TEXT: Micro Module MM1:
  Under the Temple Crypt
  By Extildepo
  FOR CHARACTER LEVELS 4­7
  Under the Temple Crypt is the first in a series of site­based, Swords & Wizardry compatible, “micro modules” that 
  can be dropped into just about any campaign (especially a sandbox­style campaign). No underlying story­
  hook or rational for exploring the site is given here.
  This pamphlet forms a micro module for use with Swords & Wizardry or the Original Edition of the First Fantasy 
  Roleplaying Game. Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch. 
  Verisimilitude Society Press and Extildepo are not affiliated with Matthew J. Finch, Mythmere Games™, or Frog 
  God Games. This product is released under the terms of the Open Game License Version 1.0a, Copyright 2016, 
  Wizards of the Coast, Inc. 
  
  1
  Credit:
  Design by Extildepo
  Cover illustration, all maps, and layout by Extildepo
  Inspired by the works of E. Gary Gygax, Dave Arneson, Robert 
  Kuntz. Brian Blume, Tim Kask, James M. Ward, John Eric Holmes, 
  Tom Moldvay, David Cook, and Frank Mentzer.
  Under the Temple Crypt contains Open Game Content, as defined in 
  the Open Game License, below. Open Game Content may only be 
  Used under and in terms of the Open Game License.
  The following is Open Game Content, except as excluded by the 
  Designation of Product Identity below: monsters, spells, magic items, 
  and monster and creature statistics. 
  DESIGNATION OF PRODUCT IDENTITY
  Everything not designed as Open Game Content is Product Identity, 
  including, but not limited to, artwork, maps, logos, layout, 
  formatting, geographic names and sites, religious sects, monastic 
  orders, the Cave Kraken, and NPC names and traits.
  Micro Module MM1:
  Under the Temple Crypt
  By Extildepo
  FOR CHARACTER LEVELS 4­7
  GENERAL NOTES
  Under the Temple Crypt is the first in a series of site­
  based, Swords & Wizardry** compatible, “micro 
  modules” that can be dropped into just about any 
  campaign (especially a sandbox­style campaign). No 
  underlying story­hook or rational for exploring the site 
  is given here.  This dungeon assumes that there is a 
  temple somewhere with a mysterious walled­in 
  doorframe in the basement crypt. The walled­in 
  doorframe predates the temple itself and leads to 
  ancient subterranean structures that hint of an older 
  civilization as well as an expansive underworld. 
  There is mention of an ancient “god of war” as well as 
  a strange goblin deity, both of which are left 
  purposefully vague so that the referee may further 
  develop these elements to suit their individual 
  campaign. 
  SITE METRICS
  The following metrics are based on the entire contents 
  of the site:
  •
  Average CL: 6 
  •
  Smallest CL: A, Largest CL: 11
  •
  “Boss” Monster CL: 6
  •
  Total Monster XP Available: 9590
  •
  Total Treasure XP: 13547
  •
  Number of Magic Items Available: 7
  •
  Total Possible XP earned: 23137
  •
  Recommended Character Levels: 4 to 7
  RANDOM ENCOUNTERS & OCCURRENCES
  Check for random encounters once every turn (1 in 6 
  chance, every ten minutes).  Roll 1d8:
  1. Distant Noise: The sub­crypt structure is highly 
  unstable. A brick, column or pillar falls somewhere 
  remote from the party. The crashing noise will echo 
  throughout the dungeon. Make a note of where and 
  what has fallen. 
  2. Falling Stone/Column: A large architectural feature 
  has broken loose above the party.  Have each 
  character make a saving throw or suffer damage from 
  a falling brick, stone, stalactite or column. The damage 
  is as follows: small brick: 1d3, large brick or stone: 1d6, 
  stalactite: 1d8, column: 1d12
  3. Cave in/Collapse: The integrity of the immediate area 
  is compromised. An area of 10 to 60 feet diameter (1d6) 
  falls on the party. Each must make a saving throw or 
  suffer 2d6 damage. Make note of what has fallen and 
  where. If the party are in a narrow passageway there’s a 
  50% chance it will be blocked.
  4. Green Slime: The slime will drop from the lofty ceilings 
  and cover a 10­foot diameter area. Any metal or 
  organic substance it touches begins to turn to green 
  slime unless a successful saving throw is made. It can be 
  killed with fire or extreme cold, and the transformation 
  process can be stopped with a cure disease spell.
