Saturday, June 30, 2018

MIDDLE DUNGEONS LEVEL FOUR 171 DOPPLEGANGER RESEARCH FACILITY.

171 DOPPLEGANGER RESEARCH FACILITY. This laboratory holds six vertical glass tubes, each three feet in diameter and reaching from the floor to the ceiling.

Five hold what appear to be gray skinned corpses of men and women floating in a bubbly transparent liquid. Each is horribly deformed. For example one has no lower jaw and has dozens of toes and fingers on each extremity. Another is hunchbacked with flat skin instead of eyes and a mouth. These are actually the bodies of dopplegangers that have been stimulated by researchers to attempt to learn how they change shape.

The last tube holds an unconscious living doppleganger in its true form.

Doppleganger (AC 5; MV 9”; HD 4; hp 19; #AT 1; D 1-12 or By weapon type; SA Surprise on 1-4, Mutable form; ESP; SD Immune to sleep and charm, save as F10; XP 406)

If it is set free, it will serve its rescuers faithfully with genuine and sincere devotion for 1d4+2 weeks. At that point it will use its abilities to flee into the dungeons of Castle Triskelion. It will, however, retain its fondness for the adventurers who rescued it. The Dungeon Master should assign a chance that it will dramatically show up to help the adventuers when they are facing unusual difficulty in an encounter in the dungeon.

Friday, June 29, 2018

MIDDLE DUNGEONS LEVEL FOUR 170 HELENS' ROOM.

170 HELENS' ROOM. A sign is outside the room reading “Helens' Room”. The door is a sealed metal hatch. Inside five young woman, beautiful and looking exactly like each other rest on metal gurneys. Tubes are implanted in their arms bringing vat media from the walls into their bloodstreams for nutrition. Each wears a simple white garment. One gurney sits apart from the others, askew and covered with old blood. The tubes leading to this gurney slowly leak vat media onto the floor only to disappear into the central grated drain in the floor.

These women are clones, not magical as per the spell, but actually genetically identical women. The only problem is that the process used by the researchers multiplied their genetic information, driving them insane and freakishly smart and strong. The vat media is full of sedatives and they will only awake if it is discontinued.

5 Helens, Neutral Evil Human Clones (AC 6; MV 15”; HD 4; hp 23 each; #AT 1 fist or 1 weapon; D 1d8 or by weapon type + 5 due to strength; S 18/99; I 18; W 9; D 18; C 18; CH 18; XP 177 each)

Their bones and muscles are so strong that a simple strike from their fist will do 1d8 damage. They are devious and enjoy causing suffering. They are quite capable of pretending to be victims but their one weakness is that they can't stand each other.

Thursday, June 28, 2018

MIDDLE DUNGEONS LEVEL FOUR 169 GRAY ROOM.

169 GRAY ROOM. There is no color in this room. All things brought into this room will be grayscale. The effect lasts an additional 1d10+10 turns after leaving the room.

Wednesday, June 27, 2018

MIDDLE DUNGEONS LEVEL FOUR 168 BEDROOM.

168 BEDROOM. A man in a white lab coat with the face of a fly is here. He is a former laboratory researcher who suffered an unfortunate teleportation mishap.

Human Fly, Neutral Human Accident (AC 6; MV 12“; HD 4; hp 26; #AT 1 bite; D 1-10; S 16, I 4, W 3, D 18, C 15, CH 3; XP 164)

He has a pad of paper and a quill pen. All he can remember to write is “Help me! Help me!”.

Tuesday, June 26, 2018

MIDDLE DUNGEONS LEVEL FOUR 167 TELEPORTATION ROOM.

167 TELEPORTATION ROOM. This room has an arch like Room 166. It will teleport those traveling through the arch to that room.

Monday, June 25, 2018

MIDDLE DUNGEONS LEVEL FOUR 166 TELEPORTATION ROOM.

166 TELEPORTATION ROOM. In the center of the room is an arch of white stone. Any person passing through the arch will be teleported to Room 167. To that person, it will seem as if a near door appeared and the rest of the people in the room disappeared.

Sunday, June 24, 2018

MIDDLE DUNGEONS LEVEL FOUR 165 VAT MEDIA RESERVOIR.

