A 1st Level AD&D Adventure by MICHAEL
WOODHEAD
(Map created with
Dungeon Maker)
DM's INFO:
Ravaged by a debilitating illness, a half-mad 5th level wizard named
Arkimedes can only remember how to teleport, and has created what he likes to
call the Dungeon of Doom. He challenges various adventurers passing through
to complete the obstacle course he's created in return for wealthy prizes.
However, what starts out as a simple test of the PCs' skills soon turns into
a deadly competition that could very well lead to their deaths.
GOAL:
The primary goal of the PCs is to escape from the Dungeon of Doom
alive.
WANDERING MONSTERS (d8) (Teleported in by Arkimedes)
|
1 1
giant beetle
|
5 2d10
giant spiders
|
|
2 2d12
centipedes
|
6 1
giant scorpion
|
|
3 1d4
fungi
|
7 2d20
giant ants
|
|
4 1d10
giant rats
|
8 1d4
giant worms
|
NOTE: the game is predicated on the fact that the PCs will accept the offer
to take the obstacle course. If they refuse, the portcullis at the entrance
will slam shut and automatically lock. Arkimedes proclaims, "Then you'll
never get out of here alive!", and then teleports away. He sends
wandering monsters to each room the PCs subsequently enter in their quest to
escape.
KEY:
C = concealed door S = secret door X = trap
1. ENTRANCE [15x15 feet; open portcullis
north; locked secret stone door east; open wooden door west] A sign on the
south wall reads, "Are You Really As Good As You Think You Are? Then, It’s Time To TEST YOUR METTLE! Challenge
Your Teammates, Challenge Yourself, Human or Gnome, Halfling or Elf, Dwarf or
Half-Elven, No Matter Your Race, Meet All the Challenges and Win or Lose Face. Prizes
for the winners"
2. ROOM [15x15 feet; open wooden door
east; closed wooden door west; stone tables north and south] Arkimedes
welcomes the PCs and encourages them to participate in the Test Your Mettle challenge, especially with the 1000 GP prize money
at stake. If the PCs agree, he motions them to go through the west door.
3. ARCHERY CONTEST [15x100 feet; targets at 50,75,
and 100 feet; open wooden door southeast] Bows and arrows lie ready to be
used. Each PC has three turns, once for each target, using percentile dice: 1st
Target AC 9, 2nd Target AC 5, 3rd Target AC 1
PRIZE: +1 Bow
4. AXE-THROWING
CONTEST [15x25 feet;
unlocked wooden door north; targets at 25 feet] Target AC 7
PRIZE: +1 Axe of Hurling
5. HOLD YER BREATH
CONTEST [15x15 feet;
5 x 10 foot deep pool in center] A Gem of Healing (+2 to Hit Points when
held) glitters at the bottom. PCs try to reach it without disturbing an
electric eel. PC gets one chance and must make a successful Constitution check
or else the eel attacks
6. SWIMMING CONTEST [15x45 feet; long pool--5x35
feet, 10 feet deep] See PH 120-121
PRIZE: Helm of Underwater Action
7. MIRROR ROOM [15x15 feet; mirror on east wall;
concealed stone door east behind mirror] Upon entering, PCs will see themselves reflected in a Mirror
of Opposition. The images then become dopplegangers who step out of the mirror.
The PCs must virtually fight themselves with whatever weapons are available, or
grapple hand-to-hand if none are carried. If any PC is beaten, he is sucked
into the mirror and the doppleganger takes his place (played by the PC). However,
the doppleganger becomes a mirror image of the original PC--for example, if the
PC is right-handed, he now becomes left-handed.
8. PIT OF PERIL [30x30 feet; 10 feet down stairs
from north door; 3 cages southwest; trapped wooden door south] Stepping on
the square at the bottom of the stairs releases 2d4 rats from one of the cages.
After one round, 2d4 goblins are released, and after a further round, 2d4 orcs
are released from the cages. The creatures attack the PCs.
9. TREASURE ROOM [20x30 feet; pile of treasure
along south wall; wooden door north; locked wooden door south; 5x10 foot drop
pit trap in front of door] PCs
peering through the door from the Pit of Peril will see the south wall lined
with various treasures (DM's choice of what kind and how much). Within the pile
of treasure will be two identical chests--one real, the other, a Mimic. First
PC into the room will trigger a pit trap 10 feet deep with spikes on the
bottom.
10. ROOM [20x30 feet; wooden door north; stone door east; empty] Check for
Wandering Monster(s) before PCs enter
11. CORRIDORS [5 feet wide] As soon as PCs
are through the door, it slams shut behind them. Water begins pouring it from
the end of the corridor. In the water are 2d6 leeches which attach themselves
to 1d4 randomly-chosen PCs. A trigger just south of the trap opens up a pit.
Any PC sliding into the pit will become entangled in strangleweed. Check for Wandering Monsters.
12. ROOM [15x15 feet; two sarcophagi, east and west]
Stairs lead up to this room. If the PCs open the sarcophagi, they will find two
giant centipedes in one of them. They attack the PCs
13. CORRIDORS [5 feet wide] Check for Wandering
Monsters. Stepping on the trap releases noxious fumes for 1d8 turns
Copyright © 2012 by Michael Woodhead
under the Creative Commons License
(http://creativecommons.org/licenses/by-sa/3.0/)
Originally
published in “& Magazine” (Issue 8, Spring 2014)