TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  1 
  BENEATH THE RUINED WIZARD’S 
  TOWER 
   
   
   
  A second level to the Holmes Sample Dungeon 
   
  Beneath The Ruined Wizard’s Tower is an UNOFFICIAL expansion to the 
  Sample Dungeon for the world’s first fantasy roleplaying game. Graphics 
  are public domain except for art by Sheridan McGuire where noted, 
  cover image by Rajesh Misra 
  A dungeon adventure for 4-6 adventurers 
    
   
  by FEN ORC 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  2 
  BACKGROUND FOR REFEREE & PLAYERS 
  Zenopus was a mighty mage 
  Who learned the lore of a lost age. 
  Tunnels he built and dungeons deep 
  And gold he claimed to covet and keep, 
  Until the night his Doom befell 
  And bore his soul to horrid Hell. 
  From then till now his halls lie bare 
  And treasure waits for those who dare 
    
   
   
  — old song 
  Context 
  J. Eric Holmes’ Sample Dungeon is a 
  ground-breaking introductory adventure 
  for the world’s first Fantasy 
  Roleplaying Game from 1977. Although 
  unnamed, it goes by the name of 
  ‘Zenopus’ - the wizard who built the 
  dungeon under his tower then 
  disappeared half a century ago. 
   
  A free pdf of the Holmes Sample 
  Dungeon has been available since 2008 
  at: 
  www.wizards.com/dnd/files/Basic_1977.pdf 
   
  Holmes introduces his dungeon, 
  describing how “the players of the 
  game gather their characters for an 
  assault on the fabulous passages 
  beneath the ruined Wizard's tower.” 
   
  This document offers a sequel – the 
  second level! – to that Sample Dungeon, 
  continuous with its layout and themes, 
  but taking adventurers deeper beneath 
  that ruined tower.  
   
  The adventure is compatible with 
  Blueholme™ but converts easily to 
  variations on the world’s first 
  Fantasy Roleplaying Game or OSR 
  retroclones. 
   
   
   
   
   
  The Hook 
  The players have completed the 
  original level of the Sample Dungeon. 
  They have reached 2nd level in their 
  professions or are about to do so. 
  They are ready to delve deeper in 
  search of the missing wizard, his 
  treasure and the mystery of his 
  disappearance. 
   
  Other Hooks 
  This adventure doesn’t have to be played 
  as a sequel to the Holmes Sample Dungeon. 
  It can be a free-standing dungeon in its 
  own right, although starting characters 
  might struggle with its threats unless 
  they7 start with a couple of magic 
  weapons and potions. 
   
  Rumours (d8) 
  1. The Wizard’s Doom still haunts the 
  tunnels and cannot be killed 
  (false) 
  2. The ghost of the Wizard haunts the 
  underground tunnels (false) 
  3. Evil cultists meet underground to 
  celebrate hideous rituals (false) 
  4. Local criminals use the tunnels to 
  hide their ill-gotten gains (true) 
  5. Long ago, an evil Corsair who 
  terrorised the coastal lands was 
  entombed in this area (true) 
  6. The Wizard built the tunnels as a 
  maze to imprison a demon (false) 
  7. A secret cult has infiltrated the 
  town and meets below ground (true) 
  8. Brubo the Hooded is a Constable, 
  employed by the authorities to 
  keep trespassers out of the 
  dungeon (true) 
   
  
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  3 
  The Dungeon Constable 
  ‘Dingleman’ 
  A ‘Dingleman’ or Dungeon Constable 
  polices a dungeon estate, keeping 
  trespassers away and warning neighbours 
  if monsters emerge. Including a Dingleman 
  makes the business of entering or leaving 
  the dungeon more complicated for players, 
  even if they have ‘cleared out’ the first 
  level. Harming or (worse) murdering the 
  Dingleman is a capital crime. 
  The town authorities have appointed a 
  Dingleman to guard the site of the 
  dungeon and keep away trespassers. 
  His duties also involve watching over 
  the neighbouring cemetery for 
  graverobbers or undead. 
   
  Brubo the Hooded is an ageing Cleric 
  (the low Hit Points reflect his age), 
  a retired adventurer in studded 
  armour with gaps in his teeth and a 
  long dirty grey beard. 
   
  Brubo the Hooded 
  Level 3 Cleric, DEX 13, HP 8, AC 3, Quarter 
  Staff for 1d6, Brubo wears plate mail armour. 
  He's accompanied everywhere by his loyal 
  companion, a grizzled old Guard Dog named Feg 
  (likewise frail with age): 
  Feg 
  DEX 15, HP 12, AC 6, Bite for 1d6, Feg wears 
  studded leather armour. 
  Brubo lives in a small cottage 
  between the dungeon entrance and the 
  cemetery. He patrols the area around 
  the dungeon entrance to chase away 
  trespassers but won't offer violence. 
  He's too honourable to bribe. He will 
  direct Chartered Adventurers to the 
  stairwell and cackle about the 
  endless corridors, the perilous 
  graveyard, the sunken city of pre-
  human origin.  
   
  Unchartered adventurers must wait 
  until Brubo is patrolling the 
  cemetery before they sneak into the 
  dungeon. If Brubo apprehends 
  trespassers, they face a night in the 
  stocks and confiscation of all 
  treasure. If they keep returning to 
  the dungeon, they will earn Brubo's 
  grudging respect and he will 
  increasingly turn a blind eye to 
  their movements, especially if they 
  deal with the Smugglers. 
  Inside the dungeon, Brubo can be 
  encountered as a Wandering Monster. He 
  can help the party out against undead and 
  carries a string of sausages to distract 
  Giant Rats.  
  Brubo only patrols the first dungeon 
  level, but parties of adventurers 
  heading for the lower level will have 
  to avoid or befriend him. If the 
  party are licensed adventurers 
  operating with the approval of the 
  authorities in the town above then 
  Brubo is an assistant who will be 
  waiting for the party when they 
  emerge, offering healing and help 
  bringing treasure to the surface. 
   
  You can read more about Dungeon 
  Constables on the Fen Orc Blog: 
  http://www.fenorc.co.uk/home/the-
  master-of-dungeons 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  4 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  5 
  THE SECOND DUNGEON LEVEL 
  What Zenopus found and Zenopus knew 
  We folks can only wonder 
  But Zenopus’ Doom then Zenopus slew 
  And burst his tower asunder. 
    
