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.

Saturday, July 14, 2018

MIDDLE DUNGEONS LEVEL FOUR 185 BIOHAZARD LABORATORY.

185 BIOHAZARD LABORATORY. Ther are seven fungoid zombies here.

Fungoid Zombies (AC 8; MV 9”; HD 2+1; hp 10 each; #AT 1; D 1-8; SA Disease; SD Regenerate 1-4 hit points each round; XP 90 each)

They are all zombies of researchers, and their wear the white jumpsuits like those found in Room 182.

This laboratory space holds the usual black countertops and glassware. There are several large white pieces of furniture resembling an open oven on top of a four foot high metal base. These are fume hoods and air is constantly being recycled within them.

One of the fume hoods (marked with an 'X') still contains a sample. There is a small bowl full of a gray paste. Any person coming into contact with this substance must save vs petrification or suffer the turn to stone disease described in Room 183C.

Friday, July 13, 2018

MIDDLE DUNGEONSC LEVEL FOUR 184 AIR LOCK.

184 AIR LOCK. The two hatches leading from this room (to Rooms 182 and 184) are designed so that they cannot both be open at the same time. There is always strong air pressure in this room, as if a forceful wind is blowing from the floor, which is a grate.

Thursday, July 12, 2018

Middle Dungeons Level Four Wandering Monsters

Roll for random encounters using 1d6 once every three turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations. In addition to the vat creatures that one would expect on this level, several dungeon scavengers are also found here, as the availability of vat media as a food source attracts them.

Random Encounters

1d20
Description
1
Aberrant Vat Creatures
2-3
Blank Faced Triskelions
4
Carrion Crawler
5-7
Crying Triskelions
8
Gelatinous Cube
9
Giant Boring Beetles
10
Giant Spiders
11
Gray Oozes
12-14
Laughing Triskelions
15
Ochre Jellies
16-18
Scowling Triskelions
19
Screaming Scums
20
Toxic Harlequins

Aberrant Vat Creature
Due to the vat chambers being extremely complicated and imperfect, there are many ways that the process can go wrong resulting in freakish aberrant types of vat men having bodies of animals, multiple heads, or being sized incorrectly. The following examples are given. The DM should reuse or add new ones created by himself or herself if the below list is exhausted.

Six Headed Vat Creature(AC 5; MV 9”; HD 6; hp 48; #AT 0; D Nil; SA Breath weapons; SD All heads must be killed to slay; XP 1138)

Treat this as a six headed hydra, but the heads are all those of Scowling Triskelions. It cannot bite, instead it has breath weapons.
  • Head 1: Cone of Frost, as White Dragon but damage is 3d4
  • Head 2: Cone of Fire, as Red Dragon but damage is 3d4
  • Head 3: Cloud of Slow Gas, as Copper Dragon
  • Head 4: Bolt of Lightning, as Blue Dragon, but damage is 3d4
  • Head 5: Stream of Acid, as Black Dragon, but damage is 3d4
  • Head 6: Roar, as Dragonne


Giant Homonculous
Homonculous (AC 6; MV 12””; HD 6; hp 29; #AT 1 bite; D 1d12; SA Bite causes sleep; SA Saves as MU18; Size L; XP 449)

This creature is nine feet tall and relatively lean. Its wings are the same size as a normal homonculous, and so are useless. Roll 1d6 for alignment (1=chaotic good, 2=neutral, 3=chaotic neutral, 4=lawful evil, 5=chaotic evil, 6=neutral evil)


Invisible Vat Man (AC 6; MV 12”; HD 6; hp 27; #AT 2; D Long sword X 2; SA Taunting; XP 437)

This vat man is naturally and permanently invisible, but has painted its Laughing Triskelion face with white grease paint and it carries two non-invisible long swords. As it fights it taunts its opponents. Any person hearing this taunting must save vs spells or become enraged. Enraged individuals will attempt to melee with the invisble vat man, ignoring spell casting or thief abilities. They become clumsy with their attacks at -4 to hit and their armor class suffers a penalty of 4. Against characters which can see invisible, the vat man's armor class is 8.


Vat Constrictor (AC 5; MV 9”; HD 6+1; hp 28; #AT 1 bite and 1 constrict; D 1-4/ 2-8; SA Constriction; XP 449)

This creature is as a giant constrictor snake, but has the face of a Crying Trsikelion. It sobs as it attacks, so it can only use its bite attack once every other round.


Blank Faced Triskelions
1d4+4 Blank Faced Triskelion (AC 6; MV 12"; HD 3; #AT 1; D 1d4; XP 35 + 3/hp)
These vat men are interested only in repair and maintenance. They will never fight adventurers unless attacked first.


Carrion Crawler
1 Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp ; #AT 8 tentacles; D Paralysis; XP 580 + 4/hp)


Crying Triskelions
1d4+2 Crying Triskelions (AC 6; MV 12"; HD 3; #AT 1; D Quarter staff; XP 35 + 3/hp)

The Crying Triskelions will be searching for a smaller groups of Laughing or Scowling vat men. They plan on eating the Laughing Triskelions and killing the Scowling Triskelions, provided that they outnumber the enemy sufficiently. There is a 20% chance that they will have a bag of 50 gold crescents that they will throw at pursuers if they are forced to run away.


Gelatinous Cube
1 Vat Spawned Gelatinous Cube (AC 8; MV 6”; HD 4; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 150 + 4/hp)


Giant Boring Beetles
1d4 Giant Boring Beetles (AC 3; MV 6”; HD 5; #AT 1 bite; D 5-20; XP 90 + 5/hp)


Giant Spiders
1d3 Giant Spiders (AC 4; MV 3"*12"; HD 4+4; #AT 1 bite; D 2-8; SA Webs, poison; XP 315 + 5/hp)


Gray Oozes
1d4 Gray Oozes (AC 8; MV 1”; HD 3+3; #AT 1; D 2-16; SA Corrosive properties; SD Immune to spells, heat, cold; XP 200 + 5/hp)


Laughing Triskelions
1d4+2 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; #AT 1; D By weapon type; SA Berserk, never surprise; XP 35 + 3/hp)

70% will have long swords, 20% broad swords, 5% short swords, 4% bastard swords, and 1% two-handed swords.

This group will be out to go slaughter some Crying or Scowling Triskelions, as they feel sorry for their condition and wish to exterminate them for their own good.


Ochre Jellies
1d2 Ochre Jellies (AC 8; MV 3”; HD 6; #AT 1 touch; D 3-12; SD Lightning divides in half; XP 150 + 6/hp)


Scowling Triskelions
1d4+2 Scowling Triskelion (AC 6; MV 12"; HD 3; #AT 1; D Nine-tailed whip (as horseman's flail); XP 35 + 3/hp)

This will be either a slave taking raid looking for wandering Crying Triskelions (60%) or a group out looking for trouble (40%). If they are a slave raid, then there is a 20% chance they have 1d4 captive Crying Triskelions. Each Scowling Triskelion has 2d4 gold crescents in a pouch.


Screaming Scums
1d3 Screaming Scums (AC 7; MV 6”; HD 4+1; #AT 1; D 1-4; SA Drain blood for 2-8; SD Scream; XP 110 + 4/hp)


Toxic Harlequins
1d4 Toxic Harlequins (AC 6; MV 15"; HD 4; hp 20 each; #AT 1; D Short sword; MR 55%; XP 380 each)

Thief skills: PP 45%, OL 42% F/RT 35% MS 33% HS 25% HN 15% CW 88% RL 20%

30% of the time they will have a magic weapon. Similarly there is a 25% of magic armor, and 20% of the time they will have a magic item usable by thieves.

MIDDLE DUNGEONS LEVEL FOUR 183 QUARANTINE QUARTERS.

183 QUARANTINE QUARTERS. These Four Rooms A to D are furnished the same, each as a bed room with closet holding white paper clothing. All four doors are capable of being locked, but only C actually is so. It is also the only one with an occupant.

Lying on the bed in Room 183C is the statue of a man wearing only white paper clothing. This is actually a man turned to stone by one of the diseases kept in Room 184. The disease is communicable, anyone who touches the man must save vs petrification or turn to stone slowly over the next 2d12+24 hours. Any one wearing one of the white jumpsuits from Room 182 gets a +4 on their saving throw.

In the closet of Room 183C is a bag holding clothes, a crumpled white lab coat, 23 gold crescents, 6 silver spanners, and 86 copper pieces.

Wednesday, July 11, 2018

MIDDLE DUNGEONS LEVEL FOUR 182 DECONTAMINATION ROOM.

182 DECONTAMINATION BAY. On the floor is written in white and black tile: “Please Step Into Alcoves For Decontamination If Infected Please Report To Termination Room”. Along the south wall there are multiple shelves holding white garments.

In each alcove there is a shower head. It will alternate spraying compressed air and salty smelling watery liquid on anyone steps fully into the alcove.

The garments on the shelves are white stretchy one piece jumpsuits that cover everything but the face. They will fit any character, but will be a bit baggy on halflings, gnomes, and dwarves. They will not fit over armor, and are actually meant to be worn only over skin.

Tuesday, July 10, 2018

2000th POST!

Actually, I just realized it, but the 2000th post was actually last week, on July 5th.  

The map for Level 4 is almost done.  I will also get the wandering monster list out.  Level 5 will probably begin next week.

Thanks for reading.

MIDDLE DUNGEONS LEVEL FOUR 181 GAS LEAK.

181 GAS LEAK. A harsh and unpleasant smell assaults the nostrils of any person who opens the door. Three large canisters are standing near the north wall, each eight feet tall by six feet in diameter. Each is painted white with a red skull design prominently featured on its center. The body of a man in a white lab coat lies motionless on the floor.

The gas is poisonous. Unless the hatch or door used to enter the room is immediately closed, any person who inhales the poisonous air of this room must make two saving throws vs poison. If the first saving throw is failed, the person will fall unconscious for 1d10 hours. If the second saving throw is failed the person will die in 1d10 turns. People who fall unconscious must make another save vs poison or die every 2 rounds unless removed by someone else. People who die from this poison gas will have extreme muscular contractions of the facial muscles, giving them a horrific appearance in death.

If the hatch to the corridor 180 is left open in an attempt to vent the gas, every person must make one saving throw as the gas dissipates, then the air will be safe. If the door from Room 34 is used to vent the gas then what happens depends upon whether the other doors in that room are open or closed.

The left canister (west) has a leak in its side. It no longer holds poison gas. The other two canisters are still full of the deadly poison.

The body on the floor is a dead researcher. His face is distorted due to the poison into a terrible grin. In his coat are a purse of 55 gold crescents and he wears a medallion made of gold, platinum, and jet of a three legged Triskelion design worth 1000 gold crescents.

Next to the south door is a metal panel with two buttons: one marked 0 and one marked 1. If the code 100110 is entered the door to Room 34 will open. If the wrong code is entered the panel will give a shock for 1 point of damage.

Monday, July 9, 2018

MIDDLE DUNGEONS LEVEL FOUR 180 FLICKERING LIGHTS.

180 FLICKERING LIGHTS. The ceiling tiles in this hallway appear to be malfunctioning, causing the lights to flicker rapidly like a strobe light.

Sunday, July 8, 2018

Saturday, July 7, 2018

Friday, July 6, 2018

MIDDLE DUNGEONS LEVEL FOUR 177 MANNA MACHINE ROOM.

177 MANNA MACHINE ROOM. This room holds a white cabinet-style manna machine and three wooden chests.

The manna machine has the usual wires sticking out of its back and leading in to the wall. It makes pumpkin-like food and weird drink as described in Room 176.

The chests hold treasure that the laughing Triskelions have accumulated. They do not need money and only value it because it is shiny, thus they would be willing to trade for it or give it away, if the adventurers are persuasive enough (and assuming the vat men have not simply been attacked).

The first chest hoilds 4534 silver spanners.

The second chest holds 345 gold crescents and has a hidden back (find as secret door) with a scroll of magic missile, web, and fireball.

The third chest holds 3 sapphires (500 gold crescents value each), 512 gold crescents, and a gold necklace with a medallion of the Triskelion three legs design in jade and jet, worth 2500 gold crescents.

Thursday, July 5, 2018

MIDDLE DUNGEONS LEVEL FOUR 176 LAUGHING LAIR.

176 LAUGHING LAIR. Thirty laughing Triskelions are here. One of the vat men is nine feet tall and remarkably well-muscled.

12 Normal Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D Broad sword X2, long sword X8, short sword X1, bastard sword X1; SA Berserk, never surprise; XP 77 each)

Huge Laughing Triskelion (AC 6 (8); MV 15”; HD 6; hp 28; #AT 1; D Two handed sword +6 due to strength; SA Berserk, never surprise; Size L; XP 318)

The vat men sit at a huge table. They are eating rations from the manna machine from Room 177. The food looks like red pumpkins which are eaten by slicing off the tops. Inside is a gray goo that is syrupy sweet. They drink what looks like green chalky milk in mugs.

The laughing Triskelions will be delighted to have guests. They will insist that adventurers sit down and eat with them, and will be offended if they do not. The food has unusual proteins and is not easily digested. Anyone who eats it must save vs poison or suffer incapacitating abdominal pain for the next 1d4+1 hours. Movement is lowered to base 3”, casting spells, fighting, and other adventuring activities such as thief skills is impossible.

If anyone eating with the laughing Triskelions suffers these symptoms, the vat men will offer their green beverages which they are sure is a tonic to all discomfort. If any non-vat creature drinks this stuff, they must save vs poison or vomit copiously then fall unconscious for 1d4+4 hours.

Wednesday, July 4, 2018

MIDDLE DUNGEONS LEVEL FOUR 175 LAUGHING MENAGERIE.

175 LAUGHING MENAGERIE. The laughing Triskelions have placed aberrant vat creatures here.They feed them, talk to them, and laugh at and with them.

Vat Bat (AC 8; MV 3”/18”; HD 1; hp 6; #AT 1 bite; D 1-4; SA Disease, never surpriseXP 16)

Vat Brown Bear (AC 6; MV 12”; HD 5+5; hp 28; #AT 2 claws and 1 bite; D 1-6/1-6/1-8; SA Hugs: 2-12, never surprise; XP 468)

Vat Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp 16; #AT 8 tentacles; D Paralysis, never surprise; XP 644)

Vat Cockatrice (AC 6; MV 6”/18; HD 5; hp 21; #AT 1 beak; D 1; SA See below, never surprise; XP 350)

All have laughing Triskelion heads, average intelligence, and the ability to speak when not laughing. The carrion crawler type has weird pink tentacles like a moustache under its nose. The cockatrice type has weird tiny beak over its lips. Its touch does not turn to stone, instead the victim must save vs petrification or start laughing uncontrollably for 1d4 rounds then have a seizure and pass out for 1d4 hours.

Tuesday, July 3, 2018

MIDDLE DUNGEONS LEVEL FOUR 174 MARCH TO GENOCIDE.

174 MARCH TO GENOCIDE. Twenty laughing Triskelions are here, planning a raid on the scowling and crying Triskelions.

20 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D Broad sword X4, long sword X14, short sword X1, two handed sword X1; SA Berserk, never surprise; XP 77 each)

Their plan is to attempt to eradicate those populations (difficult since the vat men are constantly being replaced by the vat chambers). The laughing Triskelions pity the other vat men since they are so miserable and plan to kill them all out of benevolence.

Monday, July 2, 2018

MIDDLE DUNGEONS LEVEL FOUR 173 WIRES IN THE CORRIDOR.

173 WIRES IN THE CORRIDOR. The ceiling tiles are cracked and two long metal wires are draped criss-crossing the floor over this ten foot area. If touched they deal 1d6 electrical shock damage plus another 1d6 if the victim is wearing metal armor.

Sunday, July 1, 2018

MIDDLE DUNGEONS LEVEL FOUR 172 ONE WAY HATCH.

172 ONE WAY HATCH. A metal hatch is here. The wheel lock on the west side is broken off, so that only west to east travel is possible if the door is closed. If the adventurers leave the hatch open after passing through, it will be closed again the next time they pass this way.