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Credits Contents

Hacked By: John Barry (HMGMA VA-01-10116-01) Using this Module ............................................................ 2
Interior Artwork: David Sutherland III Advice to the Game Master .............................................. 2
Cover Artwork: David Sutherland III Module Notes ................................................................... 2
Hard Eight Enterprises Rep: Jo Jo Zeke Introduction ..................................................................... 3
Local History .................................................................... 3
“Ye wanted old school? You got it, smart Story Awards & Rewards .................................................. 4
guy! This is the oldest school!” Rumors & Information ..................................................... 4
Zenopus’ Basement, Level 1 (A) ....................................... 4
Level Notes .................................................................................. 4
HackMaster was inspired by the original Dungeons & Random Encounters ................................................................... 5
Dragons© game by Gary Gygax and Dave Arneson. This Zenopus’ Basement, Level 2 (B) .....................................12
adventure, The Basement of Zenopus, is based on the Town of Salthaven ...........................................................13
Dungeons & Dragons© adventure “Sample Dungeon” by Epilogue ..........................................................................14
Eric Holmes, 1977. Appendix A: New Magical Items ....................................15
Appendix B: New Monsters ............................................15
With respect to trademarks: HackMaster is a registered
trademark of Kenzer and Company. The HackMaster logo, Appendix C: Notable Personalities .................................16
Hacklopedia of Beasts, the Kenzer and Company logo, the Author’s Note ..................................................................17
Hard Eight Enterprises logo and Hard Eight Enterprises are Errata ...............................................................................18
trademarks of Kenzer and Company. This work is not an Map: Basement of Zenopus, Level 1 ...............................19
authorized product of Kenzer and Company, or any other Map: Salthaven ............................................................... 20
company for that matter.

* GAMEMASTER’S EYES ONLY *


A Warning to Players
What the hell do you think you are doing? If you plan on playing this module and participating in the gore and carnage that it offers you, then you should
damn well stop reading now! What are you thinking? The information in ALL HackMaster modules is strictly for GameMaster‟s (GM) eyes only!
Attempting to glean clues from this adventure will not only spoil the surprises and excitement of the game but it‟s unethical. Reading any further will
result in harsh penalties and possible banishment from the HackMaster Association (HMA). Be a man (or a woman as the case may be) of honor and put
this module down NOW! Then step away. And should you choose to ignore this friendly warning then a hex on thee, you scoundrel - A GM‟s curse on
your dice! May they fail you and consign you to an endless cycle of untimely player character deaths! May misfortune hound your every step in the game
until the end of time! What are you even doing still reading this? We told you to stop five sentences ago!

Note: in the event you later receive your GM credentials and thereby qualify to possess the knowledge contained herein, this curse can be removed by
sending a sincere 1,000 word apology along with a photocopy of your HMGMA membership card and a check for $25.00 processing and handling to the
HMA offices. Should the HMA, after reviewing the matter decide to reject your apology, no refund shall be given and the curse will remain in effect.
Basement of Zenopus

Using this Module


As introductory material for HackMaster Basic, this module describes
the 1st level of an underground dungeon stocked with creature
encounters appropriate for beginning low-level characters, and its
challenges utilize many of the new rules. After a couple sessions, if
the players get curious about the town and its environs, the Game
Master can expand the players‟ world with action in and around the
town, such as investigating the graveyard, or chasing after pirates.
Future expansion of this product will contain maps of the town and
the surrounding area, as well as Levels 2 (and maybe 3) of the
dungeon. Happy Hacking!

Advice to the Game Master


A few words of advice, for Game Masters both brand-spanking wet-
behind-the-ears new, or old, wizened and encrusted with accumulated
gaming experience like the barnacles on a Portuguese sardine
trawler…
Read the entire module before letting your players go and ruin it.
Instead of foisting it off on your players unprepared and ending
up looking foolish, make sure you know the in‟s and out‟s of the
different major encounter areas. This module has been carefully
designed to support multiple major and minor story lines.
Check out the sections on Recent History, Rumors &
Information and Notable Personalities for further details.
Know the rules. Read the HackMaster Basic rulebook. Then
read it again. And take notes this time.
Don‟t give away the game all at once! Try to maintain some
sense of mystery and the fog of war by being vague with your
descriptions. Remember, these characters are noobs in a freakin‟
dangerous world, where everything is strange and unknown, and Module Notes
quite probably deadly, as well. Since the lethality of this module has been substantially increased
Eat either before or after the gaming session. While pizza is a from the original, this adventure is best embarked upon by a
time-honored gaming tradition, nothing is a time-waster like large party of 4 to 6 characters. There are a number of undead
going out for a 3-topping deep dish in the middle of everything. and plentiful traps, so one or more Thief and Cleric characters
And while munchies supplied by the players are also time- are probably good classes to include in a well-balanced party.
honored, they should be non-greasy and high in fiber, to If the adventuring party is stronger or weaker, add or subtract
maximize the time they are seated at the table.1 the number of opponents or their hit points to restore balance.
Be organized. Have extra paper, pencils, and blank HackMaster This is especially important when your players encounter the
Basic character sheets on hand. Keep an extra set of dice you goblins in A3, the skeletons in A4, or the ghouls in A8.
can loan to a player who has forgotten their own.2 Each area description corresponds to a room or other place on
Get your players in the mood. For the best in blood-pumping the map. The text in gray should be read to the players when
gaming ambiance, play the theme music from Conan the they are able to see the area. Of course, if events have changed
Barbarian, Hawk the Slayer, or The Lord of the Rings during combat. what may be observed, i.e. creatures are no longer present, doors
However, please use standard modern electrical lighting: candles are open or closed, then the Game Master should alter the text
dripping wax or guttering torches are great for setting the mood, to reflect the current situation. Encounters and Potential Yields
but left unattended, open flames have claimed more gamers than are handy ways to track the progress of the characters through
marriage and long-term employment combined. the module without resorting to easily misplaced notes.
Above all, this is a game3, so have fun! The Battlesheets for this module are in a separate pdf. They
contain detailed stats and hit points for each creature
encountered for every area on the map. When an area with an
encounter is found, use the Battlesheet entries as a reference
instead of paging back and forth in the book.
This module can be converted to Kingdoms of Kalamar by
placing it on the shore of Renaaria Bay or somewhere on the
coast of Mendarn.
1
Rather than seated elsewhere, if you know what I mean.
2 One that won‟t be harmed by a quick rubdown in alcohol after they leave.
3 Albeit one that is the most realistic ever created and uses the most advanced

role-playing technologies known to man.

2
Basement of Zenopus

Figure 1: View of Point Haarpang from the South.

Introduction Local History


100 years ago the sorcerer Zenopus built a tower on Point Five years ago, a local claimant to the ducal throne began an uprising.
Haarpang overlooking Shipwreck Bay and the town of Salthaven. A rich merchant named Froom, related tenuously to the family of the
The tower was close to the sea cliff west of town and, ruling duke, declared himself the rightful heir to the seat, and
appropriately, next door to the graveyard. Rumor has it that the demanded the surrounding countryside support him. However, the
magician dug extensive cellars and tunnels underneath the tower. town of Salthaven remained loyal, so it became a target for “Duke”
The town is located on the ruins of a much older city of doubtful Froom to reduce before he advanced on the provincial capital of
history and Zenopus was said to excavate his cellars in search of Sisera. Well, the war didn‟t work out all that well for the Duke4, and
ancient treasures. his head ended on a pike, but not before his besieging army knocked
a couple holes in the walls. After the rebellion, the walls were never
Fifty years ago, on a cold wintry night, the wizard's tower was fixed, despite initial promises, as the needs of state
suddenly engulfed in green flame. Several of his human servants
escaped the holocaust, saying their master had been destroyed by Recently, Salthaven has been raided by a relatively strong force of
some powerful force he had unleashed in the depths of the tower. goblins, who took advantage of the unrepaired gaps in the town walls
Needless to say, the tower stood vacant for a while after this, but to bypass the gates. Only a valiant effort by the captain of the town
then the neighbors and the night watchmen complained that watch, his men, and a troop of cavalry repelled the assault and routed
ghostly blue lights appeared in the windows at night, that ghastly the raiders. Opinion is divided in town over whether or not all the
screams could be heard emanating from the tower at all hours, goblins were accounted for. An increase in night-time thievery has
and goblin figures could be seen dancing on the tower roof in the been laid at the feet of the pirates.
moonlight. Finally the authorities had a catapult rolled through the
streets of the town and the tower was battered to rubble. This The pirates that have long plagued the area have been lying low
stopped the haunting but the townsfolk continue to shun the recently, due to a fracas down on the docks that led to the capture of
ruins. The entrance to the old dungeons can be easily located as a several of them posing as simple sailors. However, the disappearance
flight of broad stone steps leading down into darkness, but the of the Magistrate‟s daughter a few days ago may be their
few adventurous souls who have descended into crypts below the responsibility. Currently, they are assessing a change in their
ruin have either reported only empty stone corridors or have methods, as they make more profit smuggling items past customs
failed to return at all. than they do with the risky venture of plundering trading vessels.
With this in mind, they are exploring the sea cavern (area A25) to see
Other magic-users have moved into the town but the site of the if they can use it as a handy clandestine refuge and transshipment
old tower remains abandoned. Whispered tales are told of depot for getting their goods in and out of town and bypass the port
fabulous treasure and unspeakable monsters in the underground authorities completely. A trusted lieutenant of the feared pirate
passages below the ruins, and the story tellers are always careful to Brimstone Wallace5, Jimmy “Tattooed” Johnson, has been selected by
point out that the reputed dungeons lie in close proximity to the his captain to do some scouting.
foundations of the older, pre-human city, to the graveyard, and to
the sea.

