The Anathean Chronicle

Castle Blackstone, Landing Level

To whomever is reading this, before use you must swear the Oath.
To Serve the People, you will take this Dungeon Map and Key. You will print it out, download it, transfer it to another Word Processing Program or whatever way you decide to make it Yours. Alter it all, Re-key it or Expand it to suit your needs. Ensure that your players, and you as well, receive maximum enjoyment from your gaming.

This Dungeon is intended to be ran with monsters and animals that behave intelligently (Relatively speaking at times), meaning many will choose to socialize and parley over fighting. A Hack-N-Slash approach to this Dungeon will end with multiple factions becoming privy to immoral shenanigans.

Castle-Blackstone-Level-1-Map
(1 Square = 10 ft.)

The key will follow this order: General Dungeon-Wide Features, Factions of the Dungeon, Encounters Table and Behaviours Table, then the Room Descriptions.

Dungeon Features

The level suffers from great disrepair, and has been abandoned by any of the dungeon's original inhabitants for Ages. Large cracks, piles of rubbled stone and refuse are commonplace among vast thick layers of crud on the floor.
Fresh, moist air that is sweet and garlic-y in smell circulate throughout (35% of being in the occupied area) and originate from the Staircase down to Level 1. (Feature IV).
Unless noted, there are no light sources (Other than those provided by the party).

Factions of Castle Blackstone

The Kobolds: Divided (almost) equally between 2 sub-groups who worship opposing faces of the Bi-Gender Deity Y'abbrezzu.
These creatures have an intelligence level similar to dogs, but are capable of creating/using tools (Physical tools, spoken language, etc.) most like early humans. They are incredibly curious, and tend to be on the more "Too trusting, Naive Logic" side in many ways. 45% of Kobolds encountered in the Dungeon will worship the Male Side and be more aggressive/territorial. Otherwise, they are very social and kind but tend to follow you for a long time and make noise.

The Caterwaul: A lone predator that has begun to prowl on this floor. Her origins are unknown. She is very Manipulative, and likes to watch from afar until PC's are stuck in a tight spot. She prefers to use others as toys for entertainment, and likes to deceive others to create chaos. If her real nature is deduced and PC's begin to treat her as a non-ally, she will enter a fit of rage and fight to the death.

Berserkers: A band of Humanoids that have gone insane from being in the dark underground for far too long, hostile to anything and especially to those with better gear. They speak a very broken down, slurred form of a chosen language (Most likely Common) and have lost the ability to recognize themselves as people and others as a non-threat.

Encounters Tables Motherfucker

Use your favourite System's Bestiary for this

1D10 Monsters
- 1 -- Kobolds (1D4)
- 2 -- Giant Rats (2D4)
- 3 -- Aluxes1 (2D4)
- 4 -- Caterwaul
- 5 -- Lesser Otyugh (1D2)
- 6 -- Giant Slug (2D6)
- 7 -- Large Spider (2D4)
- 8 -- Darseen (3D4)
- 9 -- Giant Weasel (1D4)
- 10 - Skeletons (2D8)
1D6 Behaviours
- 1 - Camping/Resting
- 2 - Hunting/Aggressive
- 3 - Exploring/Social
- 4 - Fighting (Roll 2nd Encounter)
- 5 - Fleeing (Roll 2nd Encounter)
- 6 - Wounded/Dead

Room Keys and Special Features

  1. Entry - Unlit, Central Stairway is caved in and piles of rubble cover the floor. Heavy dusty still air. Domed Ceiling 20 ft. high.
    Heavy cobwebs drape along the ceiling and stairwell, inhabited by 2 Giant Spiders (65% of them already feasting on 1d4 corpses).

  2. Chamber of Limbo - Unlit Rusty Braziers, still air and sharp urine odor.
    Empty Intersection, used torches and broken weaponry lie about. There is fresh and old blood caked in patches on the floor. 1D8 total Corpses can be found by doorways. The Pit to the South emanates low mischievous laughter every 1D4 turns.

Feature I. - Open Endless Pit trap, lid is missing.

  1. Medicinal Pharmacy - Lit by Sulphur torches, Deep Earthy Fresh Air.
    Out of various Clay and Metal pots grow common herbs, flowers and fungus. A large Oak Barrel holding fresh water obscures the Secret Door (A thin wall of crumbling plaster). 35% of a Kobold Farmer from Room 13. tending to the plants.

