49 STORAGE ROOM. The shelves lining this room hold thousands of glass bottles holding sweet bubbly beverages topped by metal caps. Bins hold salty treats in sealed paper bags.
Wednesday, February 28, 2018
Tuesday, February 27, 2018
48 WEAPON SUPPLY DEPOT. A white pedestal is in the center of the room, about waist high and thick around as a fat woman. On the top is an indented right hand print.
If a person places their bare hand on the hand print, they will be issued a weapon. A white tube will descend from the ceiling and put the weapon on the pedestal. The type of weapon depends on the personality of the character. Generally happy people will be given a sword, sad people will get a staff, and angry people will be given a nine-tailed whip.
70% of swords will be long swords, 20% broad swords, 5% short swords, 4% bastard swords, and 1% two-handed swords. The device remembers specific hand prints, so only one weapon will ever be issued to an individual.
Monday, February 26, 2018
47 EXTRACTION ROOM. Seven of the twenty padded chairs in the room hold corpses.
The chairs are all equipped with leather straps for the arms, waist, and neck. Scratches on the arm rests suggest that the victims appear to have been conscious and tried to claw the leather with their fingernails.
The corpses appear to be a mixture of human, elf, dwarf, and humanoid types, but proper identification is made problematic since their faces and chests are caved in. They are all desiccated, and quite well preserved otherwise
A thorough examination will turn up a hefty glass syringe under one of the chairs. It is about the size of a human forearm and its metal tip is about six inches in length. It contains thick brown sludge.
Sunday, February 25, 2018
46 LABORATORY. The room holds tables with black tops scarred by acid and littered by shattered glassware. There are four large metal cabinets.
Two of the cabinets are empty.
One has been hollowed out and holds a giant spider.
Giant Spider (AC 4; MV 3"*12"; HD 4+4; hp 26; #AT 1 bite; D 2-8; SA Webs, poison, surprise on a 1-4; XP 445)
It prefers ambush and will not attack unless the cabinet is opened, but it can surprise on a 1-4 in 6. The spider has no use for treasure, but one of its victims had a pouch holding 73 gold crescents and two carnelian gems stones worth 100 gold crescents each. This pouch is at the bottom of the cabinet.
On the shelves of the last cabinet are five metal containers.
- Two are labeled "wound ointment" and hold Keoghtom's ointment.
- One is labeled "memory pills" and holds seven pills. These pills erase the memory (including spells). Things such as language and class abilities and skills are retained, but the person will not remember any of the other characters. Over the next month the long term memory will return, but events of the 24 hours before ingestion of the pill are lost forever.
- One is labeled "growth pills" and holds five pills. Anyone taking a pill will grown one inch in height.
- The last one is labeled "experimental – do not consume" and holds two pills. These do nothing.
Saturday, February 24, 2018
45 ROOM OF THE CLEANERS. A huge red lever is on one wall, next to a sign reading "Pull for cleaning service".
If the lever is pulled, a 10 foot by 10 foot section of adjacent wall will open and release a gelatinous cube created from a vat and kept in storage.
Vat Spawned Gelatinous Cube (AC 8; MV 6”; HD 4; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 150 + 4/hp)
The wall section will then close back up, like an automatic door swooshing back into place, If this space is broken into, there is a ten foot room. The cubes are made underneath and raised by an elevator.
Once the lever is pulled, the cubes should be added to the wandering monster list, as one is released at uneven intervals. Returning the lever to the upright position does nothing, although the system can be turned off by the master control in Room 68.
Friday, February 23, 2018
44 SECURE ROOM. The metal doors are sealed airtight. They are the type with the wheel located on the center, but each has a metal pin on the inside wheel, so treat them as barred doors.
The walls are mirrors. A throne is in the middle of the room, with a skeletal occupant.
The mirrors that line the walls extend from the floor to the ceiling. Every few minutes one of the mirrors will become a scrying device and show one of the passages or rooms on this level in real time, thus adventurers might see a group of vat men or other monsters come into view. These images last for a few seconds to a minute in length.
The throne is made of metal and is on a swivel. The figure on the throne is dressed in a white coat and black pants and turtleneck shirt. Clinging to the head are long strands of white hair in the back, this being the remains of Valerian Triskelion. His ornate belt is actually a belt of protection +2 (like the ring of the same name) and he carries a metal box holding a score of index cards with holes punched in them. These index cards are instructions that can be fed into the machine in Room 68 to create vat creatures.
Two hemispherical bumps are on the arm rest at hand level and touching them will cause the scrying mirrors to react quickly, causing them to show images in a dizzying way that will be sure to nauseate. If a person of average intelligence or better sits in the throne (evicting the incumbent) then they will be able to use the device, although it will take hours (for genius level) to a week (for average intelligence) of practice to use the device properly. In this way, adventurers may spy on the inhabitants of the level.