Salthaven is a small but busy town linking the caravan routes from
the south to the merchant ships that dare the pirate-infested
waters of the Northern Sea. Humans and non-humans from all
over the globe meet here. At the Green Gizzard Inn, the players 4
of the game gather their characters for an assault on the fabulous Not surprising, considering his first bellicose act was to besiege a town with
passages beneath the ruined Wizard's tower. unfettered access to the sea. Most of his army died of dysentery before they
were defeated by a relief column sent from the capital.
5 So known for his habit of rushing into battle with boots full of burning

sulfur.

3
Basement of Zenopus

Story Awards & Rewards 10. An old lady dragging a dead cat by the tail harasses you in the
middle of the street. She shrieks, “You danged boys are messing
with evil up on that hill! You‟ll get what you deserve for stirring
There are a variety of story awards and rewards available for the up the spirits of the past!” She spits on the ground and wards
adventurers to earn.
you off with the sign of the evil eye. True but Weird.
#1. Stolen from the Temple of the Caregiver were a bell, two
11. “Zenopus was kilt by one of his students I hears, that would be
braziers, and a case of sacramental candles. They were stolen in the one to watch out fer. Might be a bit long in the tooth by
the night by the goblins in area A3. The candles are long gone,
now, I reckon.” True.
but if the adventurers recover the rest of the items, they can 12-20 : No rumor this time around.
collect a reward, and may be able to arrange better rates for
healing. (100 EPs)
#2. The brewer (NP#3) has lost several barrels of beer and wine.
His dog Fang is also missing. Considering that the dog is dead
(see Area A3), the adventurers can only recover the dog‟s silver
collar. (50 EPs).
#3. There is a 50 sp bounty per goblin, payable by the town
Magistrate (requires a head as proof to collect).
#4. The daughter of the Magistrate, Lemunda the Lovely, is missing,
and it is feared that she has been abducted by the pirates. In
actuality, she ran away to be with her love, Tattooed Johnson, an
infamous pirate. Rescuing Lemunda is worth 100 EPs, plus a
500 silver piece reward.
#5. Find out the true fate of Zenopus and his apprentices. (100 EPs)

Other minor story awards are noted as they appear.

Rumors & Information


If desired, roll a d20 per PC each time they enter the town of
Salthaven. These rumors are either true, false, or somewhere in
between.

1. “The magistrate was seen late last night creeping through the
streets. He sure looked guilty of something. It‟s probably the
miller‟s wife, Melanee, again” False. Zenopus’ Basement, Level 1 (A)
2. “Ludlow‟s Brewery was broken into, and 10 barrels of his best
were stolen. But what really bothers him the most, is his prize The stairway descends 25 feet down from the surface to the east, and
wolfhound Fang was stolen too! He has a 500 sp reward out for ends in A1 on the Game Master's map.
his dog. Must really love that thing, if he wants it back more
than he wants the beer”. Mostly True (some survive). Level Notes
3. “Mudge and his men killed the goblins, and put their heads on All passageways are 10‟ wide and 10‟ high, unless otherwise
pikes over the gate. Good job! Starting to stink a bit though.” noted. Ceilings are vaulted or arched, and in large rooms are
True. supported by pillars.
4. “Funny how old One-eye has problems with the light every time This subterranean level served as the storehouse, armory, and
we have a storm. I think he‟s got something goin‟ with those walk-in closet for Zenopus‟ tower, and just about every room is
villagers up north a‟here.” False. littered with broken crates, discarded clothing and rusted
5. Glad to see the last of those pirates! Mudge sure gave „em what weapons and implements, and given 100 years of abandonment
fer last time! You‟ll not see them pokin‟ round here again and disuse, many areas have accumulated a fair amount of dirt,
anytime soon!” False grime, and other debris. Being underground, most large rooms
6. “The old sorcerer isn‟t dead! He lurks up by the graveyard and have puddles of standing water, the ceilings are studded with
steals fresh corpses for dread purposes of his own.” False nitre, and there is a pervasive smell of mold and decay. Any
7. “Old Clarence up by the graveyard sure is a nice guy. His surviving furnishings are rotten and worm-eaten. This counts as
gravediggers don‟t talk much though, although they sure can dig a moldy environment for those with the Allergies Flaw: Mold.
a hole in a trice!” False
8. “Those ruins on Point Harpaang sure are creepy, but the dang All doors are 5‟ wide and 8‟ high, and open out of the room and
kids can‟t get enough of it. Hanging out up there, smokin‟, into the corridor. 50% are locked unless otherwise noted. All
have bronze door handles/pulls in the shape of a capital “D”.
drinkin‟, using foul language too no doubt. Can hear em
carrying on all the way down here when the wind is right. Hear Many of the doors show signs of animals gnawing along the
„em laughin too!” True bottom jamb, leaving a sizable gap between the door and the
floor. Due to warping from age and moisture, combined with
9. “The pirates are coming into town disguised as merchants. You
can tell they ain‟t real merchants because of all them tattoos!” rusted and seized hinges, gives each door a value vs. opening of
False 5 (see HMB p.16).

4
Basement of Zenopus
This dungeon level is infested with giant rats from the (see Notable Personalities #7) as a spell focus for him to monitor this
catacombs below the graveyard. Any remains left after a battle area for intruders.
will attract 1d6 giant rats every 30 minutes. Each rat will
consume 1 hit point of the corpse every 10 minutes (of the The following numbers correspond to the 3 exits from this area, and
body‟s original hit points). When the corpse has been reduced are marked on the map.
to 0 hit points, the flesh is gone and the rats will begin gnawing
(and cracking if possible) the bones and edible equipment, until 1 - North Exit
the same amount of hit points is consumed. At this point, the
corpse is completely destroyed except for any non-edible gear, The passageway leads to the north. The floor is covered in sandy
which is fouled and worthless unless wholly metallic or of a hard grit and dust. Old cobwebs dangle from the ceiling.
mineral. The rats then disperse, looking for their next meal.
Rats form the basis of a thriving underground ecology, providing 2 - West Exit
a robust and never-ending food supply for a variety of creatures
that feed upon them. About 15 feet to the west of the room, passageway‟s ceiling has
All areas marked with a “P” are pit traps. They can be found by collapsed: a pile of rubble completely blocks the way.
a successful Identify Trap Skill Check. Stepping on the stone
slabs covering the trap will tip those standing on them into a 15‟ The pile of rubble is not really there: someone has cast a high level
deep pit. Those falling into one take 2d6p falling damage. The illusion on this part of the hallway. There are scattered chunks of
traps reset after 1 minute, possibly trapping those still inside. rubble on the floor; enough to make it convincing when you stub a
On either side of the pit can be found a small button hidden in toe on it, but not nearly enough to block the way. The Goblins in
the stonework that pressed once will open the pit, and pressed area A3 have discovered this, and pass through it when they come
twice lock it for 1 minute. and go. Those seeing the illusion for the first time must make an
opposed wisdom check +18 to detect anything out of the ordinary
Random Encounters (elves and theives get a +2 to their roll).
Check every hour for a random encounter (1 on a 1d6), unless
combat is occurring, then check for wandering monsters immediately 3 - South Exit
after combat ceases.
A masonry wall blocks this passage 10 feet to the south. Crude
Roll a d8: lettering painted on the wall says “Danjer! Keepe Owt!” There is
1 2d4 Giant Rats a gap in the masonry between the ceiling and the top of the wall.
2 1d4 Skeleton guards still walking patrol.
3 1 Ghoul
The wall is real. If the adventurers want to destroy the wall, it will
4 1 Zombie
take 10 minutes to make a hole large enough for a size S body, 30
5 2d4 Giant Spiders, Large
minutes for size M, and an hour to destroy completely. Characters
6 A lost Pirate (F1). He will pretend to be a lost militia man, until
with the laborer proficiency can reduce this time according to the
he finds a way out. Then he will flee.
rules. Of course, using improvised digging tools will make this task
7 A lost Pirate (T1). He will pretend to be a lost vagabond from
much harder (GM‟s discretion). The gap between the top of the wall
town who fell into a hole and got lost. He will attempt to steal
and the ceiling is large enough for an unencumbered Elf or Halfling
from the party at first opportunity.
to squeeze through.
8 GM‟s discretion.
The wall was constructed soon after the townsfolk tore down the
A1 – Ruined Foyer tower. Blocking the remaining hallways was never completed.
Size: 30 ft. X 30 ft.
Exits: Passageways north, south, and west. To the east, broad
stairs lead upwards and out of the dungeon. A2 – Ransacked Shipping Office
Encounter: None Size: 20 ft. X 50 ft.
Exits: Door East (closed), passage West.
Encounter: Drunken Goblin Guard (1)
At the bottom of the stairs is a large square chamber with Potential Yield:
doorways opening in the cardinal directions. The stonework here  Killing Goblin (22 EPs)
seems older than that of the stairs from the surface: there is less  Short Sword (SPV=10)
mortar, and the stones are closely fitted in odd patterns. The  Light Crossbow (SPV=35)
floor is littered with trash, broken bottles, and old cigar butts.  12 bolts (SPV=1)
The walls are covered by obscene and misspelled sophomoric  3 Ledgers (SPV=75)
graffiti. In the center of the floor are the remains of a still-warm
driftwood campfire. This room is packed with old broken crates, boxes, and barrels to
the north, and several desks to the south. A large barrel sits
If the ashes are cleared away, a mosaic depicting a fearsome fanged upright next to the doorway to the west. On top of a desk is a
tentacular monster will be found laid out in cracked black and ochre light crossbow pointed at the door to the east, along with a
tiles. Cemented in the middle of the mosaic‟s forehead is a worn battered bolt case.
bronze coin with a barely discernable carving that closely resembles
the mosaic. The coin itself is worthless, but collectors will pay 5 gold A goblin from area A3 is asleep in the large barrel. He was playing
pieces for it as an oddity. It has been placed here by Old One-Eye cards with his buddies but lost quickly, so he has drawn guard duty.
A knothole in the barrel has been pushed out to make a spy hole

