Two OSR Dungeons
Two OSR Dungeons
1. The main entrance to the Library. In the a. This stone block touches the
night, when the wind dies down, the ceiling and creates a wall here.
wails of the Mummies can be heard. b. An illusionary wall placed by
There’s a small, weathered camp site the Motley Crew to protect
set up in the corners opposite the stairs, “their” treasure extends from
with signs of recent living. These belong the pillar, making the room
to the Motley Crew. appear only 3 x 3 squares.
c. This illusionary wall can be
2. Twenty skeletal corpses lay near the easily seen if any magic user
foot of the stairs. They reach out as if searches. Automatically dispels
trying to escape. Many bones have been if it’s touched.
trampled to dust by boot. d. Also snakes drop on you.
15. The stairway up to area 16 is clear. 20. SHE lurks here. SHE WHO STEALS
There are lion-prints in the sand that is TEETH. There are teeth everywhere.
piled up here. The adjacent room has a Piles. Rotting. Clean. Golden (about
large, unstable pile of sand, poked with 100gp worth if the players want to spend
shiny, gold tools. If the tools or the sand forever sorting). She wants your teeth.
is touched, the sand collapses into the They look so nice.
room, filling it. A save is required, or a. AC 12; HD 10; ATK (1d4 bone
clever thinking. Otherwise you drown in dagger); MOVE as human;
sand. SAVE 6; XP 3,200; Special
(spells)
16. The Sphinx will be here if noise from b. SHE has the following spells
below hasn’t drawn her attention. This is that she can use 1/day
where she sleeps and eats, so the i. Bone Control – Same as
carcasses of random camels sit half- Hold Person, only you
eaten. There are lots of riddle books feel it in your bones
which has been mauled. She will sit on ii. Skull Fracture – Save
the stairs to 17 to bar passage. vs. Shattering tooth
(2d8)
17. Nephthys hoards her treasure here. iii. Extract Tooth – Save
Though she’s a lover or riddles, her every round vs. tooth
secret passion is headgear: some pulled, save ends
helmets, but mostly hats. Roll on the
random hat tale below to determine 21. When one door opens the other one
what kind of hat and if it’s magic. seals. Inside the northern room are
a. If the riddle is brought to twelve coffers, inside the southern room
Nephthys she will grant only the there are 6 skeletal corpses. They’ve
females hats (or ½ the party if been cannibalized.
no females). But if the party
solves the riddle, she gives 22. Titled “Biology and How to Use It”.
everyone a hat. If the Sphinx is Clogged with maggot-infested, trophy
killed and the room looted each animals. A secret door is behind a bear
person gets one hat. pelt on the wall. The secret room holds a
b. The other treasure is as follows: map of the library and several half
100cp in assorted riddle books, drunken caskets of Draught (gin made
3 10gp gold plates used as from coffin wood).
bookmarks, and a Sphinx egg
23. Titled “History and Other Old Things”. 26. The southern wall is notably weak.
High vaulted ceiling. Ten coffers rim the Sunlight cracks through the battered
edges. Every footstep echoes. stone.
24. Titled “Just the Old Things”. 4 27. This is the treasure room. There are
Mummies bow before a large statue of twenty coffers filled with random items.
an ancient Pharaoh. They beg the statue There is a gold sarcophagi with a
for safety. Scattered around are medium elegantly dressed, and still beautiful
statues and sarcophagi for children. The Elven girl inside. Alongside her are a
pounding of their tiny fists is a beat for Tiara (25gp), twelve bracelets (5gp
the pleas of the Mummies. each), a sapphire, Egyptian-style
a. There are 8 sarcophagi, each necklace (100gp), scarab earrings
containing a child Mummy, (25gp), a ceremonial dagger (+1, 75gp),
pounding to be set free. and an elven scimitar with a stone
b. The Pharaoh is a Sandstone handle and gold inlaid in the blade (+1,
golem, primed to activate if the 100gp). Near the sarcophagi are three
Key around his neck is grabbed. personal-sized chests, and one large
AC 15; HD 12; ATK (3d8); chest:
MOVE 40ft.; SAVE 10: XP a. Carved, sandstone box with
2,300; SPECIAL: Sand Form. twelve immaculate cigars
Split (1,000gp to the right person),
i. Sand Form: If the body two bottles of Black Wine
is destroyed while the (made from draconic blood, and
golem remains alive, worth 120gp each)
the body reforms after 1 b. A collection of tombs, each
round. bound in basilisk hide, each a
ii. The Pharaoh can split different, rare fiction novel
its health into two (3,000gp a piece to a book
separate bodies of equal collector or other antique-type
height and weight person)
c. The finest dress the party has
25. The wall is lined with opened and ever seen, just the sight of it
broken sarcophagi. None of the bodies inspires love for the lost elven
are mummified. One is even clinging to woman (depends on who they
life. An Elf with no eyes, and sewn take it to, family will pay
shut mouth. She can only speak Elven. 10,000gp for it, other shops will
Moving her in her current state will kill give 1,000gp)
her. She knows the history of the d. The big chest has the gold.
Library. Used to be the Librarian. 250gp, 5,000sp, 25,000cp. The
chest is too heavy for one
horse/mule to carry.
Random Tables
Below are all the assorted random tables needed for this dungeon. I also recommend using Arnold K’s
(Goblinpunch) 100 potions, just cause they are fun.
I Search…
Roll on this table anytime someone searches a body, or a coffer, or just the sand on the floor (remember to
tell them they don’t find any teeth!).
D100 Result
1-11 That much gold
11-77 That much silver
78-92 That much copper
93-96 Jewelry worth d10 x creature HD gp
97 Day's rations
98 Day's worth of fresh water
99 Picture of a loved one
100 A rusty silver key that can only lock doors
Books
Roll on this table whenever they look through the books. Or you know, just pick one from the list or make
it up.
D8
1 The Amazing Tome of Elves, Dwarves, Orcs, etc.
2 A(n) Deplorable Encyclopedia by Riddles, Jokes, Puzzles
3 Recommended Writings for Knowledge
4 Fabulous Declarations Against Human Nature
5 Gluttonous Journal Declaring Magic, Religion, Socery, etc.
6 Unnecessary Periodic Review Patronizing Draconic creatures
7 Dramatic Paintings Forgiving Giants
8 Caustic Novel Criticizing Love, Hate, Fear, Bravery, etc.
Riddle Room
These are the floors on the west side of the bottom floor. Roll to determine where the riddle answer is and
where the Motley Crew is.
D8 Room
1 21
2 19
3 24
4 18
5 25
6 20
7 23
8 22
Random Hat
The Sphinx likes hats. You can make this comedic or sad depending on how you play it. For me it was
just a way to add a little bit of light to an otherwise bleak dungeon. Roll for each column.
D12 Hat Type Special Property
1 Beret None
2 Baseball Cap Attracts the opposite sex
3 Flat Cap Attracts character's sex
4 Boater Fall in love with 1st person who wears it after you
5 Sun Hat Heals 1hp per day
6 Fedora Indestructible
7 Beanie Glows like torch when indoors
8 Troubadour Unpetrifies the wearer (ends when removed)
9 Dunce Cap Lets you see ghosts
10 Fez Birds fancy you
11 Cowboy Can speak french (or another language I guess…)
12 Peaked Cap Possesses wearer with spirit of dead warlock
Night: the apples fall from the trees rotting, the dogs turn into death dogs, the children become
a swarm, and the parents try to plant the PCs in the soil to make crops grow.
• Death Dogs: HD 2; AC 15; ATK 2 bites (1d6 plus random curse); Move 40’; SAVE 16; XP
1400; Special: Cursed bite
• Child Swarm: HD 1hp per child; AC 10; ATK swarm; Move as human; SAVE 16; XP 10 per
child; Special: Swarm
o Swarm: The children jump on a target and drag them to the ground, function as
a physical Hold Person spell
• Ma and Pa: HD 1 each; AC 10; ATK 1 pitchfork each (1d4); MOVE as human; SAVE 15; XP
15 each
• Bird cage on the underside of the bridge. If it’s quiet, the bird can be heard cawing.
2.
Day: Dog sleeps in back room. Won’t wake for
anything. Crow cage hangs outside window slit, slit
not big enough for hand to fit through.
Night: Dog is hell hound with candle on head. If
candle is snuffed it become normal dog.
3.
Day: Storage for animal handling gear.
Night: Same but lit by candle.
4.
Day: 4 animal handlers snooze in the break room.
Night: they pretend to sleep until they can grab
you and bite you.
5.
Day: 6 animal handlers sleep in cramped cots
mashed together.
Night: they pretend to sleep if players are in the
room, but otherwise they sneak around in the dark
looking for an opportunity to ambush.
6.
Day: Empty.
Night: The animal handlers attempt to lock the
party in the long hallway, squirt oil through the
window slits and fire flaming arrows at party.
7. 12.
Day: wax covers door to 11. Double doors are Day: Spider terrarium.
black/white. Opening white makes it day, opening Night: Same but containers lack lids.
black makes it night, opening both keeps it
whatever it is. 13.
Night: wax over 11 can be melted. Day: Snake tree.
Night: Same
8.
Day: wax sculptures cling to the window sills. 14.
Night: 5 doppelgangers break the windows Day: Centipede farm.
disguised as the party and try to take their places. Night: Same but giant centipedes.
Neither of them know the others are
doppelgangers.
15.
9. Day: Young girl pets a lizard that rests on her
Day: child-sized wax figure turns key in the lock of shoulder. She’s humming and keeping logs on all
the door. the animals (even the dumb horses).
Night: young stable boy hides inside area nine. The Night: Mirelyn the witch sits on her giant lizard.
key they have is the skeleton key for all the doors
on the island. Giant Lizard – HD 10; AC 12; ATK two claws (d6),
tail (d8); move 40’, spider climb;
10.
Day: door to 11 sealed by wax. Mirelyn’s Dream – She is asleep somewhere
Night: wax can be melted with fire. having this dream. You are sharing it with her.
Killing her will wake her up and the dream will
11. crumble. She will tell you this. She does not want
Day: doors sealed by wax. to wake up. She does not want to fight. If you kill
Night: wax can be melted with fire. the other witches for her she will give you the spell
that let her make a consistent dream world.
4. The Pit That No One Talks About
One of the crows hangs 50’ down the pit. There is a bottom to the pit, about 200’ down. It’s a
mouth. Its breath smells of children and sand. Feed it a child and it spits up a cursed vorporal
sword.
• Cursed Vorporal Blade – Acts as a normal vorporal blade, but it requires innocent blood
every month or else it cuts the head off its wielder.
5. Dream Stone
Allows players to wake up when they touch it. If broken it doesn’t function. Unconscious
characters can be made to touch it, bringing them back to full health in their bed.
6. Gilray’s Overlook
1. 5.
Day: wax statues gather here flanking doors and in Day: Sexy wax woman gazes at door. Door to 6 is
between windows. pitch-black painting. Shelf full of random mutated
Night: candles illuminate, melt wax to reveal potions.
corpses. Night: Woman is witch Gilray, naked and pale,
candles burning on her back, dripping wax over
2. shoulders. She wants to try some new potions on
Waiting room. Looks like still life, all done in wax. you (gives random mutation). If you agree she’ll
Night: candles melt the wax and reveal corpses. move close the painting, which will illuminate it,
revealing that it’s a door.
2 skeletons - HD 1; AC 11; ATK (d6); Move as
human; SAVE 17; XP 15; Special: Immune to sleep Doesn’t want to fight, is extremely cooperative
and charm and dull
3. 6.
Day: door is locked. Corvalus’s treasure. There are three wax statues
Night: candles rim the room. Cold draft blows out here. A lit candle will reveal them.
candles heading upstairs. Smells of a rainy, sandy
shore downstairs. 1. Gold stacked like a humanoid (1,000gp)
2. Mutated child with gold-plated skull (2,000gp)
3. Skeleton - HD 3; AC 14; ATK (d8); Move as
4. human; SAVE 17; XP 15; Special: Immune to sleep
Day: Modern reception area. Desk with beautiful and charm
wax statue behind it.
Night: Candle’s lit on east wall cast shadow on
wall.
9. 14.
Harold, old crippled man, sits by himself. Can’t Bathroom. Sack of gold sits in the toilet. Whistling
talk. Has a lantern he will shine into 8 if he hears noise from toilet. Dislodging it reveals the straight
someone at the door. pipe into the sky, creating a strong suction. Save
Night: Harold’s not crippled, has fingers down vs. hand being pulled into pipe. Nearly impossible
child’s throat. Kid vomits fire at target. to be freed. Other toilet as wax figure with arm
stuck. Night: wax figure has slit own throat. If
removed, arm is bloated and bruised.
10.
Still-life daycare. 11 wax children play “ring
around the rosie”.
15.
Night: candles melt the wax. Sing the song. If you Solid wax fountains flank walls. Wax has sealed
can finish, a demon possesses a kid. hall on south end. At night wax melts, become
wax ooze.
