Friday, August 31, 2018

MIDDLE DUNGEONS LEVEL FIVE 45 DINING CHAMBER.

45 DINING CHAMBER. Wooden dining tables and chairs, many smashed, are scattered about the room. A door-sized wooden sign on one wall is a menu.

Thursday, August 30, 2018

MIDDLE DUNGEONS LEVEL FIVE 44 GOLEM ROOM.

44 GOLEM ROOM. Three wax golems dressed as gladiators stand in the corners. The table is in the center of the room holds two swords and a spear.

Corner
Golem Dressed As
Weapon
East
Hoplomachus
Spear
South
Thraex
Short sword (curved blade)
West
Murmillo
Short sword (straight blade)

The weapons are decorated with gold and semi-precious stones and each is worth 500 gold crescents. One of the two swords is straight like used by a murmillo and the other is curved, like that of a thraex.

Touching the weapons or the golems will cause the golems to animate and attack.

3 Wax Golems (AC 7; MV 12”; HD 6; hp 25 each; #AT 1; D By weapon; SD Limited spell immunity; XP 375 each)

Wednesday, August 29, 2018

MIDDLE DUNGEONS LEVEL FIVE 43 LOOTED ROOM.

43 LOOTED ROOM. Wooden racks are on the walls. Only three rusty daggers and a broken trident remain.

Tuesday, August 28, 2018

Monday, August 27, 2018

NEW MAGIC ITEM: PLATE MAIL -1, CURSED.

This armor will detect as magic and act as platemail armor +1 until the first time it is tested in battle, at which point it will reveal its true nature. Once this happens the armor cannot be removed unless an exorcism is performed upon it.

XP VALUE: -

GP VALUE: 1500

MIDDLE DUNGEONS LEVEL FIVE 41 GRIFFON'S ROOM.

41 GRIFFON'S ROOM. The griffon keeper is a dwarf.

Shanko, Lawful Neutral male hill dwarf Fighter (AC 4; MV 6”; F5; hp 33; #AT 1; D Hammer +1 +3 due to strength; S 18(12), I 9, W 9, D 13, C 16, CH 8; XP 348)

Shanko wears antique cursed black plate mail armor -1, making him look a bit like a wood burning stove with a beard.

3 Griffons (AC 3; MV 12”; HD 7; hp 35, 27, 21; #AT 2 claws and 1 bite; D 1-4/1-4/2-16; XP 725, 645, 585)

The griffons obey Shanko completely. They were previously used in fights in the arena against other monsters and gladiators and have had their wings clipped, making flight impossible.

The smaller rooms are where the griffons sleep on beds of straw. The east room holds 543 silver spanners. The south room holds three spinels (100 gold crescents each) and an ivory and gold drinking horn (400 gold crescents). The west room holds two unlabeled potions of growth (red, taste of wine, smell like teen spirit) in metal stoppered flasks.

Sunday, August 26, 2018

MIDDLE DUNGEONS LEVEL FIVE 40 PRIVATE BATH.

40 PRIVATE BATH. The room is luxuriously decorated. The mirror is silvered and worth 50 gold crescents. The perfumes and cosmetics in the medicine cabinet have a value of 300 gold crescents, or 500 if sold to a rich noble woman.

Saturday, August 25, 2018

NEW MAGIC ITEM: SPEAR +2, FIRE BRAND.

This weapon is similar to a flametongue sword and can shed light as a torch when so commanded. If hurled at a creature that is cold-using (such as a yeti, winter wolf, white dragon, ice toad, etc.) it will do triple damage (3d6+6 vs size S or M or 3d8+6 vs size L) if it hits. It is made entirely of metal.

XP VALUE: 900

GP VALUE: 4000

MIDDLE DUNGEONS LEVEL FIVE 39 BIANCA'S ROOM.

39 BIANCA'S ROOM. The door to this room is wizard locked.

Bianca, Neutral female elf Fighter/Magic-user (AC 4; MV 12”; F5/MU6; hp 24; #AT 1; D Spear +2, Fire Brand; SA +1 to hit with bow or sword; SD 90% resistant to sleep and charm; S 15, I 17, W 11, D 17, C 15, CH 17; XP 717)

First Level Magic User Spells:
Burning Hands (X3), Charm Person

Second Level Magic User Spells:
Forget, Knock, Mirror Image

Third level Magic User Spells:
Fireball, Haste

She wears a platinum necklace decorated with a ruby valued at 3000 gold crescents and a ruby ring (valued at 2000 gold crescents) which allows the wearer to pass through the wizard-locked door at will. She keeps a small crystal on a silver chain (15 gold crescent value) for the read magic spell on her wrist. She carries other spell components in a pouch at her belt: licorice root, corn extract, some parchment, a piece of mica, and two magnets.

