Thursday, May 31, 2018

MIDDLE DUNGEONS LEVEL FOUR 141 VAT CHAMBER.

141 VAT CHAMBER. There are twelve warm humming vats here, shaped like caskets and equipped with lids. Throbbing pipes extend from the vats into the wall and floor.

The vats hold goopy vat media and each has a 75% chance of holding a developing vat man, roll % dice to determine degree of development. Vat men under 50% developed die immediately on exposure. Those at 51 to 95% developed will perish unless the lid is closed again within 1 round. Those at 96% or higher are capable of independent existence.

60% of vat men being grown here are laughing Triskelions. 20% are crying and 20% are scowling.

Wednesday, May 30, 2018

MIDDLE DUNGEONSLEVEL FOUR 140 MANNA MACHINE ROOM.

140 MANNA MACHINE ROOM. A white cabinet is against the wall, about six feet high by four feet wide and four feet deep. It is warm to the touch and a white cord connects it to the wall.

The cabinet holds tarts with faux fruit flavors made from vat media. They are tasty and nutritious but have the consistency of wet paper and stick to the teeth.

The secret door is located behind the machine, so to open it from the corridor requires pushing the manna machine out of the way.

Tuesday, May 29, 2018

NEW MAGIC ITEM: POTION OF TROLLISH REGENERATION.

While under the effects of this potion, the drinker will regenerate as a troll would: 3 hit points per round beginning on the third round after sustaining damage, not including damage from fire or acid.

XP VALUE: 300

GP VALUE: 400

NEW MAGIC ITEM: POTION OF NEUTRALIZE POISON.

This potion will detoxify a victim of poisoning, even bringing characters back to life if they have died within one turn of the poisoning and the liquid is forced down the throat. If fed to a poisonous creature it will make that creature non-poisonous until it generates new poison from glands, etc. naturally.

XP VALUE: 350

GP VALUE: 500

MIDDLE DUNGEONS LEVEL FOUR 139 BLACK ROOM.

139 BLACK ROOM. This room is not lighted. The walls, floor, and ceiling are flat black. There is a large black table with a black metal chest under it.

The chest is locked and trapped. There is a needle trap that is easily found (+50% to find), but it is only a dummy and there is a second needle trap that must be disarmed separately. This is a poison needle (save or die) with death by poison occurring in 1d12 turns.

The chest holds four black metal thermoses and 7000 black coins (actually gold crescents painted black). The thermoses (labeled A, B, C, and D) hold potions (healing, poison, neutralize poison, and trollish regeneration). They all are black and bubbly, taste sweet and smell a bit acidic, like lemon.

There are two switches on the wall. If the first is thrown, it opens the curtain in Room 138 so the fan starts spinning. If the second is thrown, it causes invisible steps to emerge from the wall. The secret door is located ten feet above the floor and the steps lead to it. Note that though the steps are invisible, they will make a grinding sound as they exit the wall.

Monday, May 28, 2018

MIDDLE DUNGEONS LEVEL FOUR 138 BLACK CURTAIN.

138 BLACK CURTAIN. The black curtain stretches from the twenty foot ceiling to the floor and covers from wall to wall. It ripples slightly, as if in the presence of a mild breeze.

Behind the curtain is a gigantic circular fan, and another room can be seen behind the four huge sharp metal blades of the fan. If the curtain is moved, the fan will begin spinning fast creating a substantial wind blowing the characters back towards the hatch door.

It is possible to jam the fan, but it will easily cut most items. Such items will be subject to a crushing blow, as per the Dungeon Master's Guide, page 80. Anyone attempting to merely jump through will be caught on a 1-19 in 20 and take 6d8 damage.

If the curtain is pulled back in front of the fan, the blades will stop and it can be traveled safely.

Sunday, May 27, 2018

MIDDLE DUNGEONS LEVEL FOUR 137 GAME ROOM.

137 GAME ROOM. Six Laughing Triskelions are here, playing with tiny armies made of metal figurines.

6 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X2, broad sword X2, short sword X2); SA Berserk, never surprise; XP 77 each)

They use gold tokens as army markers. There are 220 such tokens, each worth 1 gold crescent.

