This is my (characteristically late) contribution to Patrick's Dungeon Poem challenge. It's not especially artpunk, but it is functional. Pdf version available here.
The
Undercellars – to be placed beneath the next house your PCs visit the basement
of…
(For
PCs of levels 2-4)
1: Rotting door
in the darkest and least-visited corner of the basement, three-quarters covered
in heaps of old junk. Ignored by the current residents, who assume it leads to
an old cupboard or something. Crumbling carvings of horned figures and winged
animals just visible in the surrounding stonework. Held shut by seven locks,
once strong, now rusted almost to nothing. One good kick would smash it wide
open.
On the other side are stone stairs leading
steeply downwards and a skeleton in rotted rags, arms desperately outstretched.
Ancient scratch-marks show it died clawing frantically at the door.
2: Six
rusted cages along south wall. Five hold ancient skeletons. The door of the
sixth hangs open.
As soon as the PCs enter the room the skeletons
animate and begin rattling frantically in their cages, shaking the doors and
clacking their jawbones in agitation. (Note that the width of the room means PCs
are likely to hear them before they see them.) If their cage locks are smashed
they run out of the room, up the stairs, and leave the building via the nearest
door or window, attacking anyone who gets in their way. They disintegrate into
dust the moment sunlight or moonlight touches their bones.
For each minute the rattling noises
continue, or each time a loud noise is made in this room (e.g. a cage door
being smashed open), there is a 1-in-10 chance that the beast in 3
awakes. 1d6 rounds later, it will crash through the door to its chamber and
begin hunting the PCs.
Rusted iron hooks on the north wall hold
the rotted remnants of dozens of green robes. The pocket of one holds a silver
necklace set with small garnets (120 GP). The eastern wall is carved with a
long list of names – several hundred in all, including the ancestors of many
prominent local families. Wooden wreckage fills the middle of the room, warped
by time and damp. Rusted iron door leads east to 3. Gaping, dripping
hole leads south to 7.
3: The iron
door that leads into this room is rusted shut. Bashing it open requires a
Strength check. Each attempt made has a 1-in-3 chance of awakening the beast.
At the bottom of the stairs a huge creature
lies sleeping, curled up on itself. Resembles an immense horned snake with six
clawed legs. A glint of gold can be seen protruding from beneath its bulk: a
white gold idol of a bat-like beast (500 GP). The beast can be woken by loud
noises, or by taking damage: otherwise it sleeps through virtually anything,
including having the idol slipped out from under its coils.
Once it wakes it tracks intruders by scent,
patiently pursuing them around the complex. It isn’t fast, but it is very
persistent, and once it has cornered someone it will methodically rip and
bludgeon at them with its teeth, claws, horns, and sheer scaly mass until they
are dead. The only ways to escape are to kill it, to leave via the stairs at 1,
or to escape along the river. It cannot swim, so if anyone leads it to the
river and then swims or boats away from the shore it will abandon the hunt and
return to its lair.
4: Alcove
holding heap of rubble that was once a statue. Clawed outstretched hand now the
only part still recognisable. Wedged behind it is a rotted corpse in a tattered
green robe, with a copper and malachite ring around one finger (25 GP). The
present residents of the building above can identify it as having belonged to an
eccentric great-aunt who went missing several decades ago.
5: Six stone
pillars hung with rusted chains. Ancient bloodstains splatter the floor around
each pillar for a range of several feet. Bone slivers wedged between the
flagstones.
Clinging onto the ceiling are six
black-winged murder-birds, in a state of deep hibernation. They will
awaken 1d6 rounds after the PCs enter, and attack anyone not wearing a green
robe. If routed they fly off to the river and away, not returning to their
roosts until 1d3 days later. The beast from 3 will stop and eat the
corpses of any dead murder-birds it comes across during its pursuit.
