Friday, October 17, 2025

Anartica Adventure Jam Dungeon 1 - Level 1

 As pat of the Anartica Adventure Jam, which runs until February 2026, I ended up committing myself to first an island, then 5 dungeons and then a second smaller region.

So due to a lack of OSR content on my blog, I may as well post the first level of my small dungeon. For those of you who only know D&D from WOTC, a 22 room level may not seem "small" but it is by TSR/retroclone standards.

This also makes up for that week I missed when I was on vacation.

Unless otherwise stated, this uses B/X or OSE monster stats.


# Dungeon 1 – Beneath the Rock-Marked Hill

### Any dimensions not stated are assumed to be 10 feet. The ceiling is a uniform 10 feet high, excluding the vaulting the sides, which rises from 8 feet. Unless otherwise stated, all rooms are lightless and made of yellow brick. All doors are not stuck.

Descriptions in the Before language/writing are labelled BFTXT

## Level 1

### Random encounters occur on a roll of 1 in 6 per turn.

1- Reroll (1d3 Gecko if door to Room 14 opened, revert when cleared)

2 – Reroll (4d4 Kobolds if Room 4 and 11 cleared or door to Room 14 opened, revert when Room 21 cleared)

3 – 1d10 Stirges (Nothing if Rooms 6 and 11 cleared)

4 – 1d10 Killer Bees (Nothing if Room 4 cleared)

5 – 1 Pit Viper (Nothing if Room 19 cleared)

6 – 1 Green Slime (mutated pipe cleaner)

1.      Staircase half of tracked dirt. Walls are moisture-soaked, smells of dirt, any coverings have dissolved into mould and paste. There is a faint light at the bottom of the staircase during the day.

Three vertical indents some 15 feet down the staircase on west side. Can be pushed to reveal a ventilation shaft.

2.      Brightly lit. 14 Merchants (F1) with bags and bedrolls where dry. Soot-stained ceiling and upper walls. The door to Room 14 is blocked up.

Under soot and dead mould are depictions of creatures known and unknown in round bubbles, Exaggerated BFTXT: “Here is the future, made by the Power of Hands and Skill of Mind”.

The merchants are quite friendly, the Lepetis Coastal Association, led by Kiga. She says they are here to find the rumoured treasure. They have 1 of everything available on the player equipment list for sale between them. They know Room 14 contains 8 Gecko and Room 18 has metal pipes but they couldn’t prise them off. Another door there had slithering sounds.

They have 200sp of wall scrapings and jewellery (control panels and connections pulled off the walls) worth 2 x 1100gp and 1200gp.

3.      Empty room with foundation-like stumps of raised brickwork. Roof is lumpy, with packed dirt and roots pushing through the vaulted bricks, occasional dripping onto the muddy floor. The round after the party enter, the ceiling falls in at the entrance they came through. Doing 1d10 damage to any in that 10 x 10 square and sealing it without six human turns of digging.

4.            Whole room is filled with buzzing, and the walls and ceiling are obscured by honeycomb. The floor is covered in rotting honey and wax.

Some 21 Killer Bees lair here, access outside via narrow pair of ceiling holes under a grove of trees. Four bees are 1 HD Guards, and the queen has 2 HD. 10, ½ HD bees will pursue to an adjoining room, but no further.

Magical honey (around 2 pints) may be found in the hive. It heals 1d4 hit points if eaten (in its entirety).

5.            Orange corridor. Metal pipes made of what looks like bronze and petrified wood run the length and terminate at each end. Ceiling drips with moisture and hollow noises occur with each step.

Wax build up in Room 4 has clogged the pipes carrying a variety of curdled gasses. Interacting with the pipes or moving more than 10 feet upsets the delicate homeostasis. Pipes burst with a pinging sound. Filling the room with poisonous white gas (save versus poison or die).

6.            Warm, red and dimly lit room with floor of corroded shattered glass and powder-like droppings. High on the upper walls are layers of comb-like structures, made of paste and grit. Each is set around a large, reddish socketed gem.

11 Stirge nest here, they do pursue.

The 6 gems if prised off, show themselves to be pale yellow glass. But the sockets are 300gp of gold.

7.            Pipes hidden by vaulting. What has not been stained by mould depicts a fantastic landscape of glaciers, seas and jungles. Inhabited by humanoid and archosaurian figures, all flexing and performing feats of excellence.

All labelled BFTXT, indicating a name and a proclaimed previously unattainable feat.

8.            Pipes hidden by vaulting. What has not been stained by mould depicts a fantastic landscape of glaciers, seas and jungles.

A bestiary of the Before Kingdom is stylistically laid out. BFTXT describing uses and critical or valuable parts. Disconcertingly, these include animals the player characters would not think were useful and humanoid figures.

9.            Nothing except four broken pedestals. Touching the pedestals causes a voice to boom from them, in the Before language. Horrible hollow screeching. Make a random encounter check.