These gamers are the bitter rivals of the vat men in Room 136, and the two groups are constantly mocking and belittling each other as lame-os and losers.

Saturday, May 26, 2018

MIDDLE DUNGEONS LEVEL FOUR 136 GAME ROOM.

136 GAME ROOM. Six laughing Triskelions are sitting around a table and playing a game with character sheets, pencils, small miniatures, and polyhedral dice called 'Bankers and Barristers'. One is the referee (called the 'Judge') and the rest are players who try legal cases between banking firms.

6 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X2, broad sword X2, short sword X2); SA Berserk, never surprise; XP 77 each)

As part of the banking they use real coins: 125 gold crescents, 212 silver spanners, and 354 copper pieces.

Friday, May 25, 2018

MIDDLE DUNGEONS LEVEL FOUR 135 MUSIC ROOM.

135 MUSIC ROOM. The floor holds lots of brightly colored play mats. Sturdy metal music instruments are strapped to the walls, most are dented from harsh usage. A cabinet in the corner holds metal triangles and a white music box with an octopus design on the top. The octopus has a man-like face and its tentacles end in hands. It makes music by turning a crank.

If the music is played in Room 132, the monster in that room will let people pass without a fight.

Thursday, May 24, 2018

MIDDLE DUNGEONS LEVEL FOUR 134 BADMINTON COURT.

134 BADMINTON COURT. The ground is made of fake grass and a net has been set up in the middle of the room. The ceiling is twenty feet high. Two teams of four laughing Triskelions are playing a game of badminton with a pale green ioun stone. The last vat man sits on a tall white chair and is acting as the referee. He is constantly calling out new rules such as "All players must dance on one leg". Despite this the vat men seem insanely good at playing badminton.

9 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X4, broad sword X2, short sword X2, bastard sword X1; SA Berserk, never surprise; XP 77 each)

There are extra rackets available if the adventurers want to challenge the vat men to a game. They would be willing to give away the ioun stone if they are beaten, but the adventurers must put up some collateral of equal value.

Wednesday, May 23, 2018

MIDDLE DUNGEONS LEVEL FOUR 133 GREEN ROOM.

133 GREEN ROOM. The walls and floors are tiled in green. A black block of stone, like a solid table is in the center of the room. It's surface is smooth and green.

The table's surface is actually a large and thick green slime and the table is actually a stone chest.

Green Slime (AC 8; MV 0”; HD 6; hp 25; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 890)

If the slime is removed, the hinges on the chest will be obvious. Inside are the following treasures:

  • A jewelled quiver with six +2 arrows. The quiver is worth 250 gold crescents.
  • A purse with 20 Jalluxian platinum imperials.
  • A porcelain bust of a laughing Triskelion. If it is broken it will be found to contain 3 rubies (4000 gold crescents each)

Tuesday, May 22, 2018

MIDDLE DUNGEONS LEVEL FOUR 132 FLOODED ROOM.

132 FLOODED ROOM. The door to this room is a metal hatch. The room is sunken to ten feet with steps leading down into water which reaches abut a foot below the level of the bottom of the doors. The water is murky and it holds an eight armed vat creature. The walls are decorated with painted musical scores and notes.

Vat Monster (AC 7; MV 3”//12”; HD 8; hp 36; #AT 6 tentacles; D 1-6 (X 6); SA Constriction; XP 910)

The creature lurks under the water waiting for people to wade in or fly overhead. It will grab, being able to constrict as a giant octopus. It looks like the head of a Triskelion vat man with eight rubbery arms ending in hands.

The creature has been trained to allow anyone to pass who plays the music from the music box from Room 135.

Monday, May 21, 2018

MIDDLE DUNGEONS LEVEL FOUR 131 THE BELL.

131 THE BELL. The niche in the corridor holds an old metal bell. If rung, make a roll on the random encounters table to see which wandering monster shows up to investigate.

Sunday, May 20, 2018

MIDDLE DUNGEONS LEVEL FOUR 130 SUPPLY ROOM.

