PIT. This chamber holds a nine foot wide circular pit with a depth
of about twenty feet. Rogi has told the thermites to dig for gold
but they also keep finding gems. Since the dwarf didn't ask for
them, they have simply thrown them into this hole.
the bottom are 8 uncut amethysts (base value 100 gold crescents) and 4
uncut topazes (base value 500 gold crescents).
MINING CHAMBER. This chamber holds three worker thermites
industriously burying gold nuggets. They have spent the last few
days searching for the gold on the instructions of Rogi, and have
uncovered 1236 gold crescents worth. In an effort to thwart the
dwarf, the princess from Room 22U has ordered them to hide it.
Thermite Workers (AC 4; MV 15”; HD 2+2; hp 9, 9, 7; #AT 1 bite; D
1-6; SA +4 to hit with blistering spittle for 2-8; XP 77, 77, 71)
DAMSEL IN DISTRESS. The thermite princess resides in this room,
along with two slasher thermite bodyguards.
Princess (AC 3; MV 15”; HD 5+5; hp 33; #AT 1 bite; D 1-8; SA +4 to
hit with blistering spittle for 3-12; XP 423)
Thermite Slashers (AC 3; MV 15”; HD 4+1; hp 20, 18; #AT 1 bite; D
2-12; XP 190, 180)
princess looks much like a thermite warrior to the average person,
but Pelmuff would be able to instantly realize who she is. She is
not at all interested in fighting, but wants to eliminate Rogi and
free her mother from captivity and will try to negotiate with anyone
who doesn't attack her immediately.
WARRIOR GUARD POST. Two warriors are on duty here. They have been
told to watch and take no other action by Rogi. Taking their orders
literally, they will just observe any persons who enter this room and
will not fight unless they are attacked first.
Thermite Warriors (AC 3; MV 15”; HD 3+3; hp 19, 16; #AT 1 bite; D
1-8; SA +4 to hit with blistering spittle for 3-12; XP 161, 149)
KITCHEN. This room holds cabinets, a sink, a stove, and other
fixtures that one would expect from a kitchen. Four dwarves and a
human are here, seated at a table, unless they have been warned by
Qulius in Room 22Q, in which case they will be ready for action. At
the south portion of the room is the queen thermite, bound with rope
and with cord tied around her mouth so that she cannot bite.
Neutral Evil male dwarf Fighter (AC 3; MV 6"; F6; hp 36; #AT 1;
D Battle axe +1 to damage due to strength; SD luckstone;
S 17, I 14, W 9, D 13, C 14, Ch 9; XP 513)
killed the thermite king and forced Pelmuff to make him essence so
that thermites would acknowledge him as their king. He wears a great
helm and white plate armor. Rogi is a hunchback and his armor is
specially made for him and will be useless for anyone else. His
battle axe has a luckstone embedded in its head that gives its
protection as long as he holds the weapon. He has 35 gold mabans, 12
electrum lugdushes, 41 silver khurams, and 58 copper ganes.
Neutral Evil Dwarf fighters (AC 3; MV 6"; F2; hp 17, 14, 13; #AT
1; D Battle axe; XP 86, 77, 74)
dwarf has thermite warrior essence, white plate mail, a great helm,
0-7 (1d8-1) gold mabans, 0-11 (1d12-1) electrum lugdushes, 1-20
silver kurams, and 2-24 copper ganes.
Lawful Neutral male human sage (AC 10; MV 12”; HD 8 (4 sided dice);
hp 20; #AT 1; D By
weapon type; SA
Spell use; S 8, I 17, W 10, D 9, C 8, CH 13; XP 840)
Level Druid Spells:
Level Druid Spells:
Level Druid Spells:
Categories: Arachnids, Insects
Fields: Supernatural & Unusual
was captured by Rogi and is being kept here against his will. He is
afraid to try to escape, and is unarmed and without wealth. He is
keeping a secret of the fact that he knows druid spells and will not
use them to assist Rogi in any situation. He has a small amount of
mistletoe available in a pocket of his robe, enough to cast his
spells. If Pelmuff is returned to his library in Sarcoy he will
reward his rescuers with 6000 gold crescents. He is being forced to
make essences under threat of violence and will not agree to make
more unless it is clear that he will be killed unless he does.