5
Basement of Zenopus
through which the guard can observe the room and the hall to the and several leather sacks hanging on pegs along the wall. A
east. A string leads from the barrel, through the doorway to the west, couple braziers provide a flickering light, but mostly smoke that
and to a hanging bell in the goblin encampment in A3. This drifts up through cracks in the ceiling. A group of small
ingenious early-warning system has been compromised by the goblin humanoids is clustered around a central table, arguing loudly in
drinking too much with his buddies before he came on his shift, and some uncouth language.
he is now asleep. On top of that, he‟s left his crossbow and bolt case
on one of the desks to the south. However, if the adventurers make By the south door is a stack of wooden buckets.
too much noise in area A1, there is a 50% chance per 10 minutes of
this that the goblin will come out of his stupor and be alert. In this The occupants are goblins, the remnant of the raiding force that
case, he will pull the string leading to area A3 if he sees anyone swept through town a couple weeks ago. Defeated and with escape
coming. If no one comes in the 30 minutes after he is awakened, he cut off and nowhere else to go, they have found refuge down here.
falls asleep again (he thinks its just the young punks from town Every few nights they creep up to the surface and steal provisions.
coming to hang out again). Even so, they are growing weary of the dungeon.
The desks to the south are hacked and smashed to pieces, but The spider in area A12 has been giving them a hard time since one of
surviving in one locked drawer are 3 ledgers detailing purchases of their number fell victim to her, so the goblins keep the door to the
supplies and inventories over a period of 3 years. These ledgers are west wedged shut with an iron spike. At night they can hear her
relatively bulky (10 lbs ea.), but will be worth 75 sp (25 sp each) for a scratching at the door and whispering. This is pretty unnerving, even
collector. to a goblin, so they drink pretty much non-stop. This is probably a
good thing, since they can‟t figure out how the doors work in A15 so
A3 – Old Warehouse they are without a way to fresh water. They are currently fighting
Size: 120 ft. X 100 ft with 5’ pillars every 20 ft. over a game of cards (at which at least 50% are cheating), and they are
Exits: Doors east (cracked open), west (wedged shut), and south
all quite drunk from the open barrel of ale that sits near the table.
(closed).
Encounter: Goblin Guards (7)
Over one of the braziers, turning on a spit, is the corpse of the
Potential Yield: brewer‟s prize dog Fang. The leader is wearing the dog‟s collar as an
 Killing Goblins (7) (154 EPs) ornament, a steel cap on his head, and a shield.
 7 Short Swords (SPV=70)
 2 Light Crossbows (SPV=70) The goblins wear leather armor and carry short swords. Two have
 24 bolts (SPV=2) light crossbows. If half their number is killed, the other(s) will try to
 1 Steel Cap (SPV=2) escape through one of the doors or surrender. If surrender is accepted
 50 Gallon Barrel of Good Wine (SPV=400) wt. 420 lbs the captured goblins will offer to lead the party to a treasure but will,
 50 Gallon Barrel of Ale (half empty) (SPV=50) wt 270 lbs in reality, try to guide them to one of the dangerous trap rooms and
 Deck of Cards, Marked (SPV=5) then run.
 2 Bronze Braziers, Small (SPV=300) (or reward #1)
 1 Bronze Bell (SPV=100) (or reward #1) Most of the sacks contain junk, dirty clothes, old bones, etc., but one
 Ram’s Horn (SPV=0) contains 98 silver pieces. There are several cloaks hanging on pegs
 98 sp and in a pocket of one cloak there is a magical Potion of Giantism in
 2100 cp a glass vial. One of the chests contains approximately an additional
 Gold Idol (SPV=250) 2000 copper pieces but the chest is booby-trapped. Opening the
 Silver Dog Collar, inscribed with “Fang” (SPV=50) chest releases a cloud of sleep gas filling a volume of 10‟ x 10‟ x 10‟.
 Potion of Giantism (SPV=300) Anyone within this area who fails to make his saving throw against
poison (virulence factor of 6) falls deeply asleep for 1d6p x 10
Potential Story Award: minutes.
 Recovering the temple bell and braziers (100 EPs).
 Recovering Fang’s dog collar (50 EPs). A reeking barrel filled to the brim with waste lurks in the NW corner
of the room. If the barrel is searched (i.e.: emptied and sifted), a small
If the goblin in A2 has not alerted his companions in this room, then: gold idol worth 250 sp will be found in a small velvet bag (now
completely ruined).
A vast chamber with a vaulted ceiling supported by thick stone
columns every 20‟ or so, this appears to be an abandoned A4 – Roll the Bones
storeroom. Splintered crates, bits of rope, sawdust, and empty Size: 50 ft. X 50 ft.
broken barrels litter the floor and are piled in the corners. A Exits: Doorways north (closed) and south (open)
flicker of firelight comes from the north. You can detect the odor Encounter: Animated Skeletons (4)
of cooking meat. It smells quite tasty. Potential Yield:
 Killing Skeletons (4) (268 EPs)
If the PC‟s enter the room unnoticed and are able to view the north  4 Scimitars (old and rusty) (SPV=30)
end of the room (by creeping up silently, for example):
This is a 50 ft. x 50 ft. room with a north door and an open door
at the south end. The six deep niches in the walls can be seen
On the north side of the room, there is a small encampment from the north doorway but they are covered with cobwebs and
furnished with rough tables, benches, and beds. A low heap of nothing can be seen within them. The room is totally dark and the
refuse embedded with upright sticks and shattered boards floor is covered with an inch of undisturbed dust.
surrounding the small camp site amounts to a feeble attempt at a
palisade. There are small wooden chests at the end of each bed

6
Basement of Zenopus
There are four skeletons in the niches (assign them randomly). They Deep in the bottom of a pile in the north-east corner is a nest of 23
do not attack unless someone advances over ten feet into the room, giant centipedes. They will only be discovered if the pile under which
then they all rush out and attack until destroyed or turned away. If they live is disturbed, at which point they will swarm out and attack
turned, they run out the door at the end of the room farthest from everything within 10‟ (assign targets randomly).
the cleric. Their weapons are old and rusty, dealing 1 fewer point of
damage per hit, and modifying the attack roll by -1. There is no A8 – Eat-In or Take-Out?
treasure in this room. Size: 80’ x 40’
Exits: Doors North, South, East and West (all closed).
A5 – Dusty Chamber Encounter: Ghouls (2)
Size: 40 ft. X 40 ft. Potential Yield:
Exits: Doorways north (closed), south (closed), east (closed), and  Killing Ghouls (584 EPs)
west (open)  50 Silver pieces (SPV=50)
Encounter: None  5 gems @ 10sp ea. (SPV=50)

This is a 40 ft. x 40 ft. room with doors in all 4 walls. The one to This room is 50 by 80 feet and has doors in all four walls. Two
the west has been torn off its hinges. A huge brown stain is on disheveled and emaciated beings seem to be eating something
the floor in the center of the room, with smears leading to the rancid in a smashed coffin. They look up and charge you, gobbets
west. of rotten flesh flying from their mouths.

