165 VAT MEDIA RESERVOIR. The gray circle on the map is a dome, about fifteen feet high with swirling gray fluid inside of it. The dome is made of glass, and if it is punctured, vat media will pour out, possibly doing as much as 1d10 damage from the pressure, depending on the size of the hole created. The amount of fluid is huge, as the dome is only the tip of a cistern twenty feet deep, with holes leading out from the bottom leading to various sites on this level, mostly the laboratories, manna machine rooms, and vat chambers.
Sunday, June 24, 2018
Saturday, June 23, 2018
164 HALL OF LOST PORTRAITS. The painted walls of this room are discolored, pale where hanging portraits have been taken. The floor is stained with bloody hand prints.
Friday, June 22, 2018
163 SOUTH LABORATORY. The entrance to the room is a closed metal hatch. The room is divided into three sections divided by glass walls, with a glass door in each wall.
In the middle portion, there are fourteen zombies shambling about and in the far portion a human woman is trapped. She will gesture to the adventurers frantically when she sees them, while the zombies will gibber and move move to the glass wall clawing with bloody hands. If the party opens the glass door and fights the zombies, the woman, a cleric named Zelda, will also enter the middle portion from her side to help.
14 Infected Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Disease, always lose initiative; SD Limited spell immunity; XP 46 each)
These zombies are not undead, so they are immune to turning. Instead, they were accidentally infected with a pathogen developed in this laboratory. They are immune some spells that affect the rational mind, such as charm and suggestion, but they will be affected by cold damage, sleep spells, and hold spells. Most are wearing white lab coats, stained with black blood oozing from their mouths.
Any person taking damage from a zombie must sdave vs poison or they wil be infected by the zombie's disease. In one day they will develop a fever and intense pain in the head and chest. Over the next 1d4+1 days they will become an infected zombie unless a cure disease spell is administered.
The zombies can't open the doors since they lack manual dexterity. The middle portion is a laboratory, with countertops, glassware, and tools as one would expect. But most of the glassware has been broken by the clumsy zombies. The infectious agent that caused the trouble has been rendered inert after long exposure.
Zelda, Neutral Good female human Cleric of Adriel (AC 3; MV 12“; C6; hp 28; #AT 1; D Footman's Mace; SA Spell use; S 14, I 12, W 14, D 14, C 10, CH 16; XP 624)
First Level Cleric Spells:
Create Water, Cure Light Wounds, Protection From Evil
Second Level Cleric Spells:
Find Traps, Hold Person, Silence, 15' Radius
Third Level Cleric Spells:
Create Food & Water, Cure Disease
She wears chain mail +1 and has a normal shield. She belonged to an adventuring party that tried to clear this room, but were eaten by the zombies. She was able to flee to the far section and close the door before being hurt. She has the following treasure that her party managed to accumulate before this disaster:
- Three sacks holding 3267 gold crescents and 2978 silver spanners.
- A gold medallion of diabolic looking human face with red eyes. The eyes look like rubies at first glance and it appears very valuable, but in reality they are just red glass. It is still worth 600 gold crescents.
- A scroll with the magic user spells ESP, invisibility, and levitate.
- A glaive-guisarme +1.
- A wand of secret door & trap detection (72 charges, command word “Snick snack snocker” known to Zelda since she saw the party magic-user use it before).
In the near portion, there are white lab coats on hangers, a sink with running water and a pink soap dispenser, and red trash bins marked with a skull design.
Thursday, June 21, 2018
162 SEALED ROOM. Both exits to this room are metal hatches. Inside, the desiccated body of a human in a white coat is sprawled on the floor. His finger is mangled and he has written the following on the wall in his own blood “sorry so very sorry Im sorry”.
Wednesday, June 20, 2018
161 FOOD ROOM. An oven is in the room along with a white sign.
The oven is actually a mana machine that produces food for the animals from vat media. It is tolerable, but not tasty.