   
   
  — old song 
  Wandering Monsters (d10) 
  Check for Wandering Monsters every 3 10-
  minute Turns with a 1 in 6 chance of an 
  encounter; roll 1d10, with -1 outside of 
  the Pre-human City and +1 within the Pre-
  human City. 
  0. Wererat (1) 
  1. Lesser Wights (1d6, see I) 
  2. Giant Rats (2d6) 
  3. Zombies (1d6) 
  4. Skeletons (2d6) 
  5. Smugglers (2d4) 
  6. Ghouls (1d4) 
  7. Stirges (2d4) 
  8. Crystal Spiders (1d4, see Z) 
  9. Cave Creeper (1) 
  10. Doppelganger (1) 
  11. Living Statue (1, see S) 
   
  The Haunted Sea Caves 
  At the western edge of the Sample Dungeon 
  are sea caves occupied by a gang of 
  Smugglers. Where the cave opens out to 
  the sea, lies a solitary rocky isle where 
  the Smugglers deposit their loot. 
  Alternative 
  If you are not situating this below the 
  Holmes Sample Dungeon, the isle can be 
  located just off any forbidding coast or 
  inside a hidden sea cave.  
  Areas A-K are caverns and tombs carved 
  out of the rock beneath this isle. The 
  Smugglers try to appease the undead with 
  offerings of treasure. They have 
  discovered the Crystal Labyrinth (Z) but 
  those who explore it rarely return. 
  A. The Smuggler’s Isle 
  Shaft descending 50’ 
  The isle is visible from the shore because a light 
  shines from it over the dark waters. It is a rocky 
  peak with a rickety wooden jetty on which rests 
  a lantern. There are barrels of supplies (rope, 
  salted fish, tar, ship’s biscuits) and a staircase 
  cut into the rock which descends into the bowels 
  of the earth. 
  Optional 
  If the players waste time or are noisy, 
  the Giant Octopus (M in the Sample 
  Dungeon level one) will emerge and use 
  its tentacles to drag them into the 
  water. Alternatively, a boat of 
  Smugglers might put ashore here and 
  attack trespassers 
  B. Map Room 
  7’ high 
  This room is lit by a tallow candle on a dish on 
  the desk in the middle. The desk is strewn with 
  parchment maps, mostly sea charts.  
  A map shows a route through the Crystal 
  Labyrinth (Z, marked on the map as “crystal 
  caves that go on forever”) to the Pre-human City, 
  which is marked on the map as “ancient lost city”. 
  Using this map enables the party to follow the 
  route without striking out in random directions. 
  The sea charts would be valuable to any pilot or 
  ship’s captain in Portown and can be sold for 
  50gp.  
  Optional 
  The map writing is in Coast Pidgin, a 
  lingua franca used by pirates and 
  smugglers, so a Read Languages spell 
  will be needed to translate unless the 
  players have brought along a Smuggler 
  as a prisoner. The maps show a treasure 
  hidden in a sea cave several miles 
  north of Portown (the Referee can 
  develop this into a dungeon or allow 
  the players to claim a Type A 
  treasure).  
  C. Smugglers’ Trove 
  12’ high 
  This room is lit by torches in sconces. The floor 
  of the corridor outside slopes downwards, 
  allowing barrels to be rolled here. At the back of 
  the room is a tank of water with a 1’ high stone 
  wall around it. The water extends under the wall 
  down a long submerged tunnel. 
   
  Smugglers are heaving crates and barrels 
  around in this room. There are 10 Smugglers at 
  work here, but they can be surprised on a 1-4 on 
  a d6 because they are occupied with their work. 
  Smugglers (Bandits) 
  DEX 10, HD 1, AC 7, bill hooks for 1d6 
  damage, XP 10 
  
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  6 
  The Smugglers are desperate to finish their work 
  and get out of the room before the Brine 
  Zombies arrive from D and claim the offering of 
  silver. They fight like Berserkers (+2 to hit) for 5 
  rounds, then flee, whether they are winning or 
  not. 
   
  The barrels and crates contain contraband (rum, 
  brandy, silks, woollens, spices) with a value of 
  1000gp, although PCs would have to pay tariffs 
  on the goods to 40% of its value (so they could 
  sell the goods for 600gp) – unless the players 
  wish to become smugglers themselves and sell 
  the goods illegally. The Referee should 
  adjudicate whether the town authorities discover 
  the players. If they do, they will seek to imprison 
  the PCs to make an example of them. 
   
  The Smugglers have left an offering of 67sp on 
  the edge of the tank. 
  Optional 
  After the players have been in the room 
  for 1 10-minute turn, 5 Brine Zombies 
  will crawl down the submerged passage 
  and climb out of the tank, looking for 
  the offering. They will attack anyone 
  they find here if the offering is not 
  available. 
  D. The Flooded Room 
  25’ high 
  The tunnels into this room are entirely flooded 
  and only 5’ high. The room is 25’ high and 
  flooded, with water flowing in through the west 
  tunnel and out through a vent in the floor too 
  narrow for people to get through. 
  Ten Brine Zombies float in the water (there 
  might be only 5 if some of them were 
  encountered in the Smugglers Den C), 
  appearing to be waterlogged corpses of 
  mariners.  
   
  Each round that there are PCs in this cave, 0-3 
  (1d4-1) Brine Zombies will activate and attack. 
  The Zombies cannot be turned by a Cleric until 
  they have activated. 
  Brine Zombies 
  DEX 4, HD 2, AC 7, strike for 1d8 damage, 
  undead, XP 25 
  Because Brine Zombies are water-logged 
  corpses they have superior armour and move 
  well in water, attacking every round instead of 
  every other round (but they are slow out of 
  water). 
  Optional 
  Movement rates underwater are halved; 
  spell-casting is impossible and missile 
  weapons cannot be fired. Characters can 
  hold their breath underwater for a 
  number of rounds equal to their 
  Constitution. Each hit in combat forces 
  a character to exhale one round’s 
  breath. When they have no breath left, 
  characters take 1d6 damage at the start 
  of each turn. 
   Sheridan McGuire, 2020  
  E. Empty Room 
  12’ high 
  Room E is always an empty room.  
  Optional 
  The Referee can locate a Wandering 
  Monster in this room. 
  F. Waterfall Room 
  20’ high 
  A waterfall cascades from a crack in the north 
  ceiling into crevice in the floor. There is a 2’ high 
  tank of water against the west wall that has a 
  submerged tunnel. See D for details of the 
  submerged tunnel. The waterfall conceals a 
  shaft leading to the Corsair’s Tomb (G). 
   
  The Corsair’s treasures are in this room: a small 
  chest containing 1500sp, 220gp and 12 50gp 
  pearls. There is also a tapestry of a beautiful 
  woman in fine robes accompanied by a fierce 
  man with piratical clothes, clearly her husband; 
  the man is recognisable as the Undead Corsair 
  when he was alive. While the players examine 
  the treasure, the Undead Corsair will emerge 
  from the waterfall if he has not previously been 
  encountered (see G). 
  
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  7 
  Optional 
  The woman on the tapestry is identical 
  to Lemunda the Lovely (a NPC 
  encountered in the Sample Dungeon and 
  the daughter of a lord in the town 
  above). The players may be able to 
  bargain with the Corsair if they 
  realise this, offering to bring Lemunda 
  to him. The Corsair will agree to any 
  deal that reunites him with ‘Lemunda’ 
  G. The Corsair’s Tomb 
  10’ high 
  This ancient crypt was the burial place of a sea-
  lord, the Corsair, who harried the coasts back 
  when Portown was a mere village. The Corsair 
  was awoken when the Wizard who built the 
  dungeon above opened his tomb many years 
  ago. Now he has recruited the Smugglers to be 
  his human servitors while he raises an undead 
  crew to resume his attacks on the coasts. 
  The tomb contains a stone sarcophagus that is 
  broken open from the inside. An inscription on 
  the lids reads:  
  “Here I lie in death as life 
  Waiting for Numedal, my wife.” 
  The Undead Corsair is a Wight. He appears as a 
  gaunt pirate with glowing eyes whose hair and 
  beard are matted with slime. 
  Undead Corsair (Wight) 
  DEX 14, HD 3, 13 Hit Points, AC 5, drain level 
  on hit, only magic/silver weapons will harm it, 
  magic arrows deal double damage, XP 65 
  Optional 
  If the party are accompanied by Lemunda 
  the Lovely, the Corsair will be stunned 
  for 1 round, then focus all its efforts 
  on turning Lemunda into a Wight and 
  escaping with her into the caves. If 
  the party shows the Corsair the 
  tapestry or mentions Numedal, the 
  Corsair will refrain from attacking if 
  the party agree to bring its beloved to 
  the tomb. 
  If the Corsair is united with the Wight 
  Lemunda/Numedal, he will be freed from 
  these caves and will round yup his 
  undead crew (I) to wage war on the 
  surface world’ 
  H. Tomb Entrance 
  10’ high 
  Stone portals in the wall of this cave mark the 
  entrance to a tomb. The doors have been 
  levered open long ago. Around the tomb 
  entrance are maritime motifs (dolphins, krakens, 
  anchors) and the inscription:  
   
  “Here lies he 
  Whom all coasts fear 
  And waits in death 
  For his love to appear.” 
   
