Thursday, August 16, 2018

MIDDLE DUNGEONS LEVEL FIVE 30 BATH CHAMBER.

30 BATH CHAMBER. As in Room 6, the water in this pool is continually refreshed. It is also very warm. The pool varies in depth between three feet near the north entrance to twelve feet near the south entrance. Items used for civilized bathing are here (soap, towels, sponges).

Wednesday, August 15, 2018

NEW MAGIC ITEM: SWORD +1, +3 VS UNDEAD

XP VALUE: 700

GP VALUE: 3,500

MIDDLE DUNGEONS LEVEL FIVE 29 TRAINER.

29 TRAINER. The door to this room is locked.

Mannibar, Neutral male half elf Fighter (AC 4; MV 12”; F5; hp 26; #AT 1; D Short sword +1, +3 vs undead +1 due to strength; XP 132)

Mannibar is middle aged and getting chubby in the middle. He wears elfin chain and uses a typical hoplomachus shield. He keeps the key to his room on a gold chain (value 40 gold crescents) around his neck.

The floor of this room is wood, and Mannibar has hidden 524 gold crescents in an iron box under a removable floorboard.

Tuesday, August 14, 2018

MIDDLE DUNGEONS LEVEL FIVE 28 GARBAGE SHOOT.

28 GARBAGE SHOOT. As one walks south along the passageway towards this room, the sickening smell of refuse becomes apparent. In the southwest corner is a hole which goes down thirty feet to Room 148 on Level 6.

Monday, August 13, 2018

MIDDLE DUNGEONS LEVEL FIVE 27 KITCHEN.

27 KITCHEN. The cook and whatever servants that were not in Room 25 will normally be here, usually preparing a meal or cleaning.

Verbonius Jacque, Neutral male human Fighter (AC 9; MV 12”; F3; hp 18; #AT 1; D Cleaver (as hand axe) +1 due to strength; XP 132)

Verbonius uses a black iron cleaver, (treat as a hand axe) and carries the key to his room.

The kitchen servants sleep here on bedrolls, and the room is heated by the ovens. This area is also used to store the food, and there is enough here to support the hoplomachi for several months. Things that would be necessary to support the population of humans are here, wood for burning, spices, etc. There are casks of ale and about 50 bottles of wine (worth about 1 gold crescent each, on average).

Sunday, August 12, 2018

MIDDLE DUNGEONS LEVEL FIVE 26 COOK'S BEDROOM.

26 COOK'S BEDROOM. The door to this room is locked. The cook, Verbonius Jacque, was once a gladiator, too, and a full kit as used by a hoplomachus is here.

Verbonius keeps a small chest with flint and steel, fourteen torches, 50 gold crescents, 98 silver spanners, and 123 copper pieces beneath his bed.

Saturday, August 11, 2018

MIDDLE DUNGEONS LEVEL FIVE 25 DINING HALL.

25 DINING HALL. This room is equppied to feeding thirty or more people at one time, with one large table and a few smaller ones. A large firepit is in the north part of the room and a roaring magical fire is always present. The walls are lined with cabinets holding plates, bowls, utensils, etc.

There is a 50% chance that 1d12 servants will be here.

12 human servants (AC 10; MV 12"; HD 1-4 hit points; hp 3 each; #AT 1; D By weapon type; XP 8 each)

These are normal men and women and former prisoners who wait on the gladiators and help the cook in the kitchen. Each will carry a knife or other utensil (1d3 damage).

Friday, August 10, 2018

MIDDLE DUNGEONS LEVEL FIVE 24 HOPLOMACHI SPARRING ROOM.

24 HOPLOMACHI SPARRING ROOM. There is a 75% chance that 3d4 hoplomachii will be training here at any time.

Hoplomachi (AC 7; MV 12”; F2; #AT 1; D Spear +1 due to strength; XP 35+ 3/hp)

Each gladiator has 2d10 gold crescents.

If there are hoplomachi here, there is a 50% chance that Mannibar (see Room 29) will also be here. If the hoplomachi have been attacked and are on the defensive, more gladiattors from the faction will be assembled here to repel invaders.

