Lair of the Lamb: One-shot edition (DWAIT)
SURVIVAL HORROR FUNNEL ADVENTURE FOR ZERO-LEVEL CHARACTERS
Version 1.1 - October 2026
Shared under CC BY-NC-SA 3.0 license.
Looking for the Old School Essentials version?
Credits
An adventure by Arnold Kâshared and cared for and given a spin with some words and ideas and a different presentation (with love) by directsun
Lamb sketched by Luke Stratton during the playtest at Gary Con 2024.
Playtesters: Ben Milton, Gavin Norman, Frank Sokolowski, Luke Stratton, SirFinnegan, DustyHalo, Dwiz, Andrew Swedberg, Eric McConaghy, Trollfinger
The Pitch
In the frigid darkness, your pulse quickens to the eerie echoes of a dragging, prodigious bulk. Survive the relentless pursuit of a monstrous abomination in this heart-pounding, highly lethal escape from its lair. Players control multiple 0-level characters as they attempt to flee their grim fates. Play smart, use your resources wisely, and there may yet be hope of escape for a lucky few.
Adventure Overview
The party starts with 12 to 15 level 0 peasants, randomly generated. It is expected that most will not survive the dungeon.
The characters do not know it, but they are beneath The White Temple, where they have been offered as sacrifices to The Lamb. They are expected to be leisurely devoured over several days.
Thereâs one loop in the dungeon, which is very valuable when the party is trying to escape a big, slow foe. Itâs an imperfect loop, since 12 MOUTH MURAL can be collapsed and The Lamb will eventually learn to block off the secret tunnel.
Deaths are expected, but thatâs why there are so many characters. The players will learn from their deaths. And yes, the lamb is too difficult to easily kill, but the fact that it stops to eat will avoid a TPK. If a player runs out of living characters, ask for a volunteer to offer up one of their extras for that player to control.
Light, ropes, and weapons are all precious in this scenario. Donât allow the players to sidestep these constraints. Follow torch durations and make improvised items unreliable.
The expected (but not required) flow is:
- The party initially flees.
- The party lures The Lamb away from 9 FOUNTAIN and then drinks water.
- The party follows the main path to end up at 13 CITY MURAL. The bashed in door reaffirms that they can and should be bashing in locked doors.
- The party escapes via 21 HEAVY DOORS.
A Message For Players
Suggestion
Use this script if you are playing with new people or just in a situation where your players are not familiar with this play-style or funnels in general.
You control multiple characters and most of them will die. Your goal is to escape with as many characters as you can.
Individually your characters are just level 0 peasants but together, the group can accomplish great things. If they donât work together, your characters will likely perish. A fair fight is not the best way to survive. Your characters are bad at fighting and one hit will kill them. Think smart about how to approach situations and how the environment might help you accomplish your goal.
Time is an important resource. Time burns out torches which provide light. I roll for random encounters with monsters to keep the pressure on your characters. The more time spent in the dungeon, the more opportunities there are for your characters to die.
This game relies on a certain level of trust in the game master. My goal is not to kill your characters. Iâm rooting for them. However, I am also responsible for running the monsters and some of them want to eat you. My goal is to act as a neutral arbiter.
In general, donât worry about the rules, just tell me what you want to try to do, and we can work it out together.
Any questions?
Common Knowledge
The Free City of Manderlon
The Jewel of the Plains. Renowned for its freedom and lawlessness. Power is held by three great temples. All three are corrupt and unsympathetic.
The White Temple
Worship Vandoh, the Goddess of Wisdom, Patience, Self-Improvement, and the powers behind the sun.
The Red Temple
Worship Shendormu, the God of Fungus, Mindlessness, and Community.
The Temple of True Power
STRENGTH IS HOLY. SIZE IS SACRED.
Core Rules
Dont Worry About It
You can start playing right now without explaining the rules. The rules will be learned through play. Players tell you what they want to try and you tell them if they need to roll. Tell players the odds (i.e. 16+ on d20) so they can make informed decisions. Make sure players know that you are periodically rolling for random encounters and that time is passing.
Run your game however is easiest for you. Thereâs enough to do already. Offload turn keeping and light duration to the players if you think thatâll be easier.