  Ancient block and tackle lie outside, used once 
  long ago to open the tomb. The equipment is 
  marked with a proprietary Z-rune. 
   
  A headless skeleton lies mouldering before the 
  gate – one of the Wizard’s hirelings. The skull 
  can be found on a roll of 1-2 at the back of the 
  room. The hireling was the victim of a trap on 
  the door to the Tomb which causes a heavy 
  blade to spring out of the wall, attacking the 
  necks of all human-sized intruders within 10’ of 
  the doorway. Intruders must save vs death or be 
  decapitated and take 1d6 damage if they 
  succeed. Dwarves and Halflings are too short to 
  be affected by the trap and Elves save at +2.  
  Optional 
  A Dwarf or Elf might spot the trap (1-2 
  on a d6) and Thief might be able to 
  find/remove the trap. It can be 
  triggered safely if weight is placed on 
  the floor section before the door (such 
  as the block and tackle). The blade re-
  sets itself automatically but the trap 
  will not activate again for 1d6 turns. 
  I. The Undead Crew 
  12-15’ high 
  In this cave, six undead pirates labour on 
  strange tasks. They are re-enacting their chores 
  on the Corsair’s long-vanished vessel: pulling 
  non-existent ropes, climbing non-existent rigging. 
  They are Lesser Wights, former Smugglers 
  drained by the Undead Corsair. As Lesser 
  Wights, they do not possess the level draining 
  powers of their master, but magical or silver 
  weapons are needed to harm them. They wield 
  cutlasses. 
  Lesser Wights 
  DEX 9, HD 3, AC 5, 1d6 damage, half damage 
  from non-magical weapons, full damage from 
  magical/silver weapons, double damage from 
  magic arrows. XP 50 
  Optional 
  If the party joins in the strange 
  pantomime of maritime chores, they may 
  be able to cross the cavern without 
  being attacked by the Wights. Each 
  player rolls 1d6 and unless they roll 6 
  their ruse is successful. 
  
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  8 
  J. Perilous Chasm 
  20’ high 
  This crevice descends an unguessable distance. 
  A rickety rope bridge spans the windy gap but 
  crossing is treacherous. Anyone using the 
  bridge must make a saving throw vs Paralysis 
  (use Dexterity modifiers) or fall and be left 
  dangling. Another character who successfully  
  passes their saving throw can rescue the 
  unfortunate, but every round the dangling 
  character must make a second save (using 
  Strength modifiers) and if they fail they fall to 
  their doom.  
  Optional 
  It is possible to see the ledge and 
  cave entrance to the Crystal Labyrinth 
  (Z, PL) from here. If the Referee 
  wishes to extend the dungeon, there may 
  be steps down the side of the Chasm to 
  the third dungeon level. 
  K. Cavern of Ghosts 
  10-20’ high 
  This dismal cavern is 1’ deep in brackish water 
  and rolling mists, lit by a faint silver glow. The 
  shadowy figures of ghosts emerge from the 
  murk. These are the Corsair’s victims, cursed to 
  remain until he is destroyed (if the party enter 
  the room after the Corsair is destroyed they will 
  find only the treasure, the cutlass and ring 
  below). Roll 2d6 for each PC and modify by 
  Charisma to determine which ghost they 
  encounter. 
  2-4 
  A madman appears, spitting curses, and 
  leaps at you. You are possessed by a ghost 
  that wishes to kill the Undead Corsair and 
  will proceed directly to his Tomb (H, 
  unaware of the trap). In battle with the 
  Corsair, if the possessed character is hit by 
  a level-draining attack, the ghost is 
  destroyed and the character is restored to 
  their senses unharmed. This ghost only 
  appears once; otherwise treat as 5-6. 
  5-6 
  A woman emerges with sparkling eyes and 
  an expression of hate. She clutches you 
  with cold hands. Treat as a Shadow (DEX 
  10, HD 2+2, AC 7, 1d4 chilling touch, 
  drains 1 Strength, XP 35). Fight for 1d6 
  rounds before she fades away. 
  7 
  A screaming figure emerges from the 
  gloom, begging and pleading in a language 
  you do not understand. Save vs Spells or 
  flee in fear for 2d6 rounds (crossing the 
  bridge again with no attribute bonuses to 
  on saving throws) 
  8-9 
  A woman appears, dressed in rags, 
  weeping. She offers you a silver ring. 
  “Take this for protection from his hate.” 
  The ring allows a saving throw against the 
  level draining power of undead. It will 
  function three times and then is a plain 
  silver ring worth 100gp. This ghost only 
  appears once; otherwise treat as 7. 
  10-12 
  A warrior appears, covered in a dozen 
  mortal wounds. He offers you a cutlass. 
  “Take this and smite my killer.” The cutlass 
  has a silvered blade (worth 120gp). This 
  ghost only appears once; otherwise treat as 
  7. 
  Optional 
  A Protection from Evil spell will keep 
  the ghosts at bay. It may be possible 
  to negotiate with them if the players 
  declare themselves to be enemies of the 
  Undead Corsair or show sympathy for the 
  spirits plight as the Corsair’s cursed 
  victims. The ghosts might offer the 
  silver cutlass and insist that one PC 
  agrees to become possessed. 
  © 
  Sheridan McGuire, 2020  
  The Temple of the Rat 
  God 
  At the northern edge of the Sample 
  Dungeon are the Rat Tunnels (RT). 
  After crawling for 500’, zig-zagging 
  downwards, explorers emerge in L or 
  P (50% chance of either). 
  Optional 
  The northern dead-end corridor that 
  connects to the Rat Tunnels is a pit 
  trap that triggers on a 1-2 on a d6 
  (test for each character) and sends the 
  party down a chute to area PT on the 
  map. The fall inflicts 1d6 damage. And 
  there is no returning up the chute. 
  Alternative 
  If you are not situating this below the 
  Holmes Sample Dungeon, the Temple can 
  be located under any cemetery or 
  reached through a pit trap.  
  
