Everyone has a homebrew ruleset, and everyone wants to show it to other people, or at slap it around until it's presentable. And a lot of people are interested in your fantasy heartbreaker. When you first published your "Version -1.0", the world was a very different place, and the niche of a niche of a niche that talked about retroclones and hit dice and the grossest monsters a creative biologists can imagine was a little different too.
Ten years ago, on May 7th, 2016, we were introduced to the Goblin Rules of Gaming. Since then, partially because of the conversational tone and DIY spirit, partially because it distilled good parts of E6 and old school D&D, in overwhelming part due to accidents of history, people have hacked and rehacked glogs of their own, and it became a very happy gaming scene, with active blogs, daily discussion, friendships, the inevitable sprinkling petals of loves blossoming, and general goodwill.
It's bad to mythologize the history of your niche social scene. I don't want to act like we're something totally unprecedented, or that anyone is some great hero. But it's good to appreciate what you have while you have it, and I've been immensely enriched by the acquaintance of the many gloggers, and by friendly and open blogs such as yours which have become the basis of so many games, rules, stories, like, loves, and lively vertices. Hurray for ten years of GLOG! Yippee for rolling dice! Yay for my internet friends, and even my acquaintances!
With that out of the way, here is a short dungeon:
The Tomb of the Khan
Three hundred years ago, a warriors named Sartak tricked and defeated the undying sorcerer Attila the All-Seeing, chewing up his teeth and drinking up his blood to become something more than a mere man. Two hundred years ago, the vampiric Khan Sartak was felled by the twelve noble jarls of King Karlstorr, whereupon the khan's horse carried him back to his people, who dutifully buried him in preparation for his inevitable return. Since then, people have had more immediate problems to focus on, and the underground complex in which Sartak lay was forgotten. Two weeks ago, a minor earthquake revealed a shaft descending into the dark, ornate and well-worked stone fit for a king and a king of kings. Exposed to the elements, local bookworms fret that fragile documents perhaps stored within will be ruined when the next storm comes. Two hours ago, it started to drizzle.
There are no random encounters. After three hours, water will start to damage all unstowed parchments and worse (see area 9 and area 12).
Key
1. Hole. Looking down, one can see a hundred foot shaft, its walls of beautifully sculpted stone arches arrayed around a spiral staircase. The hole has torn through part of what was once a vaulted ceiling. If it's midday, enough light breaks through the gathering stormclouds to show the twinkle of a small pool of water on the floor. If you have a long rope, it would be easy enough to stake it and climb down.
2. Main Exit. Climbing the spiral stairs, another staircase branches off and comes to a chamber that comes within five feet of the surface, and porous rock allows vampires, who can turn into clouds of particles, to flow up and down through it. In the chamber is a courtesy sarcophagus. Lifting the lid gives a hiss and releases an invisible floral-and-pepper-scented gas which burns the lungs if you breathe it in (1d6 damage). Dissipates in ten minutes.
3. Shaft Base. A couple small pools of water, not yet gathered into drains carved to resemble a bearded man drinking. Short hall leading to area 4.
4. Meeting Chamber. Murals showing the khan drinking blood and turning into a bat and riding a cool skeleton horse, etc. Stone table and seats. Every surface piles with scraps of old parchment-- mostly the receipts and random notes of the khan's servants (some arguing about whether they should just drink his body dry), but also an envelope containing powder of gaseous form (snorted, as potion). A small polished bone box on a pile of papers serves as a watertight, airtight vaultlet. Contains a deed to a manse east of here, as well as a homoerotic vampire biography (300 gp).
5. Hallway. Murals cover the walls. A party of six skeletons-- three archers and three spearwomen-- stand guard. Speaking only the ancient language, they may be convinced that the party belongs. There are three spinning block traps dispersed through the hallway which the skeletons are aware of and will avoid-- stepping on the block causes it to spin freely, depositing you into a ten-foot-deep pit (one of which is almost totally waterlogged). Unless you're very tall it's hard to push the block above you away and climb out on your own. If the party seems tough, the skeletons may retreat back to guard area 6 and monitor them to attack from behind as they descend the upper stairs (area 8).