  5. Yellow Mold: Yellow Mold: HD n/a; AC n/a; Atk 1d6 
  damage (if touched) + spore cloud; Move 0; Save n/a; 
  CL/XP 3/60; Special: Poisonous spore cloud, killed by fire
  6. Skeletons (5­20): HD 1; AC 8[11]; Atk two­handed 
  sword (1d6+1); Move 12; Save 17; AL N; CL/XP 1/15; 
  Special: Immune to sleep and charm spells; HP 5 each
  7. Giant Rats (2­8): HD 1d4hp; AC 7 [12]; Atk 1 bite (1d3); 
  Move 12; Save 18; AL N; CL/XP A/5 (each); Special: 5% 
  are diseased; HP 3 each
  8.Wandering Goblin: HD 1d6hp; AC 6 [13]; Atk sword 
  (1d8); Move 9; Save 18; AL C; CL/XP B/10 (each); Special: 
  ­1 to hit in sunlight; HP 6 each
  
  2
  
  3
  SITE KEY 
  A. Present Day Crypt: This crypt is typical of the 
  times. The north and south walls contain eight deep 
  alcoves where the skeletal remains of high priests now 
  rest. These dead priests still wear their ceremonial 
  robes and stoles. The west wall features an archway 
  (marked as a “secret door” but easily seen by anyone) 
  that has been poorly bricked in. The bricks can easily 
  be pushed through, revealing the ancient stairwell 
  behind. There are no items of value except that the 
  priest who rests in the northwest alcove (top row) 
  wears a gold ring with an emerald setting (value 300 
  gp).
  B. The Pillar Menagerie: This large space contains two 
  arrays of ornate pillars, each featuring a stylized relief 
  carving of an animal (e.g., the outer pillars are aquatic 
  animals, the inner pillars are terrestrial animals). 
  Rather large and sticky cobwebs hang from pillar to 
  pillar, slowing movement and obscuring the lofty 
  ceiling (which is 40ft high).  A green and purple 
  luminescent glow emits from area behind the broken 
  east wall, the result of a large fungi infestation. Among 
  the harmless fungi are two violet fungi.  Embedded 
  inside one of the violet fungi is a large ruby worth 
  480gp.
  Violet Fungus (2): HD 3; AC 7 [12]; Atk 4 tendrils (rot); 
  Move 1; Save 14; AL N; CL/XP 4/120 (each); Special: 
  Tendrils cause rot; HP 15 each
  C. The Dweller’s Nest: The “cobwebs” in area B are 
  the webworks of a giant spider that makes its nest 
  here. It has been feeding on rats and other common 
  dwellers of the underworld for centuries. The spider 
  has four victims, hanging high in her web, wrapped in 
  cocoons. The victims are: a goblin (a goblin­sized 
  sword, 20sp), a dwarf (dwarf­sized plate armor, 
  throwing axe, 50sp, 20gp), a hobbit (+3 dagger, 40gp) 
  and a human (four silver daggers, 60sp, 2gp).
  Giant Spider (6 ft. diameter): HD 4+2; AC 4[15]; Atk 1 
  bite (1d6+2 + poison); Move 4; Save 13; AL C; CL/XP 
  7/600; Special: lethal poison, webs; HP 30
  D. The Ancient Temple Sanctuary: This once opulent 
  sanctuary is now in ruin. One of the large green­and­
  black marble pillars has fallen. Large pieces of marble 
  and limestone litter the floor as does gravel and dust. 
  Upon the large dais there is a bronze statue of an 
  ancient war god (perhaps an elephantine figure 
  holding some weapon). The eye sockets are empty 
  (they once held jewels). A dozen giant rats climb out 
  from southwest hole in search of flesh. The rats have 
  swallowed the following items: ring of protection, two 
  fancy gemstones (worth 50 gp each), 20 silver coins, 2 
  gold coins. 
  Giant Rats (12): HD 1d4hp; AC 7 [12]; Atk 1 bite (1d3); 
  Move 12; Save 18; AL N; CL/XP A/5 (each); Special: 5% 
  are diseased; HP 3 each
  E. Tunnel to the Lower City: This rather wide tunnel 
  with slippery hewn steps descends and leads to a large 
  ledge overlooking a half­buried ancient street. The ledge 
  is 30­feet above the “ground­level” of the street. A 
  second ledge in the northwest corner, about 25­feet 
  above ground­level, is accessible via the hewn steps 
  leading down. 