Feature II. - Chasm, 180 ft. 2D4 Giant Bats roost along the chasm walls. Deep. Fresh, moist air flows from below and into room 10, and the hallways around Room 4.

Feature III. - A falling caltrop trap (Save vs. Paralysis, 1D4+2 DMG) activated via pressure plate. The floor underneath is cracked and worn away in the spots hit most often.

  1. Reformed Storeroom - Dimly lit by candles, minty incense wafting through the air.
    (Normir Hills - Human MU 4 - 13 HP - 12 AC - Medium Shield, Oak Staff-) A workbench, bed frame and chair have been thoughtful constructed out of crates and barrels. The workbench holds a cauldron full of Potion of Healing (2 uses), a bowl of money (60 GP, 600 SP) and The Enchyrydyan (Spellbook: Wizard Eye, Contact Other Plane: Iod, Eye of Melkor). 25% of Normir sleeping or studying scrolls in the room.

  2. Kobold Camp - Lit by crude Stone Braziers, Sweet Fecal scent. A moss bed, cooking fire, salt crate full of meat, trash barrel and water cauldron furnish the room. On the bed, a pillowcase holds 300 GP and 50 SP. 85% of 1D4 Kobolds resting here.

  3. First Loot - Dimly lit by candles. Still Offal air, the room is unnaturally clean.
    The archways are carved to resembled fanged skulls, each tooth being engraved with a rune. They fuel a thin Dispel Evil Layer around the entire room. Within, the pillars surround a locked Cherry Wood chest (250 GP, +1 Bouche Shield, and a Scroll of Remove Curse/Cause Light Wounds/Hold Person).
    4 large Scorpion bodied, Centaur-like Skeletons guard the chest. Iron Chains are welded onto their bones that connect them to the pillars. When idle they rattle around in a rough snake-like figure.

Feature IV. - The hallway has a domed ceiling 15 ft. high. The walls have fading art of books emitting odd luminous script. The gate is rusted shut and un-openable normally, and on the stairway are 3 charred skeletons.

Feature V. - Once the indicated area is passed, the wall behind slides to block the way back for 4D10 Turns. The trap utilizes pressure pads enchanted to appear normal unless scrutinized up close.

  1. Introductory Lounge - Lit Steel Braziers and Fireplace, Verdant Fresh air.
    The chamber is comfortably warm, the lights and fireplace turning on when the room is entered. The central fountain is made of Cream Marble. and holds around 12 cups of Holy Water (3 wooden chalices sit on the rim). No monsters will ever come near the area.

  2. Shrine of Y'abbrezzu - Lit by Stone Braziers, Strong Myrh Incense. The chamber is very well maintained, a metal incense bowl spews smoke down the dais. The clay statue at the end depicts a 2 headed lizard woman holding a stone tablet and a bundle of herbs, dressed in a gown. The altar holds a glossy stone tablet with Kobold Runes reading, "Y'abbrezzu, Lady of Law and Medicine."
    Next to the tablet is an opaque glass bowl holding 150 GP, 360 CP, and 12 bundles of Anti-Lycanthropy Herbs wrapped in twine. 80% of 1D6+3 Kobolds Praying or setting up camp.

  3. Abandoned Reception - Unlit candelabra and candles, Strong rotting wood and mildew stench. Moist, still air.
    A marble desk in the middle of the room holds a bundle of black parchment, cloth wrapped graphite chunks and a stack of books (Faded directory and Records of Students, Masters, Researchers onboarded 1200 years ago.) Behind the desk is a padded chair holding a withered green body with a cracked Amulet of Life Protection. The walls are lined with rotting shelves and wet mucus-y books.

  4. Lords Landing - Crumbled Braziers, Cooing Cave Swallows and the smell of warm mammals.
    Upon the dais is a preserved copper throne, ornate with rough cut gems. On the throne is a slim wooden crown (As Eyes of Charming), sitting above 13,000 SP.
    2D8 Cave Swallows (As Huge Birds) nest and live here, becoming aggressive when the crown is taken.

  5. The Shitter - Potent Rotten Egg stench (Save vs. Poison, 1D4 DMG), unlit.
    Various stalls with holes on the floor line the walls. Each one has long since clogged and flowed over with feces, occasionally bubbling. 2D3 Feces Golems (As Caveman) are birthed and form from the waste upon entering the room.