The sign is a list of rules on feeding the animals in the rooms. The carnivorous apes would follow these directions, if they could read.
Tuesday, June 19, 2018
160 GORILLA BED ROOM. This room is furnished as a bedroom. It is inhabited by the apes so it is very rough. The walls are decorated with six paintings made by the carnivorous apes showing them hunting various animals, monsters, and people. They are good (each is worth 1d20+10 gold crescents).
The closet (A on the map) holds a small chest with 550 silver spanners and 150 gold crescents, a case with 16 crossbow bolts +1, a cape made from cloth of gold (200 gold crescents), tubes of brightly colored paint and paintbrushes, and two labeled potions of reptile/amphibian/fish control (white, smells of vinegar, tastes of maple syrup).
Monday, June 18, 2018
159 ALMOST CHIMERA ROOM. The door to this room is locked. It can be opened with the key with the lion's head design from Room 160.
Inside are four creatures.
Lion (AC 5/6; MV 12”; HD 5+2; hp 23; #AT 2 claws and 1 bite; D 1-4/1-4/1-10; SA Rear claws for 2-7/2-7; SD Surprised only on a 1; XP 438)
Giant Nanny Goat (AC 7; MV 18”; HD 3+1; hp 15; #AT 1 butt; D 2-16; SA Charge (+4 to hit, 6-20); XP 125)
2 Juvenile Hybrid Goat-Lions (AC 6; MV 12”; HD 2+2; hp 13, 10; #AT 2 claws, 1 bite, and 1 butt; D 1-2/1-2/1-6/2-8; SD Surprised only on a 1; XP 89, 80)
The hybrids have lion-like forebodies, goat-like hindquarters, a goat head, and a lion head. The owners of this level were trying to breed chimeras, but have only gotten this far. The hybrids are treasure loving, however, and have 2318 gold crescents and three gems (sapphire, base 500 gold crescents each).
The room is like a habitat, with painted walls resembling open plains and blue sky. There are piled pieces of furniture that the young ones use to play on.
Sunday, June 17, 2018
158 BABOON ROOM. The door to this room is unlocked, although it is capable of being locked. A glowing diamond (5000 gold crescents) is in the center of the room on a pedestal. A dozen baboons sit in a circle surrounding the sphere. They are in the lotus position, meditating. A light is shining from the ceiling and being dispersed from it, giving them dreams and increasing their intelligence. They are all currently at high intelligence and can speak reasonably well.
12 Baboons (AC 7; MV 12”; HD 1+1; hp 6 each; #AT 1 bite; D 2-5; SD Climbing; XP 32 each)
The baboons will resist those who try to steal the diamond.
Saturday, June 16, 2018
Friday, June 15, 2018
156 OOZE ROOM. The door to this room is locked. The gray key from Room 160 will open it.
An unusually large gray ooze is in the room. A lever is on the wall near the door.
Gray Ooze (AC 8; MV 1”; HD 6+6; hp 35; #AT 1; D 2-16; SA Corrosive properties; SD Immune to spells, heat, cold, psionics; XP 1055)
There is actually a wall of force located five feet from the door and dividing the room into east and west halves. The lever turns it on and off. The apes usually turn it off, throw food at the ooze and turn it on again quickly.
The ooze is psionically aware and can perform a psychic crush if stimulated psionically.
Thursday, June 14, 2018
155 FROG ROOM. The door to this room is locked. The key with the frog head design from Room 160 will open it.
Inside there is a central pool with clear water. Ten killer frogs are basking on an island made of rocks in the center of the pool or swimming about. In addition to the frogs there are sixteen huge clams.
10 Killer Frogs (AC 8; MV 6”//12”; HD 1+4; hp 12, 12, 11, 10, 9, 8, 7, 6, 6, 6; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 60, 60, 58, 56, 54, 52, 50, 48, 48, 48)
The room is quite warm, about eighty five degrees Farenheit. The water is only five feet deep and warm. If the giant clams are opened, roll on the table below.