There is nothing of note in this room except for the ancient The coffins contain, in addition to indescribable odds and ends, 50
bloodstain, which trails off and disappears soon after it leaves the silver pieces and 5 gems each worth 10 silver pieces. The east door
room. leads to a short dirt tunnel that ends blindly under the cemetery.

A6 – Gloomy
Size: 30 ft. X 40 ft.
Exits: Doorways east (closed) and west (open), passageway south.
Encounter: Rats, Giant (8).
Potential Yield:
 Killing Rats, Giant (8) (96 EPs)
 Silver Dagger (SPV=50)
 50 cp (SPV=5)
A9 – Sarcophagi
Piles of rocks and rubbish four feet high cover the floor. There is Size: 120’ x 70’
a door in the center of every wall except the north. Exits: East and West (all closed), Multiple tunnels to the north.
Encounter: Skeleton (1), Rats, Giant (various).
There are 8 giant rats in the room, but they are hiding in the shadows Potential Yield:
and not easily seen. They will attack if the room is entered.  Killing Skeleton, Animated (67 EPs)
Concealed in a mass of old bones, chewed leather straps and bits of  Killing Rats, Giant (12 EPs ea.)
armor in its nest is a belt attached to which is a silver dagger (50 silver  1 Heavy gold ring (SPV=75)
piece value) in a sheath and a bag containing 50 copper pieces. Each  1 Platinum wedding band (SPV=50)
10 minutes of careful searching in the refuse gives a 50% chance to  1 Gold and silver coronet (SPV=184)
come up with these things.  1 Jeweled Necklace (rubies and silver) (SPV=327)
 Broadsword +1 (SPV=800)
A7 – Dusty Chamber
Size: 40 ft. X 30 ft. Potential Story Award:
Exits: Doorways north (closed) and south (closed).  Figuring out how stop the dagger from attacking (20 EPs).
Encounter: Ticks, Giant (2)
Potential Yield: This large room - 120 feet by 70 feet - is part of the catacombs
 Killing Ticks, Giant (EPV=134) under the city. The north wall has caved in and there are doors
 Killing Centipedes, Giant (EPV=322) only at the east and west ends of the tomb. Ten stone sarcophagi
are scattered about, four empty with the tops off. Six, however,
This chamber is filled with mounds of moldering old furs, carpets, are closed.
and tapestries. The air is redolent with the smell of mold, damp,
and decay. And wet carpet. If the adventurers open one, roll a die to see which they have chosen.

This old storeroom was invaded by moisture some time ago, ruining 1. Contains only moldering bones but releases a cloud of noxious
all in the room. The debris piled on the floor will in no way catch gas which renders unconscious anyone within 3 feet unless they
fire, although it will smolder greatly if attempts are made to light it, make their Constitution check against poison (virulence factor of
blinding all in the room (including PC‟s with low-light vision). The 8). Unconsciousness lasts d6p minutes, depending on the Game
ticks lurk in the piles to the south-east and north-west, and will Master's die roll.
attempt to surprise any characters examining them closely. They are 2. Contains a partially clothed skeleton which holds a jeweled
very hungry. dagger in the bony hands folded across its chest. If the dagger is
removed it will flash away into the air, turn and attack the one
who touched it. It will continue to attack until it draws blood or

7
Basement of Zenopus
its intended victim runs from the room. It will then return to the A fetid oblong cavern seethes with vermin. Amid a horde of rats
coffin with its owner. The dancing dagger is hard to hit and if hit crouches the biggest gawd-awful rodent you‟ve ever seen. There‟s
it falls to the floor and remains motionless for 30 seconds, and a moment of stillness, then an ear-splitting squeak, and they‟re on
then takes up the attack again! Putting it back in the sarcophagus you in a chittering wave of fur and teeth.
will stop the attacks of course. The combat stats for the dagger
are below. Yes, this is the momma rat and she is not happy to see the
adventurers here in her lair. Exposure to the higher than normal
Dagger: INI -2, SPD 5, RCH 1’, ATK +6, DMG 2d4p, DEF +8,
background magic in the area has caused this rat to grow larger and
SA n/a, SD n/a, DR n/a, HP n/a, TOP n/a, Size T, MV 20, EPV
0.
meaner than normal. She is the queen of the brood that currently
infests the entire level and the catacombs to the north and east.
3. A skeletal form wears rings and a coronet worth 309 silver Slaying her will prevent rats from appearing in area A9 and A10.
pieces.
4. A skeletal form wears jewelry worth 327 silver pieces. In her noisome nest is a collection of bright and shiny objects. Most
5. An animated skeleton armed with a curved scimitar. It will attack are completely worthless, but she does have a small silver mirror
as soon as the lid is removed. worth 19 Silver Pieces.
6. A skeletal form in chainmail holds a Broadsword + 1.
A12 – Spider’s Lair
When the party enters the room there is a 50% chance a giant rat will Size: 50 ft. X 60 ft.
Exits: Doorways north (open), south (open), east (closed, wedged
burst through the loose dirt at the north end of the room and attack.
shut from the other side) and west (open)
At the end of each minute there is another 50% chance that a rat will Encounter: Spider, Gigantic (1).
enter from the tunnels. The rats will not, however, leave area A9 Potential Yield:
except to go back to the tunnels.  Killing Spider, Gigantic (1) (417 EPs)
 Dagger +1 (SPV=250)
The sarcophagus lids are heavy, weighing each 500 lbs. Four or more
men can lift them off, but one man would have to slide the lid off, A 60 by 50 foot room . The ceiling is out of sight in the darkness
and this would require a feat of strength taking 1 minute to perform. but there are large spider webs in the corners. There are doors in
Thus it will take a while to get them all open and the rats are pretty the middle of all 4 walls. A webby bundle hangs by a thick thread
sure to show up. from the ceiling in the middle of the room. An empty wooden
bucket is on the floor below it.
A Broadsword is a size M hacking weapon, dealing (d6+d10)p, with a
speed of 12, and a reach of 3‟. A normal one is valued at 15 sp. Since
A gigantic spider lurks in the darkness of the north-west corner,
it is an edged weapon rather than a pointed one, it cannot be used to
amidst the pile of debris it has made its lair. She will attempt to
jab with. The broadsword is a low difficulty weapon.
surprise unwary adventurers that approach the middle of the room to
investigate the bait of her trap.
A10 – Rat Tunnels
Size: Round 3’.
Exits: Various open tunnels and holes.
There is no treasure in this room, but a + 1 silver dagger is embedded
Encounter: Rats, Giant (various number) in the spider's body (evidently a souvenir from some previous battle);
Potential Yield: it can be found only if the beast is cut open.
 Killing Rats, Giant (12 EPs ea.)
 ______ Silver Pieces found (SPV = ______.) The webby bundle is the husk of a goblin that went on water detail,
got turned around, and then caught by the spider. His bucket lies on
They are only 3 feet in diameter, round and dug through the soft the floor below him.
earth of the cemetery.
If combat goes against the spider, it will attempt to escape into area
A man could crawl through them, but it should be hard for him to A13 through the south door.
fight (a -2 from his Attack die roll, and -2 to his Defense). Weapons
longer than 2‟ can only attack by jabbing. A Halfling or Dwarf would
be at no particular disadvantage. Every 100 feet there is a 50% chance
of meeting a rat, and every 200 feet a 50% chance of coming on 5
silver pieces worth of treasure. The tunnels form an endless maze and
there is no end to the rats. The tunnels intersect the dungeons at the
northernmost corridor and at room A9. A13 – Spider Nursery
Size: 50 ft. X 60 ft.
A11 – Rat Lair Exits: Door north (open).
Encounter: Spiders, Large (4)
Size: Irregular 20’ diameter,
Potential Yield:
Exits: West.
Encounter: Rats, Giant (10), Rat, Gargantuan  Killing Spiders, Large (4) (268 EPs)
Potential Yield:  Killing Zombie (1), Dismembered (25 EPs)
 Killing Rats, Giant (120 EPs)
 Killing Rat, Humongous (125 EPs) This room is draped with webs. Scampering shapes are dimly
 Silver Mirror (SPV=19) seen above in the shadows. The desiccated husk of a humanoid
hangs from a thick rope of webbing and is wrapped from head to

8
Basement of Zenopus
toe. It twitches every now and then, and moans pathetically. There is a pile of old beams and lumber stacked against the
southern wall. A small open cask of rusty nails sits beside the
The spider‟s progeny use this room as a refuge, exercise area and door.
playroom. Their mother (from area A12) has thoughtfully provided
the partial remains of a zombie (it is missing both hands and a leg) as Otherwise, this room is empty.
a chew-toy, and hung it from the ceiling. If the zombie is cut down
and freed, it can only attack with a bite, and only if someone is within
1‟ (i.e. holding it or standing right next to it). It cannot move except
to flop and flail around.

