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Background

Beneath Fürestveil University are the ruins of the former school castle that fell 300 years ago in the Great War. The current school has been built on top of the ruins, but remnants of the former school, known as the “Under-School”, lie below, partially intact. Brave students and adventurers alike visit the Under-School to uncover the mysteries of this 1000-year-old institution, and to fill their pockets with relics and treasure as a rite of passage. Occasionally, they return with pockets full of gold and stories to tell.

The Vibe

Pointed archways, vaulted ceilings, crumbled limestone walls overgrown with moss, water dripping from walls and ceiling, toppled pillars, and collapsed stonework.

The Adventure

A horrific demon stalks the halls of Fürestveil University at night, liquefying students with a single gaze and devouring their insides. Headmaster Sterling has offered the party 5000gp to expunge the demon from the school. Rumor has it that the demon is tethered to a cursed piece of alchemy equipment, an alembic, which lies somewhere in the Under-School.

Treasure Table

Total Treasure Worth: 11,497.5gp (5000gp difficult to remove)

Area Treasure
5 Fangweed (cures lycanthropy), Palevine (cure or prevent disease for 2d4 turns), Aerwort (fly 1d6 turns + 1 per level)
6 Silver choker with women’s face engraved on it (75gp), diamond encrusted golden belt buckle (230gp), false eye made from clear quartz (150gp), 500gp, 450sp, 150cp
8 2 silver daggers, small golden sword with emeralds (500gp), pouch of moonstone (600gp), 2 Purple Honey Potions, Sleep Potion, 250gp, 75sp
11 Painting with silver frame (5000gp) - difficult for low-level characters to remove, worth only 1000gp if dismantled
12 Pixie Whistle (charms pixies), antique silver harp (250gp), dwarven drum (200gp) and drum sticks (75gp for the pair)
13 Elven white-silver silverware: 10 sets (70gp per set), dwarven dinnerware elegantly carved from stone with gold ores swirled inside: 10 small plates (30gp each), 10 teacups (40gp each), one small teapot (100gp)
14 Book of loose notes with a leather cover bound together with string (can cast as an M-U scroll: Invisibility of 10’ Radius, Light/Darkness, Dispel Magic, Growth of Plants), a scroll containing Snake Charm and Remove Curse/Curse
18 Leather armor, Elven chainmail (+2 against corporeal undead. +1 against other creatures), 2x spears, rusty sword (1d4), battered plate armor (still works fine), 3 +2 arrows
19 Silver necklace (5gp), 4 rubies (50gp), 5 emeralds (10gp), 150gp, 50sp, Clairaudience Potion
20 2 Black opal earrings (25gp each), red garnet necklace (60gp), silver hand mirror (90gp).
21 Ghost Sword (silver sword, +2 to incorporeal spirits and they become visible while wielding the sword. +1 to non-incorporeal spirits)
22 Silver flower crown (250gp), 15 gold-plated squirrel skulls (50gp per skull). 500 silver coins (mushroom growing out of each coin)
23 Bravery Potion (immune to fear for 2d4 turns), Polymorph Potion (M-U’s Polymorph Self), 2 Lv. 9 Cure Disease Potions (Cure Disease cast at lv. 9)

Encounters

1:6 chance for encounter every other turn. Distance: 2d6x10’.

1d10 Encounter
1 The tantalizing aroma of spring flowers suddenly fills the air.
2 A stream of water begins gushing from a tiny hole in the wall.
3 The crumbling of stone can be heard echoing in the distance.
4 Rubble and dust fall from the ceiling. Save against poison or spend the next turn wheezing.
5 Roll 1d6:
1-3: The Cellar Rats scavenging for treasure off dead student corpses.
4-6: 1d4 students (as lv. 1 adventurers) looking for treasure.
6 3d6 Pixies begin tailing and playing pranks on the party.
7 Roll 1d6:
1-4: 2d4 Giant Rats eating a corpse.
5-6: 1d6+1 Wererats looking for recruits to join The Moonlight Fellowship.
8 2d4 Inside-out Snakes looking for fresh meat.
9 1d4+2 patrolling Skeleton Guards attack on sight.
10 Roll 1d6:
1-3: 1d4 Ghost Guards patrol and interrogate party.
4-6: an invisible Poltergeist hurl stones at the party.

Ghost Guards

Wearing dark green padded gambesons. Wield swords.