Inside the Clam
Pearl base value 500 gold crescents
Pearl base value 100 gold crescents
A small gold statue of a frog worth 200 gold crescents
A small killer frog (hp 5, XP 46)
Wednesday, June 13, 2018
154 GORILLA ROOM. Three carnivorous apes and their pet dire wolf are here.
3 Carnivorous Apes (AC 6; MV 12”; HD 5; hp 24, 22, 14; #AT 2 hands and 1 bite; D 1-4/1-4/1-8; SA Rending (1-8); SD Surprised only on a 1; XP 290, 280, 240)
Dire Wolf (AC 6; MV 18”; HD 3+3; hp 19; #AT 1 bite; D 2-8; XP 136)
The apes are the caretakers of the other monsters in Rooms 155 to 159. They wear white Phrygian caps like the Triskelion vat men.
The apes are basically interested in doing their job and do not want to fight, but they will if attacked. They have accumulated various items in Room 160 are will barter with adventurers in exchange for them. They can understand human language but cannot talk. They particularly like real meat and strong alcohol.
Tuesday, June 12, 2018
Monday, June 11, 2018
152 GRAY ROOM. The ceiling in this room is not illuminated, but instead is dark gray stone. A stone bowl on a small pedestal is in the center of the room. It holds a potent acid that resembles water. It is colorless and odorless. There is about one gallons worth.
This can be weaponized, if the characters have suitable containers (see page 64 of the Dungeon Master's Guide).
Sunday, June 10, 2018
Saturday, June 9, 2018
150 STATUE ROOM. There are eight statues made of rusty metal and having common woodland animals are their subjects. One rabbit is actually a gold statue (400 gold crescents) artfully painted to resemble rusted iron.
Friday, June 8, 2018
149 MACHINE ROOM. On the floor is a metal box about the size of a pony, with six grooved wheels. It is animated and will attack by smashing itself into people.
Automated Carriage (AC 0; MV 12"; HD 6; hp 30; #AT 1 smash; D 4-16; XP 405)
If it is wrecked, the box top will open up and release three flying machines.
3 Flying Drones (AC 7; MV 15"; HD 1+2; hp 8 each; #AT 1 flamethrower; D 1-8; XP 36 each)
These devices look a bit like stylized fish, but have a propeller sticking out instead of a dorsal fin, a bit like a helicopter. They shoot flames from the mouth.
All four are mechanical devices, not living creatures, and are immune to poison and spells that affect the mind (sleep, charm, etc.)
Inside the automated carriage is a metal cylinder with a minus (-) sign on it, about the size of a thermos. If it is combined with the piece from Room 147, it will be able to reactivate one of the machines from Room 145.
Thursday, June 7, 2018
148 MAGNETIC TRAP. The walls of the corridor become metal for ten feet here. The north wall is a strong magnetic attractor and the south wall is a repeller. Any person who attempts to travel the corridor wearing metal armor or having the equivalent amount of magnetic metal on their person will be violently thrown into the north wall, causing 1d6+4 damage.
Wednesday, June 6, 2018
147 METAL MONSTER. Fragments of metal wreckage are scattered about. When the room is entered they will fly together and make a man-sized monster of metal with a vaguely crab-like shape.
Giant Crab Machine (AC 0; MV 9”; HD 6; hp 30; #AT 2 claws; D 3-12/3-12; SA Surprise on a 1-4; XP 405)
As the monster is damaged, parts will fly off. At the center is a metal cylinder with a plus (+) sign on it, about the size of a thermos.
Tuesday, June 5, 2018
146 STORAGE ROOM. The room holds one metal barrel and three wide round cans. The barrel holds lamp oil (equivalent to 100 flasks) and the cans hold machinery oil to be used as lubricant.
Monday, June 4, 2018
145 MACHINE SHOP. There are three large metal tables and countertops are against the walls. Tools used in carpentry, masonry and metal-working (saws, hammers, vices, etc.) are hung upon the walls and lie about.