165 VAT MEDIA RESERVOIR. The gray circle on the map is a dome, about fifteen feet high with swirling gray fluid inside of it. The dome is made of glass, and if it is punctured, vat media will pour out, possibly doing as much as 1d10 damage from the pressure, depending on the size of the hole created. The amount of fluid is huge, as the dome is only the tip of a cistern twenty feet deep, with holes leading out from the bottom leading to various sites on this level, mostly the laboratories, manna machine rooms, and vat chambers.

Saturday, June 23, 2018

MIDDLE DUNGEONS LEVEL FOUR 164 HALL OF LOST PORTRAITS.

164 HALL OF LOST PORTRAITS. The painted walls of this room are discolored, pale where hanging portraits have been taken. The floor is stained with bloody hand prints.

Friday, June 22, 2018

MIDDLE DUNGEONS LEVEL FOUR 163 SOUTH LABORATORY.

163 SOUTH LABORATORY. The entrance to the room is a closed metal hatch. The room is divided into three sections divided by glass walls, with a glass door in each wall.

In the middle portion, there are fourteen zombies shambling about and in the far portion a human woman is trapped. She will gesture to the adventurers frantically when she sees them, while the zombies will gibber and move move to the glass wall clawing with bloody hands. If the party opens the glass door and fights the zombies, the woman, a cleric named Zelda, will also enter the middle portion from her side to help.

14 Infected Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Disease, always lose initiative; SD Limited spell immunity; XP 46 each)

These zombies are not undead, so they are immune to turning. Instead, they were accidentally infected with a pathogen developed in this laboratory. They are immune some spells that affect the rational mind, such as charm and suggestion, but they will be affected by cold damage, sleep spells, and hold spells. Most are wearing white lab coats, stained with black blood oozing from their mouths.

Any person taking damage from a zombie must sdave vs poison or they wil be infected by the zombie's disease. In one day they will develop a fever and intense pain in the head and chest. Over the next 1d4+1 days they will become an infected zombie unless a cure disease spell is administered.

The zombies can't open the doors since they lack manual dexterity. The middle portion is a laboratory, with countertops, glassware, and tools as one would expect. But most of the glassware has been broken by the clumsy zombies. The infectious agent that caused the trouble has been rendered inert after long exposure.

Zelda, Neutral Good female human Cleric of Adriel (AC 3; MV 12“; C6; hp 28; #AT 1; D Footman's Mace; SA Spell use; S 14, I 12, W 14, D 14, C 10, CH 16; XP 624)

First Level Cleric Spells:
Create Water, Cure Light Wounds, Protection From Evil

Second Level Cleric Spells:
Find Traps, Hold Person, Silence, 15' Radius

Third Level Cleric Spells:
Create Food & Water, Cure Disease

She wears chain mail +1 and has a normal shield. She has three vials of holy water (in special crystal containers worth 3 gold crescents each) and a small bar of iron for the hold person spell. She belonged to an adventuring party that tried to clear this room, but were eaten by the zombies. She was able to flee to the far section and close the door before being hurt. She has the following treasure that her party managed to accumulate before this disaster:

  • Three sacks holding 3267 gold crescents and 2978 silver spanners.
  • A gold medallion of diabolic looking human face with red eyes. The eyes look like rubies at first glance and it appears very valuable, but in reality they are just red glass. It is still worth 600 gold crescents.
  • A scroll with the magic user spells ESP, invisibility, and levitate.
  • A glaive-guisarme +1.
  • A wand of secret door & trap detection (72 charges, command word “Snick snack snocker” known to Zelda since she saw the party magic-user use it before).

In the near portion, there are white lab coats on hangers, a sink with running water and a pink soap dispenser, and red trash bins marked with a skull design.

Thursday, June 21, 2018

MIDDLE DUNGEONS LEVEL FOUR 162 SEALED ROOM.

162 SEALED ROOM. Both exits to this room are metal hatches. Inside, the desiccated body of a human in a white coat is sprawled on the floor. His finger is mangled and he has written the following on the wall in his own blood “sorry      so very sorry      Im sorry”.

Wednesday, June 20, 2018

MIDDLE DUNGEONS LEVEL FOUR 161 FOOD ROOM.

161 FOOD ROOM. An oven is in the room along with a white sign.

The oven is actually a mana machine that produces food for the animals from vat media. It is tolerable, but not tasty.