Hit Dice: 4*** **Armor: 3 [16] To-hit: 16 [+3]
Attack: 1 x sword (1d6) or touch (energy drain)
Move: 120’ (40’) / 180’ (60’) flying
Saves: D10 W11 P12 B13 S14
Morale: 12 Alignment: Neutral XP: 275

  • Undead attributes: completely silent until attacking. Immunity: spells that harm living creatures like poison or acid, and spells affecting the brain, such as sleep, charm, or illusions.
  • Immunity: non-magical weapons. Can only be harmed by magic (magical weapons included) or silver.
  • Half damage: from silvered weapons.
  • Energy drain: make an attack roll, a touched victim will incur a -1 penalty (cumulative) to all rolls (attacks, saves, and ability checks). A full night of sleep will remove all penalties.

Giant Rats

Fat. Gnawing. Hungry.

Hit Dice: 1/2 Armor: 8 [11] To-hit: 19 [0]
Attack: 1 × bite (1d4 + infection)
Move: 120’ (40’)
Saves: D12 W13 P14 B15 S16
Morale: 7 Alignment: Neutral XP: 5

  • Infection: chance for infection if bitten: 1/6 (save against poison or become infected). If infected, there is a 1/4 chance of dying in 1d6 days or requiring a month of rest to recover from illness.
  • Fears fire: flees unless summoned by a leader (such as Wererat).

Wererats

Humans that can change into half-human, half-rat form. Typically wield short swords or crossbows. Most wererats will be members of The Moonlight Fellowship.

Hit Dice: 3* Armor: 6 [13] / 9 [10] (human form) To-hit: 17 [+2]
Attack: 1 × bite (1d4 + curse) or 1 × dagger/crossbow (1d6) or 1 x Summon
Move: 120’ (40’)
Saves: D12 W13 P14 B15 S16
Morale: 9 Alignment: Chaotic XP: 50

  • Immunity: non-magical weapons. Can only be harmed by magic (magical weapons included) or silver.
  • Summon: can summon 1d2 Giant Rats (arrive in 1d4 rounds).
  • Curse: if half or more hit points are lost from the bite, wererat lycanthropy will be contracted.

Area Keys

0. The Hallway (Entrance)

Crumbled and unmaintained. Broken stonework from the ceiling and walls litter the floor.

  • Hole in the stone floor (ladder going down to Area 1 - “The Guard”).
  • Wooden sign (“Under-School Entrance - Staff Only” in hand-painted common).
  • Crumbled stone staircase (dark, leads down to Area 16 “Tutoring Room”).

1. The Guard

Pitch black. Crumbled limestone walls covered with moss and damp. Dank smell of wet soil and rock.

  • Ghost Guard (“Rodward”, wearing old-fashioned dark green gambeson, standing guard).
  • North Gentle waltz music echoes.

Ghost Guard “Rodward”

Guarded the old school entrance hundreds of years ago. Continues to guard the entrance today, and is unaware that any time has passed. Rodward will interrogate the party and only allow students, staff, and affiliated members to enter.

Attempting to exit to Under-School with treasure: Rodward will give one warning before attacking.

‣ Stats as Ghost Guards


2. Dance Parquet

Gentle waltz music plays. Heavy dust in the air.

  • Wooden dance parquet (covered in dust, faint, dull shapes moving underneath).
  • Orchestral waltz music (source unidentifiable).
  • North: faint warm glow at the bottom of the stairs.
  • East: chattering voices and the clinking of silverware.
  • West: sounds of dripping water.

Wiping away the dust: an animated, wood-burned scene of people dancing and pixies playing pranks on them (tying their feet together, stealing belongings, etc.).


3. Goldfish Puddles

Large beams of light peak through holes in the ceiling. Water trickles from holes in the ceiling and walls.

  • Several puddles of water (varying sizes, 1’ deep or less, shoal of Undead Goldfish with glazed over eyes swim in each puddle).
  • Thick vines (cover western wall).
  • North: sounds of gentle trickling water.
  • East: Waltz music.

Searching the puddles: Undead Goldfish attack anything that enters the water. The treasure is an illusion.

Investigating the vines: discover a concealed wooden door.

Undead Goldfish (Swarm)

Glazed over eyes, pale, rotten flesh, bones protruding. Around 20 fish per shoal.

Hit Dice: 1 (per swarm) Armor: 5 [14] To-hit: 19 [0]
Attack: 1 × bite (3d4 + skin rot)
Move: 120’ (40’) swim
Saves: D12 W13 P14 B15 S16
Morale: 12 Alignment: Chaotic XP: 16

  • Bite: Automatic hit (no attack roll). Save against breath for 1/2 damage.
  • Skin rot: if bitten, necrotic rot sets in. Cannot be healed by magic, and healing through rest takes 10x longer. The disease can only be cured through magical means.

