Appendix I - Dungeon Level 2
About this appendix
If the Referee wishes to continue the adventure provided in “The Hole in the Oak,” they can
add this Appendix to the dungeon, including ways to get to ‘floor 2’ via down the river, or a
secret staircase in area 32
Setting
The story is still completely up to the Referee, but this second level of the dungeon offers
more exploration if the players do not wish to leave the dungeon being satisfied with the first
level. Keep in mind that Appendix II describes a village players may travel to during or after
exploration of the dungeon.
Dungeon Entrance - Area 32
**Add the following special descriptions to the Area 32 section of The Hole in the Oak**
Pressure Plate ➤ Pushing the plate: When the plate is
pushed, the sarcophagus in the center of
Along the northern wall (hidden from
the room slides to the side, shifting with a
passive view), crumbling (dusty when
low grind and a cloud of dust and revealing
touched)
a staircase underneath, its winding, smells
➤ Discovering the pressure plate: each of mildew, and is too dark to see the end.
player has a 1-in-10 chance of finding the
pressure plate when they explicitly search ➤ STAIRCASE LEADS TO AREA 51 OF
for it, (it can also be discovered with LEVEL 2
abilities such as ‘find traps’ or ‘find hidden
doors’
Dungeon Entrance - Area 50
➤ Going down the waterfall - Characters characters without climbing skill have a
who are in a boat have a 1-in-6 chance of 1-in-4 chance of slipping. Characters who
crashing into Area 55, characters with fall in take 2-5 dmg,
climbing skill have a 1-in-10 chance of ➤ WATERFALL LEADS TO AREA 55 OF
slipping, LEVEl 2
Area Descriptions
History
This even lower portion of the Mythic Underworld is focused more around the Reptile
Cultists, rather than the other factions such as the Fauns, Troglodytes, Heretic Gnomes,
Ghouls, etc.
While the upper area of the Mythic Underworld has no owner, the second floor has remained
hidden from other creatures, and thus has been owned entirely by the Cult of the Reptile.
61 - Temple Entrance
Dusty stairs (prone to crumbling), winding ➤ Stairs Falling In: When players walk
shaft (60’ deep, too dark to see), illegible down the stairs, each must succeed in a
text (on the walls, only visible via a torch dexterity check or a step crumbles and the
or other light source). player tumbles to the bottom. Characters
who fall knock any PC’s in front of them
down as well. No damage is taken in the
fall
62 - Mud Cavern
Mud-coated chamber (large, floor slick and ➤ Walking in mud: slows movement by
uneven), Stale damp air (smells of earth half. The stepping stones allow the party to
and mildew), Twin stone columns cross the room at normal speed in single
(supporting the ceiling), Stepping stones file
(makes a path through some of the
chamber)
63 - Giant Spider Lair
Bare chamber (dirt walls, featureless), ➤ When player enters: ambushed by a
Firm sand floor (packed, walkable), Still Giant Spider, there is a 1-in-6 chance that
air (dry and undisturbed) the spider will not get surprise attack.
Giant Spider
Giant spider (dull black carapace,
gray-mottled patterning), Bristled legs,
(scrape along stone), Clustered eyes (glint
in darkness), Bulbous abdomen (pulses
faintly with motion)
64 - Giant Centipede Colony
Open chamber (walls obscured by thick 9 Giant Centipedes
mud), Slippery footing (wet sludge
➤ When entering: all 9 will rush at the
underfoot), Giant centipedes (nine, lurking
party and attack
along the edges)
65 - Waterfall Basin
Flooded chamber (large, murky brown Treasure Chests
water), Waterfall inlet (cascades from area
Raised wooden platform (centered in
50), Rotting corpses (drifting and piled at
room), Two chests (medium-sized, resting
the far end)
atop the platform)
Secret Room ➤ Opening the Chest: Both are locked, one
Concealed alcove (hidden behind a bend), has an Alabaster Serpent that will shoot at
Dirt shelf (holds cult’s second treasure the player opening it, (+3 to poison save
stash), Mud-plastered door (wooden, due to it being old)
opens when pried with blade), Interior
chamber (dim, enclosed),
➤ Items: Trapped chest contains 200gp,
➤ Revealing the room: can be revealed by and 350sp, other chest contains a Jeweled
prying at the plaster with a sharp object Bracelet (250gp), 10 gems (5gp each)
such as a sword or a dagger.