The sign is a list of rules on feeding the animals in the rooms. The carnivorous apes would follow these directions, if they could read.

Tuesday, June 19, 2018

MIDDLE DUNGEONS LEVEL FOUR 160 GORILLA BED ROOM.

160 GORILLA BED ROOM. This room is furnished as a bedroom. It is inhabited by the apes so it is very rough. The walls are decorated with six paintings made by the carnivorous apes showing them hunting various animals, monsters, and people. They are good (each is worth 1d20+10 gold crescents).

The closet (A on the map) holds a small chest with 550 silver spanners and 150 gold crescents, a case with 16 crossbow bolts +1, a cape made from cloth of gold (200 gold crescents), tubes of brightly colored paint and paintbrushes, and two labeled potions of reptile/amphibian/fish control (white, smells of vinegar, tastes of maple syrup).

Monday, June 18, 2018

MIDDLE DUNGEONS LEVEL FOUR 159 ALMOST CHIMERA ROOM.

159 ALMOST CHIMERA ROOM. The door to this room is locked. It can be opened with the key with the lion's head design from Room 160.

Inside are four creatures.

Lion (AC 5/6; MV 12”; HD 5+2; hp 23; #AT 2 claws and 1 bite; D 1-4/1-4/1-10; SA Rear claws for 2-7/2-7; SD Surprised only on a 1; XP 438)

Giant Nanny Goat (AC 7; MV 18”; HD 3+1; hp 15; #AT 1 butt; D 2-16; SA Charge (+4 to hit, 6-20); XP 125)

2 Juvenile Hybrid Goat-Lions (AC 6; MV 12”; HD 2+2; hp 13, 10; #AT 2 claws, 1 bite, and 1 butt; D 1-2/1-2/1-6/2-8; SD Surprised only on a 1; XP 89, 80)

The hybrids have lion-like forebodies, goat-like hindquarters, a goat head, and a lion head. The owners of this level were trying to breed chimeras, but have only gotten this far. The hybrids are treasure loving, however, and have 2318 gold crescents and three gems (sapphire, base 500 gold crescents each).

The room is like a habitat, with painted walls resembling open plains and blue sky. There are piled pieces of furniture that the young ones use to play on.

Sunday, June 17, 2018

MIDDLE DUNGEONS LEVEL FOUR 158 BABOON ROOM.

158 BABOON ROOM. The door to this room is unlocked, although it is capable of being locked. A glowing diamond (5000 gold crescents) is in the center of the room on a pedestal. A dozen baboons sit in a circle surrounding the sphere. They are in the lotus position, meditating. A light is shining from the ceiling and being dispersed from it, giving them dreams and increasing their intelligence. They are all currently at high intelligence and can speak reasonably well.

12 Baboons (AC 7; MV 12”; HD 1+1; hp 6 each; #AT 1 bite; D 2-5; SD Climbing; XP 32 each)

The baboons will resist those who try to steal the diamond.

Saturday, June 16, 2018

MIDDLE DUNGEONS LEVEL FOUR 157 GROUGGE ROOM.

157 GROUGGE ROOM. The door to this room is not locked, although it is capable of being locked. The grougge that were here have escaped. All that remains are some shed carapaces.

Friday, June 15, 2018

MIDDLE DUNGEONS LEVEL FOUR 156 OOZE ROOM.

156 OOZE ROOM. The door to this room is locked. The gray key from Room 160 will open it.

An unusually large gray ooze is in the room. A lever is on the wall near the door.

Gray Ooze (AC 8; MV 1”; HD 6+6; hp 35; #AT 1; D 2-16; SA Corrosive properties; SD Immune to spells, heat, cold, psionics; XP 1055)

There is actually a wall of force located five feet from the door and dividing the room into east and west halves. The lever turns it on and off. The apes usually turn it off, throw food at the ooze and turn it on again quickly.

The ooze is psionically aware and can perform a psychic crush if stimulated psionically.

Thursday, June 14, 2018

MIDDLE DUNGEONS LEVEL FOUR 155 FROG ROOM.

155 FROG ROOM. The door to this room is locked. The key with the frog head design from Room 160 will open it.

Inside there is a central pool with clear water. Ten killer frogs are basking on an island made of rocks in the center of the pool or swimming about. In addition to the frogs there are sixteen huge clams.