Thursday, February 22, 2018
Wednesday, February 21, 2018
42 VAT MAN STORAGE CHAMBER. A huge Triskelion vat man is here.
Triskelion Vat Man (AC 8; HD 6+6; hp 34; #AT 3; D Two handed sword, quarter staff, and nine-tailed whip (horseman's flail) +4 to damage due to strength; SA Berserk +2 to hit; SD Regeneration; XP 797)
This eight foot tall creature has six arms and three heads, one of each a laughing, crying, and scowling Triskelion. Its regeneration is 2 hit points per round and starts as soon as it is wounded. It stops regenerating when reduced to 0 hit points.
Once there were many many Triskelion vat men of all three types trapped in this room, but due to cannibalism this is the only one remaining. As a result of its massive ingestion of the different types of vat men it has mutated into its current form.
Tuesday, February 20, 2018
41 ROOM OF THREE DOORS. There are three heavy metal doors in this room. The door to Room 40 is open and mounted on the wall next to it is a huge piece of graphite that will crumble if touched.
Mounted on the wall next to each of the other doors is a huge diamond (15000 gold crescent value). Removing the diamond will cause the door to open. In the case of the door leading to Room 42, it will release the prisoner.
The door to Room 40 was similarly locked, but the diamond's power has worn out and it has turned to the worthless carbon material it is now.
Monday, February 19, 2018
40 CLAY LABORATORY. The walls, ceiling, and floor are made of moist gray clay. Five rough humanoid clay statues are here, with their backs linked to the wall by inch thick wire coils.
The clay statues are actually an experimental form of vat creature and the coils carry vat media from a source in the wall to nourish them. When the room is entered, they will activate, opening their eyes and each randomly choosing one of the intruders to mimic. The creatures will eject their nourishing fluid coils. It is possible for more than one of the clay creatures to choose the same character.
If a spellcaster (cleric, magic-user, or subclass) is chosen, then the vat creature will turn into a type 1. For all others (fighter, thief, monk, etc.) it will be a type 2.
Type 1 Clay Creature (AC 7; MV 9"; HD *; #AT 0; D Nil; SA Spells; XP varies)
Type 2 Clay Creature (AC 6; MV 9"; HD *; #AT 1; D 1-10; XP varies)
The vat creature will take on the rough appearance of the chosen character, appearing to hold the same kind of weapon, for example, though it will be not fully formed. They will have the same number of hit dice less one than the chosen character. Hit point type (d4, d6, d8, d10) is based on the mimicked character class. Type 1s will have access to the same spells as the mimicked character. They do not need to use components to use the spells.
Sunday, February 18, 2018
39 BURNT LABORATORY. The interior is blackened and charred. Fragile gray ash is piled on the floor.
A thorough search will reveal a locked metal strongbox, largely undamaged by the fire. It is trapped with a poison needle. If not disarmed, the poison will cause the sudden release of all stored chemical energy in the body, causing the victim to begin smoking in one round, suffer scorching heat in three rounds, and explode in six rounds. Every person within ten feet will suffer 1d6 damage from the energetic reaction and burnt bony shrapnel.
Inside the box are three scrolls, each written on metal foil instead of paper or parchment. The first is a magic-user scroll of burning hands, fireball, and pyrotechnics. The next is a magic-user scroll of fire charm, fire shield, and incendiary cloud. The last scroll is a scroll of laser beam eyes. When a person reads the scroll, the writing will disappear and the reader's eyes will turn red. That person will now be able to shoot laser beams from their eyes three times a day for the next three days, doing 1d10+10 damage and automatically hitting their target (treat as a magic missile for purposes of targeting).
Saturday, February 17, 2018
38 BLUE LABORATORY. The walls, ceiling, and floor are all different shades of blue. One table holds glass flasks. A cabinet is against one wall.
There are five glass Erlenmeyer flasks on the table, each about two gallon size and stoppered with a cork. There is a small occupant in each flask: a man, a woman, a gorilla, a lion, and a cow. The tiny figures are alive and will react if approached according to their natures. If any of the corks are opened the occupant will dissolve since they are gas creatures kept alive under special pressure.
The cabinet has three shelves. The first shelf is labeled 'noises' and holds dozens of seemingly empty transparent glass bottles labeled with different sounds such as 'scream', 'laugh' and 'hello'. If the bottle is uncorked it will release the sound kept within it.
The next shelf is labeled 'miscellaneous'. It holds three labeled potions of gaseous form (clear, tasteless, odorless) and an iron flask holding an invisible stalker.
The third shelf is labeled 'air' and that is all it holds.
