Saturday, August 16, 2025

The Sinister Secret of Zenopus' Tower –The Adventure

I recently formatted all my notes into a PDF format suitable for use at your table. This is 100% a fan-made conversion of existing work with bits of my own creation sprinkled throughout. I make no copyright claims to any of the source material. I worked it all up for my home campaign, but the originals remain popular adventures to this day. If someone wants to use my work as inspiration for their own versions, feel free.

A special shout-out to Zach Howard at Zenopus Archives. His enthusiasm for the Sample Dungeon in Holmes Basic, and his own homebrew expansion of it, inspired me to develop this adventure location for my players and include it in this adaptation. Be sure to visit his site to see the Forgotten Smugglers' Cave in its original glory.

>>The Sinister Secret of Zenopus' Tower for Labyrinth Lord

>>The Sinister Secret of Zenopus' Tower for OSRIC/AD&D

>>The Adventure Maps

>>Things to Do in Town Handout 

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Thus far in my campaign, the players have mostly cleared the manor house and explored much of the estate grounds. They fought pirates in the manor basement and discovered the fate of the missing alchemist. After a tragic expedition into the naga's lair below the bluff, they delved for a bit on the dungeon level (via the garden entrance).

Most recently, they found a boat pilot willing to take them into one of the sea caves. There, they battled a giant octopus, fought some more pirates, freed Lemunda the Lovely from captivity, and found a tunnel entrance into the bluff. They also noted a flooded tunnel to the east, accessible via a shallow shelf at low tide. At first, they thought to go north, further into the sea cave level where they assumed pirates would be waiting. Instead, they decided to take the opportunity of low tide to venture east.

They soon entered a side cavern divided in halves by a rushing river of fresh water that emptied into the sea cave nearby. The cave was protected by a giant crab, hidden beneath the sand, which got the drop on the party but failed to hit with its pincers. Upon defeating the crab, the party found a long stairway leading up to the dungeon level, where they entered a room with a sundial, a strange bronze mask, and a riddle. Figuring out the riddle, they caused the mask to speak and offer an answer to a single question. They asked about the "Philosopher's Stone" they found in the alchemist's secret cellar chamber in the manor, but the mask made no reference to the party's stone, speaking only of what the "legends" say about such an item.

Leaving this room, they next came into a crypt chamber with a dirt floor and smashed-open coffins. Within, a pair of ghouls dressed in finery feasted on the bloody entrails of one of the thaumaturgist's unfortunate goons. Horrified, the party attacked, but within moments two of their party had succumbed to the undead's paralyzing touch. Things looked grim for a moment, but after a flurry of well-placed blows, both ghouls lay dead.

Searching the various coffins and burial niches turned up a small fortune in gems, jewelry, and old coins. In one of the niches, the party found a tunnel that had been clawed to the surface, the exit of which the party had already discovered previously while exploring the garden cemetery. Dragging their paralyzed comrades out of the hole, the group returned to town, but from their discussions it sounds like they want to keep exploring the dungeon level and will return via the cemetery (they have more questions for the mask).


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The Sinister Secret of Zenopus' Tower –The Adventure

I recently formatted all my notes into a PDF format suitable for use at your table. This is 100% a fan-made conversion of existing work with...