THE QUINTESSENTIAL DUNGEONThe Green Griffin barkeep cannot serve any alcohol because rats have taken over the cellar! The PCs must descendand deal with the problem. He agrees to give them free room and board for one night along with 5 g.p. each.
Any character dying in this dungeon will be transported to a room in the inn. They will wake up the next morning withno damage or conditions with all of their gear properly stowed in the room. If a character “dies” their body does notdisappear.
1. CELLAR: Gnome wererat “Whiskers” Gnawlpillages the cellar with his rat swarms. It’s a ploy toforce old Garleb to accept protection from theThieves’s Guild! Whiskers will order the giant rats toattack and then flee into the sewers. There will be one
giant rat per character.
Giant Rat (AC 7, HD 1/2, hp 2, #AT 1, D 1d3 plus
disease, MV 120’ (40’), Save F1, ML 8, XP 5)

6. COMFORTABLE ROOM: A rug of smothering
protects the water gem. The first character to step onto
the rug to retrieve the water gem will be enveloped by
the rug and will be smothered in six rounds unless therug is dealt 12 points of damage by slashing weapons
or magic. Blunt and piercing weapons will have noeffect. If a character is suffocated, the dead character
will disappear. The rug will unfurl and reveal the water
gem again. The room has comfortable couches anddivans with braziers.

Wererat (AC 7, HD 3*, hp 15, #AT 1, D 1d6, MV 120’(40’), Save F3, ML 8, XP 50)
2. SEWER: A giant spider pounces on one random PC
from above as the party moves through this area.
Crab Spider (AC 7, HD 2*, hp 10, MV 120’ (40’), #AT
1, D 1d8 plus poison, Save F1, ML 8, XP 25)
Investigating some desiccated corpses in the northeast
corner will yield 5 g.p. and 49 s.p.
3. VERY CLEAN HALLWAY: A gelatinous cube moves
through this area but will not move through archways
nor enter bridges.
Gelatinous Cube (AC 8, HD 4*, hp 22, #AT 1, D 2d4+ paralyzation, MV 60’ (20’), Save F2, ML 12, XP 125)
The gelatinous cube is holding 1d12 each of copper,
silver, electrum, gold, and platinum pieces as well as
several bones. One bone is actually a wand of enemy
detection with 9 charges left.

7. WARDROBE: A mirror is covered by a sheet here.
If the sheet is removed, the remover will see theirreflection and their alignment will be reversed. The
room otherwise contains many, many outfits of various
sizes and for various occasions for various genders andraces.
8. DINING HALL: There is a large dining table here
laden with food and drink. Feast here to regain hit
points. But beware the enchanted grog! If a character
drinks grog, they will experience a random potion
effect. Eating for one turn will restore 1d6 hit points
and eating for a total of two turns will restore 2d6 hitpoints. For each character drinking grog, roll on thetable below for the potion effect. Potions last for
1d6+6 turns (i.e., 70 to 120 minutes)
Roll (1d6)
123
4
56

Potion EffectDiminution
Gaseous Form
GrowthHealingInvisibility
Levitation

4. FILTHY CISTERN: A flatulent otyugh wallows in thesewage.
Otyugh (AC 3, HD 6*, hp 23, #AT 3, D1d8/1d8/1d4+1 plus disease, MV 60’ (20’), Save F3,ML 8, XP 650)
5. STAIR LANDING: Opening the treasure chest foundon this landing causes the stairs to collapse, pitching thecharacters into the otyugh pit! Within the chest is thekey for the locked double-doors to the chamber
beyond.

9. ARMORY: A raised platform holds four statues ofmen with swords raised with tips touching. This room is
an armory. Most weapons and armor are mundane.
There is a suit of bejeweled plate mail in the room. If
donned, the armor forces the wearer to charge
headfirst into the bottomless pit (Room 10) as soon as
the last buckle is fastened (no saving throw).