Queen (AC 3; MV 15”; HD 7+7; hp 40; #AT 1 bite; D 1-8; SA +4 to hit
with blistering spittle for 3-12; XP 950)
is keeping her alive for now as he plans on using her to make a
thermite army. The way she is currently bound, she cannot move
effectively, bite, or spray her blistering attack. The thermite
queen has an intelligence score of 14 and can speak quite well. She
is likely to be well disposed towards (will not attack) any
adventurers who rid the colony of Rogi and do not kill her while she
is helpless. If she is killed while she is bound, she is worth no
is a wooden bucket of meat and vegetables that the dwarves use to
feed the queen through a hollow wooden tube as a straw. There are
seven large crates holding iron rations, enough for a year for the
dwarves and Pelmuff. The sink still dispenses hot and cold water.
Such is the marvel of Triskelion engineering.
are eight large metal buckets, five of which hold gold nuggets (9327
gold crescents worth in all). The rest are empty.
the counter-top Pelmuff has a set up a small laboratory. Along with
alchemical glassware there are the following items:
essences of thermite warrior
essences of thermite king
essences of thermite nymph
potions of giant insect control (as animal control potion,
green, smells and tastes of bile)
essences mimic thermite pheremones. The princess and queen are
immune to these because they are intelligent, but other thermites
will accept those who wear these phermones as authentic, unless the
user attacks them. Each essence is enough to cover one character
and will work for three weeks before requiring re-application.
Pelmuff requires dead thermites to make essence. He regards its
creation as morally repugnant and will not willingly share the secret
of its manufacture.
DINING ROOM. Within this large unfurnished room lurks Qulius the
Neutral Evil male dwarf Thief (AC 8; MV 6”; T4; hp 12; #AT 1; D
Short sword or dagger; S 13, I 15, W 11, D 14, C 14, Ch 6; XP 190)
skills: PP 45%, OL 43% F/RT 50% MS 33% HS 25% HN 15% CW 78% RL 15%
wears leather armor under a dark cloak. The armor carries the smell
of a thermite nymph and can be used to fool most thermites except
they keep trying to get him to produce silk and to feed him with
regurgitated meals. Qulius' short sword and dagger are a matched set
with ivory-inlaid pommels worth 250 gold pieces if sold together (or
100 and 50 if sold separately). He is a look out and will attempt to
warn Rogi and the others in Room 22R if he spots adventurers before
they spot him.
passage leading to Room 22S makes use of the door frame from the back
door of the original house.
ABANDONED MINING CHAMBER. This rock cave was being used for mining
until there was a cave-in near the west side of the chamber. In
addition to the boulders depicted on the map, there is a large amount
of smaller rocks scattered all over the floor.
the chamber is explored there is a 5% chance per person each round
that there will be another rock fall doing 2d6 damage to each person
(save vs petrification for half damage).
the rubble on the west side of the room are two dead thermite workers
and a dead dwarf. The dwarf has the following items:
armor painted white to look like a thermite shell and a great helm
with fake thermite eyes made out of wood attached to the top. It
still has the pheremone smell of thermite warrior and if worn by any
dwarf will allow them to pass unquestioned by thermites other than
the more intelligent queen or princess. The plate armor is very
damaged and provides only a base armor class of 5.
unlabeled potion of healing (blue, tastes and smells of spearmint)
in a metal tube with a cork stopper.
short sword with an opal in its pommel (worth 460 gold crescents)
MINING CHAMBER. Three workers are here digging the rock walls and
expanding the room. They have been ordered to look for gold by Rogi
posing as the thermite king. The room is lit by five coal braziers
to help the workers distinguish the shiny gold from other rocks.
They have gathered a small pile of stones, which includes 138 gold
crescents worth of gold nuggets.
Thermite Worker (AC 4; MV 15”; HD 2+2; hp 12, 12, 8; #AT 1 bite; D
1-6; SA +4 to hit with blistering spittle for 2-8; XP 86, 86, 74)
FUNGUS FARM. The thermites are maintaining a garden of fungi here.
