Monday, November 30, 2015


42 THE FUNGAL DEAD. Five dead bodies animated by strange fungus growth are here.

5 Fungoid Zombies (AC 8; MV 9”; HD 2+1; hp 11, 5, 8, 7, 15; #AT 1; D 1-8; SA Disease; SD Regenerate 1-4 hit points each round; XP 93, 75, 84, 81, 105)

This chamber is formed from a natural cavern. The floor dips slightly, having a bowl shape with its lowest point being about three feet lower than the floor level of the corridor. The floor is covered with dull purple fungi streaked with gray, while the ceiling is encrusted with green phosphorescent fungi. The walls are wet with moisture.

Any living creature which perishes in this room will rise as a fungoid zombie whether killed by a fungoid zombie or not due to the influence of the purple floor fungus. Searching the cave will reveal loose treasure: 3 gold crescents, 15 silver spanners, 18 copper pieces, 7 Karnak copper real pennies, rotting and rusting weapons, and a incandescent blue spherical ioun stone.

Sunday, November 29, 2015


41 FALLEN GUARDIAN. The ceiling is vaulted and sixteen feet high. In the center of the room is a metal stake firmly implanted in the floor. A chain links the skeletal remains of an owlbear to the stake. Patches of fur and feathers cling to the well-gnawed bones.

Saturday, November 28, 2015


40 SLUB BEETLE NURSERY. As the adventurers approach this room they will hear a buzzing sound. The walls, ceiling and floors of this chamber are crawling with the maggot-like slub beetle larva feeding upon the thick coat of algal slime and fungus which grows in this room and the nearby corridors. A few mature slub beetles fly by with their typical lack of grace. A pool of dirty water, seven feet deep, is in the center of the room. It contains slub beetle eggs and smaller larva. Embedded in the sixteen foot high ceiling is a huge hemisphere radiating a strange green-blue energy which serves to nourish the beetles and the plant life.

14 Mature Slub Beetles (AC 4; MV 1”/9”; HD 1-3 hit points; hp 1, 1, 2, 1, 3, 1, 2, 3, 3, 2, 1, 2, 2, 2; #AT Nil; D Nil; SA Collision; XP 6, 6, 7, 6, 8, 6, 7, 8, 8, 7, 6, 7, 7, 7)

Friday, November 27, 2015


39 ROOM OF THE STATUE. This room is inhabited by 3 wax golems who wear black iron plate mail armor and are armed with black iron broadswords. Their faces resemble human skulls so they resemble animated skeletons.

3 Wax Golems (AC 3; MV 6”; HD 4; hp 15 each; #AT 1; D Black iron broad sword; SD Limited spell immunity; XP 145 each)

The floor is tiled in diagonal gray and green tiles. There are three continual light globes suspended from the ceiling, which is of dull gray stone and has a height of twenty feet.

The truncated passage to the east contains a jade and silver ring valued at 200 gold crescents hidden among the rubble. This area was once a passage to Room 44 before a localized collapse.

The archway to the south is obstructed by a three faced, three legged, and three armed marble Triskelion statue. Two of the faces are scowling (north and east) and one is crying (west). Two of the hands hold a nine tailed whip and a sword. The last (central) is empty. If the staff from Room 55 is placed within the hand, the north looking face will change to a laughing visage (while the adventurers aren't looking). The statue will scuttle forward three steps allowing entrance to the alcove behind it.

Within the alcove is a stone sarcophagus containing 213 gold crescents and a pouch of gems (eight carnelian, 50 gold crescents each, and four yellowish pink pearls, 200 gold crescents each).

Thursday, November 26, 2015


38 WET ROOM. A number of pipes run along the ceiling, one has sprung a leak is dripping water onto a puddle on the floor, near the northeast corner. The water is palatable and occasionally used as a source of drinking water by dungeon inhabitants. It has attracted a gray ooze.

Gray Ooze (AC 8; MV 1”; HD 3+3; hp 23; #AT 1; D 2-16; SA Corrosive properties; SD Immune to spells, heat, cold; XP 315)

Wednesday, November 25, 2015


37 BEFUDDLING FRESCOES. The walls of the room have been decorated with frescoes.

Against the northwest wall is a scene of a ruined temple in a swamp with bizarre spider like creatures scurrying over the architecture. It a night-time scene, but the stars are depicted as putrescent orbs.

