Thursday, April 19, 2018

MIDDLE DUNGEONS LEVEL FOUR 99 HATCHING STATION.

99 HATCHING STATION. On a shelf is a next of shredded paper holding four eggs, each about the size of a grapefruit. Three have gone bad, but the last holds a pteranodon, which will hatch in 1d3 days and which will imprint on the first person it sees.

Baby Pteranodon (AC 7; MV 1"; HD 1-4 hit points; hp 2; #AT 0; D Nil; XP -)

It will grow to full size in 1 year, assuming it is cared for properly.

Wednesday, April 18, 2018

NEW MONSTER: SALLOW SLUDGE.

SALLOW SLUDGE

FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 10
MOVE: 1”
HIT DICE: 3 to 7
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 to 3
DAMAGE/ ATTACK: 1-4 plus 1-6 heat damage
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to fire
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M to L
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE:
3 HD: III/ 65 + 3/hp
4 HD: IV/ 110 + 4/hp
5 HD: V/ 170 + 5/hp
6 HD: V/ 300 + 6/hp
7 HD: VI/ 475 + 8/hp

This is a sickly yellow-gray bubbling slime which often collects in small pools of between 3 and 7 hit dice. Individuals of different sizes may be found together. When its senses the presence of a nearby life form, it becomes agitated, boiling over and emitting glops of itself like an overheated stew. Any character within the range of the sludge (5' per hit die), will be targeted by between 1 and 3 globs of this material per round, which strike as if they have been thrown from the parent sludge.

These small flying bits of horrid liquid are remarkably hot and cause 1-4 points of damage plus 1d6 points of heat damage on a successful hit. The sludge uses this as a method of reproduction, counting on the victim to survive and run away, depositing the smaller fragment in a suitable location to begin growing. “Misses” are scooped up by the parent sludge at its leisure, to be re-incoporated into the overall mass.

These creatures produce heat in a way that is inexplicable. The area near the sludge will be uncomfortably hot, but there will be no damage normally. Actually touching the slime with unprotected flesh will cause 1-6 points of heat damage, or 11-30 per round if there is immersion in a large sludge.

The sludge is immune to normal and magical fire and heat-based attacks. It can be normally struck by weapons and spells.

MIDDLE DUNGEONS LEVEL FOUR 98 COLD STORAGE.

98 COLD STORAGE. This room is freezing cold. Sending more than a turn in this room without protection such as warm clothing will result in 1 hit point of damage for every turn after the first.

In the center of the room is a white pillar, about four feet in diameter by four feet high.

There are three buttons on the east wall: white, red, and blue.

Pushing the red button heat the room to a normal temperature. Pushing the blue button freezes it even more, causing an immediate 1d4 damage to every one in the room and causing another 1d4 per turn instead of 1.

Pushing the white button causes the top of the white pillar to open, revealing the following intact and viable dinosuar eggs: ankylosaurus, apatosaurus, ceratosaurus, styracosaurus, and tyrannosuarus rex. It is impossible from simple examination to tell that these are dinosaur eggs, or what type of dinosaur each belongs to. After being removed from the white pillar container they can not be subject to freezing again or they will be ruined.

Tuesday, April 17, 2018

MIDDLE DUNGEONS LEVEL FOUR 97 CRYOGENIC POD TWO.

97 CRYOGENIC POD TWO. This room holds two empty pods and one occupied by a deinonychus, although it is a little hard to tell since the interior is rimed with frost. It failed to open when the others did. These pods are sized to fit the creatures, which are roughly man-sized, and stand vertical instead of horizontal like the ones in Rooms 95 and 96. Each has a fat red button on the front. If the button on the occupied pod is pushed it will release the deinonychus.

Deinonychus (AC 4: MV 21" (+1" jump); HD 4+1; hp 21; #AT 2 claws and 1 bite; D 1d2/1d2/2d4; SA Gutting Talons for 2d6 (+2 to hit); XP 235)

It will take the deinonychus one round to thaw before it can attack. The ceiling is too low for it to jump in this room.

Monday, April 16, 2018

MIDDLE DUNGEONS LEVEL FOUR 96 CRYOGENIC POD ONE.

96 CRYOGENIC POD ONE. This room holds three empty pods, similar to the one in Room 95 but smaller, each about twelve feet long, sized to fit the dimetrodons.

Sunday, April 15, 2018

MIDDLE DUNGEONS LEVEL FOUR 95 CENTRAL CRYOGENIC POD.