A14 – Dusty Chamber


Size: 40 ft. X 30 ft.
Exits: Doorways north (closed) and south (closed).
Encounter: None

This room has evidently been closed off for ages. The dust is
thick on the floor. A18 – Thaumaturgist’s Workshop
Size: 50 ft. X 60 ft.
Exits: Doorways north (no door) and south (closed), Secret door to
This room is empty. the west.
Encounter: Timmon (NP#4) and “Scurvy Dawg” Wilson (charmed).
A15 – Spinning Statue Potential Yield:
Size: 70 ft. X 50 ft.  Killing Tim, 4th level Mage (200 EPs)
Exits: Doorways north (closed), south (closed), east (closed), and  Killing “Scurvy Dawg” Wilson, 2nd lvl Fighter (133 EPs)
west (closed).  Longsword +1 (SPV=1000)
Encounter: None  Chainmail (SPV=350)
Potential Story Award:
 Scroll of Levitation (SPV=400)
 Figuring out how to use the statue to open the doors (20 EPs).
 Dagger +2 (SPV=500)
 Assorted magical apparatus (SPV=500)
Save for a 6 ft. tall stone statue in the center of the floor, this
room is empty. There is a door in the middle of each wall, north, This is a Mage‟s workshop. The room is 50 ft. by 60 ft. There is a
south, east and west. The statue is facing the door by which the large door in the south wall and a smaller one in the north wall. A
party just entered. bearded and robed man is standing behind a worktable in the
southwest corner. Near him stands a man with a blank look on his
Doors to this room always open from the outside, but at the same face, wearing chain mail and holding a drawn long sword loosely
time the statue will rotate on its base to face the opening door. Once in his hand. Drool runs down his chin into a scraggly beard. He is
it has been opened, the door starts to slowly shut, activated by a caked in dirt and mud. Three incredibly lifelike statues wearing the
powerful spring in the hinges - it will stay open to allow the party to expressions of extreme surprise stand about the room.
enter. The doors opens outward into the corridors.
The bearded and robed man is an evil thaumaturgist (fourth level
From inside the room all doors are firmly held shut except the one Mage, NP#4) who has been trying to take over the dungeon level.
the statue is facing - that door can be easily opened. To open any
The fighter is basically neutral but will attack fiercely on command
door, then, the statue must be rotated on its base (it turns easily) until from the magic-user. He is wearing chain mail, and wielding a +1 long
it faces the door. Then the door opens easily. The doors cannot be sword.
forced open; they are held by the mechanical equivalent of a "Wizard
lock." The thaumaturgist knows six spells: Apprentice: Illusory Mural,
Journeyman: Bar Portal, 1st level: Deep Sleep, 2nd level: Charm, 3rd
A16 – Dusty Chamber Level Cheetah Speed, 4th Enfeeble. He carries a Scroll of Levitation.
Size: 30 ft. X 10 ft.
When caught in this room he will (a) attempt to cast Deep Sleep on
Exits: Door south (closed).
Encounter: None the party, (b) direct the fighter to attack, and (c) try to exit through
the secret door behind him. While doing this there is a 50% chance
that he will drop the magic scroll.
This room was apparently someone‟s sleeping chamber many
years ago. There is an old bed covered in rotting sheets and a
If he can get out the secret door he will cast a Bar Portal on it, run
nightstand with the drawers hanging out. The floor has strange
west through the concealed door in A20, run south, open the secret
marks chalked on it.
door in the corridor, and run down the tunnel to his tower. 3 stone
statues of men occupy the rest of this room. They are men turned to
Nothing to see here, move along. stone by the mage with a special wand that he has in his tower. He
will use the wand on anybody entering his hideaway.
A17 – Dusty Chamber
Size: 30 ft. X 30 ft.
Exits: Door north (closed).
A19 – Dusty Chamber
Size: 50 ft. X 50 ft.
Encounter: None
Exits: Doorways north (closed), east (closed), and west (closed).
Encounter: None

9
Basement of Zenopus
 Figuring out how to activate the mask (20 EPs).
Opening a door to this room releases a waft of stale air as if from  Asking a question that results in a valuable answer (20
a tomb. EPs).

This room is empty. Doors in the north, south and east walls give entrance to this
room. In the center of the room is a bronze sundial on a low
A20 – Spiral Staircase pedestal. Set into the stone of the west wall is a bronze mask,
Size: Round 40’ about the size of a manhole cover. The eyes and mouth are shut.
Exits: Doors North and South (closed), East (secret). Below the mask, in common, is an inscription: "I'll answer
Encounter: Snakes, Venomous: Rattlesnake (3) questions, one, no more. I never speak „til it be four."
Potential Yield:
 Killing Snakes, Venomous: Rattlesnake (3) (252 EPs) The magic is activated by shining the light of a single torch, lantern,
Potential Story Award: etc. on the sundial so the shadow of the gnomon falls on the Roman
 Getting the snakes back in the basket. (20 EPs each) numeral IV. The bronze mask then opens its eyes and says, "Speak, I
will answer." It will give a reasonable answer to any brief pertinent
The spiral staircase begins at floor level at the north wall and question and then say, "I've answered one, now go away. I will not
winds around up to the roof 25 feet above, making 1 full turn. A speak again today." Since the shadow has to be held on IV, there is
pile of rubble and fallen beams blocks the top of the stairs. There little chance of triggering the magic accidentally, even by walking
are two visible doors at ground level, north and south as well as around the sundial with a light.
the trap doors in the ceiling. There is a pile of mining tools by the
north door: shovels, picks, pry bars and buckets. An overturned In the middle of the east wall is a secret door, noticed on a 1 on a d10
basket lies in the middle of the room. (it is very well hidden) by all but thieves, who notice it on a 1-2.

If the Thaumaturgist has fled through this room, he will have opened A23 – A River Runs Through It
the basket of snakes to deter pursuit. One snake will have gone under Size: Round 60’
the stairs, one into the pile of tools, and the other onto the stairs Exits: Passageways north and east.
itself. They are not happy. Either will attack if approached or Encounter: Crab, Giant (1).
disturbed. There is a secret door under the stairs, opened by pressing Potential Yield:
a hidden catch.  Killing Crab, Giant (1) (400 EPs)
 Small Ruby (SPV=125)
A21 – River Room
Size: 80’ x 50’ Another cave with the river running through it. There is
Exits: Doors North (closed) and South (closed). phosphorescent fungus growing on the rocks, so anyone can see
Encounter: none. without lights. There are east and west entrances on both sides of
Potential Story Award: the river to the sandy beach. The river is only 3-4 feet deep at the
 Somehow bridging or avoiding the river (5 EPs ea. PC). center of the channel and can be forded. Mixed with the faint
smell of the sea, the air carries the distinctive tang of a ripe
A room 80 ft. X 50 ft., with doors in the north and south walls. corpse.
There is a river running through the room, 50 ft. wide. It enters
and exits through holes in the east and west wall with less than a There is a giant crab concealed under the sand on the south beach. It
foot of air space over the water. The channel is 10 feet deep and will attack anything that moves on either beach. It will attack the first
the current is swift. thing to step on its beach. Probing in the sand will reveal the crab,
which will then attack.
Anyone falling in or attempting to swim across will be swept away
unless he makes a Very Difficult Swimming Check. Those in metal In the sand against the southern wall of the cavern, the crab has
armor will sink to the bottom if they fall in. They may be able to shed buried the lower torso of an elf. It has been dead for some time, and
their armor (50% chance) in one turn and get to the surface. The is crawling with maggots. The body is wearing a pair of tattered
current will deposit anyone swept away in area A24 in 1d4p+4 leggings and a pair of high leather boots. In the toe of the right boot,
seconds, inflicting 1d3 points of damage from drowning each second. wrapped in a cloth, is a small ruby worth 125 sp.

The walls are fitted granite blocks as is the ceiling 20 feet above. The A24 – Life’s a Beach
Game Master will have to evaluate the characters' attempts to cross. Size: Oval 100’ x 50’
The floor is also rock, 15 feet wide on each bank and the drop into Exits: Passageway west.
the river is sheer. Encounter: none.