The room is lit by magical bonfires in the four fireplaces. The walls are decorated with red banners and weapons racks. The majority of the real and practice weapons and shields here are spears and small round metal shields, though there are some short swords and a few tridents. Also present are wooden mannikins dressed to resemble other types of gladiators and weight training equipment (medicine balls, dumbells, etc.)

Thursday, August 9, 2018

Factions added to Level Five Map.

I color coded the map for this level by the gladiator faction.  I think I will go back to older maps and add this to others as well.  You can find the updated map here.  If anyone is having trouble reading the maps, please let me know.

MIDDLE DUNGEONS LEVEL FIVE 23 SENTRY ROOM.

23 SENTRY ROOM. 4 Hoplomachi (AC 7; MV 12”; F2; hp 14, 11, 10, 8; #AT 1; D Spear +1 due to strength; XP 77, 68, 65, 59)

Each gladiator has 2d10 gold crescents. They are tasked with defending the stairs to Level 6. They are very nervous because several sentries have mysteriously gone missing in the last few weeks (because of the jackalwere in Room 8). If attacked from the south, one will run to Room 24 to alert others that there is an invasion while the other three try to hold off the attack.

Wednesday, August 8, 2018

Tuesday, August 7, 2018

MIDDLE DUNGEONS LEVEL FIVE 21 LOUSY ROOM.

21 LOUSY ROOM. The door hangs loosely from one hinge. Within are the corpses of multiple male and female gladiators (mostly hoplomachi and murmillones) being drained of their blood by six giant white lice.

6 Giant Lice (AC 4; MV 6”; HD 4; hp 25, 23, 22, 17, 14, 10; #AT 1; D 1-4; SA Blood drain for 1-6 points each round; SD Spray blood when hit; XP 210, 202, 198, 178, 166, 150)

These creatures are engorged with blood. Every time that a sharp weapon scores a hit, they is a 60% chance that a spurt of blood sprays out, blinding the person who attacked the giant louse for 1d4 rounds unless they make a saving throw vs dragon breath. If a giant louse scores a hit, it has clamped on to its victim and drains 1d6 points of blood per round automatically until it or its victim is dead.

There are the following items remaining on the dead bodies:
  • 624 gold crescents
  • 212 silver spanners
  • 42 copper pieces
  • 16 short swords
  • 9 large shields
  • 14 small shields
  • 7 spears
  • 2 tridents
  • 6 daggers
  • 15 torches
  • 1 silver dagger
  • tinderbox with flint and steel

Monday, August 6, 2018

MIDDLE DUNGEONS LEVEL FIVE 20 PUNISHMENT ROOM.

20 PUNISHMENT ALCOVE. Chained to the south wall is a desiccated human corpse wearing prisoner's rags.

Sunday, August 5, 2018

MIDDLE DUNGEONS LEVEL FIVE 19 DECORATED ROOM.

19 DECORATED ROOM. The ceiling radiates light equivalent to daylight. The north, east, and west walls are decorated with tapestries.

The one to the north depicts a pastoral scene of tiny shepherds and their flock with mountains in the background.. If one looks closely, they will see that all the people and animals are headless.

The tapestry to the east depicts the starry sky, with planets and comets visible. One of the planets is a giant eyeball.

The one to the west depicts the ocean in a storm. When looking at this tapestry, viewers will get the uncomfortable sensation that something huge and malignant is under the waves.

Each tapestry is twelve feet high and twenty seven feet long. They are each 800 gp weight and worth 1200 gold crescents.

Saturday, August 4, 2018

MIDDLE DUNGEONS LEVEL FIVE 18 WASH ROOM.

18 WASH ROOM. The toilets are only boards with holes cut into them, with waste falling into holes in the floor leading to a system of pipes and drains periodically swept by water. There is a water spigot on the east wall, but it is bent and not working.

Friday, August 3, 2018

MIDDLE DUNGEONS LEVEL FIVE 17 LOCKED ROOM.

17 LOCKED ROOM. The room is bitingly cold and staying in this room will cause 1 hp/round damage starting on the third round, unless protected by warm clothing or magic. An undead monster is here.