Feature VI. - The only lit hallway on this level, Gold Candelabras line the roof every 20 ft. The ceilings are vaulted 10 ft. up, the walls have red ivory flamed candles ever 15 ft.
Once halfway through the hall, it begins to spin and descend Deep into the Dungeon...

  1. Death! - Unlit, heavy urine scent.
    A giant spider lies rotting and covered in fungus directly in the door's swing radius. It's caught on a spear trap that is now rusted and broken. If interacted with, there's a 75% of a Servant of the Two fingers emerging from the spider (As Giant Rat). Otherwise, it only emerges if burned.

  2. Descent... - Lit by bio-luminescent moss, fresh lukewarm air circling through the cavern.
    A massive cavern, full of odd colored, alien fauna. A community of Kobolds (3D10x4) have set up shop here. Mud huts and a firepit have been built beside a Limestone Statue depicting a male 2 headed lizard holding a sickle and spear. A glossy stone plaque at its feet reads, "Y'abbrezzu, Sire of Harvest and Dominion."
    The staires are heavily worn, dirty and chipped.

  3. Pit - lit by giant firepit, ominous coughing echoes from both halls. A massive chamber with a vaulted 20 ft. ceiling.
    Empty. 20% of 2D6+3 Human Berserkers hiding out or arguing in here.

  4. Repository - Unlit Stone Braziers, mildewed and stale air.
    Upon entering, a Magic Mouth enchantment on the archways says (In Old Common), "Welcome to our Public Repository! If you're looking for our Private Collection, make your way down to Quorwydd Academy."
    The shelves hold scrolls, most are dud but 1D4 active scrolls can be found per 1D3 turns searching. In the chests are potions, most dead and hardened but 1D3 live ones can be found in each chest.

  5. Ossuary IX - Dimly lit by Emerald Braziers, minty cold air.
    A large statue of a 4 armed masked man in rags emenates cold air, a guillotine directly at its feet.
    Using the guillotine, the recipient's blood will pool at the convexed base. After 10 seconds, a shatterable red tear crystal will rise out of the blood. Snorting the dust heals 2D6 HP.

Feature VI - 2D4 Skeletons patrol the halls, they remain neutral to all activity besides violent acts and non-mages entering Room 17.

  1. Temple - Unlit candle circle, stagnant cold air. 20 ft. Domed roof. A 10 ft. tall, 8 ft. wide Black Anatase Obelisk floats 5 in. above a gold bowl. It hums softly like Binaural notes, focusing on it whilst holding blank paper allows its user to spend a slotted spell to turn it into a scroll.

  2. Watchroom - Unlit Braziers. Fetid Manure scent, must humid air.
    A lone leather chair occupies the room, heavy cobwebs litter every surface and rat chirps fill the air. A rotted, consumed and fungally infected corpse has melted onto the chair. 2 Giant rats have nested in this room, they are docile and will never attack humanoids.

Feature VII. - A shoddy wooden arrow trap (Save vs. Paralysis, 1D6 DMG), obviously a new addition.

  1. Altars - Lit by candles, oxidizing metallic scent.
    A crudely carved Dais holds a wooden altar with a grey cloth atop, a silver dagger with an emerald encrusted hilt (250 GP) is surrounded by 3 cursed rings of Influence. Above the altar is a fine oil painting of a 3 Eyed Balrog. 30% of 1D4 Aluxes loitering.

  2. Portal - Unlit Candles, Fresh Cold air and Swampy odour.
    An empty cavern, devoid of intervention. 1D8 Red, Scaly Giant Frogs emerge from the shallow pond. 50% they have 1D4 corpses stowed here for consumption already.
    The pond is a portal to the Xibalba Sector of Ringworld 11B83 (The Plane of Transitions), the deep red trees and Jaguar-people can be seen in the water's reflection.

  3. Brain - Unlit, Offal Odour. Echoing drippage.
    An empty Chamber. The ceiling is about 30 ft. high, a mass of eyes and brain tissue is chained above the pit. It drips violet blood slowly. A 2 ft. tall tunnel seems to go above ground.


  1. Aluxes are a Mayan Mythological Sprite, Statted as Gnomes.