The characters may attempt to bridge the gap with materials from A cavern, about 10 feet high, irregularly shaped, with the river
area A17 with an Average Carpentry Skill Check. running through it. There is a shallow beach where flotsam from
the river is deposited. There is an exit to the west. The cave is
A22 – Sundial completely dark.
Size: 80’ x 50’
Exits: Doors North (closed), South (closed) and East (closed). Characters without lights have to feel their way out.
Secret Door East.
Encounter: none.
Potential Story Award:

10
Basement of Zenopus
A25 – Sea Cave damage immediately but will pull the victim overboard and try to
Size: Round 60’ drown him.
Exits: Passageways Northeast and South. Opening to the west by
sea..
Encounter: Pirates (4), Giant Octopus(1)
Potential Yield:
 Killing Averil Dunston, F 1 (67 EPs)
A26 – Secluded Cove
 Killing Billy “Lefteye” Lewis, F 1 (67 EPs)
Size: Irregular beach area.
 Killing Charles the Black, T 1 (67 EPs) Exits: Into the water of A25
 Killing Tattooed Johnson, F 2 (133 EPs) Encounter: none.
 Killing Octopus, Giant (375 EPs)
 Silver Dagger (SPV=50)
This narrow stretch of beach is covered in boot prints that the
 Chest (locked) with 2000 Copper Pieces (SPV=200)
tide did not wash away.
 Chest (locked) with 500 Silver Pieces (SPV=500)
 12 Gems @ 100 sp ea. (SPV=1200)
 ____ Silver pieces from each pirate. (SPV=____) This was a spot selected by the pirates for burying some treasure, but
it was rejected as being too obvious.
Potential Story Award:
 Rescuing Lemunda. (100 EPs) A27 – Rough Tunnel
Size: Long tunnel through dirt and stone.
Exits:
A large sea cave with entrances to the north and south. There is a
Encounter: none.
sandy beach, on which are drawn up two rowboats. The entrance
to the sea is to the west about 500 feet.
This tunnel seems to have been dug quickly but with little skill. It
wanders side to side and up and down, the ceiling varies in height,
If it is day up above, the cave will be dimly illuminated by sunlight and the walls are not shored up. It heads off to the east.
coming through the tunnel. If it is night, torches in the hands of the
occupants will shed a dim glow.
The western exit is a secret door in the hallway south of A20. The
The cave is used by smugglers and pirates. There are four pirates eastern exit is in town, at a concealed door in the basement of Tim
present now, standing on the beach holding shovels and arguing the Mage (see area T1). It was dug by a charmed Scurvy Dawg over a
loudly. It seems that a couple of their men went into the dungeon to period of several months.
scout out a way into town, but they haven‟t returned. They are
normal men wearing leather armor, and are armed with cutlasses and A28 – Chandler’s Storeroom
Size: 20’ x 30’.
daggers, except for Johnson, who wields a large boarding axe (treat as
Exits: Door west (closed)
a normal battleaxe). Each pirate carries 2d6 silver pieces in his purse. Encounter: None
The pirates use the cave to hide treasure and there are chests in the
first boat and a prisoner in the second boat. Every 10 minutes there is
This dark and dank room is filled with rotten sailing gear: ropes,
a 25% chance of another boatload of 2-5 pirates rowing in (GM‟s
sails, spars, and barrels.
discretion).

The prisoner is a girl, Lemunda the Lovely, whose father is the Apparently, this is where Zenopus kept his nautical gear. 50 years of
Magistrate in the town above. Lemunda is an impressionable young neglect has ruined everything.
lady, and she was quite taken by Tattooed Johnson once when she
met him in the street: the eye-patch, the burly physique, and of course A29 – The Endless Stair
Size: Round 30’.
the tattoos all give Johnson a rakish air. So, she determined to run
Exits: Doorway North, spiral stairs Down, secret door South.
away with him, quite misunderstanding his intentions. She is a good Encounter: None
fighter in her own right and carries a concealed silver dagger in her
girdle, but right now she is bound and gagged. Indeed, Johnson saw
The corridor ends at a balcony suspended over a wide circular
more value in her as a hostage than as a girlfriend. She is lying in the
shaft. A staircase attached to the inner wall spirals downwards
bottom of one of the boats. By this point, she has reconsidered her
counter-clockwise. A chill breeze blows up the shaft.
ill-advised actions, and would love nothing more than to get away
from her “boyfriend” and go home. Her family would be very grateful
to get her back. This is the apparent entrance to the next level of the dungeon. In
reality, it is a trap intended to confound any unauthorized visitors: the
The treasure is in two chests in the other boat. One chest contains stairs and shaft are a complicated impenetrable illusion. If someone
2000 copper pieces, the other 500 silver pieces and 12 gems each in the party wears the Amulet of Zenopus found in Timmon‟s room
worth 100 silver pieces. in T1 (2nd floor), they see a circular room only and a dark opening on
the south wall, which is the passageway leading to the stairs down to
Exit from the underground can be made by rowing out to the sea, the next level.
although there is a possibility of meeting another boat coming in.
There is a large octopus at the bottom of the sea cave, which will If the adventurers go down the endless stair, they will find no end to
attack boats. The pirates always throw the monster a large fish or the it. The illusion bends perceptions and distance: they will see what
body of one of their victims and so it does not attack them as they appears to be an endless shaft heading downwards. There is no
pass. If the octopus makes a "hit" with a tentacle it will not do any saving throw to disbelieve, resist, or see through the illusion. If they

11
Basement of Zenopus
persist with a descent, ensure that food, light and water supplies are
monitored. Falling from the stairs will result in certain death from
falling.

The entrance to the passageway to the south is covered by the


illusion, but it can be found if the wall is checked by a climbing,
levitating, or flying adventurer. It is at the same level as the balcony
on the north side of the room, but it is 20‟ above the apparent level of
the stairs once they take one-half turn about the room.

Zenopus’ Basement, Level 2 (B)


This area has not been developed as of yet. If the Game Master has
nothing planned out for the players to discover on this level, disregard
the southern exit in A29.

12
Basement of Zenopus

Town of Salthaven 

Amulet of Zenopus (SPV=100)
Stuffed crocodile (SPV=100)

T1 – Magician’s Tower Given a Mage‟s tendency for nit-picky attention to detail, this
messy room is surprising. The narrow hard bed is a pile of old
This flat-topped 3 story tower is simple in construction, built of smelly blankets, and the bedstead and a table along the wall are
heavy dressed un-mortared stone. There is a massive door that covered in papers, old books, and assorted office detritus. All
faces the street; there are barred windows in the 2 floors above. sorts of magical and alchemical apparatus are scattered all about.
This round room has narrow barred windows in the four cardinal
Timmon (see NP#4) has appropriated a tower close to the north-east directions. A stuffed crocodile hangs from the ceiling.
corner of the town, hard against the wall and with a line of sight to
the ruins on the point. It is 40‟ tall and 30‟ round with a flat roof. A Under the bed, under a loose floorboard, is a small iron box. The
strong door faces the street.. The locals give it a wide berth, and the box is locked (Difficult) and protected by a poison needle (virulence
local thieves‟ guild avoids it as well. In the dead of night, strange factor 9) which puts the fumbling would-be lock-picker to sleep for
growling and roaring sounds can be heard from the floors above. 2d4p hours. The box contains 17 gold pieces, 54 silver pieces, an
emerald worth 150 silver pieces and a tarnished adamantine amulet:
The door has an Open Doors value of 15, and is secured by a Very an Amulet of Zenopus.
Difficult lock. When Tim is at home or when he has gone out the
tunnel in his basement, it is further secured by a thick beam on the The Amulet allows the wearer to pass the Infinite Stair, and access the
inside, which adds a further 5 points to the Open Doors check. 2nd level of the Basement of Zenopus. Timmon had found it on the
bones of human body down in the catacombs, but he has yet to figure
Basement - Scurvy Dawg’s Room
out its use.
Size: Round 30’.
Exits: Trap doors Up and Down (closed). rd
Encounter: None. 3 Floor – Wizard’s Study
Size: Round 30’.
Exits: Trap doors down (open) and up (closed).
This room is obviously below-ground. There are broken digging Encounter: Ape, Gorilla (1), Tim the Thaumaturgist (possible).
tools piled by the west wall, and a narrow pallet by the south wall, Potential Yield:
covered with a soiled sheet tucked in neatly and a chipped water  Killing Ape, Gorilla (500 EPs)
ewer nearby. A ladder rises from the center of the room to a  Wand of Petrification (SPV=2000)
trapdoor in the ceiling. By the north wall is a small table with a  Scroll of Stone to Flesh (SPV=500)
brass lantern on it, and a small keg of what appears to be oil.  Spell Book App-1st (SPV=750)
 Spell Book 2nd-4th (SPV=2300)
This is the bedroom/prison of Scurvy Dawg, who has been the
Charmed prisoner of Timmon for quite some time now. Timmon Just above Timmon‟s bedroom and shaped the same, also with a
captured him in a dockside tavern with promises of riches, but he spiral stair leading to the roof, trap door closed. No doors, but
ended up the grunt labor for Timmons‟s tunnel that passes under the narrow (2 foot wide), tall windows in each wall. This is the
town walls and leads to the ruins to the west. The trapdoor in the wizard's study, and here he has his two giant volumes of magic
floor leads to the tunnel entrance that leads to spells, table, lamps, chemicals, skulls, loose pages of parchment,
mystic designs on the floor, etc.
Ground Floor
Size: Round 30’ Against the south wall there is an gorilla in a sturdy iron cage. The
Exits: Doors East and trapdoors up (open) and down (closed).
key is in the lock of the cage door.
Encounter: None