BFTXT: Welcome to the Central Hall of Life Enlightenment. We are proud to display the latest in philosophical research into the use of nature. (Silence). Join us today as we will explore the future of companion and labour animals to improve your lives and the lives of your (Volume dip).

The egg-nation rooms will exceed all expectations for urban environments, and the air-nations rooms will explain how new thoughts will enhance material thoughts. (Silence) How hereditary crystalised-thought can be shaped and altered as if clay. For we are now the potter, and the facility staff hope you may consider the possibilities.

10.         Orange and traces of violence. Burst pipes, black soot shadows on the walls and small skeletons of obscure creatures, that fall to powder with footsteps.

11.         Warm, damp, red and dimly lit room with a powdered mixture of fairy-dust droppings and glass coating the floor like a starfield. An exsanguinated giant lizard with blue scales and orange spots on the floor. High on the upper walls are layers of comb-like structures, made of paste and grit. Set around are five reddish gems in stone sockets, size corresponding with the density of nests. Rest are blackened husks.

                22 Stirges chitter in their almost-language. They swarm.

                The glowing gems are Before crystals; 10gp, 100gp, 500gp and 1000gp.

12.         Orange and surprisingly dry. Empty shelves with rims of partially petrified vegetable matter, otherwise powder. Blast shadow of a humanoid form on wall, reveal colour was slightly darker shade.

Searching the right square for a secret door reveals on a base 1 in 6 check, the door to Room 13.

13.         Red brick. All walls from floor to ceiling with BFTXT detailing emergency evacuation measures. The site was at ground level. 400sp of wiring showing control panels in Room 2 and 18 (Trader removed them). Notice of total pneuma shutoff control in Room 27.

14.         Room filled with broken pedestal-like machines scattered about floor. Otherwise covered in paste-like droppings, reptile stinks. The machines are labelled BFTXT: words like Colour Banding, Skull Size and Muscle Fiber Thickness.

Eight ravenous Ginat Geckos lurk here on the ceiling and walls, aware of door being unblocked. Couldn’t hunt outside since the Traders sealed the door.

15.         Broken machine, covered in dials and levers. Shattered glass bubble. Broken glass statues of beetles on the edges. BFTXT: Bewildering array of terms like “ion channels” “arcane infusion” and “fundamental strand removal/insertion”.

Silver wiring is worth 500sp, dials and internal systems are gems worth: 10gp, 50gp and 500gp.

16.         A circular stone circle in the middle. Entering the room causes an illusion of a Cyclops (Antarctica Adventure Jam Bestiary) to appear with a pop inside it. Followed by roaring and combat. The monster has AC 9 [10] and vanishes if hit in combat. Its attacks do not inflict real damage: a PC who appears to die just falls unconscious for 1d4 turns.

BFTXT on circle: Experience the power of life enlightenment philosophy on command.

17.         Large machine that looks like it was melted. The glass birdcages sealed on a ceramic body. However, the front of the machine looks like it was raked by a marsupial lion.

Investigating the machine triggers the kobold trap. Precariously weighted sticks covered in blackened metal blades, swings down from the ceiling. Entering the room causes a block to drop from the doorframe with a clatter. For every person who enters or interacts with the machine, the trap activates on a roll of 1 on a d6.

18.         This room stinks of mould and humus. Moisture drips down the walls and disappears into floor cracks. The pipes that run along this wall are all rusted or bloated yet pitted. As if made of wood and stone combined.

Waiting longer than 2 turns, touching the pipes or door causes the homeostasis of the room to collapse and curdled pink gas to spray from the burst pipes. This fills the room in 1 turn but is harmless. It settles after 8 hours, staining the non-mould spaces a rosy shade.

19.         2 Pit Vipers have laired here to hunt widely. Have not eaten since Traders blocked door to level 2. The southern wall has collapsed from water damage.

20.         Staircase lobby was supposed to be sealed by a staff-access door and wall. Both have collapsed from water damage. The stairs lead below.

21.         It smells fresher here from an airshaft and all the pipes have been broken. Kobold creeper vines reach outside for light and blood. They don’t remember how they came here from distant lands.

They await any noise of foes activating the circle in Room 16 and if so, are not surprised. There are 28 knobbly gourd-men in various states of ripeness. 21 ½ HD, 7 1+1 HD bodyguards and 1 2HD Chieftain with the thickest rind.

The Great Gourd is cunningly. If they fail morale, they will let foes enter the treasure chamber and ambush them at an opportune moment.

22.         The orange treasure chamber of the Kobolds, a junction of pipes that connect like a tree on the southern wall. Only the bottom pipes are intact. A repurposed metal chest is affixed to the south wall with resin. As are the hinges.

Opening the chest more than a Kobold-known crack breaks the seals and causes the poisonous white gas (save versus poison or die).

2500sp and 20gp fill the chest.

No comments:

Post a Comment