4. The Spider

Partially collapsed roof and stone litter the floor. The smell of death.

  • Spiderwebs (dense, impassable, stretch from north to south wall).
  • Wriggling silk sack in the webs (muffled voice calling for help).
  • Red couch and 2 chairs (dusty, broken down).

Web: STR or DEX check to escape if stuck. A Giant Spider lurks in its shadows and will wait for an opportune time to strike.

Silk web sack: Contains Vela, a trapped student.

Vela

Female student (lv. 0). Petite and daring. Ventured into the Under-School to study The Pixies and got caught by a giant spider, which is saving her for its next warm and juicy meal.

  • Knows: the pixies are harmless if no ill intent is shown and their treasure is left alone.
  • Speaks, and is literate in Sylvan (pixie).

Giant Spider

3’ long. Dwells in the darkness, waiting for unsuspecting prey.

Hit Dice: 2* Armor: 8 [11] To-hit: 18 [+1]
Attack: 1 × bite (1d6 + poison)
Move: 120’ (40’)
Saves: D12 W13 P14 B15 S16
Morale: 8 Alignment: Neutral XP: 25

  • Venom: save against poison (with a +2 bonus) or die in 1d4 turns.
  • Web: STR or DEX check to escape if stuck.

5. Herbology Room

Musty. Broken pots crunch beneath the feet. Water drips from the ceiling.

  • Several clay pots (contain decayed or dried up plants).
  • Posters on the wall (faded parchment, depict drawings of multiple plant species).
  • Large clay planter (narrow, long, plants growing inside)
  • North: smell of rancid wine.
  • South: sounds of water dripping.

The Planter

  • Thorny Bush (5’ tall, thick green leaves with purple stems, covered in thorns).
  • Several smaller plants (variety of shapes and sizes)
  • Water drips (through cracks in the ceiling, keeping soil hydrated)

Come within 10’ of the planter: 2 tentacles shoot out from the Thorny Bush and attempt to strangle to two characters (see Thorny Bush).

The planter contains: a few living magical herbs that will need to be identified by a specialist.

  • 1 Fangweed: rough leaves with soft thorns (fangs). Cures lycanthropy.
  • 1 Palevine: pale green vine. Works as Cure Disease cast at lv. 9. Alternatively, it prevents disease for 2d4 turns.
  • 1 Aerwort: if eaten, grants fly for 1d6 turns (+1 per level)

Thorny Bush

Thorny. Bushy. Evil.

Hit Dice: 1 Armor: 9 [10] To-hit: 19 [0]
Attack: 2 x tentacle (1d4 + strangle)
Move: immobile
Saves: D12 W13 P14 B15 S16
Morale: 12 Alignment: Chaotic XP: 13

  • Thorny Bush: Hit Dice: 1. Hits against it land automatically (no attack roll required). Tentacles: Hit Dice: 1 Armor: 7 [12]
  • Strangle: Tentacle wraps around neck (save against paralysis to avoid). If strangled, die in 2d4 rounds unless the tentacles are severed or the plant is destroyed. Tentacles are severed automatically on hit.

6. Wine Cellar

Dimly lit with sconces. Musty. Reeks of rancid wine.

  • The Cellar Rats (lounging and bragging about their exploits).
  • Wine casks (dusty, smelling foully of rancid wine).
  • Dilapidated furniture (moldy wooden chairs and sofa, holes in the fabric).
  • Green curtain hanging on south wall (patched and moth-ridden, “Fürestveil University” embroidered in silver thread).

The Cellar Rats: (see The Cellar Rats) have turned the old wine cellar into their hideout. Present on first visit. 25% chance they will be present on subsequent visits, and 25% chance per turn they will arrive if not present.

  • Wants to kill the pixies and steal their treasure. Also wants recruits to join their gang of petty crime.
  • Knows: about Samson.

Searching the wine casks: most are empty. One has a removable face plate and contains stolen treasure inside: a silver choker with a woman’s face engraved on it (75gp), a diamond-encrusted golden belt buckle (230gp), a false eye made from clear quartz(150gp), 500gp, 450sp, and 150cp.

Investigating the curtain: hides a crumbled stone stairway leading up to the Hungry Scholar.


7. Hanging Moss

Sounds of crunching and chittering to the east.

