Sunday, December 21, 2025

Antarctica Adventure Jam Dungeon 2

Late this week, late two months for the whole thing.
But finally done now.


My second out of hopefully five for my part of the Antarctica Adventure Jam.


Dungeon 2 – The Tower From Before

### Any dimensions not stated are assumed to be 10 feet. The ceiling in Rooms 1 to 6 on level 1 are 20 feet high, excluding the vaulting the sides, which rises from 16 feet. Steps leading into Rooms 7 and 8 are ten feet down with 30-foot-high ceilings. All ceilings on level 2 are 20 feet high. Those on level 3 and 4 and 30 feet high and 40 feet high respectively. Unless otherwise stated, all rooms are lightless and made of small 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 (1 Black Widow Spider, if Room 4 and 7 cleared, revert when Level 2, Room 2 cleared)

2 – Reroll (1d6 Giant Geckos on the ceiling if Level 2, Room 2 cleared)

3 – 1d8 Bandits (Nothing if Rooms 4 cleared)

4 – 1d4 Giant Shrews (Nothing if Room 12 cleared)

5 – 2d4 Goblins (Nothing if Room 7 cleared)

6 – 1 Green Slime (mutated pipe cleaner)

1.    A worn staircase winds its way up 30 feet to level 2. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls. Above the doorframe is 1 Green Slime, which will drop on the first party member to enter.

2.    This room is dusty except or the floor. There is a mural opposite the door. It depicts a regal woman wearing a gold crown and series of overlapping plates, shaped like crescents and bosses like the full moon. In her hand is a still bright sword with a still-bright radiant sun on the pommel and wind along the edge.

Under the tiles of the handle are missing bricks in the wall. Containing the bandits’ treasure 400sp and 60gp.

3.    Long hall with much ruined furniture that crumbles to dust on a touch and dust across the floor. The higher reaches of the walls show Before writing and belong a newer picture of boats. The boats are the kind used by those of the Sunrise Straits. Many gouges and occasion scratches mar the floor and walls from combat practise.

BFTXT: Refreshments and Meals Available Here (Available Here is obscured by the boats)

1.         This room smells of fear and is lit by oil wicks. 11 Bandits prepare to ambush anyone who enters if the alarm in Room 6 is triggered. If the alarm is not triggered, their Leader Hol the Wild F2 and another are watching the door. If they intruders are not the Goblins, somehow gain Initiative or after 1 round of combat, the Bandits disengage and beg assistance to eliminate the Goblins in Room 7 who have placed them in a state of near siege.

They will betray the player characters only if they go up the stairs and come back wounded. They have never ventured up there for the tower is haunted by the old Queen’s ghost. They have 500cp in coins and gems worth: 5 x 10, 5 x 50, 6 x 100, 4 x 500 and 1000gp in a wooden box.

5.    This room is dirty except for a mildly cleared track which winds from the eastern doorway to the battered wooden branches stacked together in the southern door. An old clay pot sits in the corner.

The pot contains 200sp and squeezing of Giant Shrew pheromones. The stink clings to the opener and any group they travel with have doubled chances of wandering monster checks for 1d6 hours.

6.    A long hallway, some condensation on the walls but otherwise dry. The musky scent of mammals and dung. Whatever was once the walls has been scrapped off, whitewashed and that left to decay off the brick. Crossing halfway across the room activates the greeting sensor at human-waist height. Two overlapping voices, one sounds like a local. Alerting every encounter on the level.

BFTXT: Welcome guests to the Universal Pylon/city of New Ogen. Supplying/Capital of the Island with all require pneuma-food/grace of the spirits and ancestors at the behest of your sovereign/s.

7.    This room stinks of animals. If they players have not alerted them, the inhabitants are talking in their high-pitched yet gravelly voices. They are discussing if nests count as beds in a bedroom and therefore if they can make them more structured or must make not maintain them. 36 newer Goblins with the heads of Giant Shrews, nine 2HD Bodyguards with the heads of Killer Bees and Giant Lizards from across the Inner Sea and one 3HD Chief with the head of a short-eared dog.

The chief and bodyguards wear armour made from 10000cp of foreign coins punched through and threaded. In his nest are gems worth 2 x 100gp.

8.     This room is filled with musk and waste of carnivorous animals., increasing towards the door to Room 12. Flyspots blackens the walls, obscuring graffiti of penguins swimming in spiritually protective formations.

9.     A clean yet barren room. Not a spot of dust in a large circle and a minuscule coating elsewhere. Red bricks on the walls. Looping Before text covers the walls. Stepping into the circle of no dust causes the entity to be teleported to Level 3 Room 8, instantaneously and without warning.

         BTXT: Rapid Ascent System, Stand Clear of Circle When In Use, Be Aware of Circle When Not in Use.

