Keys to the Deep Halls

The Deep Halls of Amon-Gorloth, Keyed by Sub-Levels and Encounter Areas
The Deep Halls of Amon-Gorloth, Keyed by Sublevels and Encounter Areas.
Encounter areas are numbered. Sublevels are noted with the level number followed by a letter designator, highlighted in purple. Map by Dyson Logos.

Getting Into the Deep Halls

Dreaming Amon-Gorloth is a dungeon and wilderness adventure campaign for character levels 1 to 9 intended for use with any old-school edition of the world’s most superlative role-playing game.

The should-be simple exercise of keying rooms is already a nightmare. The dungeon, consisting of 180 encounter areas, goes down seven levels. Each level is divided, by contiguous rooms, into 51 sublevels.

The first four dozen encounter areas by sublevel serve to demonstrate its twisted quality.

Sublevel Encounter Areas Sublevel Encounter Areas
2A. 1-3 3C. 23-25
2B. 4-8 2C. 26-29
1A. 9-12 3D. 30-31
3A. 13-14 3E. 32-33
4A. 15-18 4B. 34-40
3B. 19-22 4C. 41-48

A party might enter the dungeon and proceed immediately along 3. Grand Entry Hall (2A.) down to area 34. Nightmare Bazaar (4B.), or they might follow at least five other circuitous routes to the same destination.

Your Favorite Monsters from Holmes

I have worked out much of the campaign scenario, and Melqart and his “Company of the Blind Seer” have explored several chambers close to the entrance—as far as 57. Chamber of the Processional (3F.).

I’m taking your suggestions for favorite Holmesian monsters to place in sublevels and particular halls and chambers in the Deep Halls of Amon-Gorloth.

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