Friday, February 16, 2018
37 CLOSET. This room holds a large sink with hot and cold running water. Next to the ground is a yellow pipe with a spigot that will give vat media. There are three yellow buckets the crying Triskelions have been using to catch the media.
Thursday, February 15, 2018
36 ROOM OF DESPAIRING VAT MEN. Four crying Triskelions are here.
4 Crying Triskelions (AC 6; MV 12"; HD 3; hp 14 each; #AT 1; D Quarter staff; XP 77 each)
They are the only ones remaining from a much larger group locked in this portion of the level and unaware of how to return to Room 34. They have been surviving on the water and vat media from Room 37.
Wednesday, February 14, 2018
35 SEALED ROOM. There are dents on this side of the metal door leading to Room 34. Well gnawed bones are scattered about the floor. A soft breeze fragrant with the smell of unwashed human bodies and sewage comes from the hallway leading to Room 36.
Next to the door is another metal panel with 0 and 1 buttons. It requires the same code (011010) to return to Room 34 from here. If the wrong code is entered the panel will give a shock for 1 point of damage.
Tuesday, February 13, 2018
This great helm fits securely on any human, demi-human, or humanoid head, a membrane then grips the neck creating a snug and air-tight fit.
It gives complete independence from the environment for the head, thus it allows a person to be submerged in water and not suffer from drowning. The wearer is immune to poison gases such as cloudkill and green dragon breath. The void helmet has its own supply of air that never expires. The wearer can also see with superior infravision (90 feet).
The wearer can speak, but the sound is relayed through the front of the helmet and the voice sounds much deeper than normal.
XP VALUE: 2,000
GP VALUE: 20,000
34 SANCTUM. There are three metal doors on the north wall, each with a panel adjacent holding buttons labeled '0' and '1'. On one wall there is a metal wire shelf holding a great helm. Below it on coathangers are four white lab coats.
The left-most door will open with the code 100110. Beyond it is a passage. If the wrong code is entered the panel will give a shock for 1 point of damage.
The middle door is a fake trapped door. If either of the buttons on the adjacent panel are pushed it will swing open revealing a metal hole which will spew forth fire, treat as a small young adult red dragon breath weapon attack (36 points).
The right-most door will open with the code 011010. Beyond it is Room 35. If the wrong code is entered the panel will give a shock for 1 point of damage.
The great helm is actually the Void Helmet. In one of the lab coat's pockets is a scrap of paper with the number 011010 written on it.
Monday, February 12, 2018
33 LABORATORY. About twenty metal gurneys are here, each holding a desiccated corpse of what appears to be humans or humanoids at least, their faces contorted in ways that do not seem possible for normal human anatomy.
The door to Room 34 is marked with strands of yellow tape labeled "DO NOT CROSS".
Sunday, February 11, 2018
32 METAMORPHOSIS. Three crying Triskelions have recently ambushed and eaten a single laughing Triskelion. They are in the process of transforming into laughing Triskelions themselves. Their faces are contorted and bizarre, sobbing piteously and then laughing hysterically in turns.
3 Crying Triskelions (AC 6; MV 12"; HD 3; hp 14 each; #AT 1; D Quarter staff; XP 77 each)
If allowed to change, they will abandon trheir staffs and go in search of swords once the change is complete.
Saturday, February 10, 2018
31 ABANDONED VAT CHAMBER. Six empty coffin-shaped lidded vats are here. They are connected to the wall by pipes.
Friday, February 9, 2018
30 SHOWERS. The floor is equipped with drains and the walls with showerheads which will dispense lukewarm water on anyone passing with three feet of them.
This source of clean fresh water attracts monsters, roll an additional wandering monster check when this room is visited.
Thursday, February 8, 2018
29 SHIP OF FOOLS. Six laughing Triskelions are carrying another who is sitting on a miniature sailing ship, making noises with their mouths like they are sailing on the sea.
7 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X4, short sword X2, bastard sword X1; SA Berserk, never surprise; XP 77 each)
The ship weighs about 1000 gp weight, but is made of silver and gold fittings as well as wood. It is worth 3000 gold crescents. If the adventurers can come up with a reason that appeals to the laughing Triskelions sense of humor, they will gladly give away the boat. Essentially, they will have to come up with a sufficiently silly reason why they want it.
Wednesday, February 7, 2018
28 PIPE ROOM. Orange-yellow pipes travel at odd angles through the room, each as fat as a human forearm. One is spilling vat media on the floor, drip by drip and a monstrosity is greedily lapping up the mess.
Vat Monster (AC 6; MV 15”; HD 4; hp 27; #AT 2 hooves; D 1-6/1-6; SA Charge for 3-12; XP 193)
This creature is a vat man error. It looks like a gray skinned bull with the horned head of a thick necked Triskelion vat man, see table below for its facial expression.
Friendly, joins party if asked to
Roll normal reaction roll
Its expression and mood changes once per turn (reroll).
Tuesday, February 6, 2018
Monday, February 5, 2018
26 FOUNTAIN ROOM. Eight Scowling Triskelions are using this room as an oupost.
8 Scowling Triskelions (AC 6; MV 12"; HD 3; hp 14 each; #AT 1; D Nine-tailed whip (as horseman's flail); XP 77 each)
Each has 2d4 gold crescents in a pouch. They are seated, drinking cups of yellow wine, and arguing with each other (a common past time).
The scowling Triskelions don't want to fight the characters, they want to enslave them and torment them, so if given the chance they will call on the adventurers to surrender nonconditionally and throw down their weapons.
The fountain is bubbling with yellow wine. It is cool and delicious.
Sunday, February 4, 2018
25 INCINERATOR. A huge furnace is here, still lit and radiating immense heat. Ten mouldering human corpses wrapped in cloth sacks are stacked on one side and a metal desk is opposite.
Above the corpses is a sign labeled "For Incineration, please be courteous to your incinerator staff".
The desk holds various papers detailing incinerator maintenance and employee schedules. Among them is a magic scroll.
When read out loud, the scroll will summon a superb owl, which will appear immediately and will fulfill one task before leaving and taking the scroll with it.
Superb Owl (AC 4; MV 6”/36”; HD 6; hp 48; #AT 2 talons and 1 beak; D 3-12/3-12/2-8; SA Surprise on a 1-5; SD Never surprised, immune to cold and lightning, regeneration; MR 50%; XP 963)
The superb owl is somewhat larger than a giant owl, and can carry two normal sized humans without any reduction in its flight speed. It can speak all languages and has the knowledge of a sage with a specialty in all fields, without needing any time to study and always being correct. It makes saving throws as an 17th level fighter and is manouverabilty class A. It regenerates as a troll and takes half damage from attacks by creatures from the elemental plane of air or avian creatures.
Saturday, February 3, 2018
Friday, February 2, 2018
23 PRESERVED SPECIMENS ROOM. The somewhat sweet odor of strong alcohol emanates from this room. Four ogres are drinking the alcohol from large glass jars holding preserved fetuses.
Jaws (AC 5; MV 9”; HD 4+1; hp 22; #AT 1 bite and 1 big club; D 7-12/1-8 +2 to damage due to strength; XP 275)
Golden Eye (AC 5; MV 9”; HD 4+1; hp 23; #AT 1; D Halberd +2 to damage due to strength; SA Laser beam for 1-8; XP 280)
Gold Finger (AC 5; MV 9”; HD 4+1; hp 26; #AT 1; D Bardiche +6 to damage due to strength; XP 295)
Odd Bob (AC 5; MV 9”; HD 4+1; hp 20; #AT 1; D Footman's mace +2 to damage due to strength; SA Throw hat for 2-8; XP 255)
Jaws has special mithril teeth (value 1000 gold crescents). He can bite once per round in addition to his normal attack.
Golden Eye has a magic golden eyeball in his left eye. He can shoot a beam of focused light once per round, requiring a "to hit" roll to hit and doing 1d8 damage. If a person implants the eye in their own empty eye socket, they can do the same.
Gold Finger has a magic middle right finger that grants him 18/00 strength. It is worth 200 gold crescents for its artistic value and gold, but can't be grafted on to another unless a wish is used.
Odd Bob has a meteorite iron steel pointy hat (worth 1000 gold crescents) that he can throw for 2d4 damage. If he rolls under a 10 on his "to hit" roll, then it returns to his hands, whether he hit the target or not.
These ogres each have a short sword tucked into their belt and 20-80 gold crescents in personal wealth in their pouch or wallet. They came to this level recently with the ogres from Room 14.
About fifty specimen jars are here. Some hold normal animals (shark, cat, pig), but most hold humans. The alcohol is pure (200 proof) and the remaining amount is worth about 1600 gold crescents, or half that if the buyer realizes what they were used for.
Thursday, February 1, 2018
22 TISSUE BANK. The ceiling is golden brown in color and twenty feet high. The walls and floor are slippery with black frost and the room is painfully cold. The room holds cabinets like Room 21, but these hold samples of body tissue: muscle, skin, brain, and organs. Preserved tissue from creatures will be present in the same proportions as seen in Room 21.
The ceiling is actually a colony of brown mold.
Brown Mold (AC 9; MV 0"; HD -; hp -; #AT 0; D 0; SA Freezing; SD Immune to all attacks except magical cold; XP -)