To the southwest is a painting of a ugly muscular man with gray flesh wearing only a loincloth. The word “SJAROS” is branded across his forehead. He is strapped to a table and being tortured by goat headed pygmies.

The northeast wall has a painting of a beautiful fountain with snakes swimming in its waters.

Against the southeast wall is the scene of a skeletal army assaulting a fortified town. Peasants and soldiers hurl oil and missiles at the invaders.

The funny thing about the frescoes is that they seem to move and fluctuate if they are observed. In this way they intrigue the viewer. This is a mimetic rather than a magical effect, so it will not detect as magic. Any person giving more than a passing glance at a fresco must save versus spells or be entranced. They will refuse to leave the room for an hour while they make their observations, sure there is a deeper meaning in the fresco than what is really there. Only one fresco will entrance any one viewer. Indeed, even if a person is entranced by one fresco they will be unable to understand what another person finds so special about another.

At the end of the hour, they will allow themselves to leave but they have been hooked. If they ever re-enter this room, they must immediately make another saving throw vs spells, but this time at -2. If they fail, they must spend two hours in the room observing their favorite fresco. Subsequent visits will see an escalation in their mania. Saving throws will continue to be harder to save against (-4, -6, etc.) and the time spent will increase as well by an hour each time.

The stairs to the south ascend twenty feet to Room 47 on Level 1.

Tuesday, November 24, 2015


36 WINDY ROOM. Anyone listening at the door to this room will hear a loud sound of rushing wind. The wind ceases immediately if either (or both) of the doors are open. However, whenever both doors are closed, a strong wind blows through the room through vents on the walls. This will automatically extinguish any torches and lanterns.

Monday, November 23, 2015


35 OCTAGONAL ROOM. As one approaches this room down either long hallway, a bright light is seen. A Continual Light spell has been placed on the doors, both of which are made of iron. Four adventurers are resting here. The ceiling of the chamber is vaulted and eighteen feet at its highest point. Four more Continual Light globes are also set into the walls. Inside, the adventurers are resting on four red couches. There is also a small rectangular wooden coffee table holding a battered brass platter and a empty bookcase.

Sir Dragan Madragor, Chaotic Good male human Fighter (AC 3; MV 9”; F4; hp 21; #AT 1; D Long sword +1 or silver dagger; S 15, I 13, W 11, D 11, C 16, Ch 16; XP 200)

He wears chainmail armor, a shield +1 (design of a white tower on an green field), and a gold chain about his neck valued at 70 gold crescents. He has a backpack with two potions of extra-healing (red and taste like cherries), three flasks of oil, a tinder box, and a bag of 33 gold crescents. Hidden in a secret clasp in his belt is a small diamond worth 450 gold crescents.

Gurbik Drensed, Neutral male half orc Fighter/Thief (AC 8; MV 12”; F2/T3; hp 12; #AT 1; D Scimitar +1 or dagger +1, +4 vs undead +1 to damage due to strength; S 16, I 10, W 9, D 13, C 14, CH 7; XP 133)

Thief skills
PP 35%, OL 38% F/RT 35% MS 27% HS 20% HN 20% CW 92% RL -

He wears leather armor and has a pouch with 23 gold crescents, 43 silver spanners, 6 copper pieces, and four gems (three are chrysoprase, 50 gold crescents each, and one is a bloodstone, 75 gold crescents). He wears an exotic-looking silver earring in his left ear worth 35 gold crescents.

Atwan El Alil, Chaotic Good female half elf Fighter/Magic-user (AC 2; MV 12”; F3/MU2; hp 11; #AT 1; D Dagger or dart; SA Spell use; S 11, I 16, W 13, D 17, C 12, CH 17; XP 169)

First Level Magic User Spells:
Feather Fall

She has already used up one of her spells and will be studying to replace it with shocking grasp. She wears elfin chain and has a leather strap decorated with feathers worn as a necklace (for the feather fall spell). She has seven darts and a wand of magic missiles (63 charges, command word “Joom”). She does not know the spell magic missile and will be interested in trading to learn it so she can recharge the wand. She has a backpack with a bag of seven moonstones (65 gold crescents each), 13 gold vinimes, 65 silver tamos, 13 silver spanners, 5 copper pieces, a stoppered metal container with powdered iron (for the enlarge spell), and a piece of crystal (for the read magic spell). She also has a spell book:

First Level Magic User Spells:
Enlarge, Feather Fall, Read Magic, Shocking Grasp

Chimrey, Lawful Neutral normal active male human (AC 8; MV 12”; HD 2-5 hit points; hp 4; #AT 1; D Club; SA Attacks as a 0 level Fighter; XP 9)

Chimrey is a linkboy and just a youngster at the age of fifteen. He carries a ten foot pole and wears leather armor. He also has a bullseye lantern (not lit in this lighted room). In his backpack are four spare torches, a tinder box, two bottles of oil, a bag of 108 gold crescents and 199 silver spanners (which belong to the adventurers) and a smaller bag of 3 silver spanners and 15 copper pieces (which are his). He has twice cheated death by a hairsbreadth and will avoid combat at all costs.

Dragan is a member of the minor nobility and is the de facto leader of the group, although his companions feel free to disagree with him (and each other) for any reason whatsoever. They may join up with a party, but will be likely to ask for extra shares if they feel they are strong compared to party members. They will be especially interested in joining a party with healing magic, as their party cleric was devoured by ghouls after a failed turning attempt.

Sunday, November 22, 2015


34H WASH ROOM. A green slime, finding the dampness of this room hospitable, has grown upon the ceiling.

Green Slime (AC 8; MV 0”; HD 2; hp 10; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 630)

A toilet is present, which actually flushes with the pull of a metal cord that descends from the ceiling. A sink with running hot and cold water is also here.

Saturday, November 21, 2015


34G SECOND TREASURE ROOM. This room is guarded by a wax golem. Its body resembles Paozo Triskelion's, complete with black robes with red “Paozo” embroidery. However, the face appears to be partially melted and there is no hair on the head.

Wax Golem (AC 10; MV 12”; HD 7; hp 30; #AT 1; D 1-8; SD Limited spell immunity; XP 590)

The room holds a large chest and a filing cabinet.

The chest is unlocked but trapped. If the trap is not found and disarmed it will cause a highly caustic, vile-smelling, and sticky substance to foul the opener's hands. This goo will cause 1d4 points of damage immediately and another 1 point of damage each hour for 24 hours unless removed by holy water or alcohol. Those affected by the substance will be at -4 on 'to hit' rolls and suffer -20% to thief skills involving the hands (and other applicable skills, as per Dungeon Master fiat). It holds the following items:

  • Five gems (four chrysoberyls, valued at base 100 gold crescents, and one peridot valued at base 500 gold crescents)
  • A Manual of Flesh Golems
  • A heavy book which is a history of a gigantic graveyard dating from the times of the Jalluxian Empire. This tome is bound in human skin with actual human vertebrae strung together with catgut to form the spine. Its yellowed pages also hold all the spells that Paozo has memorized along with Continual Light and Legend Lore.

The filing cabinet holds 24 drawers. Many are empty but some hold spell components:
  • A large circular clear crystal embedded in an iron ring
  • Dozens of short glass rods
  • Fragments of mica
  • Hundreds of white feathers
  • Large numbers of walnut shells, each cut neatly in half
  • Licorice root
  • Lumps of coal
  • Powdered iron
  • Powdered silver (25 gold crescents worth)
  • Several fingers wrapped in gauze, poorly preserved
  • Several small dried bats, it is clear someone has been pulling their fur off
  • Shards of human bone
  • Thirteen stoppered metal test tubes, each holding human blood and giant leech-based anticoagulant

Friday, November 20, 2015


34F FIRST TREASURE ROOM. This room holds an elaborate closed wooden coffin. It contains the following items:

  • 3486 silver spanners in loose coin
  • Three bags, each holding 700 gold crescents
  • A small wooden box - about one foot long, one half foot wide, and one half foot deep, holding delicious toffee (nominal value) and rare tea leaves (valued at 30 gold crescents).
  • A pouch with 11 copper pieces and a tiny gold statue of a donkey worth 75 gold crescents
  • A wooden snuffbox worth 4 gold crescents

The coffin is worth 2500 gold crescents if it is carried outside, but it is a fully man-sized coffin and weighs 3000 gp weight.

Thursday, November 19, 2015


34E BEDROOM. This room is furnished as a very simple bed room, with cot, night stand (holding several candles and a candle holder), a simple desk, and a wooden stool. The walls are made of wooden slats, and hold thousands of finger-sized holes. Pushing digits in the correct holes will allow one to slide open the secret doors to Rooms 34F and 34G. As described in Room 34D, Paozo may mention that there is a secret door in the east wall, allowing adventurers to automatically 'discover' it. He will not be so quick to volunteer information about the south secret door to Room 34G, however.

Wednesday, November 18, 2015


34D OPERATING THEATRE. The center of the room is dominated by two large stone slabs, each of which holds a humanoid form. The eastern slab is attended by five skeletons of pitch black color. To the south of the slabs is a disembodied brain (with attached eyeballs) inside a transparent cylindrical housing which itself sits upon a sturdy metal stand. The entire room is quite warm (nearly 100 degrees Fahrenheit). The room is well lit by Continual Light globes placed on metal tripods in the corners.

The black skeletons (Skelly Surgeons) lack hands, instead surgical instruments are placed at the ends of the long bones of the forearm. They are engaged in a dissection of the still-living body of Paozo Triskelion, which lies on the east slab. The heart in Paozo's body is still beating. Instead of blood, a clear nutrient solution similar to vat media courses through Paozo's blood vessels. Small hoses connect the body to holes in the slab. The slab is actually a reservoir of the nutrient fluid and works to filter out waster products and restore nutrients.

Paozo, a dedicated (but crazed) vivisectionist, has realized his own dream of dissecting himself by using the skeletons as his hands to perform the required manipulation. Paozo directs the action from his place as a disembodied brain and eyes floating in a clear solution of nutrient fluid from atop a perch on the nearby stand. He resides within a Glassteel cylinder. There is almost 10 gallons of the fluid and the cylinder, fluid, and Paozo's brain weigh about 80 lbs. (800 gp weight) altogether.

The Skelly Surgeons have been at their work for quite a long time, and Paozo's body is almost completely dis-assembled, with skin, muscle, bone, and vital organs placed carefully aside in metal bins brimming with more nutrient fluid. Paozo is moderately fond of his old body and is taking care to pick himself apart most carefully.

5 Skelly Surgeons (AC 3; MV 12"; HD 3; hp 16, 14, 15, 21, 10; #AT 1; D 1-8; SD Sharp weapons score half damage only, limited spell immunity; XP 98, 92, 95, 113, 80)

These creatures are enhanced and may only be turned as “Special”. Their bones are covered with a protective layer of black iron, giving them a much improved armor class. Each has a black opal embedded in its forehead (1000 gold crescent value). Removing the opal from a Skelly Surgeon will cause it to lose its magic and it will become “un-animated”.

Paozo Triskelion (as disembodied brain), Lawful Evil male human Magic-User (AC 1; MV 0”; MU 9; hp 1 (because he is just a brain); #AT 0; D 0; SA Psionics; S 0, I 17, W 12, D 0, C 1, Ch 16; XP 1514)

Psionic Strength: 113
Psionic Ability: 226
Attack/Defense Modes: A,C/F,G,H

Minor Disciplines:
Cell Adjustment, Domination, Mind Over Body, Suspend Animation

Major Disciplines:
Telekinesis, Telepathy

Paozo is not interested in fighting with interloping player characters. He would prefer to contact party members with telepathy and offer them a bribe (the contents of Room 34F) to go away. He will explain how to retrieve the treasure in that room if the adventurers agree to leave. He will not disclose the existence of Room 34G, if he can help it. If combat occurs, Paozo will use Psionic Blast, Domination, and Telekinesis to fight. He will also order the Skelly Surgeons to protect his brain.

Paozo has the following spells memorized, but he cannot use them because he has no mouth or hands to perform vocal or somatic components (he has no material components, either).

First Level Magic user Spells:
Feather Fall, Light, Protection From Evil, Read Magic

Second Level Magic User Spells:
Darkness, 15' Radius, Forget, Shatter

Third Level Magic user Spells:
Dispel Magic, Haste, Lightning Bolt

Fourth Level Magic user Spells:
Confusion, Fear

Fifth Level Magic user Spells:
Animate Dead

On the western stone slab, there is a huge form resembling a flesh golem, its calvarium is cut open to show a lack of brain. Its vascular system is also connected to its slab by tiny hoses feeding nutrient fluid to the body. After directing the Skelly Surgeons to take apart his old body, Paozo intends to be placed within the golem. If Paozo is allowed to complete his operation, he may be later added to the list of wandering monsters.

Paozo Triskelion (with Flesh Golem body) (AC 9; MV 8”; MU 9; hp 40; #AT 2; D 2-16/2-16; SD Magic weapons to hit; immunity to most spells, psionics, spell use; S 19, I 17, W 12, D 9, C 19, Ch 16; XP 3180)

As long as Paozo can obtain access to his material spell components in Room 34G, he will be able to also use his spells even though he is in a golem body.

Tuesday, November 17, 2015


34C CREEPY CRAWLER. The room holds a horrid occupant. It has the desiccated head of a bearded man sewed to the trunk what looks like a bear or ape. Six human legs and a pair of reptilian fore-limbs are also sewed to the trunk, giving the impression of a hulking, spider-like creature.

Creeping Horror (AC 6; MV 15”; HD 6; hp 34; #AT 2 claws; D 1-12/1-12; SD Limited spell immunity, resistance to normal weapons; XP 419)

This monster is a created thing similar to a flesh golem. It is not affected by cold-based or mind-affecting spells, including sleep, charm, and hold. Normal weapons do only 1 point of damage, regardless of strength bonus. Magic weapons do 1 point of damage and the '+' value of the weapon.

The walls of the room are decorated with charts depicting abnormal anatomy of animals, men, and monsters (a six legged calf, an ettin, a chimera, a man with a vestigial twin, a gnoll with four arms, etc.) Behind one of the charts (showing a 'mermaid' with the hind-parts of a dolphin and the torso and head of an ape) there is a door that leads to Room 34D.

Monday, November 16, 2015


34B GRIM GUARDIANS. Three withered husks are here, dressed in the now familiar black robes with red “Paozo” embroidery.

3 Withered Husks (AC 7; MV 12”; HD 3+1; hp 15, 16, 14; #AT 1; D 1-10; SA Fear; SD Limited spell immunity; XP 185, 189, 181)

The 15 hit point husk wears a golden key on a bit of twine about its neck. The key's intrinsic value is 50 gold crescents. The secret door in the south wall will only open if the key is inserted into a hidden key hole (a search for secret doors will reveal the key hole). This key will also open the door above the pit leading to Room 34A.

Sunday, November 15, 2015


34A FEARSOME FIVESOME. The door to this room is obstructed with an open pit. It is twenty feet deep and gives quite a problem to those who wish to enter the room. Furthermore, the door is locked.

In this room there are five men who look just like Paozo Triskelion (see Room 33 for his description). Each man holds a dagger and wears black robes with Paozo's name sewed into the garment in red thread. Behind them in the south wall is a huge ornate bronze door decorated with ornamentation resembling skulls and femurs. Two heavy iron wheels are here (resembling the hatch wheel of a submarine). On is in the east wall and the other is in the west wall.

One of the men is a wax golem that looks just like Paozo. The other four are actually illusions. Treat these as a mirror image spell that will not expire unless the images are struck by a weapon.

Wax Golem (AC 8; MV 12”; HD 7; hp 30; #AT 1; D Dagger; SD Limited spell immunity; XP 590)

The south door is not only a false door, it is also trapped. Any attempt to open it will cause 2d8 electrical damage (save vs dragon breath for half damage).

Turning the east wall's wheel clockwise will cause the west wall's secret door to slide open, but turning it counter clockwise will cause acid spray to shoot from a hidden nozzle in the wheel's center, targeting the person turning the wheel and doing 2d4+4 points of damage (again, save vs dragon breath for half damage).

Turning the west wall's wheel counter clockwise will cause the east wall's secret door, to slide open but turning it clockwise will cause a fountain of oil to shoot from a hidden nozzle in the wheel's center, soaking the opener, but causing no damage. This trap was originally paired with a flame device, but it malfunctioned years ago.

Saturday, November 14, 2015


33 VIVISECTIONIST'S OFFICE. Inside this room are eight animated skeletons. A bizarre cosmetic embellishment has been applied to the undead monsters Each has been given wax facial features and they all look like Paozo Triskelion (middle aged human male with messy black hair and a crazed and wild-eyed expression upon the face). 

8 Skeletons (AC 7; MV 12"; HD 1; hp 8 each; #AT 1; D Dagger; SD Sharp weapons score half damage only, limited spell immunity; XP 22 each) 

Any adventurer who has seen the picture of Paozo in Room 22 of the First Floor of the Inner Ward will be able to recognize that the figures bear the same likeness. Each skeleton wears black robes with Paozo's name sewed into the garment in red thread. 

A large desk against the south wall holds dozens of large sealed glass jars. Most of the glass jars hold human organs and other body parts, but two large ones stand out. One holds a long gray worm and the other a fetal goat, each in alcohol. 

If the jar holding the worm is smashed or otherwise opened, the occupant will quickly grow in size, becoming as large as a giant constrictor snake within a matter of moments and attack viciously. 

Gray Worm (AC 5; MV 9”; HD 6+1; hp 25; #AT 1 constrict; D 2-8; SA Constriction; XP 425) 

If the goat's jar is treated the same way, it will also quickly mature and become the size of a giant goat. It will fanatically serve the one who released it, as steed or to help fight. 

Giant Goat (AC 7; MV 18”; HD 3+1; hp 17; #AT 1 butt; D 2-16; SA Charge (+4 to hit, 6-20); XP 153) 

The desk has one drawer which is empty, but has a false bottom. The mechanism releasing the false bottom is trapped with a gas canister. If it is triggered it will release its poisonous contents, causing 1d6+4 points of damage to every person with ten feet (save vs poison for half damage). Within this hide-space are several Jalluxian coins (166 copper galleons, 345 silver stars, and 18 golden dragons) and a ruby with worth 500 gold crescents. 

The secret door is a sliding wall type. It is mechanically triggered by putting pressure on a portion of the floor adjacent to the secret door.

Friday, November 13, 2015


32 POOL ROOM. Ten feet above the east wall is a thin horizontal slit, twenty feet long, in the wall. From it a waterfall splashes into the scummy pool in the center of the room. Water exits via a small culvert in the west wall. The pool is nine feet deep and holds green scummy water. It is inhabited by four giant leeches.

4 Giant Leeches (AC 9; MV 3”; HD 3; hp 17, 15, 13, 12; #AT 1 bite; D 1-4; SA Drain blood, anesthesia, disease; XP 116, 110, 104, 101)

The bottom of the foul pool is littered by rotting wooden beams and rags, but there is also a skeletal human corpse wearing plate mail +1.

Thursday, November 12, 2015



MOVE: 12”
% IN LAIR: Nil
SPECIAL ATTACKS: Shock for 3-8
SAVE: Fighter 4
SIZE: M (4' in diameter)
LEVEL/ X.P. VALUE: III/ 85+4/hp 

These fierce predators resemble some bastard version of scorpion and spider. The body is wide like that of a spider, but it has has six jointed legs and two cruelly barbed claws. Its color is dull gray with streaks of crimson or bright blue. 

Much like a scorpion, the grougge has a tail. This segmented member ends not with a stinger but with a glowing blue point which the creature uses to administer an electric shock. It can deliver this attack once every two melee rounds, doing 3-8 points of damage to any one target within 2”. No saving throw is possible, but the grougge needs to make a “to hit” roll. Against victims in metal armor, the attack is at +4.


31 PIT. This ten foot deep pit will be obvious to all but the most inexperienced adventurers or those running or otherwise moving incautiously. The pit's floor is slimy with mold and oily grime.