Character Creation
Suggestion
Give players 2 to 4 index cards each to keep track of their individual characters. They can start with the index cards face-down, flipping them up when more characters are rescued from their burlap sacks in 1 BOWLS.
- Roll or pick a background.
- Name your character.
- Characters start dehydratedâwrite that down.
Backgrounds
If a player can argue for their characterâs background being useful in a situation, it may give a bonus to rolls or an automatic success.
| d100 | Background | d100 | Background |
|---|---|---|---|
| 1 | Actor | 51 | Graverobber |
| 2 | Alchemist | 52 | Gypsy |
| 3 | Animal Handler | 53 | Hatter |
| 4 | Apothecary | 54 | Herald |
| 5 | Architect | 55 | Herbalist |
| 6 | Armorer | 56 | Innkeeper |
| 7 | Ascetic | 57 | Jeweler |
| 8 | Astrologer | 58 | Link Boy |
| 9 | Astronomer | 59 | Locksmith |
| 10 | Baker | 60 | Lumberjack |
| 11 | Bandit | 61 | Mason |
| 12 | Banker | 62 | Milkmaid |
| 13 | Barber-Surgeon | 63 | Miller |
| 14 | Bartender | 64 | Miner |
| 15 | Beggar | 65 | Minstrel |
| 16 | Black Marketeer | 66 | Mistress/Paramour |
| 17 | Blacksmith | 67 | Moneylender |
| 18 | Brewer | 68 | Monk/Nun |
| 19 | Bureaucrat | 69 | Painter |
| 20 | Burgler | 70 | Peasant |
| 21 | Butcher | 71 | Perfumer |
| 22 | Butler | 72 | Philosopher |
| 23 | Carpenter | 73 | Pickpocket |
| 24 | Cartwright | 74 | Pissprophet |
| 25 | Chandler | 75 | Poacher |
| 26 | Charcoal Burner | 76 | Poacher |
| 27 | Choirboy | 77 | Poet |
| 28 | Clerk | 78 | Porter |
| 29 | Cobbler | 79 | Potter |
| 30 | Cook | 80 | Prostitute |
| 31 | Cooper | 81 | Rag and Bone Man |
| 32 | Cultist | 82 | Rat Catcher |
| 33 | Dancer | 83 | Sailor |
| 34 | Deserter | 84 | Scribe |
| 35 | Drug Dealer | 85 | Scullion |
| 36 | Drunkard | 86 | Sculptor |
| 37 | Dyer | 87 | Servant |
| 38 | Engineer | 88 | Shepherd |
| 39 | Fanatic | 89 | Slaver |
| 40 | Farmer, Chicken | 90 | Squire |
| 41 | Farmer, Onion | 91 | Stay-at-Home Parent |
| 42 | Farmer, Pumpkin | 92 | Storyteller |
| 43 | Fashion Designer | 93 | Swineherd |
| 44 | Fisher | 94 | Tailor |
| 45 | Fool | 95 | Tanner |
| 46 | Gambler | 96 | Tax Collector |
| 47 | Gardener | 97 | Thug |
| 48 | Geologist | 98 | Torturer |
| 49 | Glassblower | 99 | Weaponsmith |
| 50 | Gongfarmer | 100 | Wet Nurse |
Player Dice Rolls
Note
In this game, all rolls to attack, defend. and perform complex actions are made by the players. The referee is only responsible for upkeep rolls, such as for random encounters.
If actions cannot be resolved through discussion, the player rolls a d20 and attempts to meet or exceed a target number.
When not attacking or defending, the target number is 16âterrible odds. Some rolls will allow for modifiers to be added to the d20 roll, but most will not.
Bonuses, Penalties, and Automatic Success
When the players have a really good plan, there is no need to roll the dice. The plan succeeds.
Bonuses or Penalties of ±1 or ±2 may be added to player rolls if the situation calls for it, like multiple characters assisting to lift a gate.
Advantage and Disadvantage
When the circumstances of a player roll are considerably good or bad, the referee may decide that the roll is made at Advantage or Disadvantage.
Players roll 2d20 and take the higher or lower die result, respectively.
Having both advantage and disadvantage negates both effects, regardless of how many.