The Ice Creep, Restless Dead (AC 4; MV 12”; HD 5+3; hp 23; #AT 1; D 1-6 + 1d4 cold; SA Energy drain; SD Silver or magic weapons to hit, limited spell immunity; XP 613)

It resembles a hairless gray well-muscled zombie with unusually prominent outward-jutting teeth and black on black lustrous eyes. Its touch does an extra 1d4 cold damage with each touch and drains a life energy level. It is immune to spells that do not affect undead (cold, mind-affecting spells) but takes double damage from fire. It can be turned as a wraith.

This room is lit by a strange cold blue illumination with no clear origin. If the Ice Creep is destroyed, it will go out.
There are four small sealed orange metal urns near the north wall. The first urn is an eversmoking bottle. The next three urns contain chalky grave dust. Buried in one of them is a silvery ring with a pearl, appearing to be worth 250 gold crescents but actually a ring of water walking. The command word for the eversmoking bottle, “mekoms”, is engraved on the interior of the ring.

Thursday, August 2, 2018

MIDDLE DUNGEONS LEVEL FIVE 16 DINING ROOM.

16 DINING ROOM. The room is furnished as a comfortable dining room. A cabinet along the east wall holds spices, salt, and sugar in earthen jars and a very rare bottle of brandy labeled “Old Drum” worth 90 gold crescents. The label reads “Old Drum”. There is a small red throw rug in front of the door to Room 17.

The door to Room 17 is cold to the touch. Under the rug is a small brass key which will open the door to Room 17.

Wednesday, August 1, 2018

MIDDLE DUNGEONS LEVEL FIVE 15 HAUNTED BOOKMAKER'S OFFICE.

15 HAUNTED BOOKMAKER'S OFFICE. The door to this room is made of a dark red wood and a grotesque face with an open mouth has been carved upon it. The room is furnished as an office. A bookcase holds ledgers related to bets made on gladiatorial contests. A chalkboard holds times of upcoming fights and names of gladiators.

At about a minute after the room is occupied, the spectral figure of a bald old man with a wispy beard and an angry expression will gradually coalesce in the desk chair. This is the undead bookmaker.

Cranky the Undead Bookmaker, Restless Dead (AC 0; MV 9”; HD 10; hp 43; #AT 1 touch; D Curse; SD Limited spell immunity, magic or silver weapons to hit; XP 3002)

Cranky emits an uncanny green light. He is immune to normal weapons and silver weapons do only half damage. He is immune to cold and mind affecting spells (sleep, charm, hold, etc.) Cranky can be turned as a Special undead creature and he is subject to exorcism. He is not evil, but he is kind of a jerk.

Due to his semi-corporeal post mortem condition, Cranky's memory is not that great. Roll a normal reaction roll (DMG page 63) modified by charisma to determine how he mistakes the party.

Adjusted Die Score
Reaction
01 (or less) - 05
There is the man who ran away with my Lucy!”
06 - 25
Your'e the bums who owe me money”
26 - 45
Gladius, you were supposed to throw the fight!”
46 - 55
Well don't just stand around there looking stupid”
56 - 75
Get yourself a new outfit, yours looks crappy”
76 - 95
Come to collect your dough?”
96 - 00 (or greater)
Young un, I've not seen you in ages”


There is the man who ran away with my Lucy!”

Cranky has mistaken one of the characters for the man who ran away with his wife, even if the character is female. He will immediately attack that person. His touch requires a “to hit” roll and if he succeeds the character is cursed, roll below.

Roll
Curse
1
Money curse. The character will lose money through bad luck, unsound investments, etc. After each adventure, 90% of their cash wealth will disappear within a month.
2
Cooties curse. The character has become a focus of contempt to members of the opposite sex. Treat his or her charisma as 3 with regard to everyone he or she meets who fit that description.
3
Unlucky curse. The character acts as if carrying a double strength lodestone.
4
Hate curse. Enemies will preferentially attack the cursed character if it makes sense in combat.
5
Ouch curse. An old wound opens up, doing 1d6 damage.
6
Cough curse. The character has a nagging and very loud cough. It is impossible to surprise any opponents under normal conditions. Spellcasting that requires a verbal component has a 50% failure rate. Thieves' move silently is impossible.