On the tables are three humanoid structures made of metal, like recumbent statues. Each is only partially assembled. One is missing its left arm and shoulder, one a head, and the last is missing both hands.
Sunday, June 3, 2018
144 LAUNDRY ROOM. There are faucets for hot and cold running water, wooden bins and baskets, and jars of soap. A clothesline holds dozens of the toga-like garments favored by Triskelion vat men.
Saturday, June 2, 2018
143 ABANDONED STORE ROOM. Four grougge lair here.
4 Grougge (AC 5; MV 12:; HD 3+3; hp 20, 17, 16, 15; #AT 2 claws; D 1-6/1-6; SA Shock for 1d6+2; XP 165, 153, 149, 145)
The place holds dozens of wooden crates. Most have been broken open revealing straw only, but two are still intact, nailed shut. The first holds taxidermy of a small flightless bird, the dodo. The second holds seventy file glass vials of dried blood and a small spool of fine platinum wire, worth 300 gold crescents.
Friday, June 1, 2018
142 STAGE ROOM. A wooden stage is erected here. There is a 75% chance that 1d4+4 laughing Triskelion vat men will be here practicing a play or performing acts of acrobatics, juggling, or comedy.
Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D By weapon type); SA Berserk, never surprise; XP 77 each)
70% will have long swords, 20% broad swords, 5% short swords, 4% bastard swords, and 1% two-handed swords.
Thursday, May 31, 2018
141 VAT CHAMBER. There are twelve warm humming vats here, shaped like caskets and equipped with lids. Throbbing pipes extend from the vats into the wall and floor.
The vats hold goopy vat media and each has a 75% chance of holding a developing vat man, roll % dice to determine degree of development. Vat men under 50% developed die immediately on exposure. Those at 51 to 95% developed will perish unless the lid is closed again within 1 round. Those at 96% or higher are capable of independent existence.
60% of vat men being grown here are laughing Triskelions. 20% are crying and 20% are scowling.
Wednesday, May 30, 2018
140 MANNA MACHINE ROOM. A white cabinet is against the wall, about six feet high by four feet wide and four feet deep. It is warm to the touch and a white cord connects it to the wall.
The cabinet holds tarts with faux fruit flavors made from vat media. They are tasty and nutritious but have the consistency of wet paper and stick to the teeth.
The secret door is located behind the machine, so to open it from the corridor requires pushing the manna machine out of the way.
Tuesday, May 29, 2018
While under the effects of this potion, the drinker will regenerate as a troll would: 3 hit points per round beginning on the third round after sustaining damage, not including damage from fire or acid.
XP VALUE: 300
GP VALUE: 400
This potion will detoxify a victim of poisoning, even bringing characters back to life if they have died within one turn of the poisoning and the liquid is forced down the throat. If fed to a poisonous creature it will make that creature non-poisonous until it generates new poison from glands, etc. naturally.
XP VALUE: 350
GP VALUE: 500
139 BLACK ROOM. This room is not lighted. The walls, floor, and ceiling are flat black. There is a large black table with a black metal chest under it.
The chest is locked and trapped. There is a needle trap that is easily found (+50% to find), but it is only a dummy and there is a second needle trap that must be disarmed separately. This is a poison needle (save or die) with death by poison occurring in 1d12 turns.
The chest holds four black metal thermoses and 7000 black coins (actually gold crescents painted black). The thermoses (labeled A, B, C, and D) hold potions (healing, poison, neutralize poison, and trollish regeneration). They all are black and bubbly, taste sweet and smell a bit acidic, like lemon.
There are two switches on the wall. If the first is thrown, it opens the curtain in Room 138 so the fan starts spinning. If the second is thrown, it causes invisible steps to emerge from the wall. The secret door is located ten feet above the floor and the steps lead to it. Note that though the steps are invisible, they will make a grinding sound as they exit the wall.