130 SUPPLY ROOM. Ten white suits are hanging here. The suits are cold weather gear. They consist of white hoods with glass faceplates, white gauntlets, and a heavy body suit. They are sized for humans but will also fit elves, half-elves, and half-orcs.

They are as bulky as padded armor and provide the same protection. They can be worn by any class, but spellcasters must remove the gauntlets before attempting spells with somatic components. They cannot be worn with other armor.

Saturday, May 19, 2018

MIDDLE DUNGEONS LEVEL FOUR 129 THERMOSTAT ROOM.

129 THERMOSTAT ROOM. Against one wall there is a large white cabinet. On another wall is a thick metal lever. The room is extremely cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each two rounds.

Inside the white cabinet are 5 snow cones.

Snow Cone Color
Flavor
Effect
Green
Lime
Heals all damage
Red
Cherry
Impervious to cold for 24 hours
Blue
Raspberry
Turns skin blue for 1d4 weeks
Yellow
Banana
Nothing
Orange
Orange
Eater does double damage on all melee attacks for next 24 hours


The lever has two options: COLD or FRIGID. It is currently set to FRIGID. If moved to COLD, then Rooms 121 to 129 will remain cold, but no longer do damage.

Friday, May 18, 2018

NEW MAGIC ITEM: ICE DAGGER

The blade of this dagger appears to be an icicle, though it will not melt as ice normally would. It is a +4 weapon and when it strikes it does an additional 1d6 cold damage. It is jealous and will teleport it self to the owner's hand in all combat situations, not allowing any other weapons to be used.

XP VALUE: 2,000

GP VALUE: 9,500

MIDDLE DUNGEONS LEVEL FOUR 128 SNOW WIGHT'S CHAMBER.

128 SNOW WIGHT'S CHAMBER. In the center of the room is a stone block with a beautiful woman lying supine on it, her hands on her chest holding a vibrant red rose. Her skin is pale and her hair is black, but her lips are red. She wears a white gown. A glass dome surrounds her.

The room is very cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each two rounds.

The woman is a snow wight, a powerful type of undead. She cannot move unless here glass dome is removed.

Snow Wight (AC 4; MV 15”; HD 7+7; hp 38; #AT 1; D 1-8; SA Energy drain; SD Silver or magic weapons to hit, limited spell immunity; XP 1480)

She can be turned as a vampire. She drains 1 level each time she hits and then if the person fails a save vs death magic, they will lose a second level.

The block that she lies on is actually a stone chest, as will become obvious once she vacates the top. Inside are three silver urns each worth 100 gold crescents. Two hold 600 gold crescents each. The last holds a necklace of ice diamonds (7000 gold crescents) and the Ice Dagger.

Thursday, May 17, 2018

MIDDLE DUNGEONS LEVEL FOUR 127 SLIPPERY ROOM.

127 SLIPPERY ROOM. The floor in the center portion of the room is extremely slippery with hard ice. To the left and right are wide pits, twenty feet deep.

The room is very cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each two rounds.

The room is not easy to walk across, although Sliding along on the belly would be a possible way to cross the area, as would flying, cracking the ice with an axe, etc. Should a person try to walk across the room, they must walk slowly and roll a saving throw vs paralyzation for every ten feet traversed.

If the saving throw is failed, the person has fallen and must make a second saving throw at -4 or slip into one of the two pits, causing 2d6 damage.

Wednesday, May 16, 2018

MIDDLE DUNGEONS LEVEL FOUR 126 COLD MORGUE.

126 COLD MORGUE. Four yeti have taken over the area.

4 Yeti (AC 6; MV 15”; HD 4+4; hp 25, 23, 22, 19; #AT 2 claws; D 1-6/1-6; SA Squeeze, paralyzation, increased chance to surprise; SD Impervious to cold; XP 560, 550, 545, 530)

The room is very cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each two rounds. Because it is so cold, the room is covered with white frost.

There are metal cabinets in the walls holding human corpses, each with the brain surgically removed. The yeti have been using the room as their personal larder so many of the bodies have been partially eaten. The frost obscuring the metal cabinet doors is heavy, so the should be treated as stuck doors if attempts are made to open them unless the ice is broken away or the door is heated.