Curses are permanent, unless a remove curse spell is applied. Wounds received by the ouch curse can be healed, but only by magical healing, and that is only half as effective as normal as long as the curse is in effect.


Your'e the bums who owe me money”

Cranky has mistaken the characters for bettors and they owe him for their losses. He will charge everyone 100 gold crescents. If they won't pay up, he will attack as before, except now his touch steals 100 gold crescents from any one he touches (the money essentially disappears into the ethereal plane). If the characters don't have 100 gold crescents, he will steal the equivalent in value. For example if they are carrying a gem worth 1000 gold crescents, it is now worth only 900 gold crescents. If they fight back, he will resort to curses, as above.


Gladius, you were supposed to throw the fight!”

Cranky is under the impression that one of the characters (randomly determined) is a gladiator named Gladius who won a fight that he or she was supposed to lose. That person owes Cranky 400 gold crescents. If they don't pay up, he will resort to countermeasures as above, depending on the actions of the characters.


Well don't just stand around there looking stupid”

Cranky doesn't know why the characters are here. He might come to think that they are bettors or people who are supposed to be cleaning his office.


Get yourself a new outfit, yours looks crappy”

Cranky has mistaken one random character for a buddy of his, a gladiator. He will give them 400 gold crescents in order to get themselves new clothes, armor, etc. Even though the money is magically produced, it is real.


Come to collect your dough?”

Cranky believes the characters have won a recent fight and he will award them each 150 gold crescents in winnings which will magically appear. When he gets to the last person, he will look them up and down, say “I don't like your mug”, and only give them 50 gold crescents.


Young un, I've not seen you in ages”

Cranky is under the impression that one of the characters is a relative, perhaps a niece or nephew, with their friends. He will celebrate the occasion by producing a green whiskey bottle and giving it to the relation. This bottle holds a strong liquor that acts as a combination of potions of extra-healing, fire resistance, cloud giant strength, invulnerability, longevity, and super-heroism. The giant strength, invulnerability, and super-heroism will work on any class of character and the potion effects will last 1d8+4 turns. There are as many doses as there are characters in the party.

It is quite possible that Cranky will fail to manifest if the room is re-entered by the same party at a later date. At the discretion of the Dungeon Master, Cranky may or may not remember how he perceived the party upon a subsequent visit, if the DM decides he is present.

Tuesday, July 31, 2018

MIDDLE DUNGEONS LEVEL FIVE 14 STORAGE ROOM.

14 STORAGE ROOM. Within there are twenty boards of lumber, a small barrel of tacks, a basket holding sixteen pink candles which smell of mint, and two hundred and eighty feet of strong rope in a pile.

Monday, July 30, 2018

MIDDLE DUNGEONS LEVEL FIVE 13 BOAR ROOM.

13 BOAR ROOM. A monstrous boar is here.

Giant Boar (AC 4; MV 12”; HD 7; hp 32; #AT 1 tusks; D 3-18; XP 481)

This creature has gone full carnivore. In addition is has been armored with metal plates for the arena games.

Sunday, July 29, 2018

Saturday, July 28, 2018

MIDDLE DUNGEONS LEVEL FIVE 11 FORGOTTEN ROOM.

11 FORGOTTEN ROOM. The door to this room has been infested with vermin and is quite brittle. Even normal force applied to the door will break off chunks of crumbling wood.

The first thing that adventurer's will notice are the huge number of roaches, which will aggregate into a humanoid shape and attack with its upper extremities.

Horrible Humanoid Roach Monster (AC 0; MV 12”; HD 5; hp 26; #AT 2 foul fists; D 2-8/2-8; SD Limited spell immunity; XP 300)

This creature will take double damage from fire, but if it used the rancid smoke from the burning roaches will cause everyone in the room to suffer choking and gagging unless they save vs posion a made. Affected individuals are incapacitated for 1d4 rounds. After that they will fight at -4 to hit until they can leave the room. Due to the communal nature of its body, it is immune to mind affecting spells such as charm, sleep, and hold, though it is not an undead.

