Saturday, December 22, 2018
SHORT BREAK.
I'm going to take a break for a week or so and will start up again in the New Year. Thanks for reading and we'll start with Level 6 when I get back.
MIDDLE DUNGEONS LEVEL FIVE 158 STAIRS.
158
STAIRS. These stairs descend thirty feet to Area 79 on Level 6.
Friday, December 21, 2018
MIDDLE DUNGEONS LEVEL FIVE 157 MAGIC MOUTH.
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
MIDDLE DUNGEONS LEVEL FIVE 156 MORE THRONES.
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
MIDDKE DUNGEONS LEVEL FIVE 155 WALKWAY.
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
MIDDLE DUNGEONS LEVEL FIVE 154 THRONE GAMES.
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
MIDDLE DUNGEONS LEVEL FIVE 153 THE ARENA UPPER LEVEL.
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
MIDDLE DUNGEONS LEVEL FIVE 152 TOMB OF THE RUEFUL WARRIOR.
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
MIDDLE DUNGEONS LEVEL FIVE 151 ODES TO BATTLE.
151
ODES TO BATTLE. The walls are carved with poems celebrating
gladiatorial fighting. The floor is made of stone slabs, under each
of which is interred a skeleton wearing gladiator armor.
Friday, December 14, 2018
MIDDLE DUNGEONS LEVEL FIVE 150 THE FORGOTTEN WARRIOR.
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
MIDDLE DUNGEONS LEVEL FIVE 149 ANTECHAMBER.
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
MIDDLE DUNGEONS LEVEL FIVE 148 TOMB.
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
MIDDLE DUNGEONS LEVEL FIVE 147 BONE ROOM.
147
BONE ROOM. The floor is a carpet of well chewed human bones. Thick
wooden shelves hold smaller bone fragments.
Monday, December 10, 2018
MIDDLE DUNGEONS LEVEL FIVE 146 SHADOWY ROOM.
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)
NEW MAGIC ITEM: GHOST SPEAR.
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
MIDDLE DUNGEONS LEVEL FIVE 145 ARCH OF BONES.
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
MIDDLE DUNGEONS LEVEL FIVE 145 TO 152 TOMB OF THE FALLEN.
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
MIDDLE DUNGEONS LEVEL FIVE 143 THRONE OF LEVELS.
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
MIDDLE DUNGEONS LEVEL FIVE 142 ROOM OF ILLUSION.
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
MIDDLE DUNGEONS LEVEL FIVE 141 RESTFUL ROOM.
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
MIDDLE DUNGEONS LEVEL FIVE 140 SPEAKEASY.
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
Ice
Storm
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
MIDDLE DUNGEONS LEVEL FIVE 139 SCRYING CHAMBER.
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
MIDDLE DUNGEONS LEVEL FIVE 138 TIPSY TIGER.
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
MIDDLE DUNGEONS LEVEL FIVE 137 ASK THE STONE.
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
MIDDLE DUNGEONS LEVEL FIVE 136 ROOM THAT IS THREE ROOMS.
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.
NEW MAGIC ITEM: BAG OF SCOLDING.
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
NEW MAGIC ITEM: GOURMAND'S BLADE
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
MIDDLE DUNGEONS LEVEL FIVE 135 POOL ROOM.
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
MIDDLE DUNGEONS LEVEL FIVE 134 STAIRS.
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
MIDDLE DUNGEONS LEVEL FIVE 133 STORE ROOM.
133
STORE ROOM. This room is cold but not so cold that it will cause
damage. It contains all the ingredients necessary to bake meat pies
and cookies.
Sunday, November 25, 2018
MIDDLE DUNGEONS LEVEL FIVE 132 KITCHEN.
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
MIDDLE DUNGEONS LEVEL FIVE 131 PAYMASTER'S OFFICE.
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
MIDDLE DUNGEONS LEVEL FIVE 130 ABANDONED DORMITORY.
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
MIDDLE DUNGEONS LEVEL FIVE 129 DEN OF THE BIRD BEAST.
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
MIDDLE DUNGEONS LEVEL FIVE 128 ROOM OF RECORDS.
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
MIDDLE DUNGEONS LEVEL FIVE 127 THIS IS MY PUNISHMENT.
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
MIDDLE DUNGEONS LEVEL FIVE 126 BONES.
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
MIDDLE DUNGEONS LEVEL FIVE 125 PUMP ROOM.
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
MIDDLE DUNGEONS LEVEL FIVE 124 WATER FILLED ROOM.
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
MIDDLE DUNGEONS LEVEL FIVE 123 STATUE ROOM.
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
NEW MAGIC ITEM: LUSTRALIS RING
The
ring is adorned with a carving of a unicorn head. When any container
is held in the hand that bears the ring, liquid inside the container
is rendered into pure clean water.
XP
VALUE: 500
GP
VALUE: 4,000
MIDDLE DUNGEONS LEVEL FIVE 122 PLINTH ROOM
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
MIDDLE DUNGEONS LEVEL FIVE 121 STAIRCASE.
121
STAIRCASE. The staircase ascends thirty feet to Level 4 Area 17.
Tuesday, November 13, 2018
MIDDLE DUNGEONS LEVEL FIVE 120 BACK ROOM.
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
MIDDLE DUNGEONS LEVEL FIVE 119 CLERIC'S CELL.
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
MIDDLE DUNGEONS LEVEL FIVE 118 ROOM OF THE LUCKIES.
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
MIDDLE DUNGEONS LEVEL FIVE 117 ROOM OF THE FORTUNATE GRANDSON.
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
MIDDLE DUNGEONS LEVEL FIVE 116 ROOM OF MISFORTUNE.
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
MIDDLE DUNGEONS LEVEL FIVE 115 SHRINE OF ORPO, GOD OF LUCK.
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
MIDDLE DUNGEONS LEVEL FIVE 114 BEDROOM.
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:
ESP,
Levitate
Third
Level Magic User Spells:
Clairvoyance,
Suggestion
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:
Clairvoyance,
Suggestion
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