Microlite20: The Tomb of Mighty Madness
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%               %%%%%%%                                       %   %
%%%%%   %%%   %%%%%%%   %%%%%%%%%   %   %   %
%%%   %         %               %%%   %         %               %   %   %
%%%   %%%   %%%%%   %%%   %%%   %s%%%%%   %   %
%%%         %   %%%%%   %%%               %         %         %   %
%%%%%#%   %%%%%   %%%%%%%%%   6   %   %%%   %
%               %         %         %                     #         x   %         %
%               %%%   %   %%%         1         %%%%%   %%%   %
%      8      s   %   %   %%%                     x         %               %
%               %   %   %   %%%%%%%%%%%%%   %%%%%   %
%               %         %                     %%%%%%%   %%%%%   %
%%%%%x%%%%%%%%%%%o%%%%%%%   %%%%%   %
%                     %         %   t                           %   %%%         %
%         11      %         %   %                           %   %%%   %%%
%                     o         %   %            7            %   %%%   %%%
%o%%%%%%%         %   %                           %   %%%   %%%
%   %         %%%   2   %   %                           #   %%%   %%%
%   %   %   %%%         %   %t%t%%%%%%%%%%%   %%%
%         %   %               %         %         %               %         %%%
%   %%%   %   %         %%%%%   %   %   %%%%%   %%%%%
%   %         %   %         o               %         %               %         %
%   %   %%%   %%%   %%%%%%%%%%%   %%%%%%%   %
%   %                     %   %%%                           %                     %
%   %%%%%%%%%o%%%#%%%%%%%%%%%   %%%%%
%   %                           %%%               o               %         %%%
%   %                           %%%               %               %   %   %%%
%   %                           %            10   %      4      %   %         %
%   %                           %   %               %               %   %%%   %
%   %                           %   o               %               t   %%%   %
%   %            5            %%%%%%%%%%%t%%%%%%%   %
%   %                           %%%                           o   %%%%%   %
%   %                           %%%                           %   %%%%%   %
%   %                           %%%            3            %                     %
%   %                           %%%                           %%%%%%%   %
%   %                           %   o                           %         %         %
%   %%%#%%%%%%%   %%%%%%%%%%%   %   %   %%%
%         %                                 %                     %   %   %         %
%%%   %%%%%%%%%%%   %         9         %   %   %%%   %
%         %                     %%%   %                     x   %               %
%   %%%%%   %%%   %%%   %x%%%%%%%%%%%%%%%
%                     %         %%%         %%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

o = Door | x = Locked | t = Trapped | s = Secret | # = Porticullis




General
Dungeon Level Level 1
Dungeon Walls Reinforced Masonry (Climb DC 15)
Dungeon Floor Smooth Stone
Temperature Warm
Illumination Dark (individual creatures may carry lights)
Room #1
East Entry #1 Iron Porticullis (lift DC 25, break DC 28; hard 10, 60 hp)
East Entry #2 Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
Room Features Blasted hole, Bellows, Fireplace
Room #2
West Entry #1 Unlocked Stone Door (hard 8, 60 hp)
West Entry #2 Archway
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Archway
Room Features Well
Room #3
North Entry Locked and Trapped Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20.

West Entry Unlocked Iron Door (hard 10, 60 hp)
East Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side, +1 break DC)
Room Features Pillars, Casket, Wall basin
Room #4
West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
East Entry Stuck and Trapped Iron Door (break DC 28; hard 10, 60 hp) (magically reinforced, break DC 30 (wooden) or 40 (stone or iron))

Tripping Chain: CR 2; mechanical; location trigger; automatic reset; multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain); Search DC 15; Disable Device DC 18.

South Entry Locked and Trapped Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)

Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20.