10 Killer Frogs (AC 8; MV 6”//12”; HD 1+4; hp 12, 12, 11, 10, 9, 8, 7, 6, 6, 6; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 60, 60, 58, 56, 54, 52, 50, 48, 48, 48)

The room is quite warm, about eighty five degrees Farenheit. The water is only five feet deep and warm. If the giant clams are opened, roll on the table below.

2d4
Inside the Clam
2
Pearl base value 500 gold crescents
3-5
Nothing
6
Pearl base value 100 gold crescents
7
A small gold statue of a frog worth 200 gold crescents
8
A small killer frog (hp 5, XP 46)

Wednesday, June 13, 2018

MIDDLE DUNGEONS LEVEL FOUR 154 GORILLA ROOM.

154 GORILLA ROOM. Three carnivorous apes and their pet dire wolf are here.

3 Carnivorous Apes (AC 6; MV 12”; HD 5; hp 24, 22, 14; #AT 2 hands and 1 bite; D 1-4/1-4/1-8; SA Rending (1-8); SD Surprised only on a 1; XP 290, 280, 240)

Dire Wolf (AC 6; MV 18”; HD 3+3; hp 19; #AT 1 bite; D 2-8; XP 136)

The apes are the caretakers of the other monsters in Rooms 155 to 159. They wear white Phrygian caps like the Triskelion vat men.

The apes are basically interested in doing their job and do not want to fight, but they will if attacked. They have accumulated various items in Room 160 are will barter with adventurers in exchange for them. They can understand human language but cannot talk. They particularly like real meat and strong alcohol.

Tuesday, June 12, 2018

MIDDLE DUNGEONS LEVEL FOUR 153 ANNEX.

153 ANNEX. The floor is gray stone and there are drains in it. The smell of captive animals is heavy here.

Monday, June 11, 2018

MIDDLE DUNGEONS LEVEL FOUR 152 GRAY ROOM.

152 GRAY ROOM. The ceiling in this room is not illuminated, but instead is dark gray stone. A stone bowl on a small pedestal is in the center of the room. It holds a potent acid that resembles water. It is colorless and odorless. There is about one gallons worth.

This can be weaponized, if the characters have suitable containers (see page 64 of the Dungeon Master's Guide).

Sunday, June 10, 2018

MIDDLE DUNGEONS LEVEL FOUR 151 PIT TRAP.

151 PIT TRAP. This covered pit trap falls ten feet, but the bottom is filled with jagged metal fragments, so damage is 2d6.

Saturday, June 9, 2018

MIDDLE DUNGEONS LEVEL FOUR 150 STATUE ROOM.

150 STATUE ROOM. There are eight small statues made of rusty metal and having common woodland animals are their subjects. One rabbit is actually a gold statue (400 gold crescents) artfully painted to resemble rusted iron.

Friday, June 8, 2018

MIDDLE DUNGEONS LEVEL FOUR 149 MACHINE ROOM.

149 MACHINE ROOM. On the floor is a metal box about the size of a pony, with six grooved wheels. It is animated and will attack by smashing itself into people.

Automated Carriage (AC 0; MV 12"; HD 6; hp 30; #AT 1 smash; D 4-16; XP 405)

If it is wrecked, the box top will open up and release three flying machines.

3 Flying Drones (AC 7; MV 15"; HD 1+2; hp 8 each; #AT 1 flamethrower; D 1-8; XP 36 each)

These devices look a bit like stylized fish, but have a propeller sticking out instead of a dorsal fin, a bit like a helicopter. They shoot flames from the mouth.

All four are mechanical devices, not living creatures, and are immune to poison and spells that affect the mind (sleep, charm, etc.)

Inside the automated carriage is a metal cylinder with a minus (-) sign on it, about the size of a thermos. If it is combined with the piece from Room 147, it will be able to reactivate one of the machines from Room 145.

Thursday, June 7, 2018

MIDDLE DUNGEONS LEVEL FOUR 148 MAGNETIC TRAP.

148 MAGNETIC TRAP. The walls of the corridor become metal for ten feet here. The north wall is a strong magnetic attractor and the south wall is a repeller. Any person who attempts to travel the corridor wearing metal armor or having the equivalent amount of magnetic metal on their person will be violently thrown into the north wall, causing 1d6+4 damage.

Wednesday, June 6, 2018

MIDDLE DUNGEONS LEVEL FOUR 147 METAL MONSTER.

147 METAL MONSTER. Fragments of metal wreckage are scattered about. When the room is entered they will fly together and make a man-sized monster of metal with a vaguely crab-like shape.

Giant Crab Machine (AC 0; MV 9”; HD 6; hp 30; #AT 2 claws; D 3-12/3-12; SA Surprise on a 1-4; XP 405)

As the monster is damaged, parts will fly off. At the center is a metal cylinder with a plus (+) sign on it, about the size of a thermos.

Tuesday, June 5, 2018

MIDDLE DUNGEONS LEVEL FOUR 146 STORAGE ROOM.

146 STORAGE ROOM. The room holds one metal barrel and three wide round cans. The barrel holds lamp oil (equivalent to 100 flasks) and the cans hold machinery oil to be used as lubricant.

Monday, June 4, 2018

MIDDLE DUNGEONS LEVEL FOUR 145 MACHINE SHOP.

145 MACHINE SHOP. There are three large metal tables and countertops are against the walls. Tools used in carpentry, masonry and metal-working (saws, hammers, vices, etc.) are hung upon the walls and lie about.

On the tables are three humanoid structures made of metal, like recumbent statues. Each is only partially assembled. One is missing its left arm and shoulder, one a head, and the last is missing both hands.

If the pieces of metal from Rooms 147 and 149 are brought together, they will form a long cylinder. If this device is brought back to this room, it will be strongly magnetically drawn to the metal figures on the tables. If touched to one of them, it will bury itself in the chest cavity and, acting as a battery, it will animate that robot. Only one of the three robots can be animated.

Robot One (AC 3; MV 9”; HD 9; hp 40; #AT 1 fist; D 4-24; SD Limited spell immunity; XP 1780)

This robot is missing its left arm, but its right arm is huge and strong.

Robot Two (AC 3; MV 9”; HD 9; hp 40; #AT 2 fists; D 2-16/2-16; SD Limited spell immunity; XP 1780)

This robot appears to be missing it head, but when animated a holographic projection of a burning skull head will appear in the missing space.

Robot Three (AC 3; MV 9”; HD 9; hp 40; #AT 2 laser beams; D 1-10/1-10; SD Limited spell immunity; XP 1780)

This robot appears to be missing it hands but can shoot laser beams from the canon like stubs of the wrist. Range is 4 miles.

Robots are not alive and are immune to mind affecting spells. They take half damage from cold and double damage from electricity. Robots will serve the person who activated them permanently. Since there is no normal way to repair them, the robot will become nonfunctional when it reaches 0 hit points.

Sunday, June 3, 2018

MIDDLE DUNGEONS LEVEL FOUR 144 LAUNDRY ROOM.

144 LAUNDRY ROOM. There are faucets for hot and cold running water, wooden bins and baskets, and jars of soap. A clothesline holds dozens of the toga-like garments favored by Triskelion vat men.

Saturday, June 2, 2018

MIDDLE DUNGEONS LEVEL FOUR 143 ABANDONED STORE ROOM.

143 ABANDONED STORE ROOM. Four grougge lair here.

4 Grougge (AC 5; MV 12:; HD 3+3; hp 20, 17, 16, 15; #AT 2 claws; D 1-6/1-6; SA Shock for 1d6+2; XP 165, 153, 149, 145)

The place holds dozens of wooden crates. Most have been broken open revealing straw only, but two are still intact, nailed shut. The first holds taxidermy of a small flightless bird, the dodo. The second holds seventy file glass vials of dried blood and a small spool of fine platinum wire, worth 300 gold crescents.

Friday, June 1, 2018

MIDDLE DUNGEONS LEVEL FOUR 142 STAGE ROOM.

142 STAGE ROOM. A wooden stage is erected here. There is a 75% chance that 1d4+4 laughing Triskelion vat men will be here practicing a play or performing acts of acrobatics, juggling, or comedy.

Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D By weapon type; SA Berserk, never surprise; XP 77 each)

70% will have long swords, 20% broad swords, 5% short swords, 4% bastard swords, and 1% two-handed swords.