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  9 
  Areas L-R are old catacombs beneath 
  the cemetery. They have been taken 
  over by an evil secret society with 
  members among the townsfolk of 
  Portown. The Cultists hide their 
  identities from each other with rat-
  masks but are aware that some of 
  their members are Wererats. They 
  have not discovered the Crystal 
  Labyrinth (Z). 
  L. Mother Rat’s Lair 
  10’ high 
  This is the nest for the Rats of the Rat Tunnels. 
  The Mother Rat here is a giant specimen and 
  the other Giant Rats fight twice as fiercely to 
  defend her.  
  Mother Rat 
  DEX 12, HD 2, 9 Hit Points, AC 6, bite for 1d6 
  + disease, XP 25 
  There are a number of Giant Rats with her equal 
  to the size of the party and so long as Mother 
  Rat is alive every round another 1d4 Giant Rats 
  arrive.  
  Giant Rats 
  DEX 12, HD ½, AC 7, bite for 1d3 + disease, 
  XP 7, two attacks per round 
  There are several skeletal bodies in here, 
  carrying 21gp, 780sp, 5 +1 arrows and a potion 
  of water breathing. 
  Optional 
  If Mother Rat is killed the other giant 
  rats will flee back into the tunnels. 
  One of the rat tunnels has a faint glow from it 
  that can be detected the same as a secret door. 
  This leads to the Crystal Labyrinth (Z). 
  M. Prisoner Pit 
  10’ high 
  A 20’ deep well is a prison for future sacrifices 
  for the Rat God. The prisoner in the pit is 
  Osberd the Unready, a Thief who entered the 
  Rat Tunnels to steal the gems from the Idol of 
  the Rat God (see N). Osberd has a reputation in 
  Portown for getting involved in hot-headed get-
  rich-quick schemes and any PCs who are 
  Thieves or Portown natives might know this. 
  Osberd will beg for release, tell the party about 
  the idol and its gems and enthusiastically join 
  them.  
  Osberd the Unready 
  2nd level Chaotic Thief, DEX 14, 5 Hit Points, 
  AC 7, 15% hide in shadows  
   
  He wears leather armour but has no weapons or 
  thieves tools. 
  Optional 
  Osberd has been infected with 
  lycanthropy and is turning into a 
  Wererat. If he is struck in combat he 
  will take no damage and instead 
  transform into a Wererat and fight to 
  defend the Rat God Idol (or else escape 
  in rat form and recruit Wandering 
  Monsters to harass the party). 
  Osberd the Wererat 
  DEX 14, HD 3, 10 Hit Points, AC 6, bite for 
  1d6 + lycanthropy, silver or magic weapons 
  needed to hit, XP 65  
  N. Idol of the Rat God 
  20’ high 
  This shrine is dominated by a 15’ tall statue of a 
  rat-headed humanoid with large rubies for eyes: 
  each ruby is worth 750gp. However, it will take 
  1d10 rounds to pry each gem loose from the 
  statue’s head and as soon as this is attempted a 
  magical alarm is triggered: the statue screeches, 
  which will bring running the Cultists in O and Q 
  in 2d4 rounds. Cultists and Wererats fight like 
  Berserkers to protect their idol (+2 to hit, no 
  morale checks). 
   
  There is a brazier in front of the idol filled with 
  burning coals that illuminate the room dimly.  
  In front of the brazier is a bloodstained altar for 
  horrible sacrifices.  
  Optional 
  A strong character (Strength 15+) might 
  be able to tip the brazier over, which 
  will deal 2d6 damage on enemies 
  standing next to it within 10’. This 
  fiery damage will harm magical 
  creatures like Wererats. 
  The walls are plastered and painted with 
  gruesome scenes of rats feasting on Humans, 
  Elves, Halflings and other good folk. A painting 
  of a robed rat-man priest is a secret door that 
  opens when pressed firmly.   
  O. Rat Priest’s Vestry 
  10’ high 
  The Wererat Priest, Lowill Treb, can be found 
  here in half-rat form, dressing for the 
  forthcoming ceremony. He wears a 600gp gold 
  necklace with rat designs and carries a knife 
  magical +1 and causes the victim to save vs 
  Spells or be immobilised by pain for 2 rounds. 
  The knife’s magic only works on humans or 
  humanoids up to Ogre size and loses its powers 
  if the bearer is every subjected to spells like 
  
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  10 
  Bless or Protection from Evil. He also carries the 
  keys to the victim’s cell (R). 
  Lowill Treb (Wererat) 
  HP 13, HD 3, 11 Hit Points, AC 6, magic knife 
  for 1d6+1 or bite for 1d6, needs magic/silver 
  to hit, XP 75.  
  Optional: Knives roll 2 d6 and inflict the lower 
  result as damage 
   
  Karl McMichael, 2020  
  There is a mirror immovably fixed to the wall 
  which is magical. It always shows the true form 
  of creatures in its reflection, so it will reveal a 
  Wererat (like Osberd from M) or a Doppelganger 
  (see V). If the mirror is touched it becomes 
  opaque and can be passed through as a 
  magical portal. Travellers will arrive in the cellar 
  of the Wererat’s town house in Portown. Lowill 
  Treb the Wererat is a very important person in 
  Portown’s government and a member of an evil 
  secret society that is spreading through the town. 
  The Referee can explore this in future 
  adventures. 
  Optional 
  Treb is a wily foe and will not fight 
  to the death if outnumbered. He will 
  try to immobilise the toughest enemy 
  with his knife and then turn into a 
  normal rat to escape and fetch his 
  Acolytes (Q). In dire straits he will 
  escape through the mirror then break it 
  on the other side to prevent anyone 
  following him (causing the mirror to 
  shatter on the dungeon side too).  
  There is a secret door behind the mirror that is 
  opened by depressing a brick which causes the 
  mirror to swing aside like a door. 
  P. Gateway to the Catacombs 
  15’ high 
  This chamber has funerary reliefs on its broad 
  pillars and two heavy stone doors at the east 
  end. The chamber is occupied by a clan of 5 
  Ghouls who are currently bickering over a body 
  they have stolen from the cemetery: some want 
  to eat it now but others want to wait for it to ripen. 
  The body wears a ring of protection +1.  
  Ghouls 
  DEX 9. HD 2, AC 6, 2 claws & bite for 1d3 
  each + paralysis, undead, XP 30 
  The Ghouls are led by a Master Ghoul who is 
  larger and more hideous than the rest. This 
  creature is tuned as a Wight rather than a Ghoul. 
  Master Ghoul 
  DEX 9. HD 4, 18 Hit Points, AC 4, 2 claws & 
  bite for 1d4 each + paralysis, undead, XP 175 
  Optional 
  This is a very dangerous encounter. The 
  Referee should allow the players to 
  observe the Ghouls without being 
  detected rather than force a battle. If 
  the players decide to retreat or creep 
  to another exit, they will succeed 
  automatically. If the players choose to 
  fight the undead, they attack with 
  surprise. 
  The stone doors on the eastern wall are closed 
  and heavy would require block and tackle to 
  open (and will not open to a knock spell because 
  of their weight). They give access to the 
  Catacombs of the City, which could be the third 
  level of the dungeon if the Referee develops this. 
  Q. Cultist Prayer Room 
  10’ high 
  This room is decorated with macabre tapestries 
  depicting rats rising up and destroying human 
  cities and devouring their inhabitants. A big trunk 
  contains brown and red vestments for 
  worshipping the Rat God. A group of nine 
  Acolytes are here, changing into their robes to 
  worship the Rat Idol in N. Each wears a rat-
  mask to hide their identity and carries a cudgel 
  and wears a ring bearing the symbol of the Rat 
  God worth 20gp. One carries a scroll of detect 
  magic and know alignment. 
  Acolytes 
  Level 1 Chaotic Clerics, DEX 9, AC 7, cudgels 
  for 1d6, XP 10 
  They are Portown residents who belong to a 
  secret cult worshiping the Rat God and they 
  hope that, at the end of the ceremony, one of 
  
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  11 
  them will be turned into a Wererat. If the players 
  attack the Cultists, they will fight back with their 
  cudgels.  
   
  If the players try to speak with the Cultists, roll a 
  Reaction test for their response: 
  2-6 
  The cultist is dedicated to the Rat Cult and 
  determined to prove their fidelity: 
  becoming Wererat is all they care about 
  6-8 
  The cultist is uncertain about the Cult and 
  not willing to die for their beliefs 
  9-12 
  The cultist is a reluctant member and can 
  be persuaded to return to Portown 
  peacefully 
  After the negotiation, if there are more cultists 
  who are reluctant than dedicated, the reluctant 
  group will leave and take the uncertain cultists 
  with them. If the dedicated group is larger, they 
  will all attack 
    
  The reluctant Cultists leave via the Rat Tunnels 
  (they turn the Ghouls) and do not know the 
  identity of the Rat Priest (O). It is possible the 
  evil secret society in Portown will punish them 
  for their betrayal, but this is left to the Referee to 
  develop in future adventures 
  Optional 
  Unbeknownst to the others, one of them, 
  Kara the Winsome, already is a Wererat. 
  She wears a 75gp ring with a symbol of 
  the Rat God on it. 
  In combat, if Kara is struck, she will 
  take no damage and instead transform 
  into monster form. If the players 
  negotiate with the Acolytes and there 
  is a tie, Kara the Wererat will break 
  it in favour of attacking. If the 
  Cultists leave, Kara will assume rat-
  form and sneak off to warn the Rat 
  Priest (O) and both will come looking 
  for the PCs. 
  Kara the Wererat 
  DEX 11, HD 3, 9 Hit Points, AC 6, bite for 1d6 
  + lycanthropy, silver or magic weapons 
  needed to hit, XP 65  
  There is a concealed door behind the tapestry 
  on the southern wall (this is a normal door on 
  the corridor to the south; since it opens onto the 
  concealing tapestry, players may overhear the 
  Cultists and gain surprise). 
  R. The Luxurious Prison 
  10’ high 
  This chamber is locked (the Wererat Priest at O 
  has the key) so a Thief must pick the lock or a 
  spell must be used. The room holds a prisoner 
  for the cult to sacrifice. This is Bes the Blessed, 
  a female Lawful Cleric. Bes was brought here a 
  fortnight ago by the Wererat Priest, under the 
  impression that she has been selected by virtue 
  of her piety and dedication to receive a religious 
  blessing. She has no idea she is to be the 
  sacrificial victim of a Chaotic Cult. 
  Bes the Blessed 
  2nd level Lawful Cleric, DEX 10, 6 Hit Points, 
  AC 9, no weapon, Light spell, XP 25  
   
  Bes has been kept in great luxury because there 
  are two magic items in the room with her. One is 
  a Platter of Delights: if it is covered with its lid 
  the bearer can wish for any sweet delicacy and it 
  appears on the platter. Bes has been wishing for 
  cake. The other is a Gourd of Refreshment: if 
  the jug is stoppered the bearer can wish for any 
  tasty drink which appears inside. Bes has been 
  wishing for cherry brandy. As a result, Bes has 
  grown quite plump and is rather tipsy. It will not 
  be easy to convince her she is a prisoner or that 
  she faces a horrible doom. 
   
  The room is lit by a lantern and there are four 
  flasks of oil to refill it. There is a fireplace and 
  coal bucket, a comfortable bed, a bookcase (full 
  of romantic and sentimental novels) and a big tin 
  bath. When the party enter, there is a 50% 
  chance Bes is in the bath, eating cake and 
  drinking cherry brandy and a 50% chance she is 
  asleep, nursing a hangover.  
  Optional 
  If the Wererat Priest from room O is 
  still alive, he will arrive in 2d6 
  rounds. If he is unaware of the 
  players, this will be to take Bes to be 
  sacrificed; if he knows he is under 
  attack, this will be to execute Bes to 
  prevent her revealing his identity. 
  The Pre-human City 
  At the southern edge of the Sample 
  Dungeon is a room where a bronze 
  mask answers questions (room I on 
  the first level). If asked questions 
  like “Where is the second level?” or 
  “Where did Zenopus go?” the mask 
  replies “Behold!” and the sundial 
  moves aside to reveal a staircase 
  descending to the Prehuman City. 
  Alternative 
  If you are not situating this below the 
  Holmes Sample Dungeon, the staircase 
  can be found among the ruins of an 
  ancient city.  
  Areas S-Y are the upper chambers of 
  an ancient pre-human city. The 
  architecture is of smooth basalt 
  blocks. The city is patrolled by 
  Living Crystal Statues that the 
  
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  12 
  Wizard found a way to control and 
  also by Crystal Spiders, which 
  cannot be controlled. 
   
  Wandering Monster checks in this 
  area are made at +1 on the die, 
  making it impossible to encounter 
  Wererats but possible to encounter 
  Living Crystal Statues. 
  S. Chamber of the Sceptre 
  15’ high 
  The chamber has a grid of 5’x5’ squares on the 
  floor in a pattern 5 squares wide by 5 squares 
  deep. On the central square is a podium on 
  which rests a glowing sceptre. A Crystal Living 
  Statue stands on three of the corners. The 
  squares are all numbered but the numbers 
  occupied by the Statues and the podium are 
  obscured. A sack of 600sp weighing 60 lbs sits 
  on space number 2. 
   1 2 3  
  15 16 17 18 5 
  14 23  19 6 
  13 22 21 20 7 
   11 10 9 8 
   
  There are Statues on spaces 1 (top left, there 
  are two spaces numbered 1), 4 (top right) and 
  12 (bottom left) and the podium with the sceptre 
  occupies space 24. 
   
  If a PC enters the grid by standing on the wrong 
  square, the nearest Statue marches towards an 
  adjacent square (the one with the lowest number 
  if there is a choice) and strikes them (rolling to 
  hit). The Statue then becomes immobile and 
  invulnerable. Only attacks on the Statue which 
  beat its initiative can injure it: 
  Living Crystal Statues 
  DEX 12, HD 3, AC 4, 2 fists for 1d6 each, 
  invulnerable when not moving, XP 50 
  The safe spaces are 1 (either of them), 2, 3, 5, 8, 
  13 and 21: the numbers of the Fibonacci 
  Sequence. A character can leap a number of 
  feet based on her movement: 30’ is a 3’ jump to 
  an adjacent space, 60’ a 6’ jump clear across an 
  intervening space, 90’ is 9’ across a space 
  diagonally and 120’ is 12’, clear across two 
  intervening spaces. 
   
  To retrieve the sceptre, something weighing at 
  least 60lbs (600 coins) must be put on each of 
  the Fibonacci spaces: this could be a Statue, a 
  character, a sack of treasure. The sceptre can 
  then be retrieved by someone standing in space 
  21. Otherwise, the sceptre is immovable. 
  The sceptre is a rod of opening (casts Knock 
  spell once per day); it is used to open the portal 
  in room Y. 
  Optional 
  If a Wandering Monster occurs in this 
  chamber it will be the wandering Living 
  Statue. It takes its place at space 8 
  and one of the other Statues (randomly) 
  leaves to go on patrol. Players may 
  take this opportunity to move and if 
  they step into a wrong square near to 
  the departing Statue they will be 
  ignored. 
  T. The Wizard’s Laboratory 
  30’ high 
  This columned chamber was occupied by 
  Zenopus to be a laboratory when he started 
  investigating the Pre-human City. There are six 
  stone workbenches containing the remains of 
  the Wizard’s work: 
   
  #1 Test tubes and alembics make up a potion 
  brewing lab. Players may mix chemicals to brew 
  a random potion (or 20% healing, 20% giant 
  strength, 20% haste, 20% flying, 20% poison) 
  but every time they do so roll 1d10; if you roll 
  equal to or less than the number of potions so 
  far produced, the lab explodes doing 1d6 
  damage to anyone within 10’ who fails a save vs 
  Death. 
   
  #2 A groove cut into the bench matches the 
  shape and size of a (normal) sword. If a sword is 
  placed in here, roll on the magic swords table for 
  its new power (or 50% +1, 30% +2, 10% cursed 
  -1, 10% cursed -2). If a cursed sword is 
  indicated, no more swords can be enchanted. 
   
  #3 The Wizard’s research into inexhaustible fire 
  went awry and this bench is on fire: the stone 
  itself is burning and inflicts 1d6 damage on any 
  character reaching into the flames. The fire has 
  the property of magically cleansing a cursed 
  character placed inside it who survives the 
  damage: this includes reversing crystalisation 
  and lycanthropy. A character can only benefit 
  from this this once. A nearby bellows contains a 
  flame retardant powder that can extinguish 
  these flames (or the torches in X); it has 5 uses. 
  If the flames are extinguished, the bench holds 5 
  gems among the ashes worth 100gp (two of 
  these), 250gp, 500gp and 700gp. 
   
  
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  13 
  #4 A brass gourd rests on this table, with a wisp 
  of scented smoke escaping from the stopper. If 
  unstoppered, a Djinn will emerge.  
  Djinn 
  DEX 14, HD 7+1, 30 Hit Points, AC 5, 2 fists 
  for 2d8 each, conjure food or objects, create 
  illusion, fly, gaseous form, become invisible, 
  whirlwind, XP 1200 
  If a character possesses the ring (from Z), the 
  Djinn will serve them before departing, using any 
  of its powers, carrying the PCs to anywhere in or 
  out of the dungeon and, though it cannot acquire 
  the sceptre (S), it can reveal the solution to the 
  puzzle.  
   
  If no one has the ring, the Djinn will laugh at the 
  puny pretenders to the Wizard’s wisdom and 
  power and prepare to depart. Make a Reaction 
  Check. If the Djinn is positive it will deposit the 
  party back in Portown, albeit naked with all their 
  equipment and treasure left in this room; if 
  negative the Djinn will carry the party to the 
  Crystal Monolith (CM in area Z) with each 
  character 50% likely to be naked and without 
  their treasure, as previously. 
   
  #5 Dishes and bowls on this desk overflow with 
  fungus: mushrooms and slimes cover the bench 
  down to the floor. The mushrooms are edible 
  with different effects (roll d6): 1 = gain a random 
  attribute +2, 2 = lose a random attribute -1, 3 = 
  become invisible (as the spell), 4 = lose the 
  power to speak for 1d6 hours, 5 = shrink to one 
  inch height for a day, 6 = go into a coma for 1d6 
  hours while your soul travels the astral plane; 
  each character can only benefit from one 
  mushroom. 
   
  #6 The bench is full of irregular crystal prisms, 
  partially assembled. Completing the assemblage 
  requires the party to combine their efforts: add 
  up their combined Intelligence attributes and if 
  totals 50+ they will succeed in 1d6 10-minute 
  turns. Unfortunately, the Wizard had been trying 
  to disassemble this creature, which is a Crystal 
  Spider from the Crystal Labyrinth (Z). If restored, 
  the creature will attack. 
  Crystal Spider 
  DEX 12, HD 3+3, 15 Hit Points, AC 5, bite for 
  1d6 + save vs petrification or turn to crystal, 
  XP 75 
  Optional 
  The Crystal Spider might not be 
  malevolent. On a positive Reaction Test 
  it will leave without attacking and 
  will guide PCs through the Crystal 
  Labyrinth to the destination of their 
  choice. 
  U. Well Room 
  12’ high 
  There are three 10’ deep wells in this arched hall, 
  all apparently containing water. The first is full to 
  the brim of clear, fresh water. The second is 5’ 
  full of what appears to be water but is really acid 
  that will inflict 1d6 damage on people reaching 
  into it and destroy any pole or weapon or 
  receptacle lowered in. There is a large gem 
  (1000gp diamond) visible at the bottom, 
  unaffected by the acid but someone retrieving it 
  would take at least 2d6 damage (1d6 reaching in 
  and 1d6 pulling it out). The final well appears to 
  half only a puddle at the bottom but this is a 
  Grey Ooze that will squirm out if disturbed. 
  Grey Ooze 
  DEX 7, HD 3, 10 Hit Points, AC 8, strike for 
  2d8 damage, corrodes armour and weapons, 
  XP 50 
  Optional 
  Stone/crystalline substances are 
  unaffected by the acid so a Living 
  Crystal Statue could be ordered to 
  retrieve the gem using the ring of 
  command (room X) and a grateful Crystal 
  Spider (from T) could fetch it. 
  V. Exhibit Chamber 
  10’ high 
  Seven trophies are immovably mounted on the 
  wall with a magic that makes them impossible to 
  remove. There is a Dragon skull, a Unicorn horn, 
  the preserved head of a giant Wolf, arm of a 
  Troll, the scaly skin of a Basilisk, a spiky 
  Manticore tail and the snake-haired head of a 
  Medusa with a blindfold across its eyes. If the 
  blindfold is removed, the snakes will briefly 
  animate and onlookers must save vs 
  Petrification, whereupon the head will finally die 
  and become ineffective. 
   
  An adventurer is in the room, surveying the 
  exhibits by torchlight. This is Rag Phildo, an 
  explorer who (he claims) got lost in the Crystal 
  Labyrinth and wandered into the Pre-human City. 
  He claims to have hidden from the Crystal 
  Golems. He carries a 400gp bracelet and 550sp. 
   
  In fact, Rag Phildo is a Doppelganger, an 
  ancient and evil denizen of the Pre-human City.  
  Rag Phildo (Doppelganger) 
  DEX 14, HD 4, 13 Hit Points, AC 5, strike for 
  1d12, shapechange, spell immunity, XP 125 
  Optional 
  The Doppelganger will not be attacked 
  by the Golems, but will not reveal this 
  and will pretend to fear them and run 
  
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  14 
  away from them. Rather than attack at 
  the earliest opportunity, it will try 
  to lead the party into danger (by 
  encouraging them to jump into the Wells 
  in U or take the blindfold from the 
  Medusa) and murder and replace any 
  character he is left alone with, 
  feeding the corpse to the acid in the 
  Well Room. 
  W. Living Statue Sentinel 
  10’ high corridor 
  A Living Statue guards this corridor (the fourth 
  from the group in S).  
  Living Crystal Statue 
  DEX 12, HD 3, AC 4, 2 fists for 1d6 each, 
  invulnerable when not moving, XP 50 
  The Statue stands immobile and immune to 
  harm unless someone tries to enter room X 
  whereupon it attacks furiously. 
  X. Second Brazen Head 
  12’ high 
  This room has four torches burning on the walls 
  with a magical flame: the torches cannot be 
  removed nor can the flames be extinguished 
  except with dispel magic or the extinguisher 
  chemical from T (which will extinguish them for 
  1d6 hours). 
   