  • Dark green moss (thick, wispy, hanging like a blanket from the ceiling in the hallway).
  • Small window (1’x1’, iron bars)

The moss: if disturbed, releases spores in a 5’ radius. 1d4 poison damage or save against poison for half damage. It is possible to pass underneath without disturbing if the players are careful.

Looking through the window: see the Samson in Area 8 feasting on a corpse, crunching and chittering.


8. Samson

Crunching, chittering, and growling. The smell of burnt flesh. Scorch marks cover the room.

  • 4 pillars (ornate relief carvings of wizards casting magic at foes, covered in soot).
  • Samson (munching on a corpse).
  • North: stone door (relief carving of an open book with the dwarven word for “power” on the page).
  • South: stone door (completely charred black).

Searching the corpses: find 2 silver daggers, a tiny golden halfling sword lined with emeralds (500gp), a pouch of moonstone (enough to power school wards for 1 month, worth 600gp total), 2 Purple Honey Potions (heal 1d4), a Sleep Potion, 250gp, and 75sp.

Samson

A grotesque, 6-foot-tall cockroach body with the head of a cat. Breathes fire. It was once a normal cat, but a half-succeeded resurrection attempt by Professor Chives mutated it into an abomination (see Professor Chives and Samson).

Hit Dice: 3* Armor: 5 [14] To-hit: 17 [+2]
Attack: 2 × claw (1d3), 1 × bite (1d6) or 1 × breath (2d4)
Move: 120’ (40’)
Saves: D12 W13 P14 B15 S16
Morale: 9 Alignment: Chaotic XP: 50

  • Attack pattern: 50% chance of breath attack instead of bite.
  • Fire breath: projects fire in the shape of a cone (30’ long and 10’ wide at the end). Save against breath for half damage.

9. Bathhouse

Dimly lit from large holes in the ceiling. Tranquil sounds of trickling water. Fresh, pure air.

  • Large stone bathtub (circular, 25’ in diameter, water slowly overflowing).
  • Cherub heads (mounted on walls, spout fresh, pristine water into the overflowing bathtub).
  • South: wooden door (faded mural of cherubs dancing above a lake).
  • West: wooden door (plain, unmarked).
  • East: wooden door (faded mural of a battle scene).

Drinking the water: +1 on all ability rolls for the rest of the day. Limit once a day per character.

Resting in this room: Safe zone (no random encounters). There are ancient wards that keep monsters away. Do not reveal this to players! Clever players who figure this out may camp here.


10. Candle Room

Serene. Dimly lit by candlelight.

  • Hundreds of floating candles (red, partially melted, floating at chest height, gently bounce around weightlessly).
  • North: stone double doors (relief carving of two crossed swords).
  • East: wooden door (stuck, musical notes painted on it).
  • West: wooden door (faded painting of relaxing forest scenery).

Inspecting the candles: brass holders with “Fürestveil University” engraved on them in elven script. Candles are enchanted with magic that preserves their current state, so they will never melt any further.

Removing candles from the room: the enchantment disappears from the removed candle.


11. Drawing Room

Smell of moldy cotton and wood furniture.

  • Lounge chairs (appear once very comfortable and luxurious, now rotten and dilapidated).
  • Painting (west wall, 10’ long, 7’ tall, silver frame).

The painting: depicts the inside of the school Observatory long ago. In the scene, people stand inside the Observatory. There are glowing runes on the wall, and the ceiling appears to be an open night sky with stars and planets. The painting is magically animated.

Value of the painting: The painting is quite valuable as a historical piece: worth 5000gp, but it is very bulky and heavy, and too large to fit through most dungeon doors. Exiting the dungeon with the painting will pose a significant challenge to a low-level party. Attempting to dismantle it in any way removes the animation enchantment and drops the value to 1000gp.


12. Music Room

Rays of light peak in through small openings in the ceiling. Rhythmic sound of dripping water.

  • Instruments scatter the room (broken, decomposing, worthless).
  • Stone table (elegantly crafted, covered in runes).
  • Music stand (still contains a mostly preserved piece of music scribbled on parchment).
  • Stone closet (6’ tall and 4’ wide, magically sealed, engraved in elven “Music is spirit embodied”).

The Stone Table

This narrow stone table is actually a magical keyboard. There are 24 runes (keys) about the size of a human hand. When the runes are touched, they glow a variety of colors, and a deep, rich tone is played.

Playing the sheet music: INT check to read and DEX check to play (taking one turn total). If read and played correctly, the seal on the stone closet is broken, and the door opens. Failed attempts may be repeated at the expense of time.

