Tuesday, July 31, 2018

MIDDLE DUNGEONS LEVEL FIVE 14 STORAGE ROOM.

14 STORAGE ROOM. Within there are twenty boards of lumber, a small barrel of tacks, a basket holding sixteen pink candles which smell of mint, and two hundred and eighty feet of strong rope in a pile.

Monday, July 30, 2018

MIDDLE DUNGEONS LEVEL FIVE 13 BOAR ROOM.

13 BOAR ROOM. A monstrous boar is here.

Giant Boar (AC 4; MV 12”; HD 7; hp 32; #AT 1 tusks; D 3-18; XP 481)

This creature has gone full carnivore. In addition is has been armored with metal plates for the arena games.

Sunday, July 29, 2018

Saturday, July 28, 2018

MIDDLE DUNGEONS LEVEL FIVE 11 FORGOTTEN ROOM.

11 FORGOTTEN ROOM. The door to this room has been infested with vermin and is quite brittle. Even normal force applied to the door will break off chunks of crumbling wood.

The first thing that adventurer's will notice are the huge number of roaches, which will aggregate into a humanoid shape and attack with its upper extremities.

Horrible Humanoid Roach Monster (AC 0; MV 12”; HD 5; hp 26; #AT 2 foul fists; D 2-8/2-8; SD Limited spell immunity; XP 300)

This creature will take double damage from fire, but if it used the rancid smoke from the burning roaches will cause everyone in the room to suffer choking and gagging unless they save vs posion a made. Affected individuals are incapacitated for 1d4 rounds. After that they will fight at -4 to hit until they can leave the room. Due to the communal nature of its body, it is immune to mind affecting spells such as charm, sleep, and hold, though it is not an undead.

The floor is covered with dust. The furniture and bed are draped with white cloths. A wardrobe holds moth eaten and ruined clothes (two white fur coats, a vest of purple material, and a white formal shirt with a high collar), except for a blue robe decorated with yellow crescents which appears quite new and is actually a robe of protection +2 (as the ring of the same name). The robe will operate in conjunction with a ring of protection.

Friday, July 27, 2018

MIDDLE DUNGEONS LEVEL FIVE 10 MIRROR ROOM.

10 MIRROR ROOM. The mirrors on the walls are cunningly decorated with paint so that people walking through the room will see themselves wearing the armor of gladiators. The face plates on the great helms are left open to accentuate the effect. The appearance is ruined for those below five feet or greater than seven feet.

Thursday, July 26, 2018

MIDDLE DUNGEONS LEVEL FIVE 9 ALCOVE.

9 ALCOVE. In the center of the ten by ten foot floor is a dark hole, about a foot in diameter. It connects to a system of pipes and drains about two feet below the floor and located throughout the level. There is a clog at the bottom. Wrapped in an old shirt are 3 gold crescents and a four inch tall silver statue of a murmillo type gladiator, worth 35 gold crescents.

Wednesday, July 25, 2018

MIDDLE DUNGEONS LEVEL FIVE 8 JACKALWERE'S DEN.

8 JACKALWERE'S DEN. This room is the home of a jackalwere.

Jackalwere (AC 4; MV 12”; HD 4; hp 28; #AT 1 bite or 1 weapon; D 2-8 or cursed broad sword +3; SA Gaze causes sleep; SD Magic, cold-forged iron, or black iron weapon needed to hit; XP 912)

He is quite demented and will attack in his humanoid jackal form.

His cursed broad sword +3 will drain a point of intelligence (40%) or wisdom (60%) once a day, unless a saving throw vs spells is made. After these scores reach 2, the point drain will stop. It is impossible to throw away the weapon once it has been claimed and a remove curse or similar remedy must be obtained. The lost ability score points will return at the rate of one point each per day after a remove curse is applied.

The jackalwere's lair contains human, demi-human, and humanoid body parts. Among the rotting and fresh remains are:

254 gold crescents
434 silver spanners
684 copper pieces
1 amulet with a Triskelion three legged design in jet and gold worth 600 gold crescents
6 short swords
4 large shields
4 tridents
2 daggers

The secret door to the south of this room pivots on a central axis running from the floor to the ceiling.

Tuesday, July 24, 2018

MIDDLE DUNGEONS LEVEL FIVE 7 GRAY ROOM.

7 GRAY ROOM. The keystone on the archway leading to this room is decorated with an anchor. The tiles on the floor and the stones of the walls and ceiling are dull gray. A small pile of garbage in the southeast corner holds rags, twigs, scraps of oily paper, and a crude wooden carved statue of a ship. If the ship is thrown into the pool in Room 6, it will expand to ten feet long and ten goblin pirates will disembark from a hatch, like clowns leaving a car.

8 Pirate Goblins (AC 6; MV 6”; HD 1-1; hp 5 each; #AT 1; D Scimitar; XP 15 each)

1 Pirate Goblin First Mate (AC 6; MV 6”; HD 1+1; hp 9; #AT 1; D Scimitar; XP 38)

1 Pirate Goblin Captain (AC 5; MV 6”; HD 2+1; hp 19; #AT 1; D Scimitar +1 due to strength; XP 92)

The goblin pirates are dressed elaborately with colorful bandanas and baggy pants. The captain has a massive hat, peg leg, heavy red coat, and stuffed parrot wired to his thick yellow cloth epaulette. They will serve the person who threw the ship in the pool permanently, but are subject to normal rules for retainers such as morale and loyalty.

Monday, July 23, 2018

MIDDLE DUNGEONS LEVEL FIVE 6 POOL ROOM.

6 POOL ROOM. The door to this room is metal and tight, but does not require an open doors check to open, a steady pull will do the trick. The floor is decorated in white tile while the walls are blue and green checkered tiles. The ceiling is glowing golden yellow. Strangely, six orange trees with copious amounts of fruit grow in large clay pots, arranged about the pool. The four foot deep pool holds fresh water which is always cool. The volume of water changes completely once per hour, so even if it is soiled, it will soon return to cleanliness. This is accomplished through tiny holes near the base of the pool.

Sunday, July 22, 2018

NEW ITEM: SHADOW STONE

These rare stones have the ability to turn the holder into a form similar to a shadow, (as Monster Manual).

Shadow Form (AC 7; MV 12”; HD as per character; hp as per character; #AT 1; D 2-5; SD Magic weapon to hit, limited spell immunity)

Characters in shadow form are immune to the same attack forms as shadows. They cannot be turned as they are not undead, and they cannot drain strength. They are 90% undetectable, except in the presence of bright light. It is possible to fit under doors and through cracks while in shadow form. The effect lasts 2d4 turns and each stone can be used 1d4+1 times. After its final use, the stone turns into a piece of black opal (base 1000 gold crescent value).

MIDDLE DUNGEONS LEVEL FIVE 5 MINING CAMP.

5 MINING CAMP. Thirteen twilight dwarves are here. They always post two alert guards.

11 Twilight Dwarf Miners (AC 5; MV 6”; HD 1; hp 5 each; D Pick; SD Save at +3 (or better) vs poison and petrification; XP 15 each)

Bofer, Twilight Dwarf Ore Smeller (AC 5; MV 6”; HD 2; hp 11; D Pick; SD Save at +3 (or better) vs poison and petrification; XP 42)

The ore smeller's job is to find precious minerals. He can perform the same function as a wand of metal and mineral detection, usable thrice per day. Treat the dwarves picks as footman's military pick. Each has 2d8 gold mabans, 3d8 silver khurams, and 3d8 copper ganes. The ore smeller has double that.

Snori, Twilight Dwarf Miner Captain (AC 4; MV 6”; F4; hp 24; #AT 1; D Short sword +2 +1 due to strength; XP 210)

Snori has 47 gold mabans, 13 silver khurams, 8 copper ganes, and a gold pendant of a dragon's head on a gold chain (500 gold crescents value).

The dwarves are neutral in alignment. They are motivated primarily by greed for treasure and do not have time for small talk. They will be quite willing to trade if they feel such a transaction can be advantageous. They are a business, with the each dwarf getting one share, the ore smeller five shares, and the captain seven shares.

In their camp they have gear including sleeping rolls, rope, flint and tinder, iron rations, water, and mining tools. They have extracted silver ore (3200 gold crescents value) and six shadow stones. The dwarves have been responsible for the smaller tunnels on this part of the level, made as they excavated for treasure.

Saturday, July 21, 2018

MIDDLE DUNGEONS LEVEL FIVE 4 WORM ROOM.

4 WORM ROOM. This door is difficult to open. When opened it will be similarly difficult to shut. A strong wind is blowing in this room, coming out of vents near the ceiling. It will put out all torches and may put out lanterns (30% chance). Thousands of normal earthworms are wriggling around on the floor. A search for secret doors will, if successful, instead turn up a loose brick in the west wall, behind which is hidden a magic user's scroll with Tenser's floating disc and invisibility.

Friday, July 20, 2018

MIDDLE DUNGEONS LEVEL FIVE 3 EMPTY ROOM.

3 EMPTY ROOM. The thin passages to the north are raised one foot off the floor and are only five feet high. A gelatinous cube is located immediately to the corridor to the south. In fact, it is flush with the wall.

Gelatinous Cube (AC 8; MV 6”; HD 4; hp 20; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 230)

Inside the cube are 17 silver spanners, 32 gold crescents, and a metal thermos holding a potion of extra-healing.

Thursday, July 19, 2018

MIDDLE DUNGEONS LEVEL FIVE 2 OVAL ROOM.

2 OVAL ROOM. Six men, former bandits and prisoners of the dungeon, have gathered here.

5 Prisoners (AC 10; MV 12”; HD 1-6 hit points; hp 4 each; #AT 1; D Club; XP 9 each)

1 Leader (AC 10; MV 12”; F3; hp 16; #At 1; D Short sword; XP 124)

Their gray rags are made from their prison uniforms. They are scavenging the body of a carnivorous ape killed and partially eaten by something else. They have torches and are heating the meat over them as best they can. Their leader has swallowed an opal (2000 gold crescents). He hopes that he can use it to make his fortune as he dreams of escape from the dungeon.

Wednesday, July 18, 2018

MIDDLE DUNGEONS LEVEL FIVE 1 STAIRS.

1 STAIRS. These stairs ascend thirty feet to Room 179 on Level 4. Note that the thin passage to the west and similar passages in this area are raised one foot off the floor of the adjoining corridors and rooms, and are only five feet high. Dwarves and gnomes who check will note that they are of newer construction.

Encounter Key: Middle Dungeons Level 5

This level is located thirty feet below Level 4. It connects to levels 4 and 6 as well as the Yawning Staircase.


The walls on this level are pale gray stone. Except where noted otherwise, they are decorated with low relief sculpture of gladiators fighting with other gladiators, beasts, and monsters. Ceiling height is generally ten feet. This level and Level 6 were established as a gladiatorial arena for the amusement of powerful Triskelion family members. Using human prisoners and professional gladiators, they ran combat games for hundreds of years. The gladiators were chosen for their strength, agility, endurance, and fighting skill. Thus most have a bonus to damage due to a high strength score.


Surviving gladiators, prisoners, wild animals, and monsters wander the corridors of these levels. Some of the gladiators have banded together to aid their quest to survive. Thus there are five factions of gladiators on the two levels, divided based on the roles they played during the fights.


Hoplomachi: (singular hoplomachus) The hoplomachi wear a great helm with a stylized griffin crest. Their legs and their weapon bearing arm are wrapped in wool and they have metal shin guards. They carry a spear and small round metal shield.


Murmillones: (singular murmillo) The murmillones wear a great helm with a stylized fish crest. Their weapon bearing arm has a metal guard, and the opposite leg has a metal shin guard. They carry a short sword and a large curved rectangular metal shield.


Retiarii :(singular retarius) The retiarii carry a trident and a weighted net. They have no head protection. Their armor consists only of a heavy metal guard on their trident bearing arm and a wide leather belt, into which is tucked a dagger.


Secutores: (singular secutor) The great helm of the secutor has small eye holes (to avoid the trident of the retarius) and and a rounded top. The flanges about the neck are stylized to resemble the fins of a fish. Their weapon bearing arm is protected with wool and the opposite leg has a metal shin guard. They carry a short sword and a large curved rectangular metal shield. At first glance, they may easily be mistaken for a murmillo.


Thraces: (singular thraex) The thraces wear a great helm decorated with a plume and crest. Their armor is otherwise like that of hoplomachus. Their shield is small, metal and square. The short sword that they use is distinctive for its curved blade.


All of the gladiator factions are rivals, but some are especially antaganistic, due to the roles they played in the arena.