Dehydration
Characters begin dehydrated and have disadvantage on all rolls until they drink water. Without water, everyone will be dead in 24 hours.
Die of fate
If something is not obvious and not covered by another dice roll, the referee may call for an X-in-6 chance. A d6 is rolled by the player. A result of X or less indicates a success.
The exact odds of the roll should be discussed between the referee and players. Default to 3-in-6.
Inventory
Characters start naked. When players acquire an item they need to account for how they are carrying it.
Improvised Items
Due to the circumstances of this scenario, players are likely to improvise items. Make sure they are unreliable and remember to tell the players the odds associated with their improvised item. A really good idea could make an improvised item better or hit harder. Here are some examples of improvised items:
Improvised weapons (-1 HP) break on attack rolls of 1. (bricks, table legs, torches, ect.)
Improvised burlap ropes break on 3-in-6 when used.
Improvised torches burn erratically. Thereâs a 3-in-6 chance they burn out each dungeon turn. Improvised torches take a full dungeon turn to light.
Combat
Combat Sequence of Play
Each combat round (about 10 seconds):
- The players state what actions their characters will attempt.
- One player rolls initiative to determine which side goes first, characters or monsters.
- The side that wins initiative resolves their actions.
- The other side resolves their actions.
Initiative
One player rolls a d6 to determine which side acts first, the characters or the monsters. 4-6 indicates the players go first, 1-3 indicates the monsters act first.
Combat Actions
In general, characters can perform one combat action per round and move. Here are some examples of combat actions:
- Attack
- Cast a spell
- Run / Flee
- Light a torch
- Tie a knot or lasso
- Take a drink
Movement
Donât get bogged down with minutia of movement.
If a slow creature is chasing a human, the human will probably escape.
If human A moves away from human B during combat, then human B may move the same distance in order to arrive next to human A.
Attacking
When a character attacks a monster, the player rolls a d20 to hit with a target number equal to the monsterâs Guard. Success indicates a hit.
Defending
When a monster attacks a character, the player rolls a d20 to defend with a target number of the monsterâs Power. Success indicates the character was not hit.
Armored characters may add their total Defense to the d20 roll.
Hit Points
When a creature is hit, it loses Hit Points. When all of itâs Hit Points are lost, the creature is dead.
Characters have one Hit Point.
Attacks remove a fixed number of Hit Points from their target with each successful attack roll.
-
Improvised weapons: -1 HP.
-
Regular weapons: -2 HP.
-
Magic weapons: -3 HP.
Spells
Monsters may cast each of their spells once per day.
Dungeon Crawling
Light
The dungeon is pitch black. Fumbling around in the dark is risky and takes time. Player dice rolls in the dark are at disadvantage.
| Light Source | Illumination Range | Duration |
|---|---|---|
| Torch | 30â | 1 hour |
| Lantern (requires oil) | 30â | 4 hours |
| Candle | 10â | 1 hour |
Dungeon Turns
Out of combat, time is abstracted into dungeon turns. They are about 10 minutes of in-game time.
Dungeon Actions
Dungeon crawling actions usually take one dungeon turn. Here are some examples of dungeon crawling actions:
- Searching a room or body.
- Prying a torch sconce off the wall.
- Passing through a room for the first time.
Yes, this is slow. It is assumed that the party is crawling at dungeon speed. This means that everyone is creeping along quietly, talking in a whisper, noticing all the details of the rooms they are in, feeling out every step they take, and listening to all the ambient noises that they can.
Sequence of play (dungeon crawling)
Every dungeon turn:
- Referee checks for random encounters when needed.
- Each player tells the referee what actions their characters attempt.
- The referee resolves actions (prompting players for rolls if needed) and presents encounters if indicated.
- The referee marks the dungeon turn as ended, used up light sources burn out.
Doors
Because the characters are vulnerable, doors become important. Behind every door is salvation or death.
It is always assumed that characters listen at doors before they open them since they are going at dungeon speed.
Wooden doors can be kicked in, but it makes noise (which triggers a random encounter roll). If the kicker succeeds on a d20 roll, they can do it in a negligible amount of time. Otherwise it takes one dungeon turn.