  F. The Buried Street Corner: This large cavern contains 
  five partially buried buildings. The buildings are of 
  ancient design, made from limestone with ornate 
  doorways, arched rooftops, and (in some cases) marble 
  columns. There are four large stalagmites in front of the 
  north ledge (area E) and many salt stalactites, hanging 
  between 60 and 80 feet above. Lurking in areas (i) and 
  (ii) are two ghouls. These ghouls have no treasure. 
  Ghouls (2): HD 2; AC 6 [13]; Atk 2 claws (1d3), 1 bite 
  (1d4); Move 9; Save 16; AL C; CL/XP 3/60 (each); Special: 
  Immunities, paralyzing touch; HP 10, 12
  G. The Magistrate: The entrance to this building is open 
  and arched. There are three faux columns on each side of 
  the entrance, giving the building a regal look.  Lurking 
  in one of the dusty corners is a ghoul. There is a horde of 
  half­eaten goblin bodies in the southeast room. These 
  include their weapons, armor and 100 silver pieces. 
  Ghoul: HD 2; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d4); 
  Move 9; Save 16; AL C; CL/XP 3/60; Special: Immunities, 
  paralyzing touch; HP 14
  H. The Looted Treasury: This room is full of debris from 
  ancient tunnellers. It is hard to say if the tunnelling is 
  recent, made by animal or humanoid activity (dwarves 
  might say the tunneling is ancient but not the work of 
  animals). There are six open brass coffers in this room. 
  The locks could be made functional again by an 
  enterprising thief with thieves’ picks. 
  I. The Cavern Way: This cave has a natural appearance; 
  however, the ground seems unnervingly flat (dwarves 
  may note this is the work of tunnellers).  The cave walls 
  
  4
  feature a pox of small fist­sized indentations. These seem 
  to cluster near the ground and do occur above 5 feet.  
  Both the ground and walls are wet and seem to “sweat” 
  a reddish water. The strata on the walls is rich in iron. 
  The liquid that has pooled on the ground is deep 
  crimson. A rust monster makes its nest in area J but 
  often feeds here. 
  J. A Haunted Dwelling: Unlike the Cavern Way (area I), 
  this room is dry and littered with red dust. A rust 
  monster makes its nest here.
  Rust Monster: HD 5; AC 2 [17]; Atk 2 antennae (0); Move 
  12; Save 12; AL N; CL/XP 5/240; Special: Cause rust; HP 30
  K. The Haunted Store­Front: This room contains a 
  dozen, rather large (4ft tall), ceramic urns. The north 
  wall has a wicket­like window that is completely buried 
  in. Despite being dry, there is the constant sound of 
  running water. Lurking behind the urns is a black 
  pudding. 
  Black Pudding: HD 10; AC 6 [13]; Atk 1 attack (3d8); 
  Move 6; Save 5; AL N; CL/XP 12/2000; Special: Acidic 
  surface, immune to cold, divides when hit with lightning; 
  HP 52
  L. The Haunted Cellar: This room is empty. The area 
  marked “x” indicates a weakness in the floor. Any man­
  sized creature may cause the floor to collapse, causing 
  the victim to fall into the underground stream below. 
  The stream will carry them to area W. 
  M. The Plebeian­Bathhouse: This ornate room sports 
  colourful frescos on the walls, showing bathing ancients 
  in and out of white robes. The two baths are full of black 
  liquid. These baths are connected to the larger bath in 
  area P. A cave kraken dwells within the hidden depths. 
  Cave Kraken: HD 10+10; AC 0 [19]; Atk 10 tentacles (50 ft 
  reach, 1d6), bite (3d6); Move (Swim 3) (Jet 21); Save 3; 
  AL C; CL/XP 11/1700; Special: Super hearing (the Cave 
  Kraken is Blind), constriction, swallow whole; HP 5 (each 
  tentacle), 10 (body)
  N. The Bathhouse Changerooms: Ancient stone benches 
  line the walls of this place. The windows (looking into 
  area F) are ten feet above the ground. Otherwise this 
  place is empty. 