6: Walls
engraved with crude carvings of human figures engaged in improbable-looking sex
acts. Floor strewn with rotting pillows and bedding. Rack of cracked white clay
pipes in northwest corner, beside a dented copper bowl containing a black tarry
sludge, dried-out and unidentifiable. In the northeast corner are broken wine
bottles, battered pewter cups, and a still-intact copper flask containing 8
doses of potent laudanum laced with hallucinogenic herbs. (Drinking a dose
induces 1d6 hours of deep sleep filled with vivid and disturbing dreams – worth
10 GP per dose to an artist or insomniac. The whole flask at once would suffice
to knock out the beast from 3, if it could be somehow tricked into
swallowing it.) A shelf on the wall holds two silver goblets engraved For
the Champions (15 GP each), and a golden chalice engraved For the Queen (160
GP).
At the bottom of the pit to the south
lounges Dryden, an immortal violet-skinned youth in tattered orange
rags, dozing away the centuries on a pile of rotted silk. His long purple
fingernails are still immaculate, even after all these years, and he wears a
golden bracelet set with topaz jewels (240 GP) around his left wrist. He is
beautiful, flirtatious, sexually omnivorous, and utterly incurious, answering
all questions about himself and the complex in the vaguest possible terms. (‘It
was built by… people… who’ve been gone for… quite a while?’) He would like the
PCs to help him escape, but if they don’t then he won’t push the matter. He can
always just sleep until someone else comes along.
Anyone who comes into skin-to-skin contact
with Dryden will feel temporary elation followed by a strange sense of weakness,
and will lose 1 HP per hour for the next 1d3 hours.
7: Irregular
tunnel, damp and dripping, rocky floor slick and uneven underfoot. Three spindly
pale-skinned proto-humans wedged into cracks in the rock, sleeping –
they can sleep through all but the loudest noises, but bright light will bring
them stretching and blinking from their crevices, long white limbs unfolding
themselves from the walls, pale tongues licking across wide mouths full of
needle-like teeth. They have no language, but can be placated with offerings of
food – otherwise they will attack the plumpest-looking PC, seeking to drag them
off into the darkness and drown them in the river before eating them. If routed
they flee south and along the river to 8 – they are unaffected by the
ghosts at 10. If the PCs pursue them to 8 they will make a final
stand and fight to the death. Their crevices contain a haul of old, cracked
bones and a rusted dagger with a large pearl set in the pommel (120 GP).
8: Smuggler’s
camp. Corroded lanterns, rotted barrels, a crate of packed with bottles of
contraband brandy (400 GP, but far too heavy, bulky, and fragile to carry
around while adventuring). A rowboat has been pulled up onto the shore here.
Its timbers are warped and leaky: it could be used to travel between this location
and areas 10, 12 or 14, but would undoubtedly sink if used
on a longer voyage.
9: A bare stone span crosses the river, its wooden
handrails rotted to nothing. Ancient clawmarks on the stone. An undead smuggler
named Redmud Bill crouches on the bridge, clutching his burned-out brass
lantern. He wears threadbare work clothes and a jaunty black tricorn with an
opal bead at each corner. Will not let anyone pass, threatening to ‘rouse the
river’ if anyone tries it.
Bill’s mind is so eroded
that all he can remember is that he came here in search of treasure, and he’s
meant to wait here and guard the bridge ‘until his mates get back with the
loot’. Nothing can induce him to leave his post, but he will permit the PCs to
pass if bribed with treasure worth 100 GP or more. If shown the corpse of the
smuggler-chief from 15, he emits a grief-stricken wail and leaps into
the river. He will not resurface.
If the PCs attack or
push past him, Bill rips one of the beads from his hat and throw it into the
river. Moments later, massive blasts of freezing water mingled with stone and
bone start exploding upwards, causing everyone standing on the bridge
(including Bill) to save every round or take 1d6 damage and be knocked into the
roiling, churning water below. Anyone in the water takes an additional 1d6
damage per round from crushing and drowning, and is permitted a Strength check
each round to fight their way onto the shore. (If Bill falls into the river, he
takes only half damage and automatically clambers back onto the bridge after
one round.) The river remains roused for 1d8 rounds, and then falls quiet,
though if Bill is still alive and fighting at this point he’ll throw in a
second bead to rouse it again.
PCs who obtain Bill’s
hat may find it a useful way of getting rid of the beast from 3, as once
knocked into the river it will simply thrash around helplessly in the water
until it drowns.