Metal doors cannot be kicked in.
Random Encounters
Check for encounters once every three dungeon turns or if the characters make significant noise, such as from breaking down a door.
Roll a d6. If characters triggered the encounter by making noise, the lamb attacks on a 1 or a 2. Otherwise:
- On a 1, The Lamb is encountered and attacks the characters. If the characters have no light, The lamb has a 3-in-6 chance of surprising them, gaining a free attack before initiative is rolled.
- On a 2, The Lamb is encountered, but it is unaware of the charactersâ presence. The lamb is in an adjacent room, snuffling and grunting. After one dungeon turn, it will go in a random direction. You do not need to track its position at all times.
If Room 12 MOUTH MURAL is collapsed, The Lamb will be trapped on the north side of the dungeon, unless you know for a fact that it is to the south.
The Lamb
The Lamb is one of the secrets that The White Temple keeps. They call it The Lamb because it was born of a sheep. It is a holy child of Vandoh.
It looks like a gigantic, hairless, obese cow. It has no obvious head, its neck instead terminating in a drooping cowl of wrinkled flesh. Itâs actual head (usually kept retracted) resembles a bloody sheep skull with bulging eyes and a black tongue. It extends its head when it needs to bite something. It weighs about 2500 lbs. It drags its belly as it walks. Clusters of bulbous nodules along itâs sides and underbelly sway as it moves. It reeks of blood and ammonia.
The Lambâs sight and hearing are slightly worse than the average humanâs. When the lamb is wounded or scared, it will bleat âFaaather! Faaather!â in increasingly loud tones. It is capable of no other speech. It is not smart, but it is clever. It learns from its mistakes and will learn better tactics with exposure.
It mostly hangs out in 8 PIT and 9 FOUNTAIN.
The Lamb
Hit Points: 14, Power: 16, Guard: 10, Attacks: Bite (-2 HP), Move: Slow
- Surprise: In darkness, The Lamb has a 3-in-6 chance of surprising the party, gaining an attack before initiative is rolled.
- Feeding: If the lamb kills someone, or if finds fresh meat (a goat), it will stop to feed for one dungeon turn. During this time, it is not very alert.
- Fleeing: The Lamb is slower than the average human, but characters must win initiative to run past it in a hallway or room. If the lamb loses track of its prey, it will continue running through 1d4 more rooms (chosen at random from available paths).
Lambfruit
The Lamb is valued for its fruit, clusters of heavy nodules that grow along its armpits and milk lines.
Here are the types of Lambfruit (and how many of each type are currently hanging off the Lamb):
- Nascent Lambfruit (52): Dark green. Consumption causes nausea, vomiting, and rampant paranoia about the future. For the rest of the adventure any failed d20 rolls by the character spends the next round retching.
- Immature Lambfruit (6): Orange. Consumption allows you to see into the future one dungeon turn (or one combat round during combat).
Suggestion
When a character is exploring a possible future, their player knows. The game continues as normal. After the turn or round has passed, the turn or round resets and the players may choose to make different decisions this go around if they wish.
Map
Each square on the map is 10â by 10â. The rough-hewn stone walls are easily climbed when not under duress (d20 roll otherwise). There is no light in the dungeon unless otherwise indicated.

Player VTT Map
Suggestion
This adventure plays great using theater of the mind and a volunteer player mapper. If youâd still like to use a map with a virtual tabletop, hereâs a map without spoilers.
Starting the Game
Suggestion
Consider this script as a guide. Wait for feedback and questions from players. Let tension build and ease into the conversation of the game.
The characters begin in 1 BOWLS. They are naked and wriggling inside burlap sacks. Itâs pitch black.
You wake up stiff and groggy. You donât know where you are or how you got here. Itâs cold.
Your lips are cracked and dryâitâs hard to think, youâre so thirsty. You find yourself inside a tied sack, naked in the dark.
Select one random playerâs character that finds a knife.
You feel a knife in your bag and manage to cut yourself and a few others free. You can hear more people struggling to free themselves in the dark.
Everyone should be in control of one free character now. Their other characters are still restrained in sacks.
You hear a door creak open. Heavy, wet footsteps shuffle closer. There is the sound of wet, sucking breath. The sound of a prodigious bulk being dragged.