Three red tapestries are on the wall, each worth 500 gold crescents and weighing 400 gp weight. The bedclothes and pillows are high quality and worth 50 gold crescents total. An iron box is under a desk. It is trapped with a poison needle. The victim must save vs poison or experience a prolonged increase in body temperature, causing unconsciousness for 1d10+10 days and 1d20 points of damage. It holds Bianca's spell book and the following treasure:
  • 3 platinum sirastars
  • 34 gold vinimes
  • 24 silver tamos
  • 1068 gold crescents
  • 1288 silver spanners
  • A fine ink for the write spell, valued at 400 gold crescents.

The spell book contains:

First Level:
Burning Hands, Charm Person, Mending, Read Magic, Write

Second Level Magic User Spells:
Continual Light, Forget, Knock, Mirror Image, Rope Trick, Shatter, Wizard Lock

Third level Magic User Spells:
Fireball, Haste

Friday, August 24, 2018

MIDDLE DUNGEONS LEVEL FIVE 38 GLADIATRIX ROOM.

38 GLADIATRIX ROOM. Five hoplomachi women room here.

5 Hoplomachi (AC 7; MV 12”; F3; hp 16 each; #AT 1; D Spear; XP 124 each)

Each has 3d10 gold crescents.

Thursday, August 23, 2018

MIDDLE DUNGEONS LEVEL FIVE 37 MEDIC'S ROOM.

37 MEDIC'S ROOM. The medic is a gnome.

Gastar Amundsengosen, Neutral male gnome Fighter (AC 6; MV 6”; F4; hp 18; #AT 1; D Short sword; XP 180)

Gastar is an experienced medical pacticioner and people under his care heal at three times the normal rate.

This room serves as his bedroom and it also holds the items needed for his practice: bandages, poultices, pieces of wood for setting broken bones, etc. He has a small chest in a cabinet holding 312 gold mabans.

Wednesday, August 22, 2018

MIDDLE DUNGEONS LEVEL FIVE 36 STORE ROOM.

36 STORE ROOM. There are several crates and barrels containing torches, candles, flint and steel, carpentry tools and supplies, and sundry mundane items. Several pieces of wooden furniture are also stored here: tables, cots, and the like. There is also a supply of food, mostly meat and bread along with seventeen barrels of ale. A small crate labeled 'GLUNE' contains eighteen bottles of good quality brandy (8 gold crescents each) and eight flasks of olive oil.

Monday, August 20, 2018

MIDDLE DUNGEONS LEVEL FIVE 34 DORMITORY.

34 DORMITORY. This room is superficially similar to Room 35, and there will also normally be 1d4+2 hoplomachi here.

The gladiators in this room have a secret treasure stash hidden behind a loose brick in the south wall (treat as finding a secret door). Hidden behind are 212 gold crescents and a piece of gold laurel head wear valued at 100 gold crescents.

Sunday, August 19, 2018

MIDDLE DUNGEONS LEVEL FIVE 33 DORMITORY.

33 DORMITORY. This room provides beds and footlockers for about a dozen gladiators.

Unless they have rushed to the defend the group, there will normally be 1d4+2 here are 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.

Each footlocker will contain simple items and personal effects used by fighting men (pieces of leather, whetstones and oil for weapons, dice, knives). In the northwest corner is a large cabinet used for holding 4 extra short swords, 5 extra small round metal shields, and additional pieces of hoplomachi armor.

Saturday, August 18, 2018

MIDDLE DUNGEONS 32 HALFLING ROOM.

32 HALFLING ROOM. The arena masters can be cruel and five halflings were captured and trained as gladiators.

5 Halfling Hoplomachi (AC 7; MV 9”; F2; hp 9 each; #AT 1; D Spear; SA +3 to hit with bow or sling, surprise on a 1-4; XP 62 each)

Each gladiator has 2d10 gold crescents.

Friday, August 17, 2018

MIDDLE DUNGEONS LEVEL FIVE 31 COMMON ROOM.

31 COMMON ROOM. There is a 45% chance that 1d6+2 hoplomachi will be here at any one time engaged in leisure activities.

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

Each gladiator has 2d10 gold crescents. In addition to the usual recreational pursuits of fighters (dice, cards, darts, etc.), there is an arm-wrestling machine here. This is a wax golem's arm attached to a metal box holding gears and wires. An arm wrestler will beat the machine if they succeed in an bend bars/lift gates roll against it.

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.