66-67 - Empty Cave
Dry cave (floor firm, scattered debris), ➤ Listening closely: can hear trickling
Bone litter (scattered remains of various water and faint creaking and pumping
creatures), Faint rot stench (lingers in the noises (from Area 73), but will not be able
still air) to determine the direction the noises are
coming from.
68 - Lizard Men Den
Foetid crypt-cavern (reek wafts long ➤ 7 male Lizard Men, 4 female Lizard Men,
before entry), Stale air (heaviest from
southern approach), Lingering death-scent ➤ When approached: will retreat to the
(detectable even from the east hall), Faded southern leg of the lair and blend into the
mural (depicts robed lizardfolk bowing walls,
before a towering serpent)
➤ Items: a few leather sacks buried in the
12 Lizardmen Cultists loose dirt at the northwest corner of this
area contain 273 gp, 490 sp and 4 gems
Active chamber (tools scattered, stone worth 350 gp,
dust in air), Lizard Men cultists (clad in
robes, laboring with purpose), Ongoing
excavation (crypt walls freshly carved and
widened)
69 - Lizard Men Hatchery
Brooding chamber (warm, humid,
egg-laden), Eggs (dozens, clustered in
mounds, Lizardmen eggs),(movement
within, imminent hatching),
70 - Mudviper Hatchery
Ancient hatchery (floor dusted with fine ➤ Upon entering: Hatched snakes with
sand), Snake eggs (thousands, nestled like slither around the party, easy to kill, but
relics of foul rites), Yellowed fragments every bit as venomous
(papyrus scraps between shells)
71 - Bonesnapper’s Lair
Cramped crypt-den (walls pressed close,
Bonesnapper
dirt-packed), Human remains (bones ➤ Stats: Uses stats for a Giant Lizard
scattered, jawbones embedded like grim (Draco)
totems), Chained beast (resembles
miniature tyrannosaur, tethered to north ➤ Attempting to pass: Bonesnapper will
wall), roar and attack, making this path to Area
77 impassable
72 - Mud Trap
Dank chamber (air thick with mildew), ➤ Opening the chest: the ceiling supports
Raised wooden platform (warped, damp), release, dropping mud and timbers into the
Small chest (locked, but crudely—easily room. Everyone must succeed a Dexterity
pickable) check or take 1–6 damage from the falling
beams. Trapped players must either
succeed a Strength or be saved by another
player or take 1-4 damage each fail
73 - Pump Room
➤ If approached: Will not react to persons
Slanting passageway (descending, damp),
entering the room. If attacked, however, all
Water rivulets (trickling into darkness), will stop working the pulley and defend
Creaks and splashes (echo from ahead), themselves
Muddy pool (lowest point, seepage
gathers)
5 Zombies
Zombies (slow, relentless), Bucket pulley
system (stout rope, steady turning), Muddy
pool (water source), Hidden marsh pulley
(wooden tipping block)
74 - The Chamber of the Dead
Moist door (swollen, -1 to open), Central ➤ Entering the room: The Puffball
column (thick, solid), Death’s scent (heavy, Mummy will step out from behind the
clinging to the air), Tattered papyrus pillar then advance on the party, claw-like
(nailed to the wall, smeared with blood, hands outstretched.