The Lamb is lumbering into the room.
-
Fleeing: The Lamb attacks. It will take a d20 roll to find the door in the dark while under duress.
-
Hiding: The Lamb devours a restrained human over one dungeon turn.
When the Lamb finishes eating, or loses track of the party, it will head to 9 FOUNTAIN for a nice bath.
1 BOWLS
Three enormous stone bowls. Each bowl contains humans, drugged and restrained inside a burlap sack.
1A FIRST INTERSECTION
Barnyard smell to the South.
Faint flickering light to the East.
1B SECOND INTERSECTION
Vinegar smell to the North.
Bright flickering light to the East.
2 GOATS
The occasional ringing of a cowbell can be heard through the door to this room.
Three dead goats and one live goat. Pile of hay and an empty wooden bowl.
-
Goats: All wear bells.
- The live goat is dehydrated and friendly.
3 VINEGAR
Two stone troughs, the first is half-filled with vinegar. The second is empty and stinks of stale milk.
Reeking Vinegar Trough: Contains an empty wine bottle.
4 CHESTS
The wooden door to this room is locked.
Wooden table holding a fleshy orange bulb and a wooden chest. Bolted to the floor is a Lead & Iron Chest, bound with two linchpinned chains.
Fleshy Orange Bulb: Immature Lambfruit
Wooden Chest:
- Masterwork helmet with a womanâs face (+1 Defense).
- Lotus pipe (fits into helmet, 20s).
- Purple lotus powder (Grants visions of the route to 9 FOUNTAIN or 21 HEAVY DOORS, 100s).
- Lantern.
- Flask of lantern oil.
Lead & Iron Chest
- Removing the linchpins: Pulling out the first linchpin causes headaches. The second causes nosebleeds.
- Contains: The Skull of Davok, which escapes when the chest is opened.
The Skull of Davok
This is the remnant of a powerful demon. It resembles an elephant skull, slightly deformed.
- Released from chest: It will attempt to absorb flesh from different targets every round until it succeedes (d20 roll or die). It can fly about as fast as a human can walk. If the skull fails to absorb flesh, add Davok to the Random Encounters roll (appearing on 3).
- Absorbing Flesh: It regrows much of its head. (It looks nothing at all like an elephant.) This will allow it to regain something of its mind, and it will demand to be carried out of the dungeon, casting Enthrall on people until it gets what it wants (d20 roll or become a thrall to Davok).
- While Carried: It will appear to go to sleep while it searches the ether for the other pieces of its fragmented body.
- The Enthralled: A thrall is still a playable character, but they are utterly dedicated to serving Davok and will not tolerate any word or action against their master. If pressed, they will call Davokâs name.
- Awakening: Davok will awake if it is touched by another, or if its name is called. In combat, it explodes (-3 HP to everything within 20â). This stuns Davok for one dungeon turn while it knits itself back together.
- Weakness: There is nothing in this dungeon capable of destroying it. If Davok is ever forced back into the leaden chest, he once again becomes inert.
Once free from the dungeon, Davok begins collecting his missing body parts. His loyal thrall will become a warlock in his service. If they do not wish to become a warlock, they will be made to. The rest of the party can either join in service to Davok, or go their own way. If they choose the latter, the newly minted warlock becomes an allied NPC within the city of Manderlon.
5 LANDING
A lit torch on the wall illuminates an Iron-banded chest atop an oak table. Heavy steel doors shimmer in the light.
- Lit Torch: Lasts another three dungeon turns before burning out.
-
Iron-banded chest: Locked. Atop the chest is a fire striker.
- Reeks of tar and pitchâobvious whatâs inside.
- Contains two fresh torches and a vial of lamp oil.
- Breaking open the chest smashes the vial of lamp oil and makes noise (random encounter). Most methods involving repetitive strikes take two dungeon turns to complete.
-
Steel doors: Locked from the other side. A set of ascending stairs is barely visible behind them.
- No amount of noise will bring a response.
5A CLOSET
Holds a broom, a 3â gong, and a wooden hammer.
6 FISH
A statue of a fish with hands. Behind the statue is a steel door. The walls are covered with murals.