10.   A worn staircase winds its way up 40 feet to Level 2. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls. Halfway up is a scythe trap attached to a thin cord on the tenth step. If stepped on, it swings down for 1d8 damage.

11.   Complex diagrams on Walls from Before showing stylised lines connecting six separate X symbols in four separate squares. One square occurs on the far left and is circled. Two Xs are on the second square. One occurs on the third square and two more on the fourth square.

12.   This room reeks due to the fearful 8 Giant Shrews who hide here away from the Goblins in Room 7. They attack immediately and without fear. Inspection of the mattered nesting material and bodies reveals these are actually not shrews but marsupials, Giant Planigales.


## Level 2

### Rooms 8 to 12 are made of green glass, not yellow brick, these diffuse the light of day.

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

1 – Reroll (1d6 Robber Flies if either Room 2 or 12 cleared)

2 – 1d6 Ghouls, with Ogen tattoos, moving creakily (may only be encountered once, otherwise reroll)

3 – 1d3 Black Widow Spider (Nothing if Room 2 and 9 cleared)

4 – 1d4 Dracolizards (Nothing if Room 12 cleared)

1.     As the staircase rises to the broad landing, there is a windswept and vine-clad balcony. Growing from leaflitter embedded in the brickwork. Thick cobwebs stretch along the walls and ceiling.

2.     Two Giant Black Widow Spiders lair here among their climbing and tripping webs and will descend to ambush once someone steps outside the stairwell.

3.     Rows and rows of crumbled metal holders contain stained outlines of cups and glasses that would have to have been made from plant matter or something like that. Traditional whitewash peels off the walls revealing an elaborate tree motif from the Before Kingdom. A large window lets in the air.

The door to Room 4 has a ceremonial skull painted on it.

4.         This long room is completely obscured to about neck or head height by blast shadows separating the room into a richer yellow where something blocked it. Occasionally the negative of an arm or hand can be seen peaking out up from the colour. A mass of bronze and bones of some bird seem to occupy the far end where the wall shifts from brick to green glass.

After the party enter, 24 Wraiths (Antarctica Bestiary) emerge from the negatives. Each hit from a Wraith causes a -1 to all rolls on a hit and reduces total HP by 1. The effects of each hit are recovered sequentially every 24 hours.

5.     There is a lever on the wall but is otherwise empty and dusty. Pulling it causes the doors to Room 4 and 6 to lock and the whole room to rise as an elevator to occupy Level 3, Room 4. The elevator position then locks for 1d6x10 turns.

6.     This room is also filled with person-sized colour negatives. But at crouching level. In the polar-west corner is a net of silver wires that form the approximation of a pair of hands and wrists worth 200sp. The tiniest scrap of green cloth is visible on some of the bands. They are grasping a clay pot, containing a Potion of Clairaudience.

7.     The red-brick room is filled with stone-like pipes, broken and at odd angles to the wall. The floor has only a couple of negatives of fallen shapes. Everything is covered in a layer of green dust.

Entering the room causes the powered chemical dust to rise and everyone present must make a Save vs Poison or die.

8.     A tall yet narrow cylinder made of glass is central to the room and a spiral stair rising beyond.

The stairs wind up 30 feet to Level 3, Room 6. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls.

Inside are silver wires and on the outside are gems the connect to the wires within. Smashing the machine or pressing/pulling the gems (but not touching) causes the battery to discharge. Save vs Spells or a flash or light blinds everyone looking for 1d8 turns.

         Recoverable after the discharge by smashing the cylinder is 100sp of wire and gems worth 2 x 100gp and 2 x 500gp.

9.     This room has glass that is almost completely shrouded in web. Among the dark is a Giant Black Widow Spider, avoiding its mates in Room 2 and ambushing any who come inside.

10.   A whitewashed wall depicts three icons arrayed in a line. A stylised hall and boat, a stone structure with the sun above it, and the tall tower in green and yellow. They are united by a line that with 1 turns deduction, goes pole-polar east. Making it obviously Ogen 300-555, the ruined fort 302-559 and the tower 303-559.

11.   There is a cool draft here from the away end. Amid the discoloured glass that gives the room a greenish glow, there is a single unspoilt door. The brickwork is clean and the frame bears repeating Before words.

         BFTXT: Exterior turret, for emergencies and observations only. Do Not Jump.

         The door is an illusion, part of the old glamour of the Before Kingdom. Really there is a 30 foot drop for 3d6 damage.

12.   The floor here is glass, the walls here are glass and there is at the away end, a lope as if the wall was melting outwards to form a ramp or protrusion. Everything is covered in leaf-litter and mouldy bones.

         Nesting here are 5 Dracolizards, nesting on the polar-west side. The farthest two polar nests have a 500gp gem each, partly bitten.

         The door to Room 7 has a ceremonial skull painted on it.