Monday, May 28, 2018
138 BLACK CURTAIN. The black curtain stretches from the twenty foot ceiling to the floor and covers from wall to wall. It ripples slightly, as if in the presence of a mild breeze.
Behind the curtain is a gigantic circular fan, and another room can be seen behind the four huge sharp metal blades of the fan. If the curtain is moved, the fan will begin spinning fast creating a substantial wind blowing the characters back towards the hatch door.
It is possible to jam the fan, but it will easily cut most items. Such items will be subject to a crushing blow, as per the Dungeon Master's Guide, page 80. Anyone attempting to merely jump through will be caught on a 1-19 in 20 and take 6d8 damage.
If the curtain is pulled back in front of the fan, the blades will stop and it can be traveled safely.
Sunday, May 27, 2018
137 GAME ROOM. Six Laughing Triskelions are here, playing with tiny armies made of metal figurines.
6 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X2, broad sword X2, short sword X2); SA Berserk, never surprise; XP 77 each)
They use gold tokens as army markers. There are 220 such tokens, each worth 1 gold crescent.
These gamers are the bitter rivals of the vat men in Room 136, and the two groups are constantly mocking and belittling each other as lame-os and losers.
Saturday, May 26, 2018
136 GAME ROOM. Six laughing Triskelions are sitting around a table and playing a game with character sheets, pencils, small miniatures, and polyhedral dice called 'Bankers and Barristers'. One is the referee (called the 'Judge') and the rest are players who try legal cases between banking firms.
6 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X2, broad sword X2, short sword X2); SA Berserk, never surprise; XP 77 each)
As part of the banking they use real coins: 125 gold crescents, 212 silver spanners, and 354 copper pieces.
Friday, May 25, 2018
135 MUSIC ROOM. The floor holds lots of brightly colored play mats. Sturdy metal music instruments are strapped to the walls, most are dented from harsh usage. A cabinet in the corner holds metal triangles and a white music box with an octopus design on the top. The octopus has a man-like face and its tentacles end in hands. It makes music by turning a crank.
If the music is played in Room 132, the monster in that room will let people pass without a fight.
Thursday, May 24, 2018
134 BADMINTON COURT. The ground is made of fake grass and a net has been set up in the middle of the room. The ceiling is twenty feet high. Two teams of four laughing Triskelions are playing a game of badminton with a pale green ioun stone. The last vat man sits on a tall white chair and is acting as the referee. He is constantly calling out new rules such as "All players must dance on one leg". Despite this the vat men seem insanely good at playing badminton.
9 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X4, broad sword X2, short sword X2, bastard sword X1; SA Berserk, never surprise; XP 77 each)
There are extra rackets available if the adventurers want to challenge the vat men to a game. They would be willing to give away the ioun stone if they are beaten, but the adventurers must put up some collateral of equal value.
Wednesday, May 23, 2018
133 GREEN ROOM. The walls and floors are tiled in green. A black block of stone, like a solid table is in the center of the room. It's surface is smooth and green.
The table's surface is actually a large and thick green slime and the table is actually a stone chest.
Green Slime (AC 8; MV 0”; HD 6; hp 25; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 890)
If the slime is removed, the hinges on the chest will be obvious. Inside are the following treasures:
- A jewelled quiver with six +2 arrows. The quiver is worth 250 gold crescents.
- A purse with 20 Jalluxian platinum imperials.
- A porcelain bust of a laughing Triskelion. If it is broken it will be found to contain 3 rubies (4000 gold crescents each)
Tuesday, May 22, 2018
132 FLOODED ROOM. The door to this room is a metal hatch. The room is sunken to ten feet with steps leading down into water which reaches abut a foot below the level of the bottom of the doors. The water is murky and it holds an eight armed vat creature.