10: Graveyard. Along
the side of the river stands a row of uniform grey headstones marking the
graves of illegitimate children, secret spouses, disowned relatives, and
murdered rivals, engraved with cryptic symbols meaningful only to the hands
that carved them. The ghosts of those buried here are desperate for
acknowledgement, but over the centuries their stories have all become jumbled
together, an endless tangle of scandals and secrets without beginning or end.
Anyone approaching them will find their mind filled with pleading whispers, and
must save or stand, transfixed, listening to the stories of the dead until they
are physically dragged away. Anyone left among the graves for more than an hour
will be possessed by a confused composite ghost, and will flee the scene on an
impossible mission to prove that they were covertly murdered by their illegitimate
father who was also secretly their wife, or something of the sort. This
possession lasts for 1d6 months, or until a Bless spell is cast on them.
11: The
river is slow-flowing, icy cold, and deep enough to swim (or drown) in. The
riverbed is covered with drifts of ancient bone – several hundred skeletons
worth in all. Diving beneath the surface with a waterproof light source (e.g. a
Light spell) will reveal light glinting off a suspiciously pristine greataxe
still clutched in the hands of a skeleton encased in rusted armour, its copper
haft engraved with astrological symbols. This is the axe Starshine, which
normally functions as a Greataxe +1, but serves as a Greataxe +4 when
wielded in starlight beneath the open sky.
12: A lone proto-human
(as room 7) sits here, singing wordlessly to itself in the dark, casting
nets woven from the sinews of strange subterranean beasts. If approached by PCs
bearing lights it abandons its nets and dives into the water, swimming rapidly
downriver. Its nets are especially effective against winged creatures such as
those in 5 and 15, which if hit with them must save or crash,
wings entangled, to the floor.
13:
Tattered parchments nailed to the walls in
flapping sheets, bearing mostly-illegible genealogies and family trees
stretching back through the centuries. Warped wooden tables heaped with
dried-up inkwells and mouldy parchment. Skeleton sprawled on the floor in
rotten green robes, its skull staved in by a blow to the back of the head. A
wide flight of stairs leads eastward down to 14, strewn with the remains
of another two hacked-up skeletons in green robes.
A huge coffer made from beaten black iron
stands in south-west corner, packed with centuries worth of accumulated
blackmail material: documents bearing witness to false marriages, forged
inheritances, land grabs, rigged elections to civic offices, etc, etc. Most are
so old as to now be of only historical interest, but a patient sift would yield
enough material to ruin 1d6 prominent local families if revealed. All would be
willing to kill to prevent this information becoming public.
14: Three
crudely-carven statues of horned figures. Those to the left and right are male.
The one in the centre is female. All are enfolded in drapery and depicted reaching
outwards with long, clawed hands. Bronze bowls at their feet, stained by
centuries of offerings in wine and blood.
Anyone pouring wine or blood into the bowls
before the male figures gains +1 strength permanently, and is filled with
belligerent and vengeful urges. If they ever back down from a fight, or fail to
avenge a slight or wrong done to them, then the next time they sleep they are
tormented in their dreams by terrible horned figures, gain no rest, and suffer
1d6 damage. This curse can only trigger once per day.
Anyone pouring wine or blood into the bowl
before the female figure gains +1 wisdom permanently, and is filled with impulses
of pragmatic cruelty. If they ever make a decision that causes material
disadvantage to themselves in order to benefit someone to whom they are not
directly related by blood, then the next time they sleep they are tormented in
their dreams by terrible faceless beings, gain no rest, and suffer -1 to all
saves for 7 days. This curse can only trigger once per day, but it does stack
with itself, to a potential maximum of -7 to all saves.
A Bless spell removes both the
positive and negative effects of these blessings, but the recipient takes 2d6
damage as the dark forces within them burst bloodily out of their body, leaving
gory stigmata.
In the southernmost corner is huddled a
skeleton, its once-green robes black with ancient blood. Its bony hands clutch
a silver talisman engraved with a horned figure (10 GP).