10. BOTTOMLESS PIT: This is a bottomless pit with arickety rope bridge going across. The bridge is verystrong, however.

16. FALSE TREASURY: A mimic posing as a treasurechest atop a pile of glass gems is here.
Mimic (AC 7, HD 3, hp 12, #AT 1, D 2d4, MV 30’ (10’),
Save F3, ML 8, XP 35)

11. KOBOLD CAVES: Crafty kobolds hurl fire bombs
at those who dare cross their holy bridge!

If offered food, the mimic will stop attacking andbecome friendly and talkative.

Kobold (AC 7, HD 1/2, hp 3, #AT1, D 1d4, MV 120’(40’), Save NM, ML 6, XP 5)
12. CHECKERBOARD ROOM: The hallway leads to acheckerboard room. The first square you enter
determines how you move (king, queen, bishop, knight,or rook). If anyone moves into a square “illegally” thesixteen chess pieces opposite will attack. The earth
gem is on a pedestal behind the opposing pieces in theniche.
Giant Chess Piece (AC 9, HD 1, hp 4, #AT1, D 1d6,MV 60’ (20’), Save F1, ML 12, XP 10)
The giant chess pieces will not leave the room.
13. TELEPORTAL ROOM: A rust monster lives in thepit (center square) guarding the air gem. A wall offorce covers the pit.
The platforms trigger
teleportation effects when stood upon: A, B, D: teleport
creatures standing on the opposite platform into thepit; C: teleport creatures in the pit into the room. The
air gem is in the pit.
Rust Monster (AC 2, HD 5*, hp 20, #AT 1, D Special,MV 120’ (40’), Save F3, ML 7, XP 300)
14. TREASURY: Four elemental gems are required toopen this door. The treasure chest within contains 1,000
g.p. and the legendary deck of many things. If thedeck is taken, the dungeon starts to collapse.
15. FOUNTAIN ROOM: The magic mouth here (basrelief) asks a riddle. If answered correctly, it tells themto drink from the fountain to learn the location of thefour elemental gems. If they drink before then, thewater is poisoned (save vs. poison or die).

17. LARGE CAVE: Hobgoblins camp here playingknucklebones. They keep a halfling thief, Dindu Nuffin,
tied up in a cage.
Hobgoblin (AC 6, HD 1+1, hp 5, #AT 1, D 1d8, MV
90’ (30’), Save F1, ML 8, XP 15)
18. DRAGON’S LAIR: If the dragon wakes, shedevours the adventurers unless they impress her with astory.
Red Dragon (AC -1, HD 10**, hp 45, #AT 3, D
1d8/1d8/4d8, MV 90’ (30’), Save F10, ML 10, XP
2,500)
19. STATUE GROTTO: The statue’s right eye socketcontains the fire gem but the statue is tall and slippery.
Be careful! The earth gem was moved to the area
beyond the checkerboard in Room 12. A character willneed to climb 20’ to reach the gem. A thief will beable to use their normal climb walls ability (at thenormal percentage). Any other character attempting
to climb will have to succeed on a general skill roll(2d6) against a target number of 9. The character’s
dexterity ability score modifier is applied to the roll.
A fall will result in 1d6 damage. The gem is easily
removed if the character makes it to the top.
20. EXIT: The sign above the pit reads “JUMP”.
Anything that falls inside is teleported into a bed in theinn. They will wake up the next morning, in bedclothes,
all of their stuff appropriately stored in the room.

MAP KEY
1. Cellar
2. Sewer
3. Very Clean Hallway
4. Filthy Cistern
5. Stair Landing
6. Comfortable Room
7. Wardrobe
8. Dining Hall
9. Armory
10. Bottomless Pit

11. Kobold Caves
12. Checkerboard Room
13. Teleportal Room
14. Treasury
15. Fountain Room
16. False Treasury
17. Large Cave
18. Dragon’s Lair
19. Statue Grotto
20. Exit