Statue of a Fish: 4â tall. Itâs mouth is open and pointed at the ceiling.
- Above the statue on the ceiling are a quartet of small nozzles that form a square around it. The floor tiles around the statue are rough and corroded.
- Putting any liquid into the fishâs mouth opens the steel door to 7 THRONE.
- Putting non-liquids in the mouth causes a horrible gurgling grinding noise (random encounter) followed by a spray of milky acid from the nozzles above (d20 roll or die).
Steel door: Locked. No handles.
- Slides up into ceiling when the fish statue is quenched.
Murals: Hundreds of humans pouring water into an upturned fish with hands.
7 THRONE
A throne of sheep bones and unfired clay. Two skeletons stand beside the throne, one holds something black, the other holds something gold.
Skeletons: Held together with wire (10â). One skeleton carries a black mace. The other carries a gold plated telescope (500 sp). When a skeleton is approached it kneels and outstretches its arms, offering what it is holding.
Throne: Anyone sitting on the throne must make a d20 roll.
- Success: Right hand turns into a large lobster claw (-2 HP).
- Failure (Obesity): Gain 3 Inventory slots of fat. Right hand turns into a small lobster claw (-1 HP).
- Regardless of success or failure, you get a vision of a purple book, wrapped in fine copper chains.
- The throne only works once per year.
Anyone with a lobster claw will be called to be a cleric of Vandoh, as part of a conspiracy both mundane and supernatural. If they escape the dungeon, they will have the option to become a cleric.
8 PIT
After the first time this area is visited thereâs a 2-in-6 chance The Lamb is here.
A massive slimy pit reeks of ammonia and feces.
-
Slimy pit: 40â deep, 30â across, impossible to climb. The bottom is knee-deep mud.
- This is where The Lamb sleeps.
- Akina lives in the pit.
-
Akina: Wears rags. Sane, desperate, and intelligent.
- Cleans The Lamb of parasites and eats its vomit.
- Has a ruby ring resembling an eye (1000s). She offers it in exchange for rescue.
- She can tell you the basics about the White Temple, Vandoh, and The Lamb. Knows the clerics come down three days after a feeding to clean up.
9 FOUNTAIN
The first time this area is visited, The Lamb is here.
Every other time thereâs a 2-in-6 chance The Lamb is here.
A slimy pool catches water overflowing from the mouth of a fountain shaped like a fish with handsâit holds an unused torch.
-
Slimy Pool: 30â deep water.
- An armored skeleton droops in the shallows. It clutches a polished sword.
- Armored Skeleton: Wears rusted (but serviceable) plate armor (+6 Defense).
-
Sword: Magic (-3 HP). Bears the holy symbol of The Red Temple.
- Cursed: Impossibly heavy. Forces any who touch it to grasp it firmly.
- Salvation: If the skeleton is destroyed or prayed for, the curse is broken and the sword floats to the surface carrying those holding it. Alternatively, the one grasping the sword could be knocked out or made unable to physically hold the sword anymore.
10 BONE PILE
Hundreds of child-sized pellets of compressed bone fragments and burlap.
-
Pellets: Each weighs about 100 pounds and is only slightly smoothed by digestion.
- Any amount of searching will reveal a small crawl-tunnel to 14 SARCOPHAGUS
- Roll a d20 for every dungeon turn spent searching the pile. More than one person may search at a time.
| d20 | Result |
|---|---|
| 1-13 | Nothing |
| 14 | Silver bracelet shaped like veins (100s) |
| 15 | Battered shield (+1 Defense) |
| 16 | Spear (-2 HP) |
| 17 | Rope (30â) |
| 18 | Torch |
| 19 | Bottle of fine wine (30s) |
| 20 | Wind-up monkey toy that walks 10â and clangs cymbals loudly |
- Crawl-Tunnel: After a meal escapes through this tunnel, The Lamb will become cunning and begin blocking it up with bones. A blocked tunnel takes 10 minutes to clear by hand.
11 COMET MURAL
A mural of a comet above a tower. A scrimshaw sheep skull rests on a pedestal.
- Scrimshaw Sheep Skull: Carvings of battles (40s)
12 MOUTH MURAL
The sagging roof is held up by a 11â metal pole. A mural of a mouth.