95 CENTRAL CRYOGENIC POD. The three dimetrodons and the two deinonychus from Rooms 96 and 97 have been attracted to this room because of the large carcass of a brontosaurus which has not survived cold hibernation. Its huge pod is open and the five carnivores are feeding on it.

There is a 90% chance that the deinonychus from Room 97 will have arrived here as the characters enter and a 60% chance that the dimetrodons from Room 96 will have also.

3 Dimetrodons (AC 4; MV 12"//6"; HD 4; hp 25, 18, 12 ; #AT 1 bite; D 1d10+5; XP 165, 137, 113)

2 Deinonychus (AC 4: MV 21" (+1" jump); HD 4+1; hp 20, 19; #AT 2 claws and 1 bite; D 1d2/1d2/2d4; SA Gutting Talons for 2d6 (+2 to hit); XP 230, 225)

The ceiling height is twenty feet and the deinonychus can use their jump attack here. The giant pod that the brontosaurus is in has a domed white cover and has opened to the side.

Saturday, April 14, 2018

MIDDLE DUNGEONS LEVEL FOUR 94 LABORATORY ANNEX.

94 LABORATORY ANNEX. Opening the hatch to this room from Room 93 will cause the dimetrodons in Room 96 and the deinonychus in Room 97 to wake from cryogenic slumber.

Thee walls of this room are decorated with anatomical reference drawings of giant extinct reptiles. The countertops and tables hold dirty glassware, fossilized dinosaur bones, and tools useful in alchemical research.

Friday, April 13, 2018

MIDDLE DUNGEONS LEVEL FOUR 93 SECRET ROOM.

93 SECRET ROOM. The room is furnished as an office, with a thick carpet, desk, and bookcase. A dried out corpse sits at the desk, actually a mummy.

(AC 3; MV 6”; HD 6+3; hp 29; #AT 1; D 1-12; SA Fear, paralyzation, disease; SD Limited spell immunity; XP 1382)

The bookcase is empty, but the desk drawers hold 2000 gold crescents in black velvet bags, a sealed thermos holding old dried blood, and a scroll with the spells mending, mirror image, and wizard eye.

The three doors on the south wall are actually metal hatches, opened with central wheels, like on board a submarine.

Thursday, April 12, 2018

MIDDLE DUNGEONS LEVEL FOUR 92 PIPE LEAK.

92 PIPE LEAK. A thick, viscous gray puddle with an oily layer of rainbow-hued phosphorescence is here. Adjacent to the puddle, on the east end, is a pile of black fungal matter having something of the shape of coral.

The puddle is spilled vat media from a pipe leak in the wall and the fungus it is a common dungeon mold that has been catalyzed to grow at an extraordinary rate and to take on unusual characteristics.

Dungeon Mold (AC 10; MV 1"; HD 8; hp 50; #AT 1 spore cloud; D 1d6+4; SA See below; SD Immune to normal weapons; XP 1750)

The mold attacks by emitting a cloud of choking spores. Treat this as a radius attack hitting every person within ten feet of the mold. In addition to the damage, the victim must save vs poison or suffer the following:

1d4
Effect
1
Hallucination of being alone in a dark room. Sit and whimper for 1d4 turns
2
Hallucination that companions are actually monsters, attack nearest person for 1d4 rounds
3
Fear, run screaming for 1d4 turns
4
Infection, character must receive a cure disease spell in next 24 hours or turn into a new dungeon mold.

Normal weapons do it no harm. Magic weapons only do their plus damage (a sword +3 does three points of damage). Other attacks (fire, electricity, cold, acid, magic missile, etc.) do normal damage.

Wednesday, April 11, 2018

MIDDLE DUNGEONS LEVEL FOUR 91 EMERGENCY CLOSET.

91 EMERGENCY CLOSET. Two red canisters, each equipped with a hose and funnel-shaped ending, are strapped to the back wall of this closet. With the press of a top button they release a white frothy foam from the funnel end that will put out fire up to size of a large bonfire. If sprayed on a person or object before it is lit on fire (as from dragon breath or a fireball spell) it allows the person to automatically make their saving throw for half damage. It does 3d6 damage to a fire elemental, salamander, or other creature from the Elemental Plane of Fire. Each canister has five charges and weighs 200 gp weight.

Tuesday, April 10, 2018

MIDDLE DUNGEONS LEVEL FOUR 90 WEAPON DEPOT.