6. Storage. Cracked old pottery and mouldering scrolls. A gilded horse skeleton stands on a pedestal in the middle of the room. If touched (or enticed), it turns to face the party, gold leaf cracking away. It is Khongor Mini, the khan's mummified horse. (Stats as mummy, but +1 reaction, Morale 8. Can only be tamed by one who has the blood of Attila running through their veins.) Careful search of the room reveals a scroll with innovative saddle diagrams (worth 500 gp to a saddler or knight) and a palette of rouges and powders (worth 200 gp to a fancy person or thief).
7. Temple. Statues depicting Khan Sartak drinking blood from the wrist of Attila the All-Seeing, who is drinking from the wrist of the Devil. An altar holding the remains of a traitor vampire, now ash except for a black diamond heart (1000 gp, combusts in even a hint of sunlight). Another couple bone boxes-- one empty, one containing a spellbook with the spells Viscerkinesis (telekinesis but only for organic matter), Horste (haste for horses), Sanguine Visions (see through your blood for two hours), and Walking Coffin (coffin or similar grows four legs and serves loyally, if clumsily, for four hours).
8. Upper Stairs. Steep and dry. Fighting on these would give a -2 to attacks and make you tumble down on a natural 1 or if you're hit by a critical. Also, as you descend if you aren't silent the stone-headed thrall comes up from area 9 to investigate.
9. Rink. Massive domes ceiling leaking the occasional drip into a massive rink of ancient, long-dried blood. The scale of the rink is logistically horrifying, and it's not clear how deep it is. The dripping roof has made little pools of liquid blood on the very surface, and a humanoid imprint is seen in the deepest pool, as though someone has yanked themselves out of it, leaving bloody footprints leading up to an emaciated clot-covered freako whose head has been totally covered by ancient cement. The stone-headed thrall is a minor vampire, weakened by decades of ravenous stillness. (Stats as ghoul, but -4 reaction, grapple instead of paralysis, 4 to-hit ungrappled foes due to blindness, headbutt instead of bite, and if max damage is rolled for headbutt the cement cracks and it can see and do a normal vampire bite.). After three hours, enough water will start streaming down the domed roof and the steps that the whole block of dried blood will liquify, spilling its contents down into area 12-- nineteen stone-headed thralls, a thousand skulls, and six random treasures.
10. Lower Stairs. The occasional sycophantic well-wish from a minor vampire, left on a scrap of repurposed parchment.
11. Throne Room. Wide and low golden chair (worth 1500 gp, slows you down), brocade on the wall made of thread-of-gold (500 gp, heavy), chest-high golden puzzle box built into the floor (spend 10 minutes shifting around tiles to roll 1d20+intelligence. On a 30 or higher, reveals Lamentation, an insane sword with a needle-like tip and skeptical eye in the fuller. +2 to hit and damage vs things with blood, and each hit replenishes their blood into you, healing 2 hp most of the time but possibly having alternate or dangerous effects based on the blood into you question.
12. Tomb. The body of Sartak lies on a low bier-- ten feet tall, naked, with many wounds but the blush of not-quite death and a peaceful expression. Pillars support a vaulted ceiling that seems to be covered in dried blood. In fact it is the underside of the rink in area 9. After three hours, the liquefied blood will crash down, flooding this chamber. Sartak will rouse from his brumation, drinking enough blood to fully wake, before draining the more delectable half the of thralls and enacting plans for a new conquest. While still brumating, he is not totally defenseless. Immune to mundane weapons, his hypnotic defenses require a save to be attacked with any weapon. Teeth, on the other hand, seem to slide into his flesh like biting into an apple. If one creature drinks Sartak's final lifeblood, they become a super vampire, though the spirit of the merged mind of the Devil, Attila, and Sartak will require them to perform vampiric deeds to actually get any XP they earn-- darke soirees, murder of the innocent, so on. If multiple creatures drink of him, each gets a vampire power of their choice (no repeats) and a vampire weakness of the DM's choice).