Stone Closet

Contains: a Pixie Whistle, a small antique silver harp (250gp), dwarven wooden drum (200gp), drumsticks with hides stretched over the tips (75gp for the pair).

Pixie Whistle: a small, wooden, enchanted whistle. When blowing the Pixie Whistle, pixies within a 120’ radius become instantly charmed (no save). The effects are similar to Charm Person, except the enchantment wears off after 1 week (but can be reapplied with another whistle blow). The owner of this whistle becomes a target, as fae creatures will be drawn to its magic and will seek to take it for their own gain.


13. The Banquet

Pitch black. Laughter, chatter, and the sound of silverware clinking against dishes.

  • Ghost Scholars sitting around a table (2 elves, 2 dwarves, and 2 humans, feasting on translucent food and wine, laughing and having a good time).
  • Banquet table (fine, well-preserved dinnerware)
  • North: sound of reverberating childlike voices and laughter.
  • West: sound of gentle waltz music.
  • East: gentle beams of light peaking in from holes in the ceiling illuminate the corridor with dim light.

Ghost Scholars

Unaware of the party’s presence, and will ignore any attempts made by the party to communicate. If the party attempts to touch them, they will not react. However, any attempt to harm the ghosts (i.e., silver or magic) or touching any of the dinnerware will cause the ghosts to become aware of their presence and become hostile.

Stats: As Ghost Guards without swords. Ghost Scholars will throw dishes and silverware (1d4 damage, roll to hit).

Dinnerware value: elven white-silver silverware: 10 sets (70gp per set), dwarven dinnerware elegantly carved from stone with gold ores swirled inside: 10 small plates (30gp each), 10 teacups (40gp), one small teapot (100gp).


14. Old Library

Caved-in ceilings and walls. A few thin rays of light peak through the ceiling. Musty, woody smell of moldy books.

  • Wooden shelves (damp, rotten)
  • Ancient tomes (mostly molded and disintegrated).
  • Crumbled stone statue (scholarly dwarf, “Master Dulgruk” engraved on plaque).
  • Corpse (crushed by falling stone, robed).
  • West: wooden door (stuck, picture of a dark green and silver shield painted on it).
  • North: smell of spring flowers and fresh rain.
  • South: sounds of chatter and clinking silverware.

Searching the tomes: find a book of loose notes with a leather cover bound together with string. Cast as an M-U scroll: Invisibility of 10’ Radius, Light (Darkness), Dispel Magic, Growth of Plants, and a scroll containing Snake Charm, and Remove Curse (Curse).

The corpse: is a cultist. Wears a fake golden skull ring with painted-in blood under the eyes (worthless). Carries a notebook.

The Cultist’s Notebook: dark arcane symbols and detailed notes on unsealing The Founder (lich) from his tomb. Reads like an M-U scroll. Cast on the Founder’s tomb in the cemetery to break the magical seal and release him.


15. The Classroom

The scent of sweet, spring flowers and fresh rain.

  • Dense graffiti (Sylvan, covers walls and floor, glowing pink and green).
  • Black chalkboard (equations, symbols, notes from a Magic Fundamentals class long ago).
  • Wooden chairs (swollen with rot and damp).

Reading the Sylvan: those literate in Sylvan will find that most of the graffiti is childlike jokes and obscenities (“FÜRESTVEIL STINKS!”, etc.). A thorough investigation of the text reveals that no monsters can enter the bathhouse in Area 9 “Bathhouse”.


16. Tutoring Room (Alternate Entrance)

Dusty, dark.

  • Wooden table (plain).
  • Brass goblet (sitting upon the table, empty).
  • Stone door (appears ancient, ornate elven runes “Fürestveil University”, no handles, sealed with magic).
  • Chalkboard (black, dusty, nothing written on it).

If the stone door or goblet is touched: the words “DRINK ME” slowly appear on the chalkboard as if written in chalk, and the goblet magically fills with wine.

If the wine is drunk: the seal temporarily disappears and the door pops open. Roll on the Wine Effects table. Any subsequent drinks will not affect the same drinker until the dungeon is exited and the effects wear off.

If the goblet is removed: A new one will appear in its place a day later. The brass goblet itself is worthless.

1d6 Wine Effects
1 No effect.
2 Save versus poison or take 1d4 damage.
3 Drinker becomes fluent in Sylvan (Pixie).
4 Body emits bright light in a 30’ radius.
5 +2 bonus to DEX
6 +2 temporary HP

Any (non-damage) effects last until the dungeon is exited. Temporary HP is lost after taking the equivalent damage or leaving the dungeon.