Trap Spear Trap: CR 1; mechanical; location trigger; manual reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20. Note: 200 ft. max range, target determined randomly from those in its path.
Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 25, break DC 18; hard 5, 15 hp)

50 gp

Room #5
North Entry Unlocked Stone Door (hard 8, 60 hp) (magically reinforced, break DC 30 (wooden) or 40 (stone or iron))
South Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)
Monster 1 Troglodyte Zombie

Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; AC 16; Atk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Str 12, Dex 7, Mind -

Trap Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5 ft. squares); Search DC 20; Disable Device DC 20.
Hidden Treasure Hidden (Search DC 25) Unlocked and Trapped Iron Chest (hard 10, 60 hp)

Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus greenblood oil poison); Search DC 22; Disable Device DC 20.


90 gp

Room #6
North Entry Secret (Search DC 30) Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
West Entry Iron Porticullis (lift DC 25, break DC 28; hard 10, 60 hp)
East Entry Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
Monster 1 Troglodyte Zombie

Troglodyte zombie: CR 1; Medium undead; HD 4d12+3; hp 29; AC 16; Atk +3 melee (1d10+1, greatclub) or +3 melee (1d4+1, bite) or +3 melee (1d6+1, slam) or +0 ranged (1d6+1, javelin); Str 12, Dex 7, Mind -

Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25; hard 5, 20 hp)

200 sp

Room #7
North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
West Entry Locked and Trapped Iron Door (Open Lock DC 40, break DC 28; hard 10, 60 hp)

Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (Inflict Light Wounds, 1st level cleric, 1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device DC 26.

East Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry #1 Locked and Trapped Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp) (slides down, +1 break DC)

Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (Inflict Light Wounds, 1st level cleric, 1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device DC 26.

South Entry #2 Unlocked and Trapped Strong Wooden Door (hard 5, 20 hp)

Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5 ft. squares); Search DC 24; Disable Device DC 19.

Monster 4 Kobold Zombies

Kobold zombie: CR 1/2; HD 2d12+3; hp 16; AC 13; Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, light crossbow); Str 8, Dex 11, Mind -

Room #8
North Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry Secret (Search DC 25) Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Room Features Animal nest
Monster 1 Ghoul

Ghoul: CR 1; HD 2d12; hp 13; AC 14; Atk +2 melee (1d6+1 plus paralysis, bite) and +0 melee (1d3 plus paralysis, 2 claws) or Ghoul fever, paralysis; Str 13, Dex 15, Mind 14; Sub +6

Room #9
East Entry Locked Simple Wooden Door (Open Lock DC 40, break DC 15; hard 5, 10 hp)
South Entry Locked Strong Wooden Door (Open Lock DC 20, break DC 25; hard 5, 20 hp)
Room Features Murder hole (ceiling), Spices, Utensils
Monster 5 Kobold Zombies

Kobold zombie: CR 1/2; HD 2d12+3; hp 16; AC 13; Atk +0 melee (1d6-1/x3, spear) or +0 melee (1d4-1, slam) or +1 ranged (1d6/19-20, light crossbow); Str 8, Dex 11, Mind -

Room #10
North Entry Wooden Porticullis (lift DC 25, break DC 28; hard 5, 30 hp)
West Entry #1 Archway
West Entry #2 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Room Features Loose masonry, Firepit (broken), Lamp, Torch stub
Room #11
North Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
East Entry Unlocked Stone Door (hard 8, 60 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty  

random dungeon generator by drow
http://www.bin.sh/

This page includes information from the Revised System Reference Document, used under the terms of the Open Gaming License.


Modified for Microlite20 and PocketMod
by Arthur H. Johnson II, dm@aerthon.com

Microlite20 Available at:
http://home.greywulf.net/m20/
and http://arthur.jfmi.net/m20/
Adventure compatible with Primary Fantasy SRD

More adventures available at:
http://arthur.jfmi.net/m20/ and
http://arthur.jfmi.net/adventures/

November 11th, 2006

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.


15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

Microlite20 © 2006, Robin V. Stacey (robin@greywulf.net)

[End of License]

This product is 100% Open Game Content except for Product Identity, as per the Open Game License above.