-
Sagging Roof: When the pole is removed, the ceiling collapses and crushes all in the room (-3 HP).
-
If the ceiling falls in, this room becomes impassible.
-
Running through during a collapse requires a d20 roll to avoid the the rubble.
-
-
Mural of a Mouth: Each tooth is actually a tiny building. Several windows hold tiny, staring figures.
13 CITY MURAL
A mural of a city under waves and a looming giant crab. A huge crack runs down the length of the south wall, filled with spiderwebs. A sagging, moldy door barely blocks passage east.
-
Crack: The light of day glows against the inside of this fissure. The faint breeze coming from it brings the smell of roasted chicken.
-
Moldy Door: Badly damaged and can be quietly wrenched off its hinges.
14 SARCOPHAGUS
A stone sarcophagus. A crawl tunnel near the base of the north wall.
-
Stone Sarcophagus: The heavy lid can be pushed aside by at least 3 people, but it makes noise (random encounter).
- Inside is a shriveled corpse without any hands. On its chest are a pearl ring (100s) and a black pearl ring (200s).
15 CRACK
Hundreds of tiny red spiders. You can barely fit in here. Thereâs sounds of an argument between two men.
- Tiny Red Spiders: Several bites every second spent in the crack. They cause profuse sweating and your heart to race.
- Sounds: Shouting about the quality of a chicken.
-
At the very back: Daylight through an opening the size of a fist.
- A chicken vendor named Danjo argues with a customer in the plaza beside The White Temple.
-
Danjo: Extorts characters at the first opportunity. âWhy shouldnât I tell the temple guards? Whatâs in it for me?â Once thatâs taken care of, he will happily sell you mundane items at as high a cost as he can.
- Has candles, chickens, bread, and a knife. He is willing to run across town and purchase things for you, but itâll take 1-3 hours, depending on the item.
16 MOLD
A moldy shape curled up in the center of the room.
-
Moldy Shape: Looks like a corpse obscured under a heavy layer of thick fungus.
- Smells like mutton.
- Itâs just mold that grew in a weirdly shaped heap. Each time the party returns to this room, the mold appears to be in a slightly different position.
- The first person to taste the mold or sleep in this room will receive hallucinations of Shendormu, the good god of fungus. The god will appear as a dim, fungal moon, and will answer one question honestly if the character promises to receive sacrament at his temple.
Receiving sacrament at The Red Temple allows a character to become a cleric of Shendormu, if they wish.
17 ALTAR
An altar holds a sheep skull amid faded flowers. A wooden chest sags with yellow rot.
- Altar: Drawer containing six white candles.
-
Wooden Chest: Anyone opening it carelessly is exposed to plumes of yellow mold spores (d20 roll or die).
- Contains rotten books (worthless) and a silver-plate dageurrotype (50s) that shows a dozen strangely-dressed men each buried up to their waist, facing the stars, mouth open.
18 SHAFT
10â heap of broken and shattered wooden beams and debris. Above, a high ceiling recedes into shadow.
Wooden beams and debris: Surrounded by loops of rope, all soft and rotten.
- Remains of a fallen elevator.
- Searching the pile unearths a block and tackle.
High Ceiling: Terminates 60â above.
- 40â up is a loop of rope that stretches another 10â connecting to 18A LEDGE.
18A LEDGE
A 30â rope tied to an iron spike. A sealed portcullis. 10â away, on the other side, is an armored corpse.
Armored Corpse: Cannot pass through the portcullis, but it can be pulled to the portcullis and looted:
- Sword (-2 HP)
- Bow + Arrows (-2 HP)
- Signet ring (50s)
- Orb of Indulgence (500s)
- Masterwork breast plate (too large to pass through portcullis, +7 Defense)
- Helmet (too large to pass through portcullis, +1 Defense)
- Mostly-accurate map of the dungeon
Orb of Indulgence
A silver orb about an inch across. These orbs are sold by the Church. Your next significant sin is immediately forgiven, and the orb corrodes. Although they are sold, the orbs are still a tightly controlled item. If you find one, the only ethical option is to sell it back to the Church. Worth 500s. Rumors exist of golden orbs that can forgive even mortal sins.