reads: “It watches through the eyes of the
chained”)
Puffball Mummy
Creature behind pillar (mummy-like), Pale
skin (tight and leathery), Hollow eyes
(empty and unblinking), Stiff joints
(unnatural movement)
75 - Undead Experiment Chamber
Body piles (bandaged, lizard-like ➤ Reading the script: the story Explictica
mutations), Stale air (thick with decay), Defilus and the forbidden ritual of
Silent stillness (unnerving calm), Faded transformation of a terrible form, that of a
script possessed Necrophidius
76 - Altar of Evil
Long room (wood-paneled walls), Raised
dais, Altar statue (serpentine body, human Garath Primo
head), Cracked inscription (ancient script: _____________________________________
“Silence the beast, and theserpent shall not AC (4), Hp (21), Att 1 x Club (1d4+1 dmg),
wake”) THAC0 (17), Mv (60’), Sv (D10 W12 P12
B16 S13), ML (12), Al (chaotic), Xp (125)
Garath Primo and Wight
➤ Spells: Garath has the following spells
Cleric (robed, stands by altar, expectant
prepared
gaze, wears chainmail, wields a - (1st) cure light wounds (x2); detect
snake-headed hammer), Shadowy figure magic; detect good
(lurks behind statue, barely visible), - (2nd) continual darkness, hold
person; know alignment; resist fire;
➤ Entering the room: Garath greets the snake charm
party, claiming he foresaw their arrival - (3rd) hold person
after the coffer corpse's defeat. His - (5th) animate dead
assistant reveals itself as a wight and
attacks first, while Garath supports from
Naga Statue
range, beginning with a hold spell.
Stone naga statue (serpentine lower body,
➤ Key Ring: Garath has a ring of keys on skeletal upper half), Wooden altar (worn
his belt which contains the keys for all of surface, positioned before the statue)
the doors in 64 and 65, as well as the chest
in room 55, he gives these to a player upon ➤ Rotating the head: a wooden panel in
defeat the north wall to drop through the floor,
revealing a secret passage. The door is
undetectable by any searching until the
statue's head is moved.
77 - The Throne Room
The Bay Explitica Defilus
Vast cavern (vaulted ceiling, eight glowing Massive skeletal serpent (gleaming bones,
green columns), Still pool (dominates human skull with snake fangs), Creaking
chamber), Flat-bottomed boat (rests at mechanical motion (each movement stiff
muddy shore) and deliberate), Throne of treasure
(glittering hoard piled high, nestled in the
➤ Riding the Boat: The boat can carry ten shallows), Awaits the party (silent and still,
persons, and has a long pole inside which watching the shore).
can be used to propel it at a movement
rate of 3,’ the party can hear voices around ➤ When fought: Enraged at the boldness
them warning them of the “reptile god” of the party, Explictica will try to destroy
with the hypnotizing gaze them in melee after they debark (which
➤ Stats: Explitica Defilus uses the stats of takes a full round).
a Necrophidius, but with 25hp, and access
to the following spells: ➤ If light is cast: The Necrophidius is
- (1st) detect magic; sleep; shield; semi-blinded, 50% chance to miss attacks,
ventriloquism; detect good and cannot use her surprising hypnosis
- (2nd) ESP; web; continual
darkness; know alignment ➤ If defeated: all creatures who have been
hypnotised by her will be freed from the
enchantment. They will have vague,
dreamlike memories of cult activities.
➤ Treasure: Treasure pile has 35 pp, 300
gp, 430 sp, jeweled bracelet (150 gp), ruby
ring (300 gp), bag of holding (empty, 500 gp
capacity), ring of protection +1, and three
potions (healing, invisibility, gaseous
form).
Appendix II - Vogler Village
About this appendix
Though the dungeon is the central adventure, players are not prisoners within it—they may
return to the surface whenever they wish. The town presented here serves as a breathing
space, a resource hub, and a lore-rich backdrop that can add new flavor to the party’s journey,
or even offer unexpected complications. The hometown is NOT for adventuring, and players
will find little to no conflict here, it is purely for flavour and character building
Setting
Vogler is a small village only a short hike away from the entrance to the Mythic Underworld,
located just outside the Magical Forest, rumors say that the constable used to be a noble for
The White League, but has since retired from controlling the Mythic Underworld.
Area Descriptions
Introduction
The following areas are not to be explored in any order whatsoever, players are free to go to
any houses at any time, and the referee should be encouraged to make lively NPC’s that the
players will be interested in talking to, this is also a good place to buy equipment, and hire
retainers.
It’s also usually advisable for players to not end a session in the dungeon, and start the next
session coming back in for more exploration.
In addition, only the places and characters are mentioned, Referee must come up with the
dialogue for them.
Vogler Village (General)
Quiet riverside village (weathered cottages, gardens heavy with herbs), Close to the Mythic
Underworld (entrance hidden among mossy stones), Forest edge settlement (looming trees of
the Magical Forest nearby),
A - Bright Barely Inn.