Among them is a shrieker. It has grown used to thermites and will
ignore them but will shriek for any other large life form, including
the evil dwarves from Rooms 22Q and 22R.
(AC 7; MV 1”; HD 3; hp 11; #AT 0; D Nil; SD Noise; XP 16)
the dead bodies of animals and giant insects used by the thermites as
food for the fungi is the body of a human magic user. His skeletal
finger wears a golden ring of telekinesis. This ring has a
limit of 1,000 gp weight and has 13 charges remaining. Its
activation word "Blickenkrieg" is engraved on the inside.
When its charges are expended it will become a non-magical ring worth
600 gold crescents.
LIVING ROOM. This room lacks furnishings. The wallpaper has scorch
marks from thermite secretions. The exit to the south was the front
doorway, and now leads into large and wide thermite tunnels lined
with thermite nymph silk. The fireplace is choked with dirt. The
stairs descend about nine feet to Room 22Z.
the dwarf will be in Room 22Q. If he hears characters in this room,
he will slip into Room 22R the alert Rogi and the other dwarves.
SECRET ROOM. A skeleton wearing a viking helmet sits at a card
table. Four more skeletons wearing viking helmets stand behind him.
On the table is a deck of wooden cards and 42 silver spanners. If
the silver is touched, the skeletons will animate and attack (each
has a rusty short sword). If the skeletons are destroyed first, then
the silver can be taken safely.
Skeleton (AC 7; MV 12"; HD 1; hp 6 each; #AT 1; D 1-6; SD Sharp
weapons score half damage only, limited spell immunity; XP 20 each)
of the table's legs is actually a fully charged rod
CLOSET. This closet holds racks of moth-eaten clothing . One
article appears in mint condition, however. It is a navy blue robe
with yellow comets fit for a wizard and is actually a robe of
protection +2 (like the ring of the same name).
LARGE ROOM. This room is unfurnished. A fireplace in the east wall
is choked with dirt. The patch of west wall that holds the secret
door looks suspiciously in better condition than the surrounding
wall, as it is made of white-painted metal instead of white-painted
wood. It is a turnstile-type secret door that swings on a central
axis and can be moved by a simple push.
BEDROOM. This room is furnished as a bedroom. A wooden dresser
against the south wall has a patch of yellow mold growing on it.
Mold (AC 9; MV 0”; HD –; hp –; #AT 1; D 1-8; SA Poison spores;
yellow mold has been slowly eating away at the dresser, which will
fall apart if handled roughly. Within the dresser is a locked iron
strongbox holding 523 gold crescents and a labeled potion of
healing (blue, smells of oranges, tastes of water).
HALLWAY. The hole leading down from Room 22A used to be an attic
trapdoor, but only remnants of the wooden ladder remain and the drop
down is about eight feet.
wallpaper designs of child-like faces seem to mock you as their
ruined visages peer grotesquely. The four doorways gape like the
mouths of starved old men, with jagged wooden teeth sticking out from
the jamb. Everywhere is the faint peppery odor of thermite.
stairs are still in reasonable condition and descend about ten feet
to Room 22I.
ATTIC. The north entrance to the attic is guarded by an unusual
thermite with a huge 8 foot wide head, which completely obstructs
Head Thermite (AC 0 head, 5 body; MV 9”; HD 3+3; hp 16; #AT 1 bite;
D 1-8; SA +4 to hit with blistering spittle for 3-12; XP 129)
Huge Head is attacked from behind, it has an AC of 5 and must take a
round to dislodge itself and back up to fight.
east entrance is much smaller, persons of size S can enter easily and
will not disturb the Huge Head. Size M persons must roll a 1d6, on a
1 they dislodge rubble and take 1d6 damage as it crashes about them.
This will also alert the Huge Head, who will back up into the attic
and investigate. Size L persons cannot fit unless they widen the
room actually represents the upper two thirds of the attic. The
floor is packed dirt of several feet above the actual wooden attic
floor, so the exposed top of the roof is just larger than twenty foot
square in area at ground level, but the floor of Room 22A is about
forty feet square. The room is full of debris. A search will turn
up a treasure chest holding 128 gold crescents beneath some old
timbers. A hole in the floor goes down to Area 22B.