Mostly-accurate Map of the Dungeon
19 PRIESTS
The wooden door to this room is locked.
Three perfectly round shallow pools of pink liquid are set into the floor. In each pool sleeps a squatting old man. Two iron spikes hold the east door shut.
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Pools: About a foot deep in the middle.
- Smells like bubble gum.
- Characters who drink from a pool are compelled to drink more and eventually lie down in it. Lasts 10 minutes before it fades from a compulsion to a lingering dissatisfaction with all of lifeâs other pleasures.
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Old men (3): Naked. Smiling in their sleep, occasionally twitching and emitting little groans of pleasure.
- One has an emerald lens (400s) embedded in their forehead.
- Retired Priests of Vandoh, rewarded for service. They will live in the Lambâs psychotropic urine until they die, hundreds of years from now, writhing in ecstasy.
- When touched, they will scream (verbally and psychically). This awakens all priests (including Vandress in 20 POOLS) who will attack. The urine has robbed these three priests of all language except the words âlambâ, âblasphemyâ, and âmagentaâ.
Priest of Vandoh
Hit Points: 2 Guard: 10, Power: 11, Attacks: Slap (-0 HP) or Spell
- Spells: Range is 30â. d20 roll to negate. Each priest knows a different spell and may cast it once per day.
- Sleep: Target falls into a deep sleep. Noises will not wake them, but a slap or a kick will.
- Desiccate: Evaporates five gallons of liquid. -3 HP to one mostly liquid target, like a human.
- Force Teleport: Target is teleported to a random room of the dungeon.
20 POOLS
Four irregular pools, each one contains a different color liquid.
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Pink pool: Identical to the pink pools in 19 PRIESTS.
- Contains Vandress, the eldest priestess. She has lobster claws and a third eye.
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Yellow pool: Liquid light.
- Shines as brightly as daylight for 3 rounds when violently splashed. Works once.
- Can be collected into a bottle without triggering it.
- Milky pool: Acid (-2 HP).
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Black pool: Fall unconscious and vomit out a thick black smoke thatâs heavier than air. This smoke is your soul.
- You see and hear normally. You move as gas.
- The effect lasts until you re-enter your body.
The pools serve as a repository for the more exotic types of waste that the Lamb produces.
Vandress
Hit Points: 4 Guard: 10, Power: 12, Attacks: Claw -2 HP or Spell
- Spells
- Confusion: Each round, target creature must declare three potential actions that are fully distinct from each other and perform one of the three actions at random.
- Cone of Mutilation: -3 HP to everything in a 20â cone from caster.
- Scheming: Unlike her peers, Vandress retains her full mental capacity, and is smart enough to parlay if the need arises. If allowed to escape, she will find The Lamb and lead it while hunting the party.
- Knows: The clerics come down three days after a feeding to clean up.
21 HEAVY DOORS
A long set of steep stairs lead up to this room and a pair of barricaded iron doors. Thereâs chatter and laughter coming from the other side of the door. The light of day shines from out of sight.
Iron Doors: Kept closed with a heavy bar (10â) and a set of chains.
- The bar can be pulled off with the combined strength of two people. This allows the doors to open a small amount. A human could squeeze through but not The Lamb.
- The chain cannot be removed without heavy tools. It would allow the doors to open fully.
Chatter and Laughter: Gentlemanly-dressed decaying corpsesâthe ghouls Gaspar and Luntz. Gaspar carries a silver-handled cane (50s).
- Gaspar is speaking to the door as if it were the host of a party, accusing it of not sharing the best brandy with them.
- Upon hearing the party fumbling with the door, the ghouls feign friendship (poorly), intending to eat the party at the first opportunity. They speak openly of how hungry they are.
- When promised food to be given later for safe passage now, the ghouls pretend to believe characters.
- When fed well (at least a goatâs worth of meat each), the ghouls are friendly and conversant.
Ghoul
Hit Points 2, Guard: 10, Power: 12, Attacks: Claw (-2 HP), Move: as human
22 EXIT STAIRS
Stairs ascend north. The light of day shines from above.
- Leads to the plaza beside The White Temple.