   
  A Brazen Head is fitted to the middle of the 
  south wall, like the one in room I on the first level 
  of the Sample Dungeon. There is a podium on in 
  the centre of the room with a ring-shaped 
  depression in the centre but it is empty. 
  If someone carrying the sceptre from S stands 
  before the Head, it will speak this riddle: 
   
   
  “It can not be seen whenever it's there 
  It fills up a room, it's much like the air. 
  It can not be touched, there's nothing to hear 
  It is quite harmless, there's nothing to fear” 
   
   
  The answer is ‘Darkness’ and if this is given the 
  Head responds: 
   
   
  “Make it so throughout the room 
  In the dimple, seize my boon” 
   
  This is an instruction to douse the lights in the 
  room (which could also be done by casting two 
  darkness spells at either end, casting dispel 
  magic or using the fire extinguishing chemicals). 
  Once the room is in darkness, a ring of authority 
  appears on the podium. The ring is engraved 
  with a Z-rune and allows the bearer to command 
  the Living Statues in S and W (and Wandering 
  Monsters). Living Statues can be ordered to 
  open doors and carry burdens but they cannot 
  leave this level of the Pre-human City (for 
  example, they cannot pass through the portal in 
  Y). The wearer of the ring also gains +1 on all 
  Reaction Tests in addition to any Charisma 
  bonus and will be obeyed by the Djinn in room T. 
  Y. The Crystal Portal 
  15’ high 
  A crystalline arch reflects back onlookers in 
  kaleidoscopic fragments. If someone bears the 
  Sceptre from S, the arch resolves into an 
  opaque shiny surface like frosted ice, lit by an 
  inner light. Characters can step through this 
  portal if they are touching the character bearing 
  the sceptre. 
   
  The destination is randomly determined but with 
  practice a character could learn to control the 
  destination and perhaps change it (for example, 
  to access the third dungeon level). 
  01-10 
  Another dungeon of the Referee’s choosing 
  11-25 
  The beach in the Sea Cave on the first level 
  (near the Haunted Isle, area A). 
  26-40 
  The Cave of Ghosts (K) 
  41-50 
  The Idol of the Rat God (N). 
  51-60 
  The First Brazen Head on the first level (or 
  the entrance to the Pre-human City). 
  61-75 
  The Crystal Monolith (CM in area Z) 
  76-90 
  The Second Brazen Head (W). 
  51-60 
  The Green Dragon Inn in Portown (or the 
  scepter-bearer’s home). 
  The Sceptre can also be used to open a portal 
  back to this room from the last location the party 
  travelled to. 
  The Crystal Labyrinth 
  This maze of caverns is made from an 
  indestructible crystalline material 
  that reflects light and images in 
  dazzling kaleidoscopic confusion. 
  The Living Crystal Statues were 
  created here and the Crystal Spiders 
  are native to this place, emerging 
  from the very walls. The whole area 
  radiates magic and prevents the 
  
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  15 
  function of detection spells or 
  wands. 
   
  Wandering Monster checks in this 
  area will indicate a Crystal Spider 
  50% of the time, or a normal 
  Wandering Monster rolled with a +1 
  bonus (so no Wererats but Living 
  Crystal Statues are possible). 
  Z. The Tunnels of Crystal 
  7-10’ high 
  Moving through these dazzling, reflective 
  passages is confusing. At each junction, despite 
  their best efforts, the party will leave in a random 
  direction (determined by the Referee) without 
  realising this. A Dwarf might notice the party are 
  not travelling in the direction they intended on a 
  roll of 1-2 on 1d6. 
   
  A strange property in the Labyrinth is that living 
  creatures do not age and food and drink do not 
  spoil. A Light spell cast in the Labyrinth will be 
  magnified by the crystalline walls, causing living 
  creatures to Save vs Spells or be blinded for 1d6 
  ten-minute turns; this also causes Crystal 
  Spiders to flee. 
   
  The tunnels are stalked by Crystal Spiders that 
  will devour any trail the party leave. 
  Crystal Spider 
  DEX 12, HD 3+3, 15 Hit Points, AC 5, bite for 
  1d6 + save vs petrification or turn to crystal, 
  surprise on 1-5, XP 75 
  Characters petrified by the spiders turn to crystal 
  and if left immobile they will be absorbed into the 
  crystal walls after 1d12 hours. 
  Optional 
  Characters who are blind or blindfolded 
  (and tied together) could feel their 
  way along the walls without losing 
  their sense of direction (but are easy 
  prey for Crystal Spiders, attacking at 
  -4 and losing any benefit to AC from 
  shields or Dexterity). However, a 
  sighted character in the group will 
  head in a random direction and the 
  sharp crystal walls cut through ropes 
  tying him to the rest of the group if 
  they separate. 
  CM Crystal Monolith: This structure occupies 
  its own cave in the Labyrinth. It is a crystal pillar, 
  10’ high and glowing faintly. The Crystal Spiders 
  will not attack parties resting here. A Magic User 
  meditating in this area can regain a previously 
  cast spell, rather like a Cleric. Only one spell can 
  be regained during a night of making camp. 
  There is a (preserved) corpse of a dead magic-
  user who starved to death here ages ago. He 
  has written “THERE IS NO ESCAPE FROM 
  HERE” on his spell book and torn out the pages, 
  but floating disk, protection from evil, and ray of 
  enfeeblement are recoverable. He carries 712sp. 
   
  SC: Smugglers Camp: A group of 4 Smugglers 
  have made camp, having been lost in the 
  Labyrinth for days. Their water is exhausted. 
  They will attack in self-defence but will unite with 
  potential rescuers (DEX 9, HD 1, AC 6, 
  cutlasses for 1d6, XP 10). They have a sack of 
  loot containing 60gp and 540sp. However, if the 
  party later encounters other Smugglers or the 
  Undead Corsair, these rascals will change sides 
  and betray their rescuers. 
   
  PL Perilous Ledge: This exit from the Labyrinth 
  emerges on the side of the Perilous Chasm (J). 
  A Thief could use her Climb Walls skill to cross 
  the distance to the bridge and if rope and spikes 
  are available other PCs could follow after. 
  Conclusion 
  If the adventurers were not 2nd level 
  when they discovered this level then, 
  assuming that they survived and that 
  the Undead Corsair does not drain 
  their souls, they should be 2nd or 
  likely 3rd level by the time they 
  finish it.  
   
  There are mysteries still to be 
  solved and the Referee can exercise 
  creativity in addressing them. What 
  is the connection between Lemunda 
  the Lovely and the Undead Corsair? 
  What is the secret society that is 
  infiltrating Portown and how far has 
  its influence spread? What is at the 
  bottom of the Chasm? Where does the 
  Crystal Portal lead? What are the 
  Living Crystal Statues and what is 
  their true purpose? Where is Zenopus, 
  who seems to have abandoned his 
  research here, presumably to probe 
  deeper into the dungeon bearing his 
  name? 
   