17. Tapestry

Echoing halls. Sounds of dripping water.

  • Tapestry covers wall (damp and moldy).
  • South: distant clinking and chatter.
  • West: stairs leading down (smell of musty, moldy parchment).
  • East: stone door (plain and unmarked, leads to Area 16 “Tutoring Room”).

The tapestry: conceals a hidden, unlocked wooden door. Depicts a scholarly dwarf reading from a book, an elf clad in leather armor with a sword, and a robed human with a magical orb floating above his hands (the school founders). They are instructing a group of children in the forest.


18. Training Room

Shafts of light in sparse beams. Smell of rust.

  • 5 Skeleton Guards (lie on floor, wearing rotted green gambesons, animate and attack if anyone sets foot in the room).
  • 9 wooden training dummies (with scorch marks from magical blasts, a few of them dressed in armor).
  • Weapon rack (dusty weapons, armor hangs on hooks behind it).
  • North: stone double doors (“THIEVES TURN BACK!” written in Sylvan glyphs that glow pink and green).
  • East: wooden door (stuck, image of an open tome painted on it).
  • West: wooden door (painting of two cherubs flying above a pond, faint sounds of trickling water beyond the door).
  • South: stone double doors (relief carving of an elven maiden in pajamas holding up a candle to light the way).

Investigating the training dummies: find leather armor (scorched but usable), Elven Chainmail (+2 against corporeal undead, +1 against all other creatures).

The training rack contains: 2 spears, a rusty, blunt sword (does 1d4 damage), battered plate armor (unsightly, but still works fine), and 3 +2 arrows.

Skeleton Guards

Dressed in rotted, dark green padded gambesons.

Hit Dice: 1 Armor: 6 [13] To-hit: 19 [0]
Attack: 1 × sword (1d6)
Move: 90’ (30’)
Saves: D12 W13 P14 B15 S16
Morale: 12 Alignment: Chaotic XP: 10

  • Undead attributes: completely silent until attacking. Immunity: spells that harm living creatures like poison or acid, and spells affecting the brain, such as sleep, charm, or illusions.

19. The Statue

Dim rays of light filter in through tiny cracks in the ceiling.

  • Statue of a woman (Bronze, blanket covering head)
  • Outstretched hands (hold a bronze bowl containing coins, gems, and jewelry).
  • North: the sound of reverberating childlike laughter, and the smell of spring flowers and fresh rain.
  • West: narrow hallway full of collapsed rubble.
  • East: a musty woody smell.
  • South: stone double doors (relief carving of hundreds of tiny humans engaged in battle).

Disturbing the treasure: If the treasure is touched while the statue’s head is uncovered, a poisonous gas is released from a tiny hole in the mouth. Everyone within a 5’ radius of the statue must save against poison or die. The gas will not be released while the eyes are covered.

The bronze bowl contains: a thin silver necklace (5gp), 4 rubies (50gp), 5 emeralds (10gp), 150gp, 50sp, and a Clairaudience Potion (hear through another creature’s ears for 1d6+6 turns. Range: 60’. Blocked by lead).


20. Dorm Room

Smell of decaying wood. Puddles of water on the floor. Rubble from a partially collapsed ceiling.

  • Dresser (wooden, decaying).
  • Bed (damp, rotten).
  • Vanity mirror (no mirror, just the frame, sits on dresser).
  • Poltergeist (invisible, throws stones at anyone inside the room after 1 round).

Poltergeist

A lost and confused spirit that haunts the old dorm room.

Hit Dice: 3 Armor: 5 [14] To-hit: 17 [+2]
Attack: 2 x throw stone (1d4)
Move: 6’ (20’) flying
Saves: D12 W13 P14 B15 S16
Morale: 10 Alignment: Chaotic XP: 50

  • Undead attributes: Completely silent until attacking. Immunity: poison, acid, or effects that harm living creatures, and spells affecting the brain, such as sleep, charm, or illusions.
  • Invisible: footsteps splash in puddles of water on the floor, giving position away. -4 to attack rolls against it.

Dresser

Contains: a locked jewelry box made of rotted wood (easily smashed open) and a journal.

Jewelry box: 2 black rusted opal earrings (the opals are worth 25gp each), an opaque red garnet orb pendant necklace (60gp), and a silver hand mirror (90gp).

Journal: Mostly mundane entries about school life, except for a noteworthy entry: “… and they sealed The Founder away in his tomb in the cemetery. We learned he had been building a cult following under the school for the last 800 years…”.


21. Tavern

Musty, woody, sulfuric scent of rancid spirits.