Vat Monster (AC 7; MV 3”//12”; HD 8; hp 36; #AT 6 tentacles; D 1-6 (X 6); SA Constriction; XP 910)
The creature lurks under the water waiting for people to wade in or fly overhead. It will grab, being able to constrict as a giant octopus. It looks like the head of a Triskelion vat man with eight rubbery arms ending in hands.
The creature has been trained to allow anyone to pass who plays the music from the music box from Room 135.
Monday, May 21, 2018
Sunday, May 20, 2018
130 SUPPLY ROOM. Ten white suits are hanging here. The suits are cold weather gear. They consist of white hoods with glass faceplates, white gauntlets, and a heavy body suit. They are sized for humans but will also fit elves, half-elves, and half-orcs.
They are as bulky as padded armor and provide the same protection. They can be worn by any class, but spellcasters must remove the gauntlets before attempting spells with somatic components. They cannot be worn with other armor.
Saturday, May 19, 2018
129 THERMOSTAT ROOM. Against one wall there is a large white cabinet. On another wall is a thick metal lever. The room is extremely cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each two rounds.
Inside the white cabinet are 5 snow cones.
Snow Cone Color
Heals all damage
Impervious to cold for 24 hours
Turns skin blue for 1d4 weeks
Eater does double damage on all melee attacks for next 24 hours
The lever has two options: COLD or FRIGID. It is currently set to FRIGID. If moved to COLD, then Rooms 121 to 129 will remain cold, but no longer do damage.
Friday, May 18, 2018
The blade of this dagger appears to be an icicle, though it will not melt as ice normally would. It is a +4 weapon and when it strikes it does an additional 1d6 cold damage. It is jealous and will teleport it self to the owner's hand in all combat situations, not allowing any other weapons to be used.
XP VALUE: 2,000
GP VALUE: 9,500
128 SNOW WIGHT'S CHAMBER. In the center of the room is a stone block with a beautiful woman lying supine on it, her hands on her chest holding a vibrant red rose. Her skin is pale and her hair is black, but her lips are red. She wears a white gown. A glass dome surrounds her.
The room is very cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each two rounds.
The woman is a snow wight, a powerful type of undead. She cannot move unless here glass dome is removed.
Snow Wight (AC 4; MV 15”; HD 7+7; hp 38; #AT 1; D 1-8; SA Energy drain; SD Silver or magic weapons to hit, limited spell immunity; XP 1480)
She can be turned as a vampire. She drains 1 level each time she hits and then if the person fails a save vs death magic, they will lose a second level.
The block that she lies on is actually a stone chest, as will become obvious once she vacates the top. Inside are three silver urns each worth 100 gold crescents. Two hold 600 gold crescents each. The last holds a necklace of ice diamonds (7000 gold crescents) and the Ice Dagger.
Thursday, May 17, 2018
127 SLIPPERY ROOM. The floor in the center portion of the room is extremely slippery with hard ice. To the left and right are wide pits, twenty feet deep.
The room is very cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each two rounds.
The room is not easy to walk across, although Sliding along on the belly would be a possible way to cross the area, as would flying, cracking the ice with an axe, etc. Should a person try to walk across the room, they must walk slowly and roll a saving throw vs paralyzation for every ten feet traversed.
If the saving throw is failed, the person has fallen and must make a second saving throw at -4 or slip into one of the two pits, causing 2d6 damage.
Wednesday, May 16, 2018
126 COLD MORGUE. Four yeti have taken over the area.
4 Yeti (AC 6; MV 15”; HD 4+4; hp 25, 23, 22, 19; #AT 2 claws; D 1-6/1-6; SA Squeeze, paralyzation, increased chance to surprise; SD Impervious to cold; XP 560, 550, 545, 530)
The room is very cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each two rounds. Because it is so cold, the room is covered with white frost.
There are metal cabinets in the walls holding human corpses, each with the brain surgically removed. The yeti have been using the room as their personal larder so many of the bodies have been partially eaten. The frost obscuring the metal cabinet doors is heavy, so the should be treated as stuck doors if attempts are made to open them unless the ice is broken away or the door is heated.