The floor is covered with dust. The furniture and bed are draped with white cloths. A wardrobe holds moth eaten and ruined clothes (two white fur coats, a vest of purple material, and a white formal shirt with a high collar), except for a blue robe decorated with yellow crescents which appears quite new and is actually a robe of protection +2 (as the ring of the same name). The robe will operate in conjunction with a ring of protection.

Friday, July 27, 2018

MIDDLE DUNGEONS LEVEL FIVE 10 MIRROR ROOM.

10 MIRROR ROOM. The mirrors on the walls are cunningly decorated with paint so that people walking through the room will see themselves wearing the armor of gladiators. The face plates on the great helms are left open to accentuate the effect. The appearance is ruined for those below five feet or greater than seven feet.

Thursday, July 26, 2018

MIDDLE DUNGEONS LEVEL FIVE 9 ALCOVE.

9 ALCOVE. In the center of the ten by ten foot floor is a dark hole, about a foot in diameter. It connects to a system of pipes and drains about two feet below the floor and located throughout the level. There is a clog at the bottom. Wrapped in an old shirt are 3 gold crescents and a four inch tall silver statue of a murmillo type gladiator, worth 35 gold crescents.

Wednesday, July 25, 2018

MIDDLE DUNGEONS LEVEL FIVE 8 JACKALWERE'S DEN.

8 JACKALWERE'S DEN. This room is the home of a jackalwere.

Jackalwere (AC 4; MV 12”; HD 4; hp 28; #AT 1 bite or 1 weapon; D 2-8 or cursed broad sword +3; SA Gaze causes sleep; SD Magic, cold-forged iron, or black iron weapon needed to hit; XP 912)

He is quite demented and will attack in his humanoid jackal form.

His cursed broad sword +3 will drain a point of intelligence (40%) or wisdom (60%) once a day, unless a saving throw vs spells is made. After these scores reach 2, the point drain will stop. It is impossible to throw away the weapon once it has been claimed and a remove curse or similar remedy must be obtained. The lost ability score points will return at the rate of one point each per day after a remove curse is applied.

The jackalwere's lair contains human, demi-human, and humanoid body parts. Among the rotting and fresh remains are:

254 gold crescents
434 silver spanners
684 copper pieces
1 amulet with a Triskelion three legged design in jet and gold worth 600 gold crescents
6 short swords
4 large shields
4 tridents
2 daggers

The secret door to the south of this room pivots on a central axis running from the floor to the ceiling.

Tuesday, July 24, 2018

MIDDLE DUNGEONS LEVEL FIVE 7 GRAY ROOM.

7 GRAY ROOM. The keystone on the archway leading to this room is decorated with an anchor. The tiles on the floor and the stones of the walls and ceiling are dull gray. A small pile of garbage in the southeast corner holds rags, twigs, scraps of oily paper, and a crude wooden carved statue of a ship. If the ship is thrown into the pool in Room 6, it will expand to ten feet long and ten goblin pirates will disembark from a hatch, like clowns leaving a car.

8 Pirate Goblins (AC 6; MV 6”; HD 1-1; hp 5 each; #AT 1; D Scimitar; XP 15 each)

1 Pirate Goblin First Mate (AC 6; MV 6”; HD 1+1; hp 9; #AT 1; D Scimitar; XP 38)

1 Pirate Goblin Captain (AC 5; MV 6”; HD 2+1; hp 19; #AT 1; D Scimitar +1 due to strength; XP 92)

The goblin pirates are dressed elaborately with colorful bandanas and baggy pants. The captain has a massive hat, peg leg, heavy red coat, and stuffed parrot wired to his thick yellow cloth epaulette. They will serve the person who threw the ship in the pool permanently, but are subject to normal rules for retainers such as morale and loyalty.

Monday, July 23, 2018

MIDDLE DUNGEONS LEVEL FIVE 6 POOL ROOM.

