Rust Monster 3. Slimes 4. Carrion Creeper 5. Giant Centipede 6. Monstrosity! X. ARCANE ALCOVES Suffer two random minor spells. S. SLIMES! Wretched slimes fill this room which also holds a treasure! U. A SMALL TROVE of whatever would be most useful right about now... M. MONSTERS BENEATH – Down the pit to face foes and gain the great treasure seen through the grille near G. N. COLLAPSE!! You can no longer go this way! O. RAISE THE BRIDGE Turn both cranks (found at L and H)to raise it. Without them, swim and face a horror below! Cross to find the copper key in a pool. P. LEAP TO THE LEDGE ...to reach a treasure! (but this lowers the bridge!) I. SKELETONS TRAP The door closes behind you... J. THE DARK DEVOURER! A deadly denizen... K. PRESSURE PLATES “5/9” on the wall... Wrong tries deal minor damage. (See graffiti at D.) Y. LOCK OF THREE KEYS Keys found at (i),(c), and (g) are the only way to open it. Z. THE TREASURY At last! As you stash treasures, you behold the TOME. Suddenly from behind an arras comes Abkadev! “FOOLS! I led you here to bring me at last inside your curséd Master’s impenetrable tower! Now I will destroy that vile worm at last!, but not before I send you all to your DOOM!” The orb flies to his fingers and wicked laughter reverberates as you find yourselves in a barren land facing a savage war band... You must ESCAPE FROM GHJEKL! (...next time!) After finally imprisoning his nemesis Abkadev , your patron the wizard M’nop sends you from his own impenetrable tower to loot the enemy’s lethal dungeon, equipping you with a magic orb to return you to him when you find the Tome of Vyxz and speak the magic words. As he recites them to you, the imprisoned Abkadev squirms... The Dungeon of Abkadev Wandering Monsters Open the panel (p) Release the horror (h) T. HALLS OF FIRE! A map plaque explains: Fireballs begin together. They repeat at 5,4,3, and 2 secs. in halls 50’, 40’, 30’ and 20’ long. You can travel 20’ per second. . TUNNEL OF MADNESS Everyone rolls a d6. Anyone who rolls a 1 suffer some loss of sanity/wisdom/skill and must describe their madness in detail. Those whose rolls match each other ESCAPE. Those still in the tunnel must continue rolling until they match the original “escape” die roll. Turning back is madness: ignore anything but 1 for 2 rolls. Exit to find the golden key. http://creativecommons.org/licenses/by-sa/3.0 Where to stand at how many seconds.

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Page 1: Dungeon of AbCdef - Campaign Wiki - Dungeon of Abkadev.pdf · M. MONSTERS BENEATH – Down the pit to face foes and gain the great treasure seen through the ˝ ˆ near G. N. COLLAPSE!!

O

P

Q

S

R

U

T

A

W

Y

Z

5

43

2

BRIDGE CRANK 2

BRIDGE CRANK 1

SMALL GRILLE...

SEE TREASURE BELOW!

MAGIC GEM!

B

C

D

E

F

H

I

J

K

L

N

MG

e

c

m

t

hi

c

g

X

B. STORAGEMundane objects, and......a fine weapon!

C. REFUSE ROOMFiled with dangerous vermin...and hiding the iron key.

D. DEATH FROM ABOVEToxic nematocyst tentacles!Strange markings on the wall...

E. RIDDLING WATERReceive a blessing or a curse.“Red, black or blue, it looks down on you...” (“sky.”)

A. ENTRY HALLResist or su�er gloom.

By Maezar

= TORCH

G. DARK CHASM 20’ wide and very deep. Find some way across.

H. GUARD CHAMBER2-in-6 they’re expecting you... If so, they’ve hidden their treasures (t) including a crank for O).F. MIRROR MAGIC

Push the mirror (m) to (e) to create a door,or past (c) to release evil clones!

L. OPEN PIT – A strange crooked rod below... (a crank for O.)

Q. A TRAPPED CHEST Protecting what?!?!

R. FUNGUS PITSThree special types grow:(a) Harmful, (b) Helpful (c) Humanoid.Take (a) or (b) and (c) attacks!

W. THE GREAT GRIMNLarge, aggressive, deadly...It guards nothing but the bones of those who dared face it before.

1. 1d4 Guards1-in-8 chance at places marked 2. Rust Monster 3. Slimes 4. Carrion Creeper 5. Giant Centipede 6. Monstrosity!

X. ARCANE ALCOVESSu�er two random minor spells.

S. SLIMES!Wretched slimes �ll this roomwhich also holds a treasure!

U. A SMALL TROVE of whateverwould be most useful right about now...

M. MONSTERS BENEATH – Down the pit to face foes andgain the great treasure seen through the grille near G.

N. COLLAPSE!! You can no longer go this way!

O. RAISE THE BRIDGE Turn both cranks (found at L and H)to raise it. Without them, swim and face a horror below! Cross to �nd the copper key in a pool.

P. LEAP TO THE LEDGE...to reach a treasure!(but this lowers the bridge!)

I. SKELETONS TRAPThe door closes behind you...

J. THE DARK DEVOURER! A deadly denizen...

K. PRESSURE PLATES“5/9” on the wall... Wrong tries deal minor damage. (See gra�ti at D.)

Y. LOCK OF THREE KEYSKeys found at (i),(c), and (g) are the only way to open it.

Z. THE TREASURYAt last! As you stash treasures, you behold the TOME.

Suddenly from behind an arras comes Abkadev!

“FOOLS! I led you here to bring me at last inside your

curséd Master’s impenetrable tower! Now I will destroy

that vile worm at last!, but not before I send you all to

your DOOM!” The orb �ies to his �ngers and wicked

laughter reverberates as you �nd yourselves in a barren

land facing a savage war band...

You must ESCAPE FROM GHJEKL!(...next time!)

After �nally imprisoning his nemesis Abkadev, your patron the wizard M’nop sends you from his own impenetrable tower to loot the enemy’s lethal dungeon, equipping you with a magic orb to return you to him when you �nd the Tome of Vyxz and speak the magic words. As he recites them to you, the imprisoned Abkadev squirms...

The Dungeon of Abkadev

Wandering Monsters

Open the panel (p) Release the horror (h)

T. HALLS OF FIRE!A map plaque explains: Fireballs begin together.They repeat at 5,4,3, and 2 secs.in halls 50’, 40’, 30’ and 20’ long.You can travel 20’ per second.

. TUNNEL OF MADNESSEveryone rolls a d6. Anyone who rolls a 1 su�er some loss of sanity/wisdom/skill and must describe their madness in detail. Those whose rolls match each other ESCAPE. Those still in the tunnel must continue rolling until they match the original “escape” die roll. Turning back is madness: ignore anything but 1 for 2 rolls.

Exit to �nd the golden key.

http://creativecommons.org/licenses/by-sa/3.0

Where to stand at how many seconds.