Bright Barley Inn (large wooden structure, NPC’s
carved sheaves of wheat along the eaves),
➤ Marla Haywell: The innkeeper is
Faded whitewash (peeling to reveal gray
friendly and talkative, especially about
planks beneath), Hanging sign (cluster of
local gossip and old tales of the nearby
golden barley and a foaming mug), Empty
forest. If asked, she will warn them not to
corral and stable (quiet, off to the side), stray too close to the Mythic Underworld,
Hearth smoke curling (warmth and food ➤ Grinn Talmet – Grizzled old trapper,
within). drinks mulled cider in the corner most
nights. Friendly but suspicious of
➤ If players pay to stay: (1gp simple, 3gp newcomers. Always willing to trade stories
iron; per night) - offered a warm meal, and or pelts.
a simple room with shared bedding.
B - Constable’s Quarters
Sturdy square building (shuttered Constable Grover Ruskadal
windows, heavy wooden walls), Low
Broad-shouldered man (weathered
warehouse (plain structure behind, old
features, iron-gray beard), Wears a dented
barracks, now empty), Stout front door
chain shirt (badge still pinned), Calm but
(slightly ajar, no one immediately visible),
watchful eyes (sizes up each newcomer),
Faint smell of pipe smoke (lingers near
Pipe often in hand (smokes a foul-smelling
entrance).
local blend), Voice is level and firm (with
occasional noble cadence).
➤ Talking to Grover: speaks with
measured authority, questioning
newcomers about their business and
intentions. Though polite, he watches for
signs of trouble. He discourages inquiries
about the Mythic Underworld and subtly
warns against stirring up old power
C - Shirley’s Farmhouse
Whitewashed farmhouse (neat and ➤ Nellie Hennow: Shirley’s teenage
well-kept), Red-painted barn (doors open, daughter, curious and bright-eyed, often
hay spilling out), Grazing cows (chewing seen reading by the window or sketching
cud near fence), Flowering window boxes the nearby woods.
(bright with color), Children’s toys ➤ Bran Hennow: Quiet, awkward son,
(scattered across the yard) strong for his age; spends most of his time
in the barn or tending to animals.
NPC’s ➤ Old Pap: Shirley’s half-deaf
father-in-law, rocks slowly on the porch;
➤ Shirley Hennow: Tough, sun-weathered mutters warnings about “things in the
widow with a no-nonsense tone and quick woods” when approached.
judgment; distrusts outsiders but softens
with kindness or help.
D - Dairy Farm
Whitewashed timber buildings (clean and NPC’s
weathered), Split-rail fence (lining the
➤ Gilda the Milkmaid: Cheerful and
pasture), Grazing cows (slow-moving and
talkative, eager to gossip about village
content), Low barn (red roof, smells of hay
goings-on. Offers fresh milk or butter in
and milk), Wooden churns and pails exchange for help with chores.
(stacked neatly by the door), Flies buzzing ➤ Herren the Farmhand: Stoic and strong,
lazily (in shafts of warm sunlight), speaks little but watches strangers closely.
Milkmaid humming (as she works behind Protective of Gilda and the livestock
the barn)
E - Enchanted Weavery
New timber structure (sturdy build, faint NPC’s
scent of wool and dye), Wide porch ➤ Oren the Weaver – Absent-minded and
(stacked with bales of raw fleece), Loom meticulous, Oren works his large loom
sign (depicting a spinning wheel and with practiced hands. He often loses track
threaded needle), Open windows (breezy, of time, muttering to himself about thread
filled with drifting tufts of yarn), Interior counts and tension.
(cluttered with tangled piles of wool, ➤ Spindle – A sleek black cat with
half-finished cloaks, and glimmering mismatched eyes and a habit of curling up
threads faintly glowing under sunlight). in piles of finished cloth. Occasionally
swats bad thread choices off the loom
F - Small Cottage
Small stone cottage (moss-covered roof, NPC’s
crooked chimney), Leaning birch tree
➤ Elder Marna: Retired herbalist, warm
(overhanging the home), Round-glass
but forgetful, offers strange teas and
windows (blue shutters askew), Herb
unsolicited advice.
bundles (drying by the door), Faint scent
➤ Pip: Grandson, inquisitive and
(sage and woodsmoke)
mischievous, often found poking through
visitors’ packs.