6 POOL ROOM. The door to this room is metal and tight, but does not require an open doors check to open, a steady pull will do the trick. The floor is decorated in white tile while the walls are blue and green checkered tiles. The ceiling is glowing golden yellow. Strangely, six orange trees with copious amounts of fruit grow in large clay pots, arranged about the pool. The four foot deep pool holds fresh water which is always cool. The volume of water changes completely once per hour, so even if it is soiled, it will soon return to cleanliness. This is accomplished through tiny holes near the base of the pool.

Sunday, July 22, 2018

NEW ITEM: SHADOW STONE

These rare stones have the ability to turn the holder into a form similar to a shadow, (as Monster Manual).

Shadow Form (AC 7; MV 12”; HD as per character; hp as per character; #AT 1; D 2-5; SD Magic weapon to hit, limited spell immunity)

Characters in shadow form are immune to the same attack forms as shadows. They cannot be turned as they are not undead, and they cannot drain strength. They are 90% undetectable, except in the presence of bright light. It is possible to fit under doors and through cracks while in shadow form. The effect lasts 2d4 turns and each stone can be used 1d4+1 times. After its final use, the stone turns into a piece of black opal (base 1000 gold crescent value).

MIDDLE DUNGEONS LEVEL FIVE 5 MINING CAMP.

5 MINING CAMP. Thirteen twilight dwarves are here. They always post two alert guards.

11 Twilight Dwarf Miners (AC 5; MV 6”; HD 1; hp 5 each; D Pick; SD Save at +3 (or better) vs poison and petrification; XP 15 each)

Bofer, Twilight Dwarf Ore Smeller (AC 5; MV 6”; HD 2; hp 11; D Pick; SD Save at +3 (or better) vs poison and petrification; XP 42)

The ore smeller's job is to find precious minerals. He can perform the same function as a wand of metal and mineral detection, usable thrice per day. Treat the dwarves picks as footman's military pick. Each has 2d8 gold mabans, 3d8 silver khurams, and 3d8 copper ganes. The ore smeller has double that.

Snori, Twilight Dwarf Miner Captain (AC 4; MV 6”; F4; hp 24; #AT 1; D Short sword +2 +1 due to strength; XP 210)

Snori has 47 gold mabans, 13 silver khurams, 8 copper ganes, and a gold pendant of a dragon's head on a gold chain (500 gold crescents value).

The dwarves are neutral in alignment. They are motivated primarily by greed for treasure and do not have time for small talk. They will be quite willing to trade if they feel such a transaction can be advantageous. They are a business, with the each dwarf getting one share, the ore smeller five shares, and the captain seven shares.

In their camp they have gear including sleeping rolls, rope, flint and tinder, iron rations, water, and mining tools. They have extracted silver ore (3200 gold crescents value) and six shadow stones. The dwarves have been responsible for the smaller tunnels on this part of the level, made as they excavated for treasure.

Saturday, July 21, 2018

MIDDLE DUNGEONS LEVEL FIVE 4 WORM ROOM.

4 WORM ROOM. This door is difficult to open. When opened it will be similarly difficult to shut. A strong wind is blowing in this room, coming out of vents near the ceiling. It will put out all torches and may put out lanterns (30% chance). Thousands of normal earthworms are wriggling around on the floor. A search for secret doors will, if successful, instead turn up a loose brick in the west wall, behind which is hidden a magic user's scroll with Tenser's floating disc and invisibility.

Friday, July 20, 2018

MIDDLE DUNGEONS LEVEL FIVE 3 EMPTY ROOM.

3 EMPTY ROOM. The thin passages to the north are raised one foot off the floor and are only five feet high. A gelatinous cube is located immediately to the corridor to the south. In fact, it is flush with the wall.

Gelatinous Cube (AC 8; MV 6”; HD 4; hp 20; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 230)

Inside the cube are 17 silver spanners, 32 gold crescents, and a metal thermos holding a potion of extra-healing.

Thursday, July 19, 2018

MIDDLE DUNGEONS LEVEL FIVE 2 OVAL ROOM.