  O. The Hewn Way: To most, these tunnels look natural. 
  To a dwarf, these caves look very odd indeed, perhaps 
  the crude work of goblins. Stalagmites and stalactites 
  have since grown in these tunnels. They are crystalline 
  and will cause torchlight/lanterns to illuminate twice 
  the normal distance (but the party will be seen by the 
  goblins in area Q well in advance).
  P. The Bathhouse: This is the major bathhouse. The 
  ceilings are high and vaulted, the water is black and 
  filthy, and the faux columns are aquamarine in color.  
  This (and the baths of area M) are fed by a deep well. 
  A hungry cave kraken dwells here (same creature 
  found in area M). The well is also occupied by six 20­
  foot long giant pike. These will appear if the cave 
  kraken has been killed. 
  Giant Pike (6): HD 4; AC 7 [12]; Atk 1 bite (2d6); Move 
  (swim 12); Save 13; AL N; CL/XP 4/120 (each); Special: 
  swallow whole; HP 20 each
  The giant pike have swallowed and digested many 
  victims over the ages. In each of their bellies are 
  trapped 480gp worth of coin and medium­valued 
  gems. 
  Q. The Courthouse: The courthouse is partially buried 
  and many of its interior columns have fallen. Two such 
  columns lie in the western portion of the building 
  where tunnellers have broken through. The evidence 
  of a goblin camp can be found here (e.g. coal fire 
  hearth, rat bones, broken ceramic jugs, a few coins). 
  Behind one of the columns is a half­eaten goblin 
  corpse. A troll haunts the nearby Hidden Alcove (area 
  T) and may wander in through the collapsed western 
  wall.
  R. Insula: These ancient apartments (both areas R and 
  S) are now the guard posts for a band of twelve 
  goblins. They have lined the corners with animal skins 
  and other goblin provisions. Hidden among the 
  mundane provisions are one minor gemstone  worth 
  120gp and a medium gemstone worth 320pg. 
  Goblins (4 swordslingers): HD 1d6hp; AC 6 [13]; Atk 
  sword (1d8); Move 9; Save 18; AL C; CL/XP B/10 (each); 
  Special: ­1 to hit in sunlight; HP 5 each
  Goblins (8 archers): HD 1d6hp; AC 6 [13]; Atk short bow 
  (1d6); Move 9; Save 18; AL C; CL/XP B/10 (each); 
  Special: ­1 to hit in sunlight; HP 3 each
  S. Chief’s Insula: This ancient apartment has the 
  distinction of being the chieftain’s station. He keeps 
  two guards at the hewn steps at all times. The chief 
  carries a major gemstone worth 400gp while his four 
  henchmen carry 1200 sp and 20gp
  
  5
  Goblins (4 swordslingers): HD 1d6hp; AC 6 [13]; Atk 
  sword (1d8); Move 9; Save 18; AL C; CL/XP B/10 (each); 
  Special: ­1 to hit in sunlight; HP 6 each
  Goblin Chief: HD 2+2; AC 6 [13]; Atk 2­handed sword 
  (1d12); Move 9; Save 18; AL C; CL/XP 4/120; Special: ­1 
  to hit in sunlight; HP 13
  T. The Hidden Alcove: This is the lair of a fearsome 
  troll. Hidden in a small hole in the wall is a sack of 
  coins (600gp), two potions of healing and a potion of 
  heroism. 
  Troll: HD 6+3; AC 4[15]; Atk 2 claws (1d4), 1 bite (1d8); 
  Move 12; Save 11; AL C; CL/XP 8/800; Special: 
  Regenerate 3hp/round; HP 33
  U. Cavern of the Cult: This very large natural cavern 
  sports a half­buried ancient temple upon a plateau 
  (area V) on the opposite side of a natural flowing 
  stream. The goblins have moored two rowboats here. 
  The boats are made from thin strips of brass, riveted 
  together and greased. They double as food and 
  equipment stores. Hidden among the provisions is a 
  bag of coin and gems (two minor gems worth 40gp 
  each and 240sp). There are seven goblins stationed 
  here. 