15: Immense
vaulted subterranean hall, the product of incalculable labour. Rotting divans
litter the floor. Walls engraved with bass reliefs showing robed men
prostrating themselves between a horned female figure. Floor strewn with
ancient corpses spitted upon one another’s swords, some in the drab clothes of
dockworkers, others wearing rotted green robes. Corpse of the smuggler-chief
lies at the foot of the stairs to 13, rusted cutlass still clutched in
one skeletal hand. His leather backpack contains a miscellaneous tangle of
looted coins and jewellery worth 370 GP. Before him lies a sundered skeleton in
a green robe, a heavy gold chain glinting around its neck (140 GP).
In the centre of the room a huge brass
brazier hangs suspended from the ceiling on an iron chain, and on this brazier
the Winged Guardian – a great leathery bat-like beast with a single huge
yellow eye – dozes over the bones of its dead masters. It will not attack PCs
who hold up the idol from 3: otherwise it launches itself up with an
ear-splitting shriek and assails them, buffeting them with its wings while
spraying them with the searing, tar-like venom it drools continually from its
maw. It will pursue fleeing PCs as far as the river, but not beyond. If routed
it flies up to the ceiling and clings to the roof, but if the PCs continue to
persecute it with missile fire it flies back down and fights until slain.
The Winged Guardian and the beast from 3
are mortal enemies, and if they ever encounter one another they will fight to
the death.
Three pits in the east lead down to 16, coils
of rusted chain heaped next to each one. In the south-west corner stands a
broken-down divan: a green-robed skeleton sprawls beside it with a crossbow
bolt wedged between its vertebrae, clearly shot in the back in the act of
trying to crawl underneath it. Beneath this divan is a concealed trapdoor
leading to 17 – anyone opening this can look down onto the Queen’s bier
without awakening her, potentially allowing a round of surprise attacks.
16: Dank dungeon scattered with rusted chains,
slumped skeletons in rags fettered to walls, a faint smell of ancient human
waste. Two mutant shame children lurk here, wordless and feral, too
warped to die, their mottled skin dotted with patches of scale and hair.
Skilled trapmakers, they have set up a line of hidden snares across the room
that snap taut when triggered, entangling victims legs in lengths of weighted
chain: the children then leap forth to garrote their immobilized victims. If
routed they run and hide in dark corners. Child-like in intelligence, they
respond positively if shown any kind of affection, and will loyally follow
anyone who feeds them or treats them with kindness.
17: Here the
Horned Queen sleeps through the centuries on her bier of bones,
resplendent in shimmering robes of green silk embroidered with golden thread
(120 GP if intact, 12 GP if hacked and stained). She wears a golden circlet set
with three cut emeralds (950 GP). Her two champions
lie curled up on the floor beside her like dogs, naked save for a few rags of
clothing, huge rusted greatswords lying on the ground beside them. All three
are horned and clawed, their bones clearly visible through their leathery
grey-brown skin. Their yellow fangs are very long and very sharp. On a stone
table next to the bier stands an engraved silver flask (30 GP) containing nine
doses of dreamwine, which – if swallowed – place the imbiber in a
dreamlike and disorientated mental state for the next 3d6 hours, during which
they are extremely suggestible. (Trying to make someone do something heinous or
self-destructive allows them a save to break the effect.) Dreamwine is worth 50
GP per dose to criminals or cult leaders.
If the PCs enter the chamber the Queen will
awaken instantly. She is unaware that her followers have perished while she
slept, and will assume that the PCs have come to worship her if any of the
following are true:
· The PCs all have blessings from the statues in 14.
· The PCs come bearing offerings of blood and/or wine in the goblets and chalice from 6.
· The first PC into the room holds up the silver talisman from 14.
If the Queen believes the PCs to be
worshippers, she will enquire after the state of her followers: whether their
numbers are growing, whether their bloodlines are strong, whether their secrets
remain secure, etc. If the PCs give plausible-sounding answers she will bestow a
ritual blessing and dismiss them before returning to her sleep. (They can then
attack with the benefit of surprise, if they choose to do so.) She will become
increasingly suspicious if reawakened by the same group of ‘worshippers’ more
than once. PCs who tell her that the complex is under attack may be able to
trick her and the champions into a trap. She is unaware of the snares in 16,
and will blunder straight into them if lured there.
If the Queen does not believe the PCs are
here to worship her, she gives them a stark choice: follow her or die. PCs who
submit will be relieved of their weapons, and required to drink one dose of
dreamwine each: they will then be subjected to a nightmarish initiation by
ordeal, which they will never subsequently be able to remember except as a
confused nightmare of scorching flames, icy waters, and monstrous faces looming
out of the dark. Any PC who is affected by the dreamwine for more hours than
their Wisdom score will succumb, and become a dedicated cultist of the Horned
Queen. Others may save once per day, with a cumulative -1 penalty for each day
that passes: success means they emerge from their fugue state of terror and
trauma for long enough to try to escape. Cultist PCs who are rescued from the
Queen may eventually recover after 1d6 months of systematic deprogramming.
The Queen is utterly ancient, and believes
in little save the sanctity of bloodlines and of secrets. In battle, her champions
attack with their greatswords, while the Queen uses her curses. If her
champions are killed, the Queen will offer the PCs her circlet and dreamwine in
exchange for her life. If they refuse this offer, she fights to the death.
Monster
Stats
5 Skeletons (room 2): 1 HD (3 hp), AC leather, claw (1d3), morale NA.
The Beast (room 3): 8 HD (37 hp), AC plate, move as dwarf, morale 9. The beast has
enough teeth, claws, horns, and coils to attack everyone adjacent to it every
round for 1d8 damage. Its blood is deathly-cold and horribly poisonous: anyone
wounding it in hand to hand combat must save to avoid being splattered,
suffering crippling, burning agony (-4 to all rolls) until the venom is washed
clean. Characters with no exposed skin are immune to this. (The robes from 2
may be useful, here.) If the beast is killed, 2d10 doses of blood may be
collected from it, usable as blade venom or contact poison.
6 Murder-birds (room 5): 1 HD (4 hp), AC chain, beak and claws (1d4), morale 6. Anyone
wounded by a murder-bird just keeps bleeding, losing 1 HP per round until they
take a round to bandage their wounds. Magical healing instantly ends the
bleeding.
Dryden (room 6): 2 HD (11 hp), AC unarmoured, poisonous fingernails (1 damage, but
save or take 3d6 damage when the poison kicks in 1d10 rounds later), morale 5.
Regenerates 1 HP per hour unless dead. Between 0 HP and -5 HP he will look dead,
but will actually continue to regenerate until fully restored – only at -6 or
below does he actually die.
Proto-Humans (3 in room 7, 1 in room 12):
2 HD (8 hp), AC unarmoured, bite (1d6), morale 6.
If two proto-humans hit the same target in the same round then their victim has
been swarmed and grabbed. They may make a Strength check to break free – if
this fails they will be yanked off-balance and dragged off helplessly into the
darkness.
Redmud Bill (room 9): 3 HD (13 hp), AC leather, rusty hatchet (1d6), morale 8. Has three Beads
of River Rousing, which, if dropped into a freshwater river or lake, rouse
it into furious, churning waterspouts for 1d8 rounds for 1 mile in every
direction.
Winged Guardian (room 15): 5 HD (21 hp), AC chain, wing buffet (1d6), morale 8. Whomever the
guardian is currently attacking must save each round or be seared by the rain
of sticky, burning venom that pours constantly from its mouth, taking 1d8
damage – this damage is halved (rounding down) if they have a shield to shelter
under.
2 Shame Children (room 16): 3 HD (11 hp), AC leather, chain garotte (1d8 – if max damage is
rolled the victim passes out for 1d10 minutes), morale 5. Experts at hiding and
sneaking – if you lose sight of them, you’ll never find them. Attack only from
ambush.
2 Horned Champions (room 17): 4 HD (17 hp), AC chain, greatsword (2d6), morale 10.
Horned Queen (room 17): 5 HD (23 hp), AC chain, teeth and claws (1d6), morale 10. Once per round can call down a random curse on a PC, who must save or suffer (roll 1d4: 1= blindness, 2 = fear, 3 = madness, 4 = paralysis) for the next 1d6 rounds. Anyone wounded by the Queen starts bleeding secrets, and will uncontrollably start confessing whatever they most want to keep secret for as long as the blood continues to flow from their wounds.