The yeti keep their treasure in the bottom body cabinet at the area labeled 'A' on the map. There are six clay urns holding a total of 5985 silver spanners and 3271 gold crescents. There are two unlabeled potions in metal flasks. The first is gaseous form (blue, tasteless) and the second is super-heroism (green, tastes of olive oil). They are frozen solid and must be thawed or chewed to use. Lastly there is a wand of fire (59 charges, command word 'fliver flaver flame' written on its side. The wand is in an ivory wand case (200 gold crescent value).
Tuesday, May 15, 2018
125 BODY STORAGE ROOM. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each five rounds.
Two bodies are lying on metal slabs. The first body is a huge green-skinned man covered with scars. The second is a woman. Their faces cannot be seen since their heads are enclosed in metal boxes.
The metal boxes have white circles painted on their tops, holding the words "Place brain here". If a brain is placed on the circle, it will descend into the box and the brain will be transferred into the body. The metal box will then raise to reveal the faces of the newly animated people.
The green-skinned man has a huge, squarish forehead and bolts protruding from his neck. The woman has a black beehive hairdo with white streaks. They will have the brain and intelligence of the person that was transferred but have other statistics as a flesh golem:
Newly Created Lifeforms (AC 9; MV 8”; HD 9; hp 40 each; #AT 2; D 2-16/2-16; SD Magic weapons to hit; immunity to most spells; XP 2380 each)
Monday, May 14, 2018
124 BRAIN STORAGE FACILITY. This room is very cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each five rounds.
Six metal boxes, each about two feet cubed, are attached to the wall. They are very cold to the touch and each sports a fat red button and a lever on the side. They are labeled A to F. Each contains special cold liquid and a living brain.
The brain can be removed by pressing the button and then pulling the lever. This causes the brain to be presented from the front of the box on a metal tray. The brain will last for 1 turn before it dies. The brains may be put into the bodies in Room 125.
This is the brain of an orc. I 7 W 5 Ch 4
Loretta, a human research scientist. I 16 W 9 Ch 8. Acts braver than she is, she won't want to be left alone if her brain is transferred. Very talkative. She has a good knowledge of the locations and the purposes of the rooms on the level, and how to operate many of the machines. Is a fourth level magic-user. Has memorized magic missile and web.
Gorm, a human bodyguard. I 9 W 10 Ch 12. Was a fighter character class. Hard boiled personality. Likes to spend money.
Noddy, a human research scientist. I 15 W 11 Ch 7. The sixth son of the sixth son of a minor noble family. Stuck up. Convinced that he doesn't have to listen to the rabble. He has a fair knowledge of the locations and purposes of the rooms on the level, and how to operate many of the machines.
Wooton-Smythe, a captured barbarian. I 13 W 13 Ch 14. Fond of cursing and drinking heavily. Fatalistic.
An artificial brain. I 17 W 7 Ch 6. Believes it is Valerian Triskelion but does not know way around the level or how to use any of the machines here.
Sunday, May 13, 2018
123 FROZEN TREASURE. The toads keep their treasure frozen in thick blocks of ice.
5246 gold crescents
3 ice diamonds (5000 gold crescents each), these are effectively invisible in the ice and will only be discovered if the block they are in is completely melted
The frozen body of a man wearing a girdle of frost giant strength
The man is actually a wax golem.
Wax Golem (AC 10; MV 12”; HD 6; hp 25; #AT 1; D 1-8 +9 due to frost giant strength; SD Limited spell immunity; XP 375)
Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each five rounds.
Saturday, May 12, 2018
122 FROZEN ROOM. Three ice toads are here.
3 Ice Toads (AC 4; MV 9"; HD 5; hp 24, 24, 14; #AT 1 bite; D 3-12; SA Cold Radiation; SD Impervious to Cold; XP 325, 325, 275)
The cold in this room is intense. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 per turn, in addition to any damage caused by the toads.