The yeti keep their treasure in the bottom body cabinet at the area labeled 'A' on the map. There are six clay urns holding a total of 5985 silver spanners and 3271 gold crescents. There are two unlabeled potions in metal flasks. The first is gaseous form (blue, tasteless) and the second is super-heroism (green, tastes of olive oil). They are frozen solid and must be thawed or chewed to use. Lastly there is a wand of fire (59 charges, command word 'fliver flaver flame' written on its side. The wand is in an ivory wand case (200 gold crescent value).

Tuesday, May 15, 2018

MIDDLE DUNGEONS LEVEL FOUR 125 BODY STORAGE ROOM.

125 BODY STORAGE ROOM. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each five rounds.

Two bodies are lying on metal slabs. The first body is a huge green-skinned man covered with scars. The second is a woman. Their faces cannot be seen since their heads are enclosed in metal boxes.

The metal boxes have white circles painted on their tops, holding the words "Place brain here". If a brain is placed on the circle, it will descend into the box and the brain will be transferred into the body. The metal box will then raise to reveal the faces of the newly animated people.

The green-skinned man has a huge, squarish forehead and bolts protruding from his neck. The woman has a black beehive hairdo with white streaks. They will have the brain and intelligence of the person that was transferred but have other statistics as a flesh golem:

Newly Created Lifeforms (AC 9; MV 8”; HD 9; hp 40 each; #AT 2; D 2-16/2-16; SD Magic weapons to hit; immunity to most spells; XP 2380 each)

Monday, May 14, 2018

MIDDLE DUNGEONS LEVEL FOUR 124 BRAIN STORAGE FACILITY.

124 BRAIN STORAGE FACILITY. This room is very cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each five rounds.

Six metal boxes, each about two feet cubed, are attached to the wall. They are very cold to the touch and each sports a fat red button and a lever on the side. They are labeled A to F. Each contains special cold liquid and a living brain.

The brain can be removed by pressing the button and then pulling the lever. This causes the brain to be presented from the front of the box on a metal tray. The brain will last for 1 turn before it dies. The brains may be put into the bodies in Room 125.

Box
Brain
A
This is the brain of an orc. I 7 W 5 Ch 4
B
Loretta, a human research scientist. I 16 W 9 Ch 8. Acts braver than she is, she won't want to be left alone if her brain is transferred. Very talkative. She has a good knowledge of the locations and the purposes of the rooms on the level, and how to operate many of the machines. Is a fourth level magic-user. Has memorized magic missile and web.
C
Gorm, a human bodyguard. I 9 W 10 Ch 12. Was a fighter character class. Hard boiled personality. Likes to spend money.
D
Noddy, a human research scientist. I 15 W 11 Ch 7. The sixth son of the sixth son of a minor noble family. Stuck up. Convinced that he doesn't have to listen to the rabble. He has a fair knowledge of the locations and purposes of the rooms on the level, and how to operate many of the machines.
E
Wooton-Smythe, a captured barbarian. I 13 W 13 Ch 14. Fond of cursing and drinking heavily. Fatalistic.
F
An artificial brain. I 17 W 7 Ch 6. Believes it is Valerian Triskelion but does not know way around the level or how to use any of the machines here.


Sunday, May 13, 2018

MIDDLE DUNGENS LEVEL FOUR 123 FROZEN TREASURE.

123 FROZEN TREASURE. The toads keep their treasure frozen in thick blocks of ice.

5246 gold crescents
3 ice diamonds (5000 gold crescents each), these are effectively invisible in the ice and will only be discovered if the block they are in is completely melted
The frozen body of a man wearing a girdle of frost giant strength

The man is actually a wax golem.

Wax Golem (AC 10; MV 12”; HD 6; hp 25; #AT 1; D 1-8 +9 due to frost giant strength; SD Limited spell immunity; XP 375)

Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 each five rounds.

Saturday, May 12, 2018

MIDDLE DUNGEONS LEVEL FOUR 122 FROZEN ROOM.