The gorilla will attack as soon as he gets out - he hates the cage and
This is the ground floor of the magician's tower, entered through
has been waiting to get even. If Timmon opens the cage there is a
the trap door in the floor. There is a door to the north and a spiral
50% chance the ape will attack him. If anyone else opens the cage, the
stair leading up, ending in a trap door in the ceiling. The door to
ape will attack someone in the room and then try to escape through a
the street is secured by a heavy oaken beam resting in iron
brackets. An ornate key hangs from a hook by the door. There is window, down the side of the tower and off through the town streets.
a fireplace, cooking utensils and a few chairs. A rain cloak hangs
If the gorilla is given a piece of fruit (or anything sweet, such as honey
from a peg. There are no windows save for a peep hole in the
or mead), he may view his benefactor in a more favorable light. If the
door to the street. The room is unoccupied.
character succeeds with an Animal Empathy skill check (Very
Difficult), the gorilla will think he has found a new friend. However,
This scene of domestic tranquility contains nothing else of value. he now hates Mages of all kinds, and will not willingly associate with
nd them.
2 Floor – Timmon’s Bedroom
Size: Round 30’
The magic-user keeps his Wand of Petrification (6 charges) hidden
Exits: Trapdoors up and down (both open).
Encounter: None in a secret compartment of the table (only 5% chance of locating this
Potential Yield: compartment). Hidden among the undecipherable parchment notes
 17 gold pieces (SPV=170) on the table is a Scroll of Stone to Flesh which reverses the wand
 54 silver pieces (SPV=54) effect, but only for 1 person and only once. The magic-user himself
 small emerald (SPV=150) is described in room A18. If he is not there, he will be found here.

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Basement of Zenopus

Spell Book #1 contains spells from Apprentice to 1st level:


Apprentice: Fire Finger, Illusionary Mural
Journeyman: Bar Portal, Enrage
1st Level: Deep Sleep, Planar Servant
There are 7 blank pages.

Spell Book #2 contains spells from 2nd level to 4th:


2nd Level: Charm, Magic Projectile, Scorch
3rd Level: Cheetah Speed, Veil of Darkness
4th Level: Deep Sleep, Planar Servant
There are 3 blank pages.

Each book weighs 15 pounds, and is 18” by 24” by 4” thick. The


pages seem to be made of tanned human skin.

Epilogue
By the time the adventurers have hacked their way through this, the
Game Master will probably have lots of ideas of his or her own to try
out. Design your own dungeon or dig new passages and levels in this
one. What lies in the (undiscovered) deeper levels where Zenopus met
his doom? Do the pirates have other treasure troves hidden in the sea
caves? What inhuman rites are practiced deep in the ghoul haunted
passages beneath the graveyard? What are the townspeople going to
do when they discover that our friends are tampering with Things
Better Left Alone?

14
Basement of Zenopus

Appendix A: New Magical Items Appendix B: New Monsters


There are several new magical items for the adventurers to find. Crab, Giant
This overlarge crustacean prefers hidden caves close to the sea,
New Rule: Reading a magic scroll takes d4 seconds to retrieve, d4 sluggish tidal zones, and dark swamps and lagoons to lay in wait for
seconds to remove from its case and open it, and the listed casting their prey, which they tear apart and then consume. With a thick shell
time to cast the spell inscribed. 6‟ across and hooked claws like pinching scimitars, they are a
formidable foe to one caught wading or swimming. If both of their
Scroll of Levitation: This scroll allows the reader to cast the 5th level claws strike an opponent, 2
Mage spell Levitation. Additional spell points may not be expended seconds later the crab
to alter the duration or weight levitated. Casting time is 2 seconds. attempts to dismember their
See HMb p.95. victim on a successful
opposed Strength check at +8.
Scroll of Stone to Flesh: The reader can reverse the effect of The victim‟s Strength roll is
petrification on one person, whether it was from a spell, monster, or modified upwards by the DR
magical item (as the wand below). Casting time is 10 seconds. of their armor, if any. If
successful, the victim loses a
Wand of Petrification: With 20 Spell Points or 1 charge, this wand limb (GM‟s discretion) and
projects a silvery beam up to 60‟ away at a single living target, which 4d4 hacking damage minus
must make a saving throw vs. 12th level spell or be turned to stone. any damage reduction, and d4 bleeding damage each second
thereafter.
Amulet of Zenopus: This adamantine amulet is shaped like a jagged
star centered on a stylized “ ”. Each apprentice of Zenopus received At some point in late springtime, these giants shed their shells in
one both as a mark of his master‟s favor and as a passkey to the levels preparation for growing a larger shell. For a period of 1 week, their
below his tower. It conveys to the wearer immunity versus the effective Damage Reduction value is 0, and they are vulnerable to
illusion in A29, and the ability to see all secret doors. The amulet has piercing weapons such as arrows, spears, and tridents.
no other properties, besides being indestructible. It exudes a feeling
of unease to all wearers not of an Evil disposition. Alignment: n/a
Initiative: 0
Speed: 10
Reach: 3’
Attack: +8
Damage: 2 claws @ 2d6p+4
Special Attack: Dismembers on victims failure of an
opposed Strength check (+8) if two
claws have hit. See above.
Defense: 6
Special Defense: n/a
Damage Reduction: 7 (10 vs. Piecing Weapons)
Hit Points: 25 + 4d8
ToP Save: n/a
Size: M
Move: 5
EPV: 400

Gorilla
Inhabiting cool highland
jungles and forests, the Gorilla
is the largest of the apes.
Incredibly strong and quick,
males grow to twice the size of
the females, and are fiercely
territorial. Possessing
substantial fangs and muscular
arms, their attacks are
whirlwinds of biting and

15
Basement of Zenopus
clawing. Fortunately for those that encounter them, their animal Alignment: n/a
intelligence makes them prone to easy trapping and snaring with the Initiative: -2
appropriate bait, such fruit or meat. This makes them a common
Speed: 10
feature of the menageries of the noble rich. It is rumored that mages
Reach: 10’ (tentacle) / 1’ (beak)
of the evil persuasion use them as targets to practice their spell upon,
as they approximate the size of an adult human, but they are Attack: +4 (tentacle) / +8 (beak)
significantly more durable. Damage: Grapple (tentacle)/3d6+3 (beak)
Special Attack: Grapple (see text above)
Alignment: n/a Defense: 2 (tentacle), -6 (body)
Initiative: -1 Special Defense: n/a
Speed: 10 Damage Reduction: 2
Reach: 1’/3’ Hit Points: 21 + 2d8
Attack: +9 ToP Save: 10
Damage: Bite 2d6p, 2 claws @ 2d4p+2 Size: L
Special Attack: n/a Move: 10
Defense: 4 EPV: 375
Special Defense: n/a
Damage Reduction: 2
Hit Points: 25 + 4d8
Rat, Gargantuan
Sometimes the omnipresent common giant rat grows to enormous
ToP Save: 9
size. Everything about the rat matches that increase in scale, in
Size: M voraciousness, aggression, and cunning. Nearly always they are the
Move: 10 result of crossbreeding with Wererats or their close progeny, and this
EPV: 500 is reflected in their higher than animal intelligence, which makes them
the natural leader of underground rat empires. They seem to be fond
of bright shiny objects, which they command their smaller offspring
to bring back to their nest.