2 OVAL ROOM. Six men, former bandits and prisoners of the dungeon, have gathered here.

5 Prisoners (AC 10; MV 12”; HD 1-6 hit points; hp 4 each; #AT 1; D Club; XP 9 each)

1 Leader (AC 10; MV 12”; F3; hp 16; #At 1; D Short sword; XP 124)

Their gray rags are made from their prison uniforms. They are scavenging the body of a carnivorous ape killed and partially eaten by something else. They have torches and are heating the meat over them as best they can. Their leader has swallowed an opal (2000 gold crescents). He hopes that he can use it to make his fortune as he dreams of escape from the dungeon.

Wednesday, July 18, 2018

MIDDLE DUNGEONS LEVEL FIVE 1 STAIRS.

1 STAIRS. These stairs ascend thirty feet to Room 179 on Level 4. Note that the thin passage to the west and similar passages in this area are raised one foot off the floor of the adjoining corridors and rooms, and are only five feet high. Dwarves and gnomes who check will note that they are of newer construction.

Encounter Key: Middle Dungeons Level 5

This level is located thirty feet below Level 4. It connects to levels 4 and 6 as well as the Yawning Staircase.


The walls on this level are pale gray stone. Except where noted otherwise, they are decorated with low relief sculpture of gladiators fighting with other gladiators, beasts, and monsters. Ceiling height is generally ten feet. This level and Level 6 were established as a gladiatorial arena for the amusement of powerful Triskelion family members. Using human prisoners and professional gladiators, they ran combat games for hundreds of years. The gladiators were chosen for their strength, agility, endurance, and fighting skill. Thus most have a bonus to damage due to a high strength score.


Surviving gladiators, prisoners, wild animals, and monsters wander the corridors of these levels. Some of the gladiators have banded together to aid their quest to survive. Thus there are five factions of gladiators on the two levels, divided based on the roles they played during the fights.


Hoplomachi: (singular hoplomachus) The hoplomachi wear a great helm with a stylized griffin crest. Their legs and their weapon bearing arm are wrapped in wool and they have metal shin guards. They carry a spear and small round metal shield.


Murmillones: (singular murmillo) The murmillones wear a great helm with a stylized fish crest. Their weapon bearing arm has a metal guard, and the opposite leg has a metal shin guard. They carry a short sword and a large curved rectangular metal shield.


Retiarii :(singular retarius) The retiarii carry a trident and a weighted net. They have no head protection. Their armor consists only of a heavy metal guard on their trident bearing arm and a wide leather belt, into which is tucked a dagger.


Secutores: (singular secutor) The great helm of the secutor has small eye holes (to avoid the trident of the retarius) and and a rounded top. The flanges about the neck are stylized to resemble the fins of a fish. Their weapon bearing arm is protected with wool and the opposite leg has a metal shin guard. They carry a short sword and a large curved rectangular metal shield. At first glance, they may easily be mistaken for a murmillo.


Thraces: (singular thraex) The thraces wear a great helm decorated with a plume and crest. Their armor is otherwise like that of hoplomachus. Their shield is small, metal and square. The short sword that they use is distinctive for its curved blade.


All of the gladiator factions are rivals, but some are especially antaganistic, due to the roles they played in the arena.


PREFERENCE TABLE
Gladiator type
Hoplomachii
Murmillones
Retiarii
Secutares
Thraces
Hoplomachii
-
H
S
S
H
Murmillones
H
-
A
T
H
Retiarii
S
A
-
H
S
Secutores
S
T
H
-
S
Thraces
H
H
S
S
-


T: The gladiator type is tolerated, under normal circumstances. There is unlikely to be conflict and cooperation is possible.
S: The group is viewed with suspicion and contempt. There is a fair chance of combat occurring when the two types mix.
A: Antipathy is felt towards the group in question. The two types will attack each other under usual circumstances. Cooperation is only possible if the two sides are faced with extinction from an outside overwhelming force, and even then, it will be temporary.
H: Hatred is present. Bloodshed is inevitable unless one side is outnumbered and flees.

Tuesday, July 17, 2018

Middle Dungeons Level Four Map Available.

Just like it says.  Go here, or to the link to the right.

MIDDLE DUNGEONS LEVEL FOUR 188 URINE THE WAY.