  • Ghost Guard (“Gus”, sits at a table alone, throwing dice).
  • Wooden table (damp, obscenities in common etched in).
  • Glass bottles (empty, broken).
  • Ale casks (wooden, rotted, and disintegrating).

Gus the Dice Hustler

A guard of the former school. Gus had a reputation for spending his days gambling. He will wager his Ghost Sword for a living human body in a game of dice. If Gus wins, he will possess one body immediately. If he loses, he will willingly hand over the sword. Stats as Ghost Guards. More than one character may play, increasing the odds of Gus losing. However, all participants must wager their bodies. If Gus wins against multiple participants, he will summon his other guard friends to inhabit the remaining bodies.

The Game Rules: the first to score 100 points wins. Multiple players may join.

  • Each turn, a player rolls a die as many times as they like until they decide to “hold” or roll a “1”.
  • If the player rolls any number besides a 1, that number is added to their running total points for the turn.
  • If a player decides to “hold”, the points accumulated on their turn are added to their total score, and it becomes the next player’s turn.
  • If a 1 is rolled, they score no points for their turn, and it becomes the next player’s turn.

If Gus inhabits a body: he will spend his days at the Hungry Scholar hustling money from students, while attempting to keep his true nature a secret.

Ghost Sword: a silver sword with images of ghostly spirits animated on the blade. +2 to incorporeal spirits and +1 to non-incorporeal spirits. While the sword is wielded, invisible spirits in a 120’ radius become visible.


22-a. Pixie Lair - Room 1

Childlike voices laughing. The sweet smell of spring flowers blooming and fresh rain.

  • 20 Pixies (flitting about, laughing, playing joyfully).
  • Flowers and moss (grow densely, covering walls and floor like a forest meadow).
  • 2 stone tables (a moss and flower-covered skeleton lying on each).
  • Wooden chest (wrapped in living vines and flowers, sits in the corner).
  • East: more laughter. Small, soft pink and green glowing lights flying around in the distance.
  • West: wooden door (covered in flowers and vines).

Investigating the door: “Alchemy Lab” written in common

The Pixie Treasure

Disturbing the skeletons or wooden chest: the pixies will become hostile and will warn before attacking.

The skeletons: inanimate. One of them wears chainmail with dense flowers and vines weaving through the chain. Worthless as armor but worth 500gp.

The wooden chest: unlocked, but vines must be cut away to open. Contains: silver crown with flowers sprouting out of it (250gp), 15 gold-plated squirrel skulls (50gp per skull). 500 silver coins, each with a mushroom growing out of it.

Eating the mushrooms: save vs poison or fall over laughing for a turn. Worth 1gp per mushroom coin, or 1sp if the mushroom is removed.

The Pixies

Curious 1’ tall flying humanoids. Glow pink or green in the dark. Love to play harmless pranks (tying the victim’s shoelaces together, filling their pockets with flowers, etc.). Generally playful and non-aggressive, but will pull out daggers and attack if their lives are threatened.

Relationship to the Cellar Rats: The Cellar Rats have made a couple of attempts to steal the Pixies’ treasure, and they are now at war. When encountering the Pixies randomly or in their lair, they will attack if the party is with the Cellar Rats.

Hit Dice: 1/2* Armor: 5 [14] To-hit: 19 [0]
Attack: 1 × tiny dagger (1d4) or Pixie Curse
Move: 60’ (20’) / 150’ (50’) flying
Saves: D13 W13 P13 B14 S15
Morale: 7 Alignment: Neutral XP: 6

  • Pixie Curse: a group of five pixies can cast a curse (no attack roll). Save against spells or suffer a comical cosmetic effect (grow permanent donkey ears, rabbit teeth, etc.).

22-b. Pixie Lair - Room 2

Childlike voices laughing and singing. Thumping on drums. The sweet smell of blooming spring flowers and fresh rain.

  • 25 Pixies (bouncing on drums, dancing, singing).
  • Flowers and moss (cover walls and floor).
  • Several drums (varying sizes, made of wood or bone, sit about the room).
  • West: more laughter. Small, soft pink and green glowing lights flying around in the distance.
  • East: rays of light peak through the ceiling and streak the halls.
  • South: Trails of molded books and parchment paper are strewn about the floor. Illegible.

The Pixies: See The Pixies in Area 22-a. Will attack if the party acts hostile toward them or attempts to steal anything in their lair.

The drums: very poor condition. Moldy and swollen with damp. Worth nothing to most intelligent creatures, but the pixies love them.