Demon: HD 6; AC 16; ATK 2 claws (1d6); MOVE as
human; SAVE 11; XP 1,100; SPECIAL: Magic Wax Ooze: HD 5; AC 11; ATK (2d6); MOVE as
Resistance (25%), Spider Climb, Immune to Fire, gelatinous cube; SAVE 12; XP 400; SPECIAL: hot,
Gibberish engulf
Hot – touching the wax ooze burns for 1 dmg
Gibberish = save or be stunned for 1 round Engulf – wax ooze attempts to surround target
Demon jumps between kids every round. and turn them into wax statue
11.
Wax children in time-out.
Night: wax melts, they’re monkeys not children.
They try to steal and flee.
12.
Coat room. Can only be worn by a child sized
person.
8. Blount Lake
Poisoned. Drinking even one sip gives a random curse. It can be touched, bottled, swam in, but
not drank. DRINK IT! I DARE YOU!
9. Corvalus Spire
1. 5.
Left door is locked. Right door isn’t. Large painting Locked. Brewery. Cauldron sleeps during day,
points to a different door at day or night. wakes and attacks at night. Potions are all caustic
and dangerous.
2.
Room full of tiny, bird coffins. Secret door opens in 6.
the moonlight. Painting room, overlooks lake. At night the
paintings move and reveal an crow’s cage.
3.
Room full of bird feed. Rotting with maggots at 7.
night. Owlery. So many owls. Come and go. Caretaker
here during day (Courtney, level 1). Will send
4. messages to other people’s dreams. If attacked will
Weak, aluminum spiral stairs go all the way to the release the owls. At night she’s the witch
top. Large tapestries hang down, weathered at (Corvalus). Owls all beg to be set free.
night.
Random Tables
Random Witch Spells
With Spells are odd and require interpretation. Roll two d20 to create a random witch spell.
1. Blood 1. Blood
2. Gold 2. Gold
3. Water 3. Water
4. Oil 4. Oil
5. Skin 5. Skin
6. Grass 6. Grass
7. Life 7. Life
8. Death 8. Death
9. Stone 9. Stone
10. Eyes to 10.
11.
Eyes
Bones
11. Bones
12. Air 12. Air
13. Fire 13. Fire
14. Dust 14. Dust
15. Lead 15. Lead
16. Silver 16. Silver
17. Weapons 17. Weapons
18. Clothes 18. Clothes
19. Light 19. Light
20. Darkness 20. Darkness
Some examples:
Skin to light – save versus your skin searing into beams of light.
Dust to Bones – all the dust in the room condenses into a creature
Air to stone – the room is turning into a solid block of stone, what do you do?
Darkness to skin – anything that casts a shadow is alive
Random Curses
1. Change gender 12. Always accused of horrible crime
2. Lose any game of chance 13. Possessed for an hour every night
3. Cannot sleep 14. You contaminate water
4. Cannot eat 15. Split into two opposite alignment selves
5. Clumbsy who battle for survival
6. Cannot start a fire 16. You have a child with a dragon somewhere
7. Animals hate you 17. You always sink and cannot swim
8. Imp follows to torture you 18. You cannot jump
9. Buildings fall apart around you 19. Anytime you see water you vomit up a
10. A demon learns your name bucket of frogs
11. Anything you touch loves you 20. You cannot tell the truth
The End
This is something I’ve been working on for a year. Off and on. Had most of it done and put it away
because I wasn’t sure about it. But I reread it and was like “damn, I should finish this.” So here we are.
And I like it. I’d like to run it. It’s a little weird, but I like weird. It could be very deadly, and it could lead
to a lot of interesting consequences. I know my players would enjoy having a dreamscape all to
themselves.
It’s the longest dungeon I’ve completed and it could last you a few sessions, maybe. Depends on
how long you play and what your party wants to do. I don’t really know what I wanted when I made this.
I saw Dyson’s amazing floating island map and just knew I had to do something with it. And I’ve always
been fascinated with dungeons tucked into weird places (my two most popular dungeons being in a
snow globe and a painting).
Witches being weird and wacky is something I’ve been working on for a while too. It’s not
uncommon, but as my players have been more accepting of my wackiness, I’ve been pushing it further.
Introducing things that just happen without any saves, or things that entirely alter their characters.
These are things that they always are horrified by, but that always push them to new ideas. They try.
They try harder than I’ve ever seen them try.
So maybe that’s what this. Just another challenge to my party. If so, I hope they succeed and
maybe when you read this you’ll think of your party. And if you see them having fun, I hope you steal
what you like and run it for them. Have a good time. Make their night memorable.