## Level 3

### All rooms are made of green glass, which diffuses the light of day in those rooms.

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

1 – Reroll (2d6 Hobgobins with deer or panther heads, if a route from Level 1 is opened up)

2 – Tarantella (Nothing if Rooms 3 cleared)

3 – 1d6 Crystal Living Statues with oversized hands (may only be encountered once, otherwise reroll)

4 – 1d6 starving-looking Gargoyles in stone form (may only be encountered once, otherwise reroll)

1.         A series of four worn robes hang on multiple hooks. Each is nearly decayed through. But if removed delicately appear to be all-concealing hooded roes with gloves with a metal and wood facemask the covers the whole face. Banded with faded red triangles.

Of the tatters, 1000sp in wire can be removed from the gloves. 500gp in the lining of the hood and facemasks. And integrated into the redder robes is Jewellery worth: 800gp, 1200gp, 1400gp and 1500gp

2.         Dusty but otherwise empty room, a brick bench and shapes visible through the glass wall. The glass is fogged and distorted. A broken stump of a metal lever is on the wall which otherwise has a crease down the middle. To causes the sliding Wall to open to Room 1. It requires either replacing the lever with a stout pole by removing the original with a Pick Lock roll. Or leveraging the crease with a tool and a combine STR of 30.

3.     Brick rubble is heaped into three mounds and bound with web. The wind moans through a large break in the tower’s side. The thick glass worn smooth. These are shelters for 3 Tarantella, who otherwise crawl down the side of thew tower via the great break. They attempt to ambush entering easier meals.

4.     An empty shaft descends some 20 feet to a hatch in a semi-wooded floor that leads to Level 2, Room 5. If the elevator has been activated and risen to Level 3 and is not locked. Pulling the leaver will lower the elevator and then it will lock in position below for 1d6x10 turns.

5.     Vault of glass with a brick wall on the south side. Many broken objects on the floor that look like star maps made of interlocking glass tubing. Making noise or exploring the room, causes a chunk of solid glass to fall and shatter. Onto the third or last row if there is no third row, of the ascending characters, dealing 1d10 damage.

6.     This hall is empty. Various brick benches have been broken to dust and debris and a faded and incomplete attempt at whitewashing was made on the walls around the entrances. There is a crude drawing of a skull on the north-eastern door.

7.     Red brick room with large stone vat with many semi- vegetable and semi-stone pipes running to and from it. Much of the wall surface is worn smooth as if having gone runny and rehardened. That was where the Ochre Jelly dissolved the attempt to plaster the room.

         The Ochre Jelly is not in the vat; it lives in the pipes as a thin mass and will emerge from underside of the piping to attack, 1 turn after the players enter or if they attack it first.

8.     A clean yet barren room. Not a spot of dust in a large circle and a minuscule coating elsewhere. Red bricks on the walls. Looping Before text covers the walls. Stepping into the circle of no dust causes the entity to be teleported to Level 1 Room 9, instantaneously and without warning.

         BTXT: Rapid Ascent System, Stand Clear of Circle When In Use, Be Aware of Circle When Not in Use.

9.     This room smells of leather, metal oil and fur. All the brick benches and desks have been overturned against the door to the north. In the dark, a snuffling.

Kiskan, 1 Wererat, is cautious in his camp. He will appear as human if he judges the party to be dangerous or await an ambush if he believes them to be mere bandits he can slay. He fears blatant displays of magical powers. If nearing defeat he will attempt to bargain by telling foes how to get up the stairs in Room 10 without setting off the trap. He comes from beyond the Sunrise Straits and will merely say he is not from the island.

He is wearing Chainmail +2 and equipped with a Warhammer +2 and Shield +1. He otherwise has 1000sp in scrapped wiring and 4000cp in copper tablets he has plundered from ruins in his bags.

10.   Staircase rises up 10 feet to level 4 Room 11. Kiskan has affix a scythe trap to the centre step to strike anyone coming up or down without his foreknowledge. Trap does 1d8 damage, Save vs Petrification to avoid.

## Level 4

### All rooms are made of green glass, which diffuses the light of day in those rooms.

### Random encounters occur on a roll of 1 in 6 per turn. If no encounters possible, roll on the previous floor’s table and double the numbers.

1 – Reroll (1d3 Caecilia if device in Room 9 is activated)

2 – 2 Cockatrices (Nothing if Rooms 8 cleared)

3 – 4d8 Bandits of a different gang/warband (Only if a clear path is established through rooms to level 1, if slain, 4d4 Goblins with dog, lizard and bird heads, otherwise reroll)

4 – 1d6 Blink Dogs (may only be encountered once, otherwise reroll)

1.     The glass here is still crystal clear and can be detected as magic. Focusing through the outward glass walls shows everything on the island is clearer and visible here. All settlements, dungeons and stone tablets are readily discernible.