Playing the drums: excites the pixies. They will dance and fly around with glee, magically warping the sound waves to make the drumbeats melodic. The drumbeat vibrations become a multitude of colorful waves in the air.


23. Broom Closet

Damp and musty. Cramped and cluttered. Covered in dust.

  • Wooden shelves (moldy and rotten).
  • Cleaning equipment (brooms, buckets, and moldy sponges).
  • Parchment on the floor (sketch of Samson from Area 8 “Samson”).

24. Fallen Pillar

Foul stench of death. Rays of light peek in from holes in the ceiling. The room is partially lit.

  • Chasm (20’ across, 10’ deep).
  • Fallen pillar bridges the chasm (3’ wide, crumbling).

The Chasm

Slanted walls of crumbling rubble (steep, DEX check to climb). Broken stonework and mud at the bottom of the pit. There are 2 inanimate skeletons at the bottom, bones devoid of all flesh.

Crossing the pillar: If characters walk across, there will be a chance that the pillar crumbles. Pass a DEX check or fall, taking 1d6 damage and invoking the hungry inside-out snakes (see below).

Traversing or falling into the bottom of the chasm: 7 burrowed Inside-out Snakes come out from under the rubble, hungry.

Inside-out Snakes

Half the length of their body protrudes from their mouth. The opening of the “flesh tube” has teeth on it.

Hit Dice: 1** Armor: 6 [13] To-hit: 19 [0]
Attack: 1 × bite (1d4+acid) or burrow
Move: 90’ (30’)
Saves: D12 W13 P14 B15 S16
Morale: 8 Alignment: Neutral XP: 16

  • Acid: 1d4 damage per round until acid is washed off.
  • Burrow: can burrow in dirt or stone, and travel underground at 1/4 speed.

25. Alchemy Lab

Strong smell of chemical odor and sulfur. Crumbled ceiling and walls. Lit by hanging torches.

  • Stone table (cluttered with old alchemical equipment, damp, moldy parchment, and fallen rubble from the ceiling).
  • Glass alembic (black soot on the bottom).
  • Professor Chives (furiously toiling away at his work).
  • North: stairs leading up (lit by torches, crumbled).
  • West: wooden door (plain, unmarked).
  • East: wooden door (stuck, cracked with vines and flowers growing out of it).

The stairs: lead up to a long, torch-lit corridor. At the end of the corridor is a stone door that opens into Professor Chives’ chambers. The other side of the door is concealed in Professor Chives’ chambers.

The Glass Alembic: is in fact, the Cursed Alembic. See below.

Search the clutter: find diagrams of cockroach DNA, and various sketches of cockroach and cat anatomy. Search the clutter for 10 minutes and find: a Bravery Potion (immune to fear effects for 2d4 turns), a Polymorph Potion (works like M-U’s Polymorph Self), 2 Lv. 9 Cure Disease Potions (equivalent to casting Cure Disease at lv. 9).

Professor Chives and Samson

Professor Chives had a beloved pet cat named Samson, who recently died of natural causes. Deeply saddened by Samson’s death, Professor Chives desperately attempted to revive him by patching his failed organs with cockroach stem cells, thus creating a terrible abomination (see Samson). Professor Chives now works tirelessly on a cure for Samson and sneaks into the former alchemy lab in the Under-School to work in privacy and to take care of Samson, whom he has hidden there (Area 8). Little does he know, the old alchemy equipment is cursed, and his use of the equipment unknowingly released a terrible demon that stalks the school corridors at night.

On first visit: Professor Chives will be present. 50% chance he will be present on subsequent visits, and 25% chance per turn he will arrive if not present.

Reaction to the party: Professor Chives will be bothered that the party is interrupting his work and ask them politely to finish up their business and leave.

If the party killed Samson: Professor Chives will lament the death of his pet, but will be grateful that the party has done what he could not and put Samson out of his misery.

Professor Chives - Lv. 5 M-U

Appearance: 60s, white frizzy hair, large spectacles. Portrayal: absentminded. Hook: loves his cat Samson more than anything.

Hit Points: 9 Armor: 8 [11] (unarmored) To-hit: 19 [0] Attack: 1 × dagger (1d4) or spell Move: 120’ (40’) Attributes: STR 5 INT 15 WIS 10 DEX 13 CON 3 CHA 11 Saves: D13 W14 P13 B16 S15 Morale: 7 Alignment: Neutral

  • Spells: Shield, Sleep, Invisibility, Continual Light, Fire Ball
  • Items: Growth Potion, 2 Purple Honey Potions