➤ Thimble: Fat gray cat, missing one ear,
watches strangers with eerie intensity.
G - Mayor’s Residence
Sturdy two-story house (rough-hewn stone NPC’s
walls, slate roof), Neatly kept garden
➤ Mayor Randal Mersh: dignified and
(bright flowers, trimmed hedges), Heavy
reserved, handles town affairs with
oak door (iron-bound, polished), Small
cautious pragmatism.
study visible through front window (lined
➤ Eliza Mersh: his wife, warm but wary,
with books and maps).
often seen tending the garden or quietly
observing visitors from behind curtains.
➤ Negotiating loans or hires: The mayor,
experienced in local politics and trade, can
connect the party with trustworthy lenders
or skilled hires (mercenaries; specialists),
for their ventures beyond town.
H - Tailors Shoppe
Tailor’s Shoppe (small timber building, NPC’s
faded painted sign of a needle and thread),
➤ Mabel Trist: stout middle-aged woman
cluttered workbench (scattered patterns
with nimble fingers, usually found
and scraps of cloth), half-finished garments
measuring fabric or stitching by the warm
(hung on a rickety rack), warm glow (from
lantern light. Friendly but busy, she can
a single lantern inside)
craft clothing, repair gear, or offer simple
advice on local fashions.
➤ Players may commission custom
clothing or repairs from Mabel. Simple
repairs cost 1 sp; basic garments, such as
shirts or trousers, are 3 gp; more elaborate
outfits or armor padding start at 10 gp.
Turnaround is generally one day per
garment.
I - Og’s Item Shoppe
Cramped wooden shack (weathered Og Burkunssun
planks, low roof), cluttered with various
➤ Og: Grizzled old merchant with a bent
trinkets and tools (hammers, nails, fishing
back and sharp eyes; speaks in clipped
hooks), open front counter, faint scent of
phrases and knows the value of every item
wood smoke and oil. in his cluttered shop. Friendly, but
sharp-tongued with fools.
➤ Buying Supplies: Og offers basic
adventuring gear—ropes, lantern oil,
torches, fishing tackle, and simple tools.
willing to haggle with travelers who seem
trustworthy.
J - Blacksmith’s Shoppe
Stone-walled forge (smoke-blackened for repairs, 5 gp to sharpen, 20 gp for
chimney, iron-bound door), open silver-plating)
workspace (anvil, tongs, glowing coals), Brona Ironhand
weapon racks and tool bins (swords,
➤ Brona Ironhand – Stern dwarf smith
horseshoes, nails), scent of hot iron and (chainmail apron, soot-streaked arms),
coal smoke. speaks in short grunts, values quality over
coin.
➤ Players may pay to have weapons
repaired, sharpened, or silver-plated (1 gp
K - Carpenter’s Shoppe
Broad timber building (sawdust-covered Burrin Oakwhistle
floor, scent of pine and varnish), open
➤ Burrin Oakwhistle – Elderly halfling
walls with rows of tools and stacked
carpenter with a long beard and nimble
lumber, half-finished furniture lined neatly
fingers; calm, patient, and proud of his
against one side, creaking rafters above.
handcrafted work
L - Big Blink Tavern
Large timber tavern (broad porch, grinning ➤ Jessa: sharp-eyed barmaid (quick with a
moon sign), warm glowing windows smile and rumors, adept at reading
(lantern light), boisterous laughter (from customers)
inside), scent of roasted meat and ale ➤ Olrik: traveling mercenary (seasoned
(thick in the air) fighter often seeking new contracts and
information)
➤ Order drinks: (ale, mead, cider) at 2 sp ➤ Marn: retired soldier (quiet, posts job
per mug, 1 gp per flagon notices on the town board, respected by
➤ Find and hire: retainers or specialists locals)
through the tavern or post applications on ➤ Silda: local herbalist (frequent visitor
the town board; for supplies and news, knowledgeable
about local plants)
NPC’s
➤ Bram: grizzled barkeep (friendly, keeps
the tavern lively, knows most local gossip
and patrons)