2.     Hidden room has a series of stands made of clear glass, forked at the end of the tines to hold various clothing which has fallen apart into strands on the floor. The jewellery remains hanging.

Whatever garments here have disintegrated, but there is 2,000sp and 1,200gp in metallic threads. Jewellery in the shape of penguins and petrels encircling a green tower worth: 2 x 600, 700, 900 and 1,300gp.

3.         Glass walls scratched into opaqueness. Groves in the floor and the sound of a keen note, but no footsteps. The wall to the west has a herringbone pattern of almost removed red and yellow. Against the north wall is a blast-shadow human outline.

Here wanders what was once a man. As much as a man of Before can be compared to the latter days. Erratically light and dark-hued mesh covers the 1 Wight (Cursed Chainmail -1, AC 6), and a thin metal mace (Mace +3) drags from a chain in its hand. It will begin to speak if it notices a foe and then automatically attacks. Cold, high and thin in Before, demanding the internal light from the Titian-begotten animal people.

Upon destruction, the wight evaporates taking the interior lining of the armour with it. The mesh remains as a suit of scoured bright but still cursed mail. The mace remains magical. Has two thin sheets of bronze in the pocket, spell scrolls in BFTXT.

BFTXT: Material Interactions; Floating Disc, Wall of Stone, Polymorph Others, Telekinesis, Fireball

BFTXT: Today’s Experiment; Massmorph x 2, Detect Magic (mu), Floating Disc, Read Languages

Examining the western wall allows for a Secret Door roll to figure out there is a crack that can be pried open with a lever to access Room 2.

4.     Dust renders the glass surfaces opaque, a lump on the floor reveal itself to be the bronze handle of a tool that has no shaft or head. A staircase rises to the celling ten feet above.

5.     Ten crumbled skeletons in disintegrated metal mesh lie in rows. Hands crossed over their crests. Powdered furniture is stacked against the walls. Dust coats the walls.

6.     A befouled room of scratches and dried guano. The northern door to Room 4 has a humanoid handprint on it. Pressing a humanoid hand into it opens the door.

7.     Room with a red and blue painted pattern on the north door, but otherwise empty except for a stone or brick stool, knocked over and an apparatus of glass and jewels against the east wall. There is a small gleam of light coming from it.

There is a 1 in 6 chance, rising once per round used, to cause the door to Room 3 to open and the door to Room 10 to close.

Inside are silver wires and on the outside are gems the connect to the wires within. Smashing or tinkering with the powered machine the machine causes the battery to discharge. Save vs Spells or die from the battery current surging through.

Recoverable after the discharge by smashing the machine is 1,100sp and 600gp of wire and gems worth 3 x 100gp and 500gp.

8.     This room smells of dust and feathers and reptile. The dim glow of the glass walls shows a network of scratched circles and dust suspended. The sort of clucking that comes from something large and deep.

Here lair 3 Cockatrices. They nest in a set of claw-carved magical circles, which forestalls time and preserves them. If not already alerted, their Avialae heads swivel with an unstoppable slowness and then time speeds up as they leap. Searching their mounds of dust and preserved work cloth brings up nothing.

9.     There is a door at the far end in the north wall, but otherwise empty except for a few moulding crates. The vegetable matter construction staining the floor. There is a red line painted around the border of the floor and a red circle around a lever set in the up position. BFTXT on the wall above the lever.

         BFTXT: Cargo and sample delivery system. Please stand away from central point.

         Pulling the lever causes a deep groaning and then nothing. The round after that, the floor gives way into the half-opened cargo chute. Causing everything in the room not inside the circle to slide to Level 1 Room 7.

10.   The room is dark and smells of wax. The glass has been coated in a hardened purple slime and scattered glass shards. An enormous Rhagodessa rests on a bed of hardened slime. Purple bioluminescence delaying the weight of time.

If it detects foes prior to their entrance, it creeps to the floor and covers itself in flakes in order to ambush food.

11.   A long gallery with a waist-high brick wall some ten feet into the room. A set of bronze discs mark a gap in the middle. There is clear glass from the walls to the ceiling. Through it the hall reveals the occasion blast shadow of plants and the bars of a cage, now fallen into glass shards on the floor and dried specks of purple discolouring. There are three doors along the north side. The eastern one has a seal on the bottom of purple wax.

Looking at the broken cage shows many tiny insect-sized shadows covering the wall behind the broken cage and even some large scorpions and spiders previously crawling on branches.

Passing through the disc does nothing, the esoterica the detector was built to sense, no longer exists aboveground.

The alarm is triggered by a glowing panel on the north wall. Six glass gems need to be pressed in order (6th, 1st, 2nd, 3rd, 5th and 4th) within 1 round of entering. As the security system has completed endless cycles without a lockup. Otherwise, everything on the floor is alerted to the present of intruders with a short and petering out wail (the Star Wars whooping noise).

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