  I shall bring out a third level in 
  time, although such a project would 
  be further removed from Holmes’ 
  Sample Dungeon and risks becoming 
  ‘just another dungeon’. There is 
  also the question of whether 
  Zenopus’ fate should be revealed or 
  left unresolved – the former makes 
  for a better scenario, the latter is 
  more respectful of the original 
  property and its imaginative impact.  
   
   
   
   
  
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  16 
  FEN ORC COMMENTARY 
  For those of us of a certain vintage, 
  the Eric Holmes Sample Dungeon was 
  the first dungeon we ever encountered. 
  It’s still considered a classic and 
  it stands up pretty well as an 
  introductory foray into dungeon 
  adventuring. Holmes enjoys a Robert E. 
  Howard/H.P. Lovecraft vibe with his 
  ruined, pre-human city beneath 
  Portown and the unspecified doom that 
  overcame Zenopus half a century ago. 
  It’s a good example of a ‘sandbox 
  dungeon’ that lets the players head 
  off in any direction and encounter 
  locations in any order. It imposes no 
  predetermined narrative and yet 
  narratives will emerge from it. 
   
  Brubo the Dingleman and the concept 
  of Dungeon Constables are expanded 
  upon on the Fen Orc Blog. Referees 
  may decide whether the PCs are a 
  party of ‘Chartered Adventurers’ in 
  the service of the Portown 
  authorities or unchartered 
  adventurers who are trespassers and 
  looters. The former is better for 
  newcomers to RPGs: Chartered 
  Adventurers do not need to hide from 
  the Dungeon Constable and can expect 
  help and assistance from him. 
   
  Creating a ‘sequel’ to this dungeon 
  might be an act of hubris. I’m no 
  Eric Holmes expert (like Zach Howard 
  who maintains the Zenopus Archives 
  site) and I’m not affiliated with 
  Wizards of the Coast. There’s nothing 
  canonical about this. 
   
  Nonetheless, I have tried to 
  construct a sequel that honours 
  Holmes’ aesthetic as well as 
  logistical choices. I also assume the 
  ‘introductory’ value of the adventure 
  for new players and novice Referees, 
  hence the “Optional” boxes that 
  introduce complications that 
  newcomers to Fantasy RPGs might 
  prefer to ignore. 
   
  The Sample Dungeon has 23 rooms, of 
  which 8 are empty. Nobody wants to 
  visit the second dungeon level and 
  find it smaller than the first level, 
  so I‘ve increased this to 40 
  encounter areas, of which 13 are 
  empty, keeping the proportion of 
  empty-to-interesting rooms the same. 
  It is a 74% increase in dungeon size. 
   
  Let’s look at the dungeon inventory. 
  Holmes’ Sample Dungeon has been 
  analysed by Delta’s D&D Hotspot and 
  found to contain 4650gp in total 
  treasure and 940xp in monsters. 
  That’s a total reward of 5590xp if 
  the players clear out the whole 
  dungeon – a bit more for killing 
  Wandering Monsters too. A group of 4 
  PCs would earn about 1400xp each and, 
  after factoring in bonuses for prime 
  requisites, it seems fair to assume 
  Thieves and Clerics will be 2nd level 
  and there will be a selection of 
  magic weapons available, plus a wand 
  of petrifaction, a potion and a 
  couple of scrolls. 
   
  This is my second level inventory: 
   
   
   
  This doubles the monster XP total 
  (more monsters and tougher ones too, 
  notably the Doppelganger and the 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  17 
  Master Ghoul). I’ve not included the 
  Djinn, since the players won’t be 
  fighting it. Treasure gets a hike but 
  not by quite as much: other than XP, 
  players have few uses for treasure. 
   
  The total haul is over 9750xp or 
  nearly 2500xp each for a 4-character 
  party. Those Clerics and Thieves 
  should be 3rd level, the Fighters not 
  far behind and even the Magic-Users 
  will be 2nd level now. Let’s not 
  mention the Elves… The haul is also 
  75% bigger than the first level, 
  which matches the increased size. 
   
  You might say, why does a 2nd level 
  dungeon only deliver the same XP per 
  room as the 1st level? The answer is 
  that PCs require the same XP to get 
  to 3rd level as it took to get to 2nd. 
  Once they get to the 3rd level, 
  rewards should double, but that’s for 
  another time. 
   
  So much for the mathematics. What 
  about the theme? Some reviews dismiss 
  the Holmes Sample Dungeon as a ‘zoo 
  dungeon’ with no rhyme or reason to 
  its contents. This is a mistake. 
   
  The northern and eastern portions of 
  the Sample Dungeon are horror-themed: 
  the catacombs, giant rats, skeletons 
  and ghouls, coffins to investigate. 
  The Temple of the Rat God is an 
  extension of this, with evil cultists, 
  Wererats and of course more undead. 
   
  The western portion of the Sample 
  Dungeon is swashbuckling, with giant 
  crabs and pirates and geographical 
  obstacles to cross. Merging pirates 
  and ghosts is iconic and deepening 
  the significance of the captive 
  Lemunda – she was not kidnapped by 
  accident but for her resemblance to 
  the Undead Corsair’s faithless wife – 
  cements this connection. 
   
  The southern portion of the Sample 
  Dungeon is a magical wonderland of 
  traps and puzzles, with an evil 
  Thaumaturgist trying to unlock the 
  dungeon’s secrets. Connecting this to 
  the Pre-human City of Holmes’ 
  introductory text intensifies this 
  theme of wonder and exploration. 
   
  Holmes includes monsters who can be 
  negotiated with (something of a first 
  for Fantasy RPGs back in ’77) and two 
  prisoners to rescue, one of them the 
  charmed slave of the Thaumaturgist. 
  I’ve included two prisoners, but one 
  is a traitor and the other doesn’t 
  want to be rescued! There are several 
  monsters who can be bypassed or 
  reasoned with if the players are wise. 
   
  Holmes also links events in the 
  dungeon to the upper world of Portown, 
  with the kidnapped daughter of a 
  local lord and the Thaumaturgist’s 
  base connecting to his tower in the 
  middle of town. I’ve introduced 
  magical portals that can return 
  adventurers to Portown and the 
  mysterious ‘evil secret society’ of 
  which the Rat Cult (and probably, in 
  retrospect, the villainous 
  Thaumaturgist) is a part. 
   
  Adventurers delving into the Sample 
  Dungeon will be curious about its 
  architect, Zenopus, but Holmes 
  reveals little of the Wizard’s fate. 
  I’ve preserved that mystery: the 
  players encounter signs of the 
  Wizard’s investigations, but not the 
  Wizard himself. The clues point 
  deeper into the Pre-human City. 
   
  I’m leaving scope for a third level 
  that would ‘complete’ Holmes’ project. 
  The Perilous Chasm leads to caverns 
  deep under the earth; the Catacombs 
  give access to an underground 
  necropolis. The Crystal Portal could 
  transport adventurers deeper into the 
  buried City on the trail of the 
  Wizard – and the doom he unleashed! 
   
  This document is © 2020 Jonathan Rowe. 
  It is not for resale or republication 
  online but may be copied or printed 
  for personal use. This is a work of 
  fiction. The Sample Dungeon, Portown, 
  Zenopus and Lemunda the Lovely were 
  created by J. Eric Holmes (1977). 
  Other names, characters, places, and 
  incidents either are the product of 
  the author’s imagination or are used 
  fictitiously. Any resemblance to 
  actual persons, living or dead, 
  events or locales is entirely 
  coincidental. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  18 
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