188 URINE THE WAY. This corridor terminates in a urinal. Flushing the urinal causes the following:

  • A stone wall will close, separating the last ten feet of the corridor from the rest. Any person in this last ten feet who wants to jump back into the rest of the corridor must make a saving throw vs petrification. If they fail, the are crushed by the wall for 4d10 damage.
  • This ten feet will then start moving south along the empty way shown on the map. After traveling about four miles it will ascend to the surface.
  • It ends up at an outhouse, which can be exited from normally.
  • After twenty four hours, the urinal and floor will retrace its steps to its starting position.
This whole thing was set up as an emergency escape system. There is a goat path that leads down to the dirt portion of the road leading to the Outer Ward.

Monday, July 16, 2018

MIDDLE DUNGEONS LEVEL FOUR 187 SECRET OFFICE.

187 SECRET OFFICE. The well preserved corpse of yet another person who looks exactly like Valerian Triskelion (same facial features, long white hair but balding on top) sits behind a desk. Inside the desk are the following items:

  • Two scrolls of cure disease.
  • Three essence extractors.
  • A locked metal box, it is trapped with a poison needle (save or die). It holds six rubies (base 1000 gold crescents each) and a love letter from a woman named Margaret to Valerian.
  • A silver key inlaid with pearl and tiny diamonds (5000 gold crescents). It will open the box.
  • Two artificial eyes (one blue, one purple) if placed inside the eye socket of someone who has been blinded, they will allow normal sight.

Sunday, July 15, 2018

MIDDLE DUNGEONS LEVEL FOUR 186 PATHOGEN STORAGE.

186 PATHOGEN STORAGE. An unfortunate researcher accidentally infected himself with lycanthropy and the fungoid zombie disease.

Werewolf Fungoid Zombie (AC 5; MV 12”; HD 5+4; hp 27; #AT 1; D 2-8; SA Disease; SD Silver or magic weapon to hit, regenerate 1-4 hit points each round; XP 762)

This storage facility contains glass vials of disease bearing organisms. Each round that this horror indulges in combat it thrashes violently, knocking vials about. There is a 25% chance it will knock a glass vial on a random character, breaking it and spilling its contents on the character. The person must make a svaing throw vs poison or contract the disease.

1d20
Vial Contents
1
Bubonic Plague
2
Dysentery
3
Cholera
4
Malaria
5
Small Pox
6
Tubercolosis
7
Typhus
8
Typhoid Fever
9
Yellow Fever
10
Spotted Fever
11
Advanced Leprosy (Mummy Rot)
12
Lycanthropy Roll 1d6 (1=Wererat, 2-3=Werewolf, 4=Wereboar, 5=Weretiger, 6= Werebear)
13
Laughing Disease
14
Turn to Stone Disease
15
Fungoid Zombie Disease
16
Infected Zombie Disease
17-20
Sample is too old and no longer infectious

For diseases 1-10 please refer to OD&D Supplement 2: Blackmoor page 52. If that is not available, use the following from the AD&D Dungeon Master's Guide pages 13 to 14.

Disease
DMG Equivalent
Bubonic Plague
Chronic terminal disease of blood/blood forming organs
Dysentery
Acute severe disease of the gastro-intestinal system
Cholera
Acute severe disease of the gastro-intestinal system
Malaria
Severe parasitic infection of the cardiovascular system
Small Pox
Acute terminal disease of the skin
Tubercolosis
Chronic severe disease of the respiratory system
Typhus
Acute terminal disease of the skin and brain/nervous system
Typhoid Fever
Acute severe disease of the gastro-intestinal system
Yellow Fever
Acute severe disease of the cardiovascular-renal system
Spotted Fever
Acute severe disease of the muscles and skin

The Laughing Disease will turn a character into a Laughing Trsieklion in 2d4 days, They will keep their level, statistics, etc., but will be constantly laughing or giggling, and have the same inability to surprise and tendency to go berserk as do Laughing Triskelions.

The Turn to Stone Disease is described in Room 183C.

The Infected Zombie Disease is described in Room 163.