Wednesday, November 11, 2015



MOVE: 12”
% IN LAIR: Nil
SPECIAL ATTACKS: Tail once every other round for 2-12
SAVE: As non-intelligent monster
SIZE: S (4' long)
LEVEL/ X.P. VALUE: III/ 35 + 3/hp

The scorpalbinus is a giant white arachnid with the general body shape of a scorpion. Unlike the scorpion, their tail ends bluntly. Attached to the tip is a thin retractable filament and at the end of this tether is a spiked ball.

The creature can aim and 'shoot' this ball, hitting individuals as far away as twenty feet for 2-12 points of damage, if there are no obstructions. It can only do this once every round, as it takes time to reel the ball back in. The scorpalbinus can attack one opponent with its claws, and use its tail attack on a separate target.


30 CREEPY ROOM. There is a round glass window in the door to this room. Anyone who looks through it into the room sees a strange looking crone in a black shawl spinning by candlelight. Her arms and legs are much too long and skinny and her head is overlarge. If the room is opened, the crone and spinning wheel are nowhere in sight, although the candle gives off an eerie glow. Adventurers will feel uneasy in this room and hirelings and henchmen will require morale checks to go inside. If the candle is removed from the room, the vision of the crone will not reappear, but the offender is cursed with painful boils and is at -4 to hit, damage, and saving throws until a remove curse or similar spell is applied by a cleric of at least seventh level and of good alignment.

Tuesday, November 10, 2015

Upper Dungeons Level 2 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.

Random Encounters

Black Tooth Gnolls
Butcher Worms
Cadaver Spiders
Carver Bugs
Corpse Flies
Cross Worms
Gelatinous Cube
Giant Bats
Giant Boring Beetle
Giant Rats
Glutinous Gunges
Gray Oozes
Huge Spiders
Itch Maggots
Screaming Scums
Slub Beetles
Winch Snakes
Yellow Fang Gnolls
Dungeon Dressing

Black Tooth Gnolls
1d4+2 Black Tooth Gnolls (AC 5; MV 9”; HD 2; hp 6, 9, 8, 3, 5, 11; #AT 1; D By weapon type +1 to damage due to strength; XP 32, 38, 36, 26, 30, 42)

Each gnoll has applied black material to their teeth, making it appear as if they lack teeth at first glance. For treasure, each has 0-9 (1d10-1) gold crescents, 0-22 (2d12-2) silver spanners, and 0-22 (2d12-2) copper pieces. Each gnoll will carry a broad sword and one second weapon: three have battle axes, two have morning stars, and the last has a guisarme.

This entry represents 6 Black Tooth gnolls who are on a jaunt about the dungeon level. They are just out looking for trouble. If these 6 gnolls are killed they may be replaced with gnolls from Room 80. If the Black Tooth territory is attacked by adventurers, these 6 gnolls may later be encountered as reinforcements after the initial assault, having returned from wandering.

Black Tooth gnoll patrols will stop if the Black Tooth gnolls are completely eliminated. If this is the case, treat rolls of 01-05 as 21-25, Corpse Flies, instead.

Butcher Worms
1d6+1 Butcher Worms (AC 6; MV 9" HD 2+3; #AT 1 bite; D 1d6+2; XP 35 + 3/hp)

Cadaver Spiders
2d6+2 Cadaver Spiders (AC 7; MV 9"; HD 1-4 hit points; #AT 1 bite; D 1-4; SA Pain; XP 7 + 1/hp)

Carver Bugs
1d4+2 Carver Bugs (AC 5; MV 12"; HD 2; #AT 2 claws; D 2-9/2-9; SA +1 to hit, attacks as sword of sharpness; XP 28 + 2/hp)

Corpse Flies
1d6+4 Corpse Flies (AC 6; MV 12”; HD 2; #AT 1 bite; D 1-4; SA Disease; XP 20 + 2/hp)

Cross Worms
1d4+2 Cross Worms (AC 8; MV 10" HD 2+1; #AT 1 bite; D 2-5; SA Webs; XP 50 + 3/hp)

This will be a group of 5 to 20 normal dementings. There is a 20% chance that they have a larger-than-usual one among them. If so, there is a 30% chance it is a giant dementing and a 70% chance it is a huge dementing.

5d4 Dementings (AC 8; MV 12"; HD 1-4 hit points; hp ; #AT 1; D 1-3; SD Immune to sight-based attacks; XP 7 +1/hp)

1 Giant Dementing (AC 6; MV 3”; HD 4+2; hp 21; #AT 2 claws and 1 bite; D 3-6/3-6/1-8; SD Immune to sight-based attacks; XP 130 + 5/hp)

1 Huge Dementing (AC 6; MV 3”; HD 3+2; hp 18; #AT 2 claws and 1 bite; D 2-5/2-5/1-6; SD Immune to sight-based attacks; XP 85 + 4/hp)

Gelatinous Cube
1 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)

1d6+1 Ghouls (AC 6; MV 9"; HD 2; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 65 + 2/hp)

Giant Bats
2d4+1 Giant Bats (AC 8; MV 3”/18”; HD 1; #AT 1 bite; D 1-4; SA Disease; XP 10 + 1/hp)

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

Giant Rats
3d4 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; #AT 1 bite; D 1-3; SA Disease; XP 7 + 1/hp)

Glutinous Gunges
1d4 Glutinous Gunges (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP 85+4/hp)

Gray Oozes
1d2 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)

1d2 Grougges (AC 5; MV 12:; HD 3+3; #AT 2 claws; D 1-6/1-6; SA Shock for 1d6+2; XP 85 + 4/hp)

Huge Spiders
1d4+1 Huge Spiders (AC 6; MV 18"; HD 2+2; #AT 1 bite; D 1-6; SA Poison, leap, surprise on 1-5; XP 145 + 3/hp)

Itch Maggots
1d4+4 Itch Maggots (AC 8; MV 3”; HD 1+4; #AT 1 bite; D 2-5; SA Itching bristles; XP 28+2/hp)

1d6+2 Scorpalbinus (AC 7; MV 12”; HD 2+1; #AT 2 claws; D 1-4/1-4; SA Tail once every other round for 2-12; XP 35 + 3/hp)

Screaming Scums
1d2 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)

Slub Beetles
2d4 Slub Beetles (AC 4; MV 1”/9”; HD 1-3 hit points; #AT Nil; D Nil; SA Collision; XP 5 + 1/hp)

1d2 Wagglepedes (AC 5; MV 9”; HD 4; #AT 1 bite; D 1-6; SA Hypnosis, surprise on a 1-4; SD Blunt weapons score half damage only; XP 85 + 4/hp)

Winch Snakes
1d4+2 Winch Snakes (AC 6; MV 12”; HD 2+2; D 1 constrict; D 1-6; SA Constriction; XP 50 +3/hp)

Yellow Fang Gnolls
1d4+1 Yellow Fang Gnolls (AC 5; MV 9”; HD 2; hp 9, 9, 9, 5, 13; #AT 1; D By weapon type +1 to damage due to strength; XP 38, 38, 38, 30, 46)

Each gnoll wears a yellow skull cap and yellow vest. For treasure, each has 0-9 (1d10-1) gold crescents, 0-22 (2d12-2) silver spanners, and 0-22 (2d12-2) copper pieces. Each gnoll will carry a broad sword and one second weapon: battle axe, morning star, glaive, footman's mace, and military fork.

This entry represents 5 Yellow Fang gnolls who make patrols of the dungeon. This is more out of boredom and a search for a fight than any sense of duty. If these 5 gnolls are killed they may be replaced with gnolls from Room 64. If the gnoll's territory in Rooms 60 to 65 are attacked, these 5 gnolls may be encountered as reinforcements to the tribe, having returned from wandering.

Yellow Fang gnoll patrols will stop if the Yellow Fang gnolls are completely eliminated. If this is the case, treat rolls of 91-95 as 78-80, Slub Beetles, instead.

Dungeon Dressing

1d10 Description
Lit torch lying cast off on the floor, it is releasing an unusually large amount of smoke
Sewing kit with needles and thread
Small bag of oats, flavored with brown sugar and honey
Four iron spikes, three are so bent as to be useless
Smell of raw sewage permeates the air
Foul-smelling green tinged water dripping from ceiling
Gentle breeze, smells slightly of rotting flesh
Copper coin decorated with an elephant face design on one aspect and star design on the other
Leather dog collar, well chewed
Clump of brown human hair with attached portion of bloody scalp