90 WEAPON DEPOT. The crying Triskelions deposit all the weapons of the laughing and scowling Triskelions that they kill here. A rust monster, attracted by the swords that the crying Triskelions dumped here, has taken up residence.

Rust Monster (AC 2; MV 18”; HD 5; hp 30; #AT 2 antennae; D Nil; SA Destroys metal; SA Hit on monster destroys metal; XP 305)

There are ninety two whips of the type employed by the scowling Triskelions. There is also a special magic long sword Roger the Uncorrodable. This is a long sword +3, +5 vs rust monsters and disenchanters. It is an intelligent long sword with neutral alignment, intelligence of 16, ego of 16 and speaks common and can speak with all other intelligent magic weapons. It is completely resistant to corrosion and anti-magic such as rust monsters, disenchanters, dispel magic spells, all types of acid, and slimes and oozes that destroy through corrosive effects.

Monday, April 9, 2018

MIDDLE DUNGEONS LEVEL FOUR 89 AUTODOC.

89 AUTODOC. There is a white metal box about the height of a tall man and three feet wide. A glass screen is on the front with the shape of a human's hand on it.

When a character places his or her hand on the machine's it signals the machine to dispense medication transcutaneously, primarily intended to help crying Triskelions cope with their crushing depression.

Roll on the following table to determine what the machine has dispensed:


1d12
Medicine Effect
1
Huge dose of carotene, character's skin turns orange. It slowly fades over a month.
2
Niacin boost. Character flushes bright red and feels itchy for the next hour.
3
Protein package. Character's strength increases as per the magic-user's strength spell for 1 day duration.
4
Sedatives. Save vs petrification or fall unconscious for 1d4 hours.
5
Antipsychotics. 50% chance to develop tremors that will last for 1d3 days causing a loss of 1d3 points of dexterity. A separate 25% chance to develop malignant heat symptoms causing 1d8 damage.
6
Nutrition shot. Heals all damage immediately.
7
Nothing. The machine has diagnosed but is out that particular med so nothing happens.
8
Super serum. Character heals as a troll for the next 1d10 days.
9
Tellall. Character will tell only the truth for the next 1d4 days.
10
Electrical short, 1d6 damage.
11
Invisi-serum. Character's body, not equipment, is invisible for the next 24 hours.
12
Happy pill. Character is immune to pain, fear, and sadness for next 1d12+12 hours.

The machine is programmed to only allow one dose per unique individual per day. If 100 hit points of damage is applied to it, it will break in a shower of sparks causing 1d20 points of electrical damage to anyone in the room.

Sunday, April 8, 2018

MIDDLE DUNGEONS LEVEL FOUR 88 COUNSELING SESSION.

88 COUNSELING SESSION. Nine crying Triskelions sit on comfortable chairs in a circle with a white pedestal at the center. On top of the pedestal is a glowing golden metallic ball from which a voice is emitted, giving advice to the crying Trsikelions on how to cope with life's hardships.

9 Crying Triskelions (AC 6; MV 12"; HD 3; hp 14 each; #AT 1; D Quarter staff; XP 77 each)

The globe is made of a platinum-gold compound along with rare elements and is worth 6500 gold crescents but separating it from the pedestal removes its ability to psychoanalyze. It also greatly upsets the crying Triskelions, who will attack as if 6+ hit dice monsters having two attacks per round.

Saturday, April 7, 2018

MIDDLE DUNGEONS LEVEL FOUR 87 CELLS.

87 CELLS. The forty cells are tiny bedrooms for the crying Triskelions, where they can go to be alone and despair in silence. There is a 30% chance that each will be occupied by a crying Triskelion.

Crying Triskelions (AC 6; MV 12"; HD 3; hp 14 each; #AT 1; D Quarter staff; XP 77 each)

Hidden under the bed in the cell marked A on the map is a iron strongbox holding metal tools and a yellow topaz (5000 gold crescent value).

The cell marked B is infested with a sallow sludge.

Sallow Sludge (AC 10; MV 1”; HD 3; hp 21; #AT 1 to 3 globs; D 1-4 + 1-6 heat damage; SD Immune to fire; XP 128)

Friday, April 6, 2018

MIDDLE DUNGEONS LEVEL FOUR 86 CRYING STATUE.

86 CRYING STATUE. The statue of mottled gray stone resembles a crying Triskelion. Tears fall gently from the eyes of the statue into a basin it holds in its hands. The collected tears have the same effect as potions of extra-healing. There are three potions worth in the basin and the statue will cry another one potion's worth per day.

Thursday, April 5, 2018

MIDDLE DUNGEONS LEVEL FOUR 85 LABORATORY.

85 LABORATORY. Four Crying Triskelions are here. One wears a black motar board and the other three wear white ones.

1 Crying Triskelion Professor (AC 6; MV 12"; HD 4; hp 20; #AT 1; D Quarter staff of magic missiles or molotov cocktail; XP 190)

3 Crying Triskelions Students (AC 6; MV 12"; HD 3; hp 14 each; #AT 1; D Quarter staff or molotov cocktail; XP 92 each)

The professor's quarter staff is actually a staff of magic missiles (like the wand) with 56 charges. The activation word is "magic missile". It can also be used in melee, and if a charge is expended with a melee hit it does an extra 1d4+1 damage.

The professor is teaching the students how to make molotov cocktails (see page 64 of the DMG, for "oil, alight"). They have made twelve and have enough materials to make another nine. Each has a bullseye lantern that they can use as a fire source.

Wednesday, April 4, 2018

MIDDLE DUNGEONS LEVEL FOUR 84 BURNT OUT ROOM.

84 BURNT OUT ROOM. This room shows evidence of a recent fire: a smoky odor, ash, and discolored, burned furniture. Three black smudges on the floor are actually soot terrors.

3 Soot Terrors (AC 0; MV 9”; HD 3; hp 12, 14, 15; #AT 1; D 3-8; SA Surprise on a 1-3; SD Magic weapon to hit; MR 30%; XP 156, 162, 165)

A metal strongbox is concealed under some burnt out beams. It holds a tinderbox, 450 gold crescents in nine bags of 50 each, and three bottles. Two of the bottles hold lamp oil and one is an unlabeled potion of fire resistance (black, tasteless, smells of blood).

Tuesday, April 3, 2018

MIDDLE DUNGEONS LEVEL FOUR 83 BLUE ROOM.

83 BLUE ROOM. The ceiling tiles give off blue, instead of white light. The floor is tiled in black and white squares, except for the very center, which is tiled in blue and darker blue. This area hides a secret trap door in the floor.

The area under the floor is a four foot cubic mini-room holding three bags of 50 gold crescents each and three unlabeled potions of heroism (blue, tastes of strawberries, smells of salt).

Monday, April 2, 2018

MIDDLE DUNGEONS LEVEL FOUR 82 BARRICADED ROOM.

82 BARRICADED ROOM. A pile of wooden desks, tables, and chairs has been placed in front of the west exit, where eight crying Triskelions keep an eye out for raiding scowling Triskelions.

8 Crying Triskelions (AC -1 (6); MV 12"; HD 3; hp 14 each; #AT 1; D Quarter staff or rock for 1d2; XP 77 each)

The barricade gives them 75% cover (AC bonus of 7). They have gathered rocks for throwing, but are poor shots, treat them as -2 to hit when throwing rocks. If they are attacked and feel that resistance is hopeless, they will retreat (50%) or throw a bag of 50 gold crescents (50%) that they have gathered, knowing that scowling Trsikelions value treasure.

If talked to, they will not attack, at least at first, if the reaction roll is good. They can be bargained with, but a generally pessimistic and distrustful, having lived lives of misery and despair.

Sunday, April 1, 2018

MIDDLE DUNGEONS LEVEL FOUR 81 ANATOMY LIBRARY.

81 ANATOMY LIBRARY. There are six scowling Triskelions. Three are librarians and wear motor boards and the other three are unusually hefty and wear the usual head wear.

3 Scowling Triskelion Librarians (AC 6; MV 12"; HD 3; hp 14 each; #AT 1; D Nine-tailed whip (as horseman's flail); XP 77 each)

3 Scowling Triskelion Guards (AC 6; MV 12"; HD 3; hp 18 each; #AT 1; D Nine-tailed whip (as horseman's flail) +1 to damage due to strength; XP 89 each)

Each Librarian has 10d4 gold crescents in a pouch, while the guards have 2d4.

Mounted horizontally on the walls of the room are metal binders holding metal sheets, like pages in a book. Etched on the metal pages are diagrams and words describing the anatomy of humans and many of the more common monsters and animals found in the dungeon. These can be flipped through so a sizable amount of information is stored in this way.