Alignment: Chaotic Evil


Octopus, Giant Initiative: -1
Appearing to be very large versions of the common octopus, these
Speed: 10
creatures grow to 15‟ in length, including 10‟ tentacles. They prefer to
Reach: 1’
attack from hiding, latching on their tentacles until they draw their
prey to their hideous beak for rending and tearing. Attack: +3
Damage: 2d4+2
Each tentacle is lined with Special Attack: n/a
suckers and up to 6 can attack a Defense: 2
single target. Those that hit can Special Defense: n/a
make an attempt to pull its Damage Reduction: 2
victim towards the Octopus‟
Hit Points: 21 + 2d8
beak for a bite. Each tentacle
holding on counts for a +4 ToP Save: 10
modifier vs. an opposed Size: M
Strength check by their victim, Move: 10
and due to their strong grip, they EPV: 120
reduce the target‟s defense by -2
(cumulatively). They can
attempt to pull their victim in close once each 10 seconds, and only if
2 or more tentacles have hit successfully. If their target is brought in
range of the beak, it bites every 5 seconds.
Appendix C: Notable Personalities
1. Stevon Keebler. Magistrate. He is unpopular right now, and he
Breaking free is done by making an opposed strength check vs. all the thinks another battle with the goblins, or any other raider for
tentacles attached at once, or by cutting them away. Each tentacle has that matter, would get him sacked by Lord Kelmar in Sasara. He
10 Hit Points. is paying off the goblins to not cause trouble, and drops bags of
loot down the stairs to keep them happy. He is trying to get
If the octopus loses more than 3 tentacles, or it fails a ToP check, it them to leave, but they seem happy enough down in the ruins.
shoots a stream of black ink and attempts to flee from combat. He is beginning to panic, since the townsfolk are noticing that
nighttime robberies that are becoming bolder. His control over

16
Basement of Zenopus
the guard force is tenuous, as Mudge (NP #2) has no respect for tower, and then later on moved the most valuable and important
him, and that attitude has infected the rest of his force. The materials into a secret compartment below the floor of the
cause of this insubordination was Mudge finding Keebler down lighthouse. In recent years, he has used what influence he has to
at the docks with an iron-bound chest during the last raid, keep his master‟s ruined tower and the crypts beneath a place of
seeking to get on a fishing boat leaving the harbor in all the horror.
chaos.
2. Mudge, half-hobgoblin (Sil-Karg) captain of the Town Watch
boasts that he killed all the gobbo raiders, which he knows is a
lie, as he is certain they are behind the current nighttime
depredations terrorizing the town. He will be hostile to PC‟s
Author’s Note
who suggest the same. He will keep the PC‟s under surveillance, (or, Gaming where the dice are strange6)
and follow them into the ruins if they go. He suspects some
goblins are alive, but he is afraid of the ruins (bad childhood The original adventure this module is based on, referred to variously
experience). over the years as the “Sample Dungeon” or “Zenopus‟ Tower”, was
3. Ludlow the Brewer is missing his prize mastiff Fang and a one of the very first for the game of Dungeons & Dragons. It was a
couple kegs of ale and wine. If asked, at least a dozen are quick 5 page, one-level adventure tacked onto the Basic D&D book,
missing (it was really only 3). He is offering a reward of 100 first published in 1978. For many a gamer, it was the destination
silver pieces for the return of his dog. ahead of them the very first time they girded their loins, lit a torch
4. Tim (short for Timmon) Ellisor, Thaumaturgist 4th level (LE), and headed into the unknown, sword in hand and spells ready. I can
advisor to the magistrate, says that adventurers poking about still remember my doughty dwarf Grumpy, along with my little
with the unknown are a danger to the town, and should be brother‟s cleric Bob, leading our mule Pokey down the stairs into the
discouraged. Privately, he has dug a tunnel (with Charmed labor dungeon. My mind‟s ear still hears some Steve Miller Band playing in
by a captured pirate, no less) down into the ruins from the the background. The dice were funny-looking, the concept was novel
basement of his tower, where he is trying to find any remnants and the evening glorious. Ok, with rose-colored-glasses 30 years
of Zenopus‟ research or treasure. Will try to prevent exploration thick, it might not have been that great, but it was still the first, and
by warning the PC‟s off, then convincing the mayor to forbid our first is always remembered fondly. We so conveniently forget the
them to go, and then will try to kill them. He is aware someone initial fumbling, nervousness and embarrassment.7
else has been working the ruins: this makes him extremely
cautious, as he knows he has competition from one more In retrospect, this adventure was the seminal D&D module for the
possibly powerful than he. majority of the players that grew up with the game. It contained all
5. Weenus Thundersson, cleric of the Caregiver has had his temple, that was good with the original. Encounters were simple and resolved
the Church of Everlasting Hope, robbed by persons unknown. quickly, there were plenty of undead and creepy crawlies, interesting
He is willing to pay 100 silver pieces for the return or puzzles to be solved, damsels in distress, and yaaarrr, Pirates! too. It
information or regarding the whereabouts of 2 engraved bronze also contained all that was bad: a dungeon layout that didn‟t make
braziers, a temple bell, and a case of scented candles. If returned much sense, monsters just hanging about in rooms waiting to be
to him, he will be extremely grateful, and if the adventurers are knocked on the head and have their treasure stolen, a non-existent
properly respectful, will provide them with lower healing rates. town with a ridiculous name (cripes: Portown?). But still, it can be cut
He suspects that there are dark forces at work within the a little slack: it was only 5 pages long. Whaddayawant, the
dungeons below the old tower, and hopes he can use the Underdark?
adventurers as his tool to destroy whatever evil legacy left by
Zenopus that continues to haunt Salthaven. Looking at it now, while first trying to “hack” it for Hackmaster 4.0,
6. Clarence, a graveyard Ghast, with 2 ghoul assistants. Operates and now Hackmaster Basic, I was left having to answer some of the
the graveyard and a speakeasy out of his cottage, with the questions raised by and rectify some of the seeming deficiencies of
collusion of the more corrupt of the guards and the local thieves‟ the original. I wanted to do justice to the original concept of the
guild. Just wants a suitable supply of bodies. Has an addiction module itself, but also to add the essential bells and whistles
to powerful colognes and perfumes for himself and his assistants developed over the last 3 decades since it was first published, as well
that mask his atrocious stench. The pirates have made a pretty as a healthy dose of Hackmaster attitude.
copper by supplying him with these and other valuable goods,
which he pays for with loot from buried corpses, and the take Some of the issues involved were:
from his speakeasy. The original map has the tower rising up above the
7. Drunis Virkle (Old One-Eye). A leathery old man in his mid dungeon, apparently within city limits. This makes zero
70‟s, he is the keeper of the lighthouse. He came to Salthaven sense, considering the fact that the introductory text puts it
50 years ago, shortly before the Zenopus‟ demise, and offered to on a cliff as well.
become his apprentice. He was rebuffed several times, until by Ok, there‟s a whole gang of goblins living just inside the
dint of his persistence he was finally accepted. All went well for place. How did they get there, and what are the little
a short time, until the fatal night: it was his mistake preparing a cretins doing?
protective circle that caused the catastrophe that took his The gobboes live right next to a big-ass spider. How do
master‟s life, that of several apprentices, his own eye, and they interact?
perhaps his sanity. In the years immediately after, he tried to
learn from the remains of Zenopus‟ research materials and his
library, conducting secret rites in the old tower, which attracted
too much notice, prompting the tower‟s destruction. Before the 6
tower was felled by authorities, he moved as much of his late My feeble attempt at a fantasy in-joke. YMMV.
7
master‟s effects as he could into an abandoned room below the I’m referring to gaming here. Get your mind out of the gutter.

17
Basement of Zenopus
The map has a serious error when determining which level
it‟s on, never mind how an underground river happens to
flow right through portions of it and not others.
As the basement of a tower, it‟s seriously lacking in a
“basementy” feel. It‟s just a random collection of crypts
and rooms.
Trap rooms? What trap rooms?
The critter selection is pretty basic and needed livening up.
What has happened in the last 50 years or so? How do the
people in town feel about a creepy open hole in the
ground? Where did Zenopus‟ apprentices go? Are they
still stooging about, trying to dig up their old masters
secrets?

I hope that I‟ve addressed each of these in a way that doesn‟t take
away from the original flavor of the place, but also complements its
best aspects. In a better world (one unencumbered by lawsuits and
liberally seasoned with goodwill), this mini-module would have grown
with the game, and this effort would not have been akin to Quentin
Tarantino updating Chaucer. Still, it has been an educational
experience, to say the least. I hope everyone has as much fun playing
it as I did hacking it.

To send feedback to the author, send an email to:

hackhamster at hotmail dot com

I‟d like to thank the Beltway Brigands for their patience whilst I
inflicted my initial version of this on them, and the folks on the
Kenzer Co. forums for their knowledge and patience. And of course,
Gary Gygax and Dave Arneson, for starting it all, and Dave Kenzer
and crew for keeping it going.

“May all your hits be crits.”8

Errata
The following changes have been made to the base document:

Corrected the Temple description to the Church of Everlasting


Hope.
Divided all silver piece values by 3 (or more) for magical
weapons and the wand. Lacking further guidance from the
HMB rules, this seems to derive a more reasonable value.
Removed the shields from the goblins in A3, except for the
leader‟s.
Spell books are given a silver piece value of 300 plus 100 sp for
every level of spells inscribed within. Apprentice spells are worth
50 sp, and Journeyman spells 75 sp.
The Broadsword +1 found in A9 has been described.

8
Of course, thanks to Jolly Blackburn too.

18
Basement of Zenopus

Map: Basement of Zenopus, Level 1

19
Basement of Zenopus

Map: Salthaven

20

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