  Goblins (3 swordslingers): HD 1d6hp; AC 6 [13]; Atk 
  sword (1d8); Move 9; Save 18; AL C; CL/XP B/10; 
  Special: ­1 to hit in sunlight; HP 5 each
  Goblins (4 archers): HD 1d6hp; AC 6 [13]; Atk short bow 
  (1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: ­1 to 
  hit in sunlight; HP 3 each
  V. The Great Lower Temple: This once­opulent 
  temple is now the abode of a goblin priestess. The 
  inner sanctuary has been blackened and desecrated by 
  many blood sacrifices and burnt offerings. The 
  priestess has destroyed the original idol in the 
  sanctuary and replaced it with a crude effigy made 
  from strips of iron that have been stitched together 
  using rivets and steel wire. The stolen jewels from the 
  war god in area D have been incorporated into this 
  effigy (worth a combined 5000gp). Upon he altar near 
  the effigy, are the fixings of ritual magic. The priestess 
  is one step away from summoning a second­category 
  demon. If she spills her blood upon the altar, such a 
  creature will appear, but it will not be bound by any 
  circle of protection. The priestess will then cast 
  protection from evil upon herself, at the first 
  opportunity (or the demon may attack her!). Hidden 
  among the priestess' possessions is a scroll containing 
  Finger of Death (5th level cleric spell) and a small 
  diamond worth 600gp. 
  Goblin Priestess: HD 6; AC 6 [13]; Atk staff (1d4), dagger 
  (1d4); Move 9; Save 10; AL C; CL/XP 6/800; Special: ­1 to 
  hit in sunlight, spells (2,2,1,1): Darkness (Light), Protection 
  from Evil, Bless, Hold Person, Cause (Cure) Disease, Sticks 
  to Snakes; HP 30
  Second­Category Demon (Hezrou Type): HD 9; AC ­2 
  [21]; Atk 2 claws (1d3), 1 bite (4d4); Move 6 (Fly 12); Save 
  6; AL C; CL/XP 11/1700; Special: Magic resistance 50%, 
  demonic magical powers; HP 40
  W. The Stream Continues: A deep (6ft) stream flows 
  through this natural cavern. There is a 20­foot high ledge 
  in the southwest corner and an alcove hidden behind 
  two stalagmites in the northeast corner. Goblins have 
  moored their rowboat here and made camp on the 
  ledge.  A mated couple of bugbears have taken residence 
  in the alcove. They are debating whether to attack the 
  goblins for their vessel. The bugbears hoard a small 
  wooden chest containing 300gp, and seven minor gems 
  worth 20gp each. The goblins each have 4 gold on them. 
  Goblins (4 archers): HD 1d6hp; AC 6 [13]; Atk short bow 
  (1d6); Move 9; Save 18; AL C; CL/XP B/10 (each); Special: 
  ­1 to hit in sunlight; HP 3 each
  Goblins (4 swordslingers): HD 1d6hp; AC 6 [13]; Atk sword 
  (1d8); Move 9; Save 18; AL C; CL/XP B/10 (each); Special: 
  ­1 to hit in sunlight; HP 4 each
  Bugbears (2): HD 3+1; AC 5 [14]; Atk 1 bite (2d4) or 
  weapon (1d8+1); Move 9; Save 14; AL C; CL/XP 4/120; 
  Special: Surprise opponents, 50% chance; HP 18, 16
  
   
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System
  Reference Documement 5.1 Copyright 2016,
   Wizards of the
  Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008­2011, Matthew J. Finch
  Under the Temple Crypt, Copyright 2018, Verisimilitude Society Press
  END OF LICENSE
  
  Also available on DriveThruRPG from Verisimilitude Society Press:
  M1: Jewel of the Lunar Rift (Folio Edition)
  All was quiet in a remote corner of Merseyhomm Shire until a strange 
  obsession gripped the parish priest, causing him and his devout followers 
  to perish in a strange ritualistic frenzy.  The Bishop has assembled a 
  company to investigate. Campaign starter, Levels 1­3
  G1: Tyranny of the Black Tower
  For years, the village of Sacrabad has suffered a reign of terror under the 
  twisted Steward of the Black Tower. Can your party champion the cause 
  of rebellion, rescue the rightful leader, and end the tyranny? Levels 3­5
  G3: Cult of the Green Orb
  For the outpost of Piktown, a strange green glow in the mountains 
  harkens back to an era of arcane war and terror. Will your party travel to 
  the ancient dwarven citadel and rid Piktown of this bad omen? 
  Levels 4­7
  © 2018 Verisimilitude Society Press
  
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