PREFERENCE TABLE
Gladiator type
Hoplomachii
Murmillones
Retiarii
Secutares
Thraces
Hoplomachii
-
H
S
S
H
Murmillones
H
-
A
T
H
Retiarii
S
A
-
H
S
Secutores
S
T
H
-
S
Thraces
H
H
S
S
-


T: The gladiator type is tolerated, under normal circumstances. There is unlikely to be conflict and cooperation is possible.
S: The group is viewed with suspicion and contempt. There is a fair chance of combat occurring when the two types mix.
A: Antipathy is felt towards the group in question. The two types will attack each other under usual circumstances. Cooperation is only possible if the two sides are faced with extinction from an outside overwhelming force, and even then, it will be temporary.
H: Hatred is present. Bloodshed is inevitable unless one side is outnumbered and flees.

Tuesday, July 17, 2018

Middle Dungeons Level Four Map Available.

Just like it says.  Go here, or to the link to the right.

MIDDLE DUNGEONS LEVEL FOUR 188 URINE THE WAY.

188 URINE THE WAY. This corridor terminates in a urinal. Flushing the urinal causes the following:

  • A stone wall will close, separating the last ten feet of the corridor from the rest. Any person in this last ten feet who wants to jump back into the rest of the corridor must make a saving throw vs petrification. If they fail, the are crushed by the wall for 4d10 damage.
  • This ten feet will then start moving south along the empty way shown on the map. After traveling about four miles it will ascend to the surface.
  • It ends up at an outhouse, which can be exited from normally.
  • After twenty four hours, the urinal and floor will retrace its steps to its starting position.
This whole thing was set up as an emergency escape system. There is a goat path that leads down to the dirt portion of the road leading to the Outer Ward.

Monday, July 16, 2018

MIDDLE DUNGEONS LEVEL FOUR 187 SECRET OFFICE.

187 SECRET OFFICE. The well preserved corpse of yet another person who looks exactly like Valerian Triskelion (same facial features, long white hair but balding on top) sits behind a desk. Inside the desk are the following items:

  • Two scrolls of cure disease.
  • Three essence extractors.
  • A locked metal box, it is trapped with a poison needle (save or die). It holds six rubies (base 1000 gold crescents each) and a love letter from a woman named Margaret to Valerian.
  • A silver key inlaid with pearl and tiny diamonds (5000 gold crescents). It will open the box.
  • Two artificial eyes (one blue, one purple) if placed inside the eye socket of someone who has been blinded, they will allow normal sight.

Sunday, July 15, 2018

MIDDLE DUNGEONS LEVEL FOUR 186 PATHOGEN STORAGE.

186 PATHOGEN STORAGE. An unfortunate researcher accidentally infected himself with lycanthropy and the fungoid zombie disease.

Werewolf Fungoid Zombie (AC 5; MV 12”; HD 5+4; hp 27; #AT 1; D 2-8; SA Disease; SD Silver or magic weapon to hit, regenerate 1-4 hit points each round; XP 762)

This storage facility contains glass vials of disease bearing organisms. Each round that this horror indulges in combat it thrashes violently, knocking vials about. There is a 25% chance it will knock a glass vial on a random character, breaking it and spilling its contents on the character. The person must make a svaing throw vs poison or contract the disease.

1d20
Vial Contents
1
Bubonic Plague
2
Dysentery
3
Cholera
4
Malaria
5
Small Pox
6
Tubercolosis
7
Typhus
8
Typhoid Fever
9
Yellow Fever
10
Spotted Fever
11
Advanced Leprosy (Mummy Rot)
12
Lycanthropy Roll 1d6 (1=Wererat, 2-3=Werewolf, 4=Wereboar, 5=Weretiger, 6= Werebear)
13
Laughing Disease
14
Turn to Stone Disease
15
Fungoid Zombie Disease
16
Infected Zombie Disease
17-20
Sample is too old and no longer infectious

For diseases 1-10 please refer to OD&D Supplement 2: Blackmoor page 52. If that is not available, use the following from the AD&D Dungeon Master's Guide pages 13 to 14.

Disease
DMG Equivalent
Bubonic Plague
Chronic terminal disease of blood/blood forming organs
Dysentery
Acute severe disease of the gastro-intestinal system
Cholera
Acute severe disease of the gastro-intestinal system
Malaria
Severe parasitic infection of the cardiovascular system
Small Pox
Acute terminal disease of the skin
Tubercolosis
Chronic severe disease of the respiratory system
Typhus
Acute terminal disease of the skin and brain/nervous system
Typhoid Fever
Acute severe disease of the gastro-intestinal system
Yellow Fever
Acute severe disease of the cardiovