Saturday, December 22, 2018
Friday, December 21, 2018
157 MAGIC MOUTH OF DECLARATION. A magic mouth with fleshy sensuous lips, bright white teeth, and a forked tongue is on the west wall. It will loudly declare each adventurer's name and profession (ie. “Bluto the Fighter”) as each adventurer passes by. For dispel magic purposes, treat it as cast by a magic-user of level 24.
Thursday, December 20, 2018
156 MORE THRONES. The three thrones here mirror the ones at Area 154, but sitting in the center throne will allow the occupant to view the Room 76 on Level 6 as if he or she were standing there. This offered a unique perspective for the watcher during a gladiatorial contest.
Wednesday, December 19, 2018
155 WALKWAY. Ancient runes are inlaid in gold on the floor. The first time a person passes this way the runes add 1 point to the ability score of the player's choice (or 10% for exceptional strength).
If the gold is pried out it is worth 950 gold crescents but the magic will be ruined.
Tuesday, December 18, 2018
154 THRONE GAMES. There are three thrones facing the arena, the center elevated above the other two. There is a switch on the right arm of the northern throne. Pressing it will cause the center throne to suddenly pitch forward while the section of the wall in front of the throne swings outward. This will throw the occupant of the center chair down to Room 76 on Level 6, falling thirty feet to the sands below. The throne and wall section will then, just as suddenly, return to their original positions.
Monday, December 17, 2018
153 THE ARENA UPPER LEVEL. This room is the upper portion of a the arena, with the floor being Room 76 on Level 6.
The upper level is a concourse with a waist high stone wall acting as a barrier so people watching arena matches don't fall thirty feet down to the sands below. The ceiling is domed and twenty feet above this level, or fifty feet above the floor of Level 6. It radiates light and heat equivalent to a subtropical sunny summer day.
Asaemon the brass dragon lives on the floor on Level 6. He lies on his pile of treasure on the sandy arena floor.
Asaemon, Chaotic Good (Neutral) male average old brass dragon (AC 2; MV 12”/24; HD 7; hp 42; #AT 2 claws and 1 bite; D 1-4/1-4/4-16; SA Breath weapon, spell use, fear aura; SD Detect hidden or invisible creatures within 6”, save as 10 HD monster; Size L; XP 1211)
First Level Magic User Spells
Charm Person, Comprehend Languages, Shocking Grasp
Second Level Magic User Spells
Invisibility, Ray of Enfeeblement, Web
There is a 50% chance he will be asleep. If he is awake, there is a 50% chance he will have a visitor talking to him, and thus not able to surprise. For other details see Room 76 on Level 6.
Sunday, December 16, 2018
152 TOMB OF A RUEFUL WARRIOR. A heavy stone sarcophagus ornamented with a figure in imposing armor and great helm dominates the center of the room. Gaudy, faded, and torn banners, trophies, and plaques disgrace rather than decorate the walls with their shabbiness.
A spectre haunts the room, hateful of all life and inwardly regretful of his life of bloodshed and forgotten glory. It has the shape of a thick set and muscular man with gladiator-style armor and a sinister helmet that matches the image on the sarcophagus. It will float up from its sarcophagus when the room is entered.
Spectre (AC 2; MV 15”/30”; HD 7+3; hp 37; #AT 1; D 1-8; SA Energy drain; SD Magic weapons to hit, limited spell immunity; XP 1470)
One of the squalid trophies on a shelf on the wall holds 360 gold chain links and three sun-rubies. The chain links are each worth 2 gold crescents. The sun-rubies are tiny yellow gems that glow with an inner light like fire and are each worth 500 gold crescents, even though they are each only the size of a fingernail. One of the rods holding a tattered banners is actually a spear +2, which has the added ability of allowing its owner protection from normal missiles, as the third level magic-user spell, as long as it is held in both hands.
Saturday, December 15, 2018
Friday, December 14, 2018
150 THE FORGOTTEN WARRIOR. Near the center of the room is a pedestal holding a loquacious skull. Its eyes glow red and its teeth are filed to wickedly serrated points.
The Forgotten Warrior, Neutral Restless Dead (AC 10; MV 0”; F7; hp 42; #AT 0; D Nil; SD Limited spell immunity; XP -)
The Forgotten Warrior has forgotten his name. He vaguely remembers that he was a gladiator long ago. He hopes that someone will take him away and attach his head to the body of a skeleton, at which point he will gain movement and attack capabilities as a human fighter of level 7. He is immune to spells that do not affect undead. He can be turned by good clerics as if he was a paladin being turned b an evil cleric but turning him will do no good while he is just a skull.
Thursday, December 13, 2018
149 ANTECHAMBER. In the center of the room is a meaty corpse wrapped in yellow rags and wearing a gilded crown impaled on a lance-sized wooden stake jutting from the floor. A pentagram in white chalk is drawn around the figure, with black piles of ash at each point.
If the pentagram is breached, the piles transform into lemures.
5 Lemures (AC 7; MV 3”; HD 3; hp 16, 16, 15, 14, 13; #AT 1; D 1-3; SD Regenerate 1 hit point each round, limited spell immunity; XP 113, 113, 110, 107, 104)
If the crown is taken, the figure animates.
Mummy (AC 3; MV 6”; HD 6+3; hp 29; #AT 1; D 1-12; SA Fear, paralyzation, disease; SD Limited spell immunity; XP 1382)
The crown is decorated with small gold smiling mouths and decked with diamonds. It is worth 15000. Anyone wearing the crown is immune to fear, even magical fear, but they also have a hard time recognizing defeat and must make a saving throw vs death magic in order to retreat, even if everyone else in the party has already run away.
Wednesday, December 12, 2018
148 TOMB. Three ghasts crack bones to remove marrow. The floor holds many other bones and bone splinters. The wall is decorated with weapons used by gladiators. A small silver casket is near the north wall.
3 Ghasts (AC 4; MV 15”; HD 4; hp 22, 20, 19; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 178, 172, 168)
All of the weapons are typical of those used by gladiators and they are all in disrepair except for one short sword. This short sword is a +1 weapon and has the ability to cure 4d6 hit points once per day if the user impales himself or herself while chanting the words written on the blade “Tempore Unguatum Nendo”.
The silver casket holds the body of a gnome in full thraex kit. It is worth 400 gold crescents.
Tuesday, December 11, 2018
Monday, December 10, 2018
146 SHADOWY ROOM. A dim blue-green glow from the south wall pierces the unnatural darkness of this room. It can be seen even from the doorway.
Six shadows lurk here. They will try to prevent adventurers from retrieving the ghost spear, which is mounted on the south wall.
6 Shadows (AC 7; MV 12”; HD 3+3; hp 16 each; #AT 1; D 2-5; SA Strength drain; SD Magic weapon to hit, limited spell immunity; XP 319 each)
This is a slightly pointed shaft of wood. It glows a slight blue-green and does no damage except when directed against ethereal, incorporeal, semicorporeal, gaseous, or out-of-phase monsters, in which case it is a +5 weapon The list of creatures it is effective against includes shadows, ghosts, wraiths, spectres, phase spiders out-of-phase, and vampires in gaseous form.
XP VALUE: 1,500
GP VALUE: 13,000
Sunday, December 9, 2018
145 ARCH OF BONES. The east archway leading to the corridor is made of bones, including skulls with rolling eyes and salaciously protruding tongues. They grab and fondle anyone who enters the darkness within. Each character is subjected to a pickpocket attempt at 35% success.
Within, the room has the stench of death. There are four pits, each twenty feet deep and the bottoms concealed by the inky blackness that permeates the area. The first also contains a ghast at the bottom, hoping a lone adventurer will fall in.
Ghast (AC 4; MV 15”; HD 4; hp 23; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 282)
Saturday, December 8, 2018
145 TO 152 TOMB OF THE FALLEN. This area holds special darkness. Light works but normal light such as torches and lanterns only radiate five feet. Magical light extends up to ten feet. The edge of the darkness extends and contracts apparently randomly, occasionally collapsing almost to the light source before retreating in a hurry. If any person enters the area without a light source they will feel a slowly increasing coldness and have 1d3 hit points sucked out per turn. Creatures that are not alive are immune to this phenomenon. Exorcising the Wretched Fallen will eliminate the darkness and damage effects.
Do not use normal random encounters in this area. Instead there is a 10% chance per turn of encountering the Wretched Green Fallen.
Wretched Fallen (AC 0; MV 12”; HD 10; hp 55; #AT 1d4+6; D 1-8 each; SD Limited spell immunity, magic weapon to hit; XP 3020)
When the Fallen appears it begins as a pinpoint green light just above the floor. It slowly grows into a howling spherical mass of distorted tortured faces and limbs about ten to fourteen feet in diameter. It attacks with spectral weapons common to gladiators such as short swords and tridents. It can make 1d4+6 attacks per round and its variable shape means that it can attack characters up to twenty feet apart.
It takes two rounds to become strong enough to attack, during which time it can be attacked itself but only by spells or weapons of +3 or greater, as it is still extremely insubstantial. On the third round, it has gathered sufficient strength that it can attack normally and any magic weapon can strike it.
It is immune to spells that do not affect undead. It cannot be turned in Rooms 145 to 152 and because it cannot cross the Arch Of Bones at Area 145, it will never become susceptible[tible to clerical turning. It represents the souls of all the gladiators and slaves slaughtered in the arena and buried within this area.
If defeated, the Wretched Fallen is not destroyed, but will remain dormant for 1d4 turns, a period in which it will not be encountered. After this time it will revert to its normal 10% chance per turn. It can only be permanently removed by exorcism.
Friday, December 7, 2018
Thursday, December 6, 2018
143 THRONE OF LEVELS. Near the west wall is a massive stone seat carved with the likeness of old bearded men with stern expressions.
Any person who sits on the throne suffers a shock as electricity courses through them causing 1d4 damage, but it will also immediately raise their level by one. Experience points will rise to the minimum needed to advance one level, and the person will receive all the benefits of the new level without requiring training. Those without level will simply gain a hit die.
Wednesday, December 5, 2018
142 ROOM OF ILLUSION. The room appears as an irregular cavern, about the same dimensions as the actual ones. It cold, wet, and has a sandy floor with three gold crescents scattered about. This is mostly a powerful illusion that hides the door in the west wall. The real room has paintings of gladiator fights on the walls and a tiled floor.
The gold pieces on the floor are real, though.
Tuesday, December 4, 2018
141 RESTFUL ROOM. There is a small fountain built into the east wall. The water is slightly sweet and extremely refreshing.
Any time spent in this room counts as double regarding sleep, healing, or memorizing spells. Even healing magic is at double effect here. The chances of encountering wandering monsters are one tenth normal.
Monday, December 3, 2018
140 SPEAKEASY. A handsome well dressed man in a turban with a rakish moustache and goatee tends bar while a beautiful woman with giant insect-like wings sips wine from an exotic looking glass. They are actually a noble djinn and a sylph.
Ajbar the Noble Djinn (AC 2; MV 9”/24”; HD 10; hp 47; #AT 1; D 3-24; SA Whirlwind, magic use, SD Resist air-based damage; XP 2608)
In addition to the statistics given above and all the powers of a normal djinn Ajbar can create as much food and alcoholic beverages as he desires. He usually makes it look like he is dispensing drinks from his pointer finger, as a matter of style.
He was tricked by Auguste Triskelion into giving up a magic blue diamond that contains a part of Ajbar's essence 22 years ago. Now he is trapped here serving drinks for the next 78 years out of a 100 year agreement. If he can get back this gem, he will be freed and will grant a wish to every surviving character who brings it to him. The gem is located on Level 8 in Room 19, but Ajbar doesn't know where it is.
Ariel the Sylph (AC 9 (5 while invisible); MV 12”/36”; HD 3; hp 19; #AT 0; D Nil; SA Spell use; magic; SD Invisibility; MR 50%; XP 382)
First Level Magic User Spells
Charm Person, Dancing Lights, Protection From Evil, Shocking Grasp
Second Level Magic User Spells
Continual Light, Knock, Mirror Image
Third Level Magic User Spells
Dispel Magic, Gust of Wind
Fourth Level Magic User Spells
Ariel is his friend and visits for as long as she can bear staying this deep underground. She does not need to use spell components or spend time re-memorizing her spells each day like a human magic-user. Her helm of teleportation looks like a princesses tiara and she carries a potion of human control (blue, tastes like blueberries, no odor) in a crystal flask on her belt. If she and Ajbar are seriously threatened she will go invisible and summon an air elemental. She will teleport away if she is in serious danger of dying.
The room is furnished as an impeccably clean, fashionable, and comfortable bar. Even if the party does not intend to help free Ajbar, he is duty-bound to give them all the free drinks and food that they wish.
Sunday, December 2, 2018
139 SCRYING CHAMBER. The room appears to contain an six foot long brass dragon lying on bed of gold and sand. This is actually a image produced by the white crystal ceiling, which is a scrying glass that is projecting the brass dragon in Room 76 on Level 6. The image is one fifth normal size.
The floor of this room is real sand, and the closet to the south holds rakes.
Saturday, December 1, 2018
138 TIPSY TIGER. A mature male tiger crouches here. He has developed a taste for the champagne in Room 135 and is now in a near perpetual state of drunkenness.
Tiger (AC 6; MV 12”; HD 5+5; hp 39; #AT 2 claws and 1 bite; D 2-5/2-5/1-10; SA Rear claws for 2-8/2-8; SD Surprised only on a 1; XP 459)
Unless attacked first, the tiger is 90% unlikely to attack if thrown some food. Even if not thrown food it is 70% unlikely to attack, since it is feeling quite lazy and content.
Friday, November 30, 2018
137 ASK THE STONE. A smooth gray boulder, about four feet high by three foot circumference sits lonely near the south wall. Upon one aspect is a fleshy well-formed mouth.
If approached, the stone will say “Ask me your questions three, before I decide to answer thee”.
If the stone is asked three questions it will do its best to answer them. It knows everything the Dungeon Master knows, but some questions regarding the future may be impossible for it to answer. It will refuse to answer more than three questions, merely saying “I have answered your questions three, now silent I will be!”
If this room is revisited at a later date, the stone will be gone.
Thursday, November 29, 2018
136 ROOM THAT IS THREE ROOMS. This room is actually three different rooms depending upon which archway is entered. They each occupy the same space, but each has only one exit to the hallway. Room A is entered by the east arch, Room B by the central arch, and Room C by the west arch. It is quite possible for adventurers to enter the room by different entrances at the same time and to be in different versions of the same room but they will not see, hear, or feel each other.
Room A. This room holds a pack of three displacer beasts.
Displacer Beast (AC 4; MV 15”; HD 6; hp 36, 31, 30; #AT 2 tentacles; D 2-8/2-8; SD -2 on opponent's attack dice, save as 12th level fighter +2 on die; XP 763, 723, 715)
A set of three urns are against the west wall. All three hold gray dust. The first also holds 1556 gold crescents. The second also holds 2341 silver spanners. The third also holds three green-purple amethysts (100 gold crescents each) and two topazes (350 and 450 gold crescents).
Room B. Against the north wall is a big red lever. Hanging on the lever is a thick platinum chain (800 gold crescents value).
If the lever is pulled or the chain is taken (taking the chain alters the delicate balance of the lever and switches it anyway), then hatches will open along the east and west walls, four on each side. Behind each hatch is an ingeniously designed wooden mannikin painted like a skeletal human archer, only the top half of the body rendered. These archers will begin shooting arrows at the center of the room, where adventurers might be located. The strike as fourth level fighters and can fire two normal arrows per round. Each has 20 arrows in their quiver. They are just made of wood and not true skeletons and thus cannot be turned, etc. Causing 3 points of damage to any of them is enough to destroy or incapacitate, or the adventurers can just run for it.
Room C. Against the north wall is a stone throne delightfully decorated with the smiling faces of clowns and children. Above the throne is a plaque that reads “LOOF TSETAERG EHT ROF”.
If and only if a person actually sits in the throne, then a spring mechanism will cause the seat and back part of the throne to move violently to the left, and the occupant will be thrown for 2d10 damage. This will reveal a secret compartment below the seat holding the following:
- The Gourmand's Blade
- A potion labeled “poison” (red, bubbling, smells of bad breath, tastes of anise). It is mislabeled and is actually a triple strength potion of extra-healing.
- A wand of wonder, 43 charges, activation word written on the side “poison”.
- A bag of scolding, 35 pounds weight, 1000 pounds weight limit, 150 cubic feet.
The bag of scolding is a bag of holding that can talk and has opinions about everything. It will spit out any item that is not treasure (coins, gems, jewelry, magic items, and other items of valuable nature such as fine furs and works of art). On the plus side, it will tell you when it is feeling full.
XP VALUE: 5,000
GP VALUE: 20,000
This magic long sword has all the capabilities of a flame tongue sword. In addition it has the following qualities:
- Can speak the common tongue of men and the language of creatures from the Elemental Plane of Fire
- Intelligence 15
- Ego 10
- Neutral Alignment
- Is a +5 weapon against monsters that have a food word in their name, such as black pudding or ochre jelly
- Detect food, kind, and amount in 2” radius
- When inserted into cooked items or baked goods can determine with unfailing accuracy whether they have been cooked to the appropriate temperature
- Can suggest recipes
XP VALUE: 1,200
GP VALUE: 7,500
Wednesday, November 28, 2018
135 POOL ROOM. The four pools, each eight feet deep, are filled with yellow liquid.
The northeast pool holds bubbling champagne.
The southeast pool holds sparkling apple juice.
The northwest pool holds foamy urine.
The southwest pool holds potent acid.
The pools contents are magically refilled and restored after an hour if taken or polluted.
Tuesday, November 27, 2018
134 STAIRS. The stairs descend thirty feet to Area 54 of Level 6. About halfway down there is a trap activated by pressure on one of the steps. It has a 50% chance of going off each time the stairs are used. A metal cylinder with spikes will swing on a chain out of the ceiling, doing 1d12 damage if it hits.
For adventurers descending the stairs it will hit the first in marching order. They may roll vs petrification to avoid it.
For adventurers ascending the stairs it will hit the second in marching order, unless they are very short, such as halflings or gnomes, in which case it will hit the first row. These adventurers may also roll vs petrification to avoid, but the save is at -8.
The trap has a self-winching mechanism, so it will reset itself 3d4 minutes after being triggered.
Monday, November 26, 2018
Sunday, November 25, 2018
132 KITCHEN. A magic-user and an ogre are baking meat pies and cookies for the griffin in Room 129.
Grigor Donderbluss, Neutral Good male human Magic-User (AC 6; MV 12”; MU8; hp 19; #AT 1; D Dagger or darts; SA Spell use; S 7, I 17, W 15, D 15, C 13, Ch 16; XP 1528)
First Level Magic User Spells:
Burning Hands, Erase, Hold Portal, Magic Missile
Second Level Magic User Spells:
Continual Light, Darkness, 15' Radius, Stinking Cloud
Third Level Magic User Spells:
Dispel Magic, Fireball, Slow
Fourth Level Magic User Spells:
Fear, Ice Storm
He wears blue robes with silver stars, a matching wizard hat, and a ring of protection +3 (5' radius). He carries the following spell components: a small crystal lens, a vial of water, a vial of dust, a vial of treacle, a vial or rare ink (200 gold crescents), a pouch of bat fur, a small bag of coal fragments, skunk cabbage leaves wrapped in felt, and a leather strap with fifteen white feathers sewn into it. His travelling spell book has all the above spells, write, and read magic. He also has a scroll of lightning bolt and fire shield, and his pouch holds 25 gold crescents.
Barfolomew the Ogre (AC 5 (2); MV 9”; HD 4+1; hp 26; #AT 1; D By weapon type +2 to damage due to strength; XP 220)
Barf carries a big club (d8 damage), 35 gold crescents, 17 silver spanners, and 58 copper pieces. He will have an improved AC as long as he is within five feet of Grigor.
The two have been charmed by the griffin. As with the gladiators in Room 131, the charm will be dispelled if they see the dead griffin or after one year.
Saturday, November 24, 2018
131 PAYMASTER'S OFFICE. A secutor and a retiarus are here. There is a desk, a bookshelf, and a massive iron safe that dominates the room.
Retiarius (AC 8; MV 12”; F5; hp 27; #AT 1; D Trident, net, or dagger +1 due to strength; XP 387)
Secutor (AC 7; MV 12”; F5; hp 30; #AT 1; D Short sword +1 due to strength; XP 330)
Each gladiator has 5d10 gold crescents. They have been charmed by the griffin in Room 129 and are guarding its treasure. They have only been told to guard the safe, and will not be hostile unless attacked or someone tries to break into or steal the safe. Their charm will remain for 1 year or unless they see the dead body of the griffin. If the charm is broken, they will immediately stop cooperating with each other since they are deadly enemies.
The desk holds old pay stubs for the men and women who guarded the gladiators and beasts for the arena. There is a plaque that reads “ Three Strikes And You're Out”, but the word 'Out' has been scratched out and the word 'safe' is inserted above.
The bookcase holds old records regarding the payment of wages to guards and beast handlers.
The safe is a six feet cube and is locked. Inside are the following:
- Giant Constrictor Snake Skeleton (AC 6; MV 9”; HD 6; hp 31; #AT 1 bite and 1 constrict; D 1-4/ 2-8; SA Constriction; SD Sharp weapons score half damage only, limited spell immunity; XP 461)
- Six fat bags holding 2500 gold crescents each
- One thinner bag holding 342 gold crescents
If the safe is struck three times before being opened, the giant snake skeleton will be rendered powerless and will appear inanimate until the safe is closed again.
Friday, November 23, 2018
130 ABANDONED DORMITORY. This room has been untouched by men for years. The neatly made beds are dusty and blankets are rat-chewed. There are enough furnishings for about two dozen sleepers. Footlockers hold everyday items. If all are diligently searched 1d4 gold crescents, 1d8 silver spanners, and 2d12 copper pieces will be found.
Thursday, November 22, 2018
129 DEN OF THE BIRD BEAST. The room smells strongly of wet fur. It holds an exotic type of griffin.
Unusual Griffon (AC 3; MV 12”/18”; HD 7+7; hp 40; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; SA Charm gaze; XP 1050)
The griffon has the body of a tiger instead of a lion, and the head, wings, and fore legs of a huge raven, not an eagle. In addition to its normal attacks, it can attempt to charm with its gaze, as a vampire. Victims must save at -2 vs this powerful charm spell and will be affected for the duration of the encounter, should they succumb to its effect. It has average intelligence and can speak the language of sphinxes, though it does not need to speak to command charmed victims.
Wednesday, November 21, 2018
128 ROOM OF RECORDS. The walls are lined by wooden scroll cubbies. The scrolls are not magic but instead hold records of the outcomes of gladiatorial contests going back fifty years or so.
Tuesday, November 20, 2018
127 THIS IS MY PUNISHMENT. The room is furnished as an office, with desks and chairs in two rows of eight. Sixteen human shaped figures are endlessly writing in blood colored ink on cheap paper the same phrase over and over: “This is my punishment”. The sixteen are wrapped in black cloth, crusty with dried blood, head to toe, and so their true nature is not immediately apparent.
16 Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 38 each)
The vials holding the ink are specially leaded glass worth 5 gold crescents each and the blood red ink is in fact a form of unholy water.
Monday, November 19, 2018
126 BONES. Well chewed dried animal bones litter the floor. Among the material there are a few black feathers and a silver hip flask (30 gold crescents) holding a potion of fire resistance (blue, tasteless, smells minty, always ice-cold).
Sunday, November 18, 2018
125 PUMP ROOM. Ruined machinery of obscure design lines the north and south walls. A huge handled lever is in the ground near the west wall. Next to the level is a unanimated skeleton in blue overalls.
If the lever is moved, there will be a deafening grinding sound from the floor and the flood gates in the walls of Room 124 will be fully opened, causing a subsequent loud rush of water raising the level of the water in Room 124 to two feet below door level and allowing 4 giant leeches from the pipes into that Room.
4 Giant Leeches (AC 9; MV 3”; HD 4; hp 22, 19, 15, 13; #AT 1 bite; D 1-4; SA Drain blood, anesthesia, disease; XP 198, 186, 170, 152)
Due to the sagging of the rope bridge it will now be under water.
Reversing the lever will close the gates again, but the water will not drain from Room 124.
If the body of the skeleton is checked, there is an ornate golden key is his pocket (2750 gold crescents). It is inlaid with platinum wire and small rubies and obviously ornamental rather than functional.
Saturday, November 17, 2018
124 WATER FILLED ROOM. The sound of falling water can be heard in this room from outside of the door. About six feet below the level of the doorways is a murky vomitous smelling foamy pool that is another eight feet deep. A rope bridge extends from one door to another, but it sags in the middle to a little over two feet above the water. There are multiple narrow rectangular openings scattered about the walls two to three below the level of the bridge where pipes bring water to fall into this room.
The debris of the level gets channeled here. Among the rotting organic matter and miscellaneous trash at the bottom there are 7 gold crescents, 14 silver spanners, 26 copper pieces, and a small ruby (300 gold crescents).
Friday, November 16, 2018
123 STATUE ROOM. Partial statues adorn the room, except for one amazing intact statue of a beautiful woman carved from gray veined marble. A clump of rags and dwarven bones is next to the completed statue.
The intact statue is actually alive. The dwarven artist who carved it made it so perfect that it came to life. He then died after completing this work of a lifetime.
Living Statue (AC 2; MV 9”; HD 7; hp 37; #AT 1; D 1-8; SD Resistance to damage; XP 871)
All normal weapons do only half damage against her. Magic weapons do normal damage but do not get any magic '+' bonus on damage. Weapons used against her may break, as if they had hit a caryatid column. She can use stone tell as a magic ability cast as if she was 12th level, three times per day.
The statue is extremely shy and will not move. She is curious, however, and will follow a party that contains male dwarves, as she will identify them with her creator. Thus an observant party may notice her following them about the dungeon. If she is properly approached she may be made an ally. She has a neutral alignment, can speak, and has an intelligence score of 14.
Thursday, November 15, 2018
122 PLINTH ROOM. Brilliantly modeled but only partially completed statue plinths are scattered haphazardly about the room.
Tools needed to carve stone are placed irregularly about. Hidden in a pile of rubble is a lustralis ring.
Wednesday, November 14, 2018
Tuesday, November 13, 2018
120 BACK ROOM. Offerings that the God of Luck does not want are brought here by the luckies.
There are the following:
- A wagon wheel
- 25 iron spikes
- 1245 silver spanners
- A flawed diamond as big as a lion's head, worth only 20000 gold crescents
Monday, November 12, 2018
119 CLERIC'S CELL. This room is furnished as a comfortable bedroom. An ancient man sits reading and writing sacred texts about the Luck God.
Coth, Chaotic Neutral male human Cleric of Orpo (AC 2; MV 9“; C28; hp 74; #AT 1; D ; SA Spell use; S 8, I 13, W 18, D 7, C 7, CH 15; XP 10590)
First Level Cleric Spells:
Bless, Command, Create Water, Cure Light Wounds, Light, Remove Fear
Second Level Cleric Spells:
Chant, Hold Person, Resist Fire, Snake Charm, Speak With Animals
Third Level Cleric Spells:
Continual Light, Create Food & Water, Cure Blindness, Cure Disease, Dispel Magic, Remove Curse
Fourth Level Cleric Spells:
Cure Serious Wounds, Detect Lie, Divination, Exorcise, Speak With Plants, Tongues
Fifth Level Cleric Spells:
Commune, Cure Critical Wounds, Dispel Evil, Flame Strike, Insect Plague, Quest, True Seeing
Sixth Level Cleric Spells:
Blade Barrier, Conjure Animals, Heal, Part Water
Seventh Level Cleric Spells:
Earthquake, Gate, Regenerate, Wind Walk
Coth wears rich ceremonial robes (2500 gold crescent value), bracers of defense AC 2, and carries a silver holy symbol. His memory and cognitive abilities are affected by his great age, so he hasn't memorized all the spells he is entitled to, and he gets his spells muddled a bit. However, because he is the cleric of the God of Luck, he will always accidentally cast the most appropriate spell for the occasion. As long as he casts spells in the Shrine Area (Rooms 115 to 119) he does not need to use components and he fires off all spells in 1 segment.
His desk holds fine parchment and vellum, 150 gold crescents worth, along with a selection of inks and gold pens worth 350 gold crescents. The luckies in Room 117 periodically come and make sure he eats, sleeps, etc.
Sunday, November 11, 2018
118 ROOM OF THE LUCKIES. This room holds seven two foot tall anthropomorphic rabbits. These are the mystical servants of the God of Luck and spend their days tidying up the shrine and serving the cleric in Room 119.
7 Luckies (AC See below; MV 12”; HD 1+1; hp 7 each; #AT 0; D See below; MR 50%; XP 124 each)
These creatures will ignore adventurers unless attacked or the shrine is desecrated. If attacked, they can only be hit on a natural '20'. They cannot attack, but those who attack them suffer misfortunes every round they spend in aggression (trip on a sword sheath, have a piece of stone crumble from the ceiling and fall on their head, etc.) These misfortunes will do 1d6 damage per round.
Saturday, November 10, 2018
117 ROOM OF THE FORTUNATE GRANDSON. An enormous man with a chubby belly holding a giant blue feather and wearing a loincloth sits in a bed of four leaf clovers. This is Enyo, a grandson of the God of Luck.
Enyo, Divine Being (AC 0; MV 9”/24”; HD 10 hp 48; #AT 1; D 2-16; SA Magic use, SD +2 or better weapons to hit; MR 50%; XP 3672)
Enyo has been meditating here for the last hundred years or so. He has been hiding out in this temple after seducing the granddaughter of the Goddess of Flowers, whose wrath he figures has cooled off by now.
Enyo is a rather minor member of the pantheon. He has all the abilities of a djinn in addition to the statistics given above. If he is disturbed out of his trance violently, he will attack in kind. If he is disturbed gently, he will waken up and depart to the astral plane in search of new mischief, leaving behind his magic feather, which acts just like a ring of feather falling when held and can cast a gust of wind spell three times per day as cast by a magic-user of level 11.
Friday, November 9, 2018
116 ROOM OF MISFORTUNE. The room is full of broken mirrors, spilled salt, ladders, and open umbrellas. Anything taken from this room will act as a lodestone until a remove curse is placed upon the character.
Thursday, November 8, 2018
115 SHRINE OF ORPO, GOD OF LUCK. The heavy purple curtains adorning the walls ripple with an unseen and unfelt breeze. The altar is a cylinder of white and purple veined stone four feet high holding a brass offering bowl labeled 'ORPO'. The room is lit by braziers of glowing purple-blue flame that never go out. The angled walls are decorated with friezes depicting people experiencing good luck (on the northeast wall) and ill luck (on the southeast wall). Examples of good luck are finding money on the street and having a spontaneous romantic encounter. Examples of bad luck are having a chamber pot dumped on your head and falling into a pit.
Gladiators come here to make cash offerings for good luck in battle. There is a 50% chance there are 1d20 gold crescents in the offering bowl. If a character places cash in the offering bowl, they may be granted good luck by the god. For each gold crescent worth of money given, there is a 10% chance that Orpo will give the character +4 on to hit rolls and saving throws in their next encounter (maximum chance is 80%).
Taking money from the offering bowl or otherwise desecrating the shrine will call the wrath of Orpo down on the character, if Orpo notices (50% chance). This will result in a curse causing -4 on to hit rolls and saving throws until Orpo is appeased with a quest or cash of one quarter the character's worth.
Periodically the servants of Orpo (see Rooms 118 to 120) will emerge to take offerings.
If the friezes are observed closely, the observer will see himself or herself as the person experiencing the good or bad luck. This is highly subjective. Two people looking at the art will each see themselves.
Wednesday, November 7, 2018
114 BEDROOM. Valeria is a magic-using gladiator. She likes to wait a round or two before casting spells in order to surprise opponents.
Valeria, Neutral female half elf Fighter/Magic-user (AC 6; MV 12”; F6/MU6; hp 24 (27 with familiar); #AT 1; D Short sword +1 Slothclaw; SA Spell use; S 14, I 17, W 15, D 15, C 10, CH 15; XP 616)
First Level Magic User Spells:
Magic Missile (X4)
Second Level Magic User Spells:
Third Level Magic User Spells:
Valeria carries the key to her room, 17 gold crescents, 3 silver spanners, 8 copper pieces, a small leather loop for the levitate spell, a piece of crystal for the read magic spell, a small glass vial holding powdered orc pineal gland for the clairvoyance spell, a snake's tongue and honeycomb for the suggestion spell. Valeria has a familiar, a female black cat named Dundine (hp 3).
When she hits with her magic short sword, the victim must save vs poison or be slowed for 3 to 4 (1d2+2) rounds.
A Leomund's Trap is on her lockbox, which is built into the bottom drawer of her dresser. The lockbox holds a sack of 180 gold crescents, three chunks of iron pyrite, five pieces of star rose quartz (50, 50, 50, 35, and 75 gold crescents), 5 snake heads, 3 mummified orc heads, a flask of sweet oil, and a silver statue of a chimera (250 gold crescents). It also contains her spellbook:
First Level Magic User Spells:
Find Familiar, Magic Missile, Read Magic
Second Level Magic User Spells:
ESP, Leomund's Trap, Levitate
Third Level Magic User Spells: