Sunday, July 31, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 5 FORGOTTEN TREASURE VAULT.

5 FORGOTTEN TREASURE VAULT. The treasure was forgotten because it is hidden under a permanent illusion. It appears to be three casks reading “sewage water” and a pile of discarded clam shells.

  • The clam shells are a pile of 1256 gold crescents.
  • The first cask is actually a chest holding 50 Jalluxian gold dragons and 150 Jalluxian silver stars.
  • The second cask is actually a chest trapped with a poison needle (save or die) holding a scroll of 5 illusionist spells: dispel illusion, emotion, paralyzation, permanent illusion, and summon shadow.
  • The third cask is a cask, but it is really labeled “aqua vitalis” and contains ancient Jalluxian wine worth 2500 gold crescents.



Saturday, July 30, 2016

NEW MONSTER: PROTO-OTYUGH

PROTO-OTYUGH

FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 5-7
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 3
DAMAGE/ ATTACK: 1-6/1-6/2-9
SPECIAL ATTACKS: Disease, stinking cloud
SPECIAL DEFENSES: Only surprised on a 1
MAGIC RESISTANCE: Standard
SAVE: Fighter 5 to 7
INTELLIGENCE: Semi-
MORALE: 70% to 80%
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE:
5 HD: V/ 210 + 5/hp
6 HD: VI/ 375 + 6/hp
7 HD: VI/ 600 + 8/hp


Filthy progenitors of the otyugh and neo-otyugh, few of theses atavistic remnants remain today, usually hidden away in deep dungeons, forsaken wilderness, or areas teeming in prehistoric life. Proto-otyugh conform to the otyugh, in most respects, thought they prefer slimier, more wet areas. They are not intelligent enough to partner with other creatures, as the otyugh does. They are immune to disease and poison.

The proto-otyugh has a sensory organ stalk like the otyugh and also sports two sharply ridged tentacles. They are less attentive than the otyugh, and can be surprised on a 1. Its body is more lump-like than the otyugh, and its legs are shorter and thicker. The proto-otyugh is 90% likely to cause disease with its bite. It can release a belch of nauseous vapor equivalent to a stinking cloud thrice per day, as if a magic-user of the same level as its hit dice. This is an organic, not a magical attack. They can not communicate in any meaningful way.

UPPER DUNGEONS LEVEL 3A SALT MERE 4 PROTO-OTYUGH LAIR.

4 PROTO-OTYUGH LAIR. The floor is rank with scum, mold, and offal. Within the reeking mess is a proto-otyugh.

Proto-Otyugh (AC 7; MV 6”; HD 6; hp 37; #AT 2 tentacles and 1 bite; D 1-6/1-6/2-9; SA Disease, stinking cloud; SD Only surprised on a 1; XP 597)

This creature is 90% unlikely to attack if distracted by food

Friday, July 29, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 3 MYSTERIOUS CELL BLOCK.

3 MYSTERIOUS CELL BLOCK. The ceiling height is twenty feet. A humanoid figure in black rags holding a blunt scythe stalks the center of the room. Above the cells to the north is a large metal plaque which reads “Heed my Rhyme Beware the Prime”. The western cell (cell 1) holds a yellow skeleton sitting on a stool. Each of the other cells holds a skeleton and a stool as well: red in cell 2, blue in cell 3, and green in cell 4. The entire room has ambient light, but the source of the light is not apparent.

The humanoid is merely an animated collection of rugs, dirty clothing, and waterskins holding foul smelling gas. If attacked or subjected to dispel magic it will fall to pieces releasing unwholesome odors.

Animated Figure (AC 10; MV 12”; HD 1 hit point; hp 1; #AT 1; D 1-4 ; XP 6)

Cell 1 is backlit by yellow light. The skeleton inside is animated an covered by yellow mold.

Yellow Skeleton (AC 7; MV 12"; HD 1; hp 8; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 22)

Yellow Mold (AC 9; MV 0”; HD –; hp –; #AT 1; D 1-8; SA Poison spores; XP –)

Cell 2 is backlit by red light. The skeleton inside is painted red. It will not attack, instead it will stand up and tell jokes in a ridiculous accent.

Red Skeleton (AC 7; MV 12"; HD 5; hp 30; #AT 1 joke; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 44)

The jokes are so bad that they cause 1d6 damage of abdominal discomfort per round. The skeleton will continue telling jokes until destroyed.

Cell 3 is backlit by blue light. The skeleton inside is made of blue metal. If approached it will explode, causing 3d4 damage to everyone within 10'

Cell 4 is backlit by green light. The skeleton inside is painted green, except for the skull, which is made of jade and worth 5500 gold crescents.

Thursday, July 28, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 2 MESSY FEAST.

2 MESSY FEAST. Five froglodytes have ambushed a lone fangtooth fishman and has brought its body back to this room for a grisly feast.

5 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 12, 13, 16, 20, 22; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; SA Steam breath for 2d6; XP 173, 177, 189, 205, 213)

The froglodytes are not armed. There is a frogskin sack full of tiny carved pieces of silver resembling frogs. There are 27 pieces and each mini-sculpture is worth 3 gold crescents.

Wednesday, July 27, 2016

Upper Dungeons Level 3A Salt Mere Above and Below Water Wandering Monsters

Roll for random encounters using 1d6 once every six turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Salt Mere Random Encounters (Above and Below Water)
2d8
Description
2
1 Giant Froglodyte
3
1 Giant Sea Snake
4
1d4 Kopoacinths
5
1 Giant Marine Water Spider
6
1d2 Giant Eels
7
1d4+1 Crocodiles
8
1d4+1 Fangtooth Fishmen
9
2d4 Barracuda
10
1d4+1 Finned Wags
11
1d3+1 Mock Lobsters
12
1d2 Sharkadons
13
1d6+1 Lizard Men
14
1d4+1 Lacedons
15
1d2 Marine Electric Eels
16
1 Water Weird


Barracuda
Barracuda (AC 6; MV 30”; HD 1; #AT 1 bite; D 2-8; Size S; XP 10 +1/hp)

Barracuda (AC 6; MV 30”; HD 2; #AT 1 bite; D 2-8; Size M; XP 20 +2/hp)

Barracuda (AC 6; MV 30”; HD 3; #AT 1 bite; D 2-8; Size L; XP 35 +3/hp)

Barracuda have equal chances to be different sizes, roll 1d6 (1-2 = 1 HD, 3-4 = 3 HD, 5-6 = 4 HD)


Crocodile
Crocodiles (AC 5; MV 6”//12”; HD 3; #AT 1 bite and 1 tail slash; D 2-8/1-12; SA Surprise on a 1-3; XP 60 + 4/hp)


Fangtooth Fishman
Fangtooth Fishmen (AC 4; MV 9”//18”; HD 4+4; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; XP 90 + 5/hp)

Each fishman has a 30% chance of owning a piece of crude silver or gold jewelry, usually a necklace , anklet, or armband. Each piece of jewelry is worth between 21 and 40 (1d20+20) gold crescents.


Finned Wag
Finned Wags (AC 7; MV 6”//12”; HD 3+4; #AT 2 talons and 1 weapon; D 1-4/1-4 and trident; SD Surprised only on a 1; XP 60 + 4/hp)

This is a rare variant of the winged wag, with a fishy tail and lacking wings.


Giant Eel
Giant Eel (AC 6; MV 9”; HD 5; #AT 1 bite; D 3-18; XP 90 + 5/hp)


Giant Froglodyte
Giant Froglodyte (AC 4; MV 12”//15”; HD 8+3; hp 39; #AT 2 claws and 1 bite; D 1-8/1-8/2-16; SA Steam breath for 2d8; Size L; XP 1368)

This is a huge, ancient, reclusive froglodyte who has left the community to live by itself in the mere. It will gladly eat any prey it encounters, including other froglodytes. It wears a massive silver armband decorated with lapis lazuli and pearls (7500 gold crescents). If this creature has been encountered and defeated, treat rerolls of 2 as 10 (Finned Wag) instead.


Giant Marine Water Spider
Giant Marine Water Spider (AC 4; MV 15”; HD 6+6; #AT 1 bite; D 2-8; SA Poison; XP 575 + 8/hp)

This is a larger version of the fresh water giant water spider with more hit dice and a more dangerous bite.


Giant Sea Snake
Giant Sea Snake (AC 5; MV 12”; HD 8; #AT 1 bite and 1 constrict; D 1-6/ 3-18; SA Constriction, poison; XP 650 + 10/hp)


Kopoacinth
Kopoacinths (AC 5; MV 9”/15”; HD 4+4; #AT 2 claws, 1 horn, and 1 tail; D 1-3/1-3/1-6/1-4; SD Magic weapon to hit; XP 165 + 5/hp)


Lacedon
Lacedons (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)


Marine Electric Eel
Marine Electric Eels (AC 9; MV 12”; #AT 1 bite; D 1-6; SA Jolt (1, 2, or 3D8); SD Immune to electricity; Size L; XP 125+ 4/hp)

This is a larger version of the fresh water electric eel with more hit dice and a more dangerous bite.


Sharkadon
Sharkadon (AC 5; MV 15”//15”; HD 4;#AT 1 bite; D 2-8; XP 60 +4/hp)

Sharkadon (AC 5; MV 15”//15”; HD 5; #AT 1 bite; D 2-8; XP 90 +5/hp)

Sharkadon (AC 5; MV 15”//15”; HD 6; #AT 1 bite; D 2-8; XP 150 +6/hp)

Sharkadons have equal chances to be different sizes, roll 1d6 (1-2 = 4 HD, 3-4 = 5 HD, 5-6 = 6 HD)


Water Weird
Water Weird (AC 4; MV 12”; HD 3+3; #AT 0; D Nil; SA Drowning, strike as 6 hit die monster; SD Sharp weapons cause only one point of damage, cold based attacks slow only, fire based attacks do half or no damage, general immunity to most other magic, if disrupted will reform in 2 rounds; XP 370 + 4/hp)

Upper Dungeons Level 3A Salt Mere Shore Wandering Monsters

Roll for random encounters using 1d6 once every six turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Shore Random Encounters
1d12
Description
1-2
1d4+1 Fangtooth Fishmen
3-4
1d4+2 Froglodytes
5
1d3 Giant Crayfish
6
1d4+1 Giant Frogs
7
1d4 Giant Poisonous Frogs
8
1d6+1 Lizard Men
9
1d3+1 Mock Lobsters
10
1d2 Salt Pukes
11
1 Sea Hag
12
1d2 Sharkadons


Fangtooth Fishman
Fangtooth Fishmen (AC 4; MV 9”//18”; HD 4+4; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; XP 90 + 5/hp)

Each fishman has a 30% chance of owning a piece of crude silver or gold jewelry, usually a necklace , anklet, or armband. Each piece of jewelry is worth between 21 and 40 (1d20+20) gold crescents.


Froglodyte
Froglodytes (AC 5; MV 12”//15”; HD 3+2; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; SA Steam breath for 2d6; XP 125 +4/hp)

Each froglodyte has a 10% chance of owning a piece of crude silver or gold jewelry, usually a necklace , anklet, or armband. Each piece of jewelry is worth between 21 and 40 (1d20+20) gold crescents.


Giant Crayfish
Giant Crayfish (AC 4; MV 6”//12”; HD 4+4; #AT 2 claws; D 2-12/2-12; SA Surprise on a 1-3; XP 90 + 5/hp)


Giant Frog
Giant Frogs (AC 7; MV 3”//9”; HD 1; #AT 1 bite; D 1-3; SA Jump, surprise on 1-4, tongue; XP 14 + 1/hp)

Giant Frogs (AC 7; MV 3”//9”; HD 2; #AT 1 bite; D 1-6; SA Jump, surprise on 1-4, tongue; XP 28 + 2/hp)

Giant Frogs (AC 7; MV 3”//9”; HD 3; #AT 1 bite; D 2-8; SA Jump, surprise on 1-4, tongue; XP 50 + 3/hp)

Giant frogs have equal chances to be different sizes, roll 1d6 (1-2 = 1 HD, 3-4 = 2 HD, 5-6 = 3 HD)


Giant Poisonous Frog
Giant Poisonous Frogs (AC 8; MV 3”//9”; HD 1; #AT 1 bite; D 1; SA Poison; XP 45 + 1/hp)


Lizard Man
Lizard Men (AC 5; MV 6”//12”; HD 2+1; #AT 3 or 1; D 1-2/1-2/1-8; XP 35 + 3/hp)

This is a hunting and scouting party. The lizard men know they are outnumbered and weaker than the froglodytes and fishmen so they will be unlikely to fight unless they sense easy prey.


Mock Lobster
Mock Lobsters (AC 4; MV 9”//9”; HD 3+4; #AT 2 pincers; D 2-8/2-8; SA Surprise on a 1-3; XP 60 + 4/hp)

The mock lobsters are similarly averse to combat. If they are not immediately attacked they will be likely to try to barter with adventurers. They have information, food, fresh water sources, and gold at their lair to trade. They desire magic items and worked goods including but not limited to rope, torches, and musical instruments.


Salt Puke
Salt Pukes (AC 8; MV 6”; HD 4; #AT 0; D Nil; SA Spit corrosive chemicals for 4-16; SD Not harmed by blunt weapons; XP 85 +4/hp)

The salt pukes are responsible for making the salt mere salty.


Sea Hag
Sea Hag (AC 7; MV 12”//15”; HD 3; #AT 1; D By weapon type; SA Weakness, death gaze; MR 50%; XP 600 + 3/hp)

The sea hag will be armed with a dagger. There is a 50% chance it will have a useful magic item as well (weapon, wand, ring, or misc magic), which it will use to best effect.


Sharkadon
Sharkadon (AC 5; MV 15”//15”; HD 4;#AT 1 bite; D 2-8; XP 60 +4/hp)

Sharkadon (AC 5; MV 15”//15”; HD 5; #AT 1 bite; D 2-8; XP 90 +5/hp)

Sharkadon (AC 5; MV 15”//15”; HD 6; #AT 1 bite; D 2-8; XP 150 +6/hp)

Sharkadons have equal chances to be different sizes, roll 1d6 (1-2 = 4 HD, 3-4 = 5 HD, 5-6 = 6 HD)

Upper Dungeons Level 3A Salt Mere Caves Wandering Monsters

Roll for random encounters using 1d6 once every six turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Caves Random Encounters
1d20
Description
1
1d4+1 Butcher Worms
2
1d2+1 Carrion Crawlers
3-5
1d4+1 Fangtooth Fishmen
6-8
1d4+2 Froglodytes
9
1d2 Giant Boring Beetles
10
1d2 Giant Crayfish
11
1d4+1 Giant Frogs
12
1d4 Giant Poisonous Frogs
13
1d4 Gray Oozes
14
1d6+1 Lizard Men
15
1d3+1 Mock Lobsters
16
1 Piscodaemon
17-19
2d6 Slub Beetles
20
1d4+1 Trigintipedes

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


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


Fangtooth Fishman
Fangtooth Fishmen (AC 4; MV 9”//18”; HD 4+4; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; XP 90 + 5/hp)

Each fishman has a 30% chance of owning a piece of crude silver or gold jewelry, usually a necklace , anklet, or armband. Each piece of jewelry is worth between 21 and 40 (1d20+20) gold crescents.


Froglodyte
Froglodytes (AC 5; MV 12”//15”; HD 3+2; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; SA Steam breath for 2d6; XP 125 +4/hp)

Each froglodyte has a 10% chance of owning a piece of crude silver or gold jewelry, usually a necklace , anklet, or armband. Each piece of jewelry is worth between 21 and 40 (1d20+20) gold crescents.


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


Giant Crayfish
Giant Crayfish (AC 4; MV 6”//12”; HD 4+4; #AT 2 claws; D 2-12/2-12; SA Surprise on a 1-3; XP 90 + 5/hp)


Giant Frog
Giant Frogs (AC 7; MV 3”//9”; HD 1; #AT 1 bite; D 1-3; SA Jump, surprise on 1-4, tongue; XP 14 + 1/hp)

Giant Frogs (AC 7; MV 3”//9”; HD 2; #AT 1 bite; D 1-6; SA Jump, surprise on 1-4, tongue; XP 28 + 2/hp)

Giant Frogs (AC 7; MV 3”//9”; HD 3; #AT 1 bite; D 2-8; SA Jump, surprise on 1-4, tongue; XP 50 + 3/hp)

Giant frogs have equal chances to be different sizes, roll 1d6 (1-2 = 1 HD, 3-4 = 2 HD, 5-6 = 3 HD)


Giant Poisonous Frog
Giant Poisonous Frogs (AC 8; MV 3”//9”; HD 1; #AT 1 bite; D 1; SA Poison; XP 45 + 1/hp)


Gray Ooze
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)


Lizard Man
Lizard Men (AC 5; MV 6”//12”; HD 2+1; #AT 3 or 1; D 1-2/1-2/1-8; XP 35 + 3/hp)

This is a hunting and scouting party. The lizard men know they are outnumbered and weaker than the froglodytes and fishmen so they will be unlikely to fight unless they sense easy prey.


Mock Lobster
Mock Lobsters (AC 4; MV 9”//9”; HD 3+4; #AT 2 pincers; D 2-8/2-8; SA Surprise on a 1-3; XP 60 + 4/hp)

The mock lobsters are similarly averse to combat. If they are not immediately attacked they will be likely to try to barter with adventurers. They have information, food, fresh water sources, and gold at their lair to trade. They desire magic items and worked goods including but not limited to rope, torches, and musical instruments.

Piscodaemon
Piscodaemon (AC -1; MV 6”//18”; HD 6; #AT 2 pincers; D 2-16/2-16; SA Seize, venom; SD Never surprised, water based attacks are -1 per damage die, invisibility, half damage from acid, cold, and fire, hit only by silver, cold forged iron, black iron, or magic weapons; MR 60% to 1st level spells; XP 455 + 6/hp)


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


Trigintipede
Trigintipedes (AC 7; MV 15”; HD 2; #AT 1 bite; D 2-5; SA Weakness; XP 65 + 2/hp)



UPPER DUNGEONS LEVEL 3A SALT MERE 1 SQUARE ROOM.

1 SQUARE ROOM. Three black small shields, each with a white three leg Triskelion design hang from the north wall. They are actually painted silver shields each worth 300 gold crescents.

The nearby stairs ascend forty feet to Area 119 Upper Dungeons Level Three.

Encounter Key: Upper Dungeons Level 3A Salt Mere

This level lies forty feet below the western and central portion of Level 3 of the Upper Dungeons, and twenty feet below the eastern portion.

The most noteworthy portion of the level is the salt water lake (the salt mere) in a large central cavern. Legend has it that the salt mere was not always salty. It is said that Carlesimo, the great admiral of the Triskelion family, imported salt pukes and stocked the lake with marine monsters with the aid of his nephew Pelleas Triskelion. He built ships, hired pirates, and carried out naval battles and fights with sea monsters here. He once captured a powerful evil cleric and had him fight with his monsters and one of his pirate crews. The pirates were victorious and the cleric was killed, but in his dying breath he called upon his unclean deity and brought the curse of undeath down upon his slayers, who now exist as the living dead dread skulls at Area 87.

The ceiling in the large central cavern varies between twenty and thirty five feet. The large statue at Area 86 emits a bright red beacon that rotates sluggishly, like a light house, and can be dimly seen through the fog from almost everywhere in the great cavern. It allows denizens of the sublevel to always know where the are when in the main cavern, based upon the position of the light.

The shore of the mere is sandy and populated by salt pukes, whose secretions give the mere its salt content. Adventurers walking on the shore (not the many caves) will be hampered by dense fog which obstructs vision to ten feet despite light sources and which confounds infravision. It makes the red beacon hazy, ghostly, and indistinct and alters sounds so that different groups might pass near each other without noticing each others presence. The fog can be temporarily alleviated by a gust of wind spell or similar effect, but this will indicate an immediate wandering monsters roll to see if any creatures are exposed.

The salt mere itself varies in depth to perhaps fifty feet at its deepest. Strangely, the fog on the shore does not persist on the mere's surface. A separate chart is given for wandering monsters in the water.

The rooms and tunnels are natural caves or cut from bare rock. Ceiling height is generally eight feet in tunnels and smaller caves, up to thirty feet in larger caverns. The floors are sandy or muddy.

Level 3A directly connects to Level 3, Level 4, and Level 6.

The intelligent factions of monsters are the froglodytes, fangtooth fishmen, lizard men, mock lobsters, and dread skulls.

Froglodytes: The froglodytes are the most populous. They are led by wangateurs, holy leaders that have the respect of all froglodytes, even if their authority is not absolute. The wangateurs are deadly rivals and wish to eliminate each other. The froglodytes are also at war with the fangtooths and hope to eradicate them, but their lack of unity or focus makes this unlikely.

There are three main groups of froglodytes, each near the lair of a wangateur. The non-wangateur froglodytes are not partisan, they tend to travel at will between camps and to give respect to all three wangateurs. They are cold-blooded monsters, but can get along with each other tolerably well and cannibalism occurs but infrequently.

Fangtooth Fishmen: The fangtooth fishmen dominate the waters of the mere, being most at home in its salty waters. They regard all other lifeforms as their prey. A hybrid fishwoman has emerged as a leader in the caves of the fishmen and she is raising an army of hybrids built for conquest. This leader is Slackenslav, and she would welcome alliance if it meant an opportunity to lead her hybrid warriors out of the sublevel.

Lizard Men and Mock Lobsters: The mock lobsters and lizard men are largely content to let the froglodytes and fishmen fight it out while avoiding the brunt of the hostility. They are less aggressive than the other races and more likely to listen to reason or become allies during encounters.

Dread Skulls: Led by the horrible Captain Bonebeard, the dread skulls inhabit the sunken ship at Area 87. They press lacedons and regular skeletons into service as well and have no use for the living, but they are fond of rum...

Tuesday, July 26, 2016

UPPER DUNGEONS LEVEL THREE 154 WATERFALL.

154 WATERFALL. The river can be navigated from Room 145 but it ends in a waterfall here that drops untold feet to the cavern floor below.

Monday, July 25, 2016

UPPER DUNGEONS LEVEL THREE 153 OGRES' BED CHAMBER.

153 OGRES' BED CHAMBER. A very large ogre is here.

Jiovany (AC 3; MV 9”; HD 7; hp 36; #AT 1; D Two handed sword +3 to damage due to strength of 18/74; XP 543)

Jiovany is very strong but his aunties in Room 152 are brewing a stew to make him even stronger.

This room has four large pallets, domestic items (pots, pans, etc.), three huge clay jars, and a heavy stone table.

The first clay jar holds 315 gold crescents. The second has 7 heavy gold chains worth a total of 770 gold crescents. The third has 35 base 10 gold crescent bloodstones.

The stone table holds 5 stone containers with potions:

Container
Potion
Color
Taste
Odor
1
Human control (humans only)
Red
Tasteless
Buttery
2
Philter of love
Pink
Tasteless
Perfumy
3
Clairvoyance
Yellow
Salty
Peppery
4
Polymorph (self)
Black
Licorice
Odorless
5
Extra-healing
Transparent
Bitter
Lemon