122 FROZEN ROOM. Three ice toads are here.

3 Ice Toads (AC 4; MV 9"; HD 5; hp 24, 24, 14; #AT 1 bite; D 3-12; SA Cold Radiation; SD Impervious to Cold; XP 325, 325, 275)

The cold in this room is intense. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 per turn, in addition to any damage caused by the toads.

Friday, May 11, 2018

MIDDLE DUNGEONS LEVEL FOUR 121 FROZEN LABORATORY ANNEX.

121 FROZEN LABORATORY ANNEX. The ceiling tiles in this room glow with blue light and the room is fiercely cold. Unless the adventurers are wearing protective clothing they will lose hit points at the rate of 1 per turn.

The walls are lined with glass cabinets. Inside the cabinets are pots of a clear liquid that is well below the freezing point of water. Immersion of an extremity in the liquid causes 1d6 damage and if not withdrawn immediately it will freeze the member solid and it will break off. Throwing the liquid on a person or monster does 2d4 cold damage. There are six cabinets and each contains one metal pot holding about four gallons of the stuff.

Thursday, May 10, 2018

MIDDLE DUNGEONS LEVEL FOUR 120 UNFINISHED ROOM.

120 UNFINISHED ROOM. This room is missing the middle of the floor. There is a ten foot wide chasm separating the east and west parts of the room. The drop is twenty feet down to a pool of vat media (ten feet deep). Lurking within the vat media are three vat creatures.

Vat Creatures (AC 5; MV 6”//12”; HD 3; hp 19, 16, 15; #AT 1 bite; D 1-10; XP 136, 124, 120)

These creatures superficially resemble crocodiles. They will remain submerged unless a person falls into their pool.

Wednesday, May 9, 2018

MIDDLE DUNGEONS LEVEL FOUR 119 CARPENTER'S ROOM.

119 CARPENTER'S ROOM. Four giant boring beetles are here.

4 Giant Boring Beetles (AC 3; MV 6”; HD 5; hp 32, 31, 24, 23, 19; #AT 1 bite; D 5-20; XP 250, 245, 2010, 205, 185)

The place has all the items used by a carpenter (workbenches, saws, hammers, nails, toolboxes, etc.) There is a fair amount of untreated, rotted wood, which has attracted the beetles.

There are five strong beams (12 feet by 4 inches by 4 inches) against the wall, which will easily bear the weight of an adventurer. Slung across one of the saw horses is a leather bag holding 312 silver spanners, a gold lapel pin of a hammer (12 gold crescents), and intricately carved small wooden box of black wood with the design of a swan in flight (75 gold crescents). Inside the box is expensive pipe tobacco (6 gold crescents worth).

Tuesday, May 8, 2018

MIDDLE DUNGEONS LEVEL FOUR 118 WASH ROOM.

118 WASH ROOM. The soap is Triskelion brand with the three legged design on it. There is hot and cold running water in the sink and the shower.

In the medicine cabinet is a labeled potion of extra healing (white, odorless, tasteless). It has gone off and now completely heals the person drinking it and then causes a random part of the body to grow three times normal size.

Roll
Body Part
1
Butt
2
Left arm
3
Left leg
4
Right arm
5
Right leg
6
Head
7
Player's choice
8
DM's choice

Monday, May 7, 2018

MIDDLE DUNGEONS LEVEL FOUR 117 SUPPLY CLOSET.

117 SUPPLY CLOSET. Strapped to the wall are seven gleaming metallic tubes, each about one foot long by four inches in diameter. These are devices that will give off light from one end if a switch is flicked on the side. Each will last 1d20+80 hours and give light equivalent to a bullseye lantern. They are waterproof and weigh about 10 gp weight. Taking them apart makes them immediately useless.

Sunday, May 6, 2018

MIDDLE DUNGEONS LEVEL FOUR 116 FORGOTTEN ROOM.

116 FORGOTTEN ROOM. There is a hat rack in the room with a black Phrygian style hat on it. The hat rack is on a blue mat and under the mat is a platinum key worth 50 gold crescents. It can be used to safely open the door in Room 111.

Saturday, May 5, 2018

MIDDLE DUNGEONS LEVEL FOUR 115 LUXURIOUS UNFINISHED ROOM.

115 LUXURIOUS UNFINISHED ROOM. This room, or at least most northern portion of it, has been sumptuously decorated with thick carpeting, wooden paneled walls, and exotic glass wall ornaments. Then, abruptly, the southern portion (about a quarter of the whole) is unworked gray stone walls, ceiling, and floor. The room is not furnished.

Friday, May 4, 2018

MIDDLE DUNGEONS LEVEL FOUR 114 LOST & FOUND.

114 LOST & FOUND. There is a white sign with black letters outside this room reading "Lost & Found". Inside there are wooden crates holding the following:

  • white lab coats, socks, combs, and other personal items belonging to the research scientists who used to populate this level
  • any items lost by the adventurers on this level (such as arrows that were not recovered)
  • a leather purse holding 73 silver spanners and 16 copper pieces
  • an emerald appearing to be worth 1200 gold crescents, actually a jewel of attacks

In addition, there is a 95% chance that one of the characters (selected at random) will find 1d4 of their own items (such as thieves' tools, a holy symbol, a coil of rope, etc.) that they did not realize were lost.

Thursday, May 3, 2018

MIDDLE DUNGEONS LEVEL FOUR 113 MANNA MACHINE ROOM.

113 MANNA MACHINE ROOM. This room holds another manna machine. A white cabinet, about six feet high by four feet wide and four feet deep. It is warm to the touch and connected to the wall by a cord.

The cabinet holds pies made of meat substitute that taste 90% normal. They are made of solidified vat media and artificial flavors. The manna machine will automatically replace any pies taken over the course of several hours.

Wednesday, May 2, 2018

MIDDLE DUNGEONS LEVEL FOUR 112 TRASH ROOM.

112 TRASH ROOM. Three vat creatures are here. They have the bodies of man-sized hyenas and the heads of laughing Triskelions, but with enlarged sharp teeth and jaws.

3 Hyena Vat Monsters (AC 5; MV 15"; HD 4+4; hp 20, 19, 16; #AT 1 bite; D 2-8; SA Laughing; XP 265, 260, 245)

The hyena monsters have infectious laughter. Any person who hears them laugh must save vs spells or start laughing as well. Those who succumb to the laughter will attack at -4 to hit and are +2 to be hit. Casting spells requiring a verbal component and trying to hide in shadows or move silently is not possible.

The hyena monsters have average intelligence and can talk, but it is difficult to make sense out of what they say. They sleep on a pile of rags. Underneath they have amassed a small treasure trove of 326 gold crescents and a strange black gem worth 2000 gold crescents. If one looks into they gem the center has white dots resembling a galaxy of stars.

Nine metal cylindrical waste containers are here, holding rotting food waste. At the bottom of one of them is a sack holding a chopped up human body. It is so rotted that the gender is impossible to determine, but on one bony finger is a ring of x-ray vision.

Tuesday, May 1, 2018

MIDDLE DUNGEONS LEVEL FOUR 111 HOLDING PEN.

111 HOLDING PEN. This room holds a jail cell with horizontal metal bars. The door to the cell is also made of bars, and is locked. Inside are five unanimated human skeletons, but each missing its right hand. The room outside the cell is tiled in white, but the walls and floor of the cell are stone blocks.

The bars are electrified, touching them without a insulator will cause 1d4 damage or double that if a metal gauntlet or glove is used. The bones are unremarkable, but hidden in a crack in the stone wall is a leather scroll tube. Inside the tube is a treasure map to a buried treasure located 7 miles southeast of the castle.

If the treasure is dug up, there is a sturdy wooden chest holding the following:
  • 4567 Jalluxian gold dragons
  • 34 Jalluxian platinum imperials
  • eight garnets (base 100 gold crescents each)
  • a throwing axe +2
  • a lavender green ioun stone,
  • three labeled potions of extra-healing (green, taste and smell of mint)

Buried with the treasure are 4 withered husks.

4 Withered Husks (AC 7; MV 12”; HD 3+1; hp 20, 19, 16, 14;#AT 1; D 1-10; SA Fear; SD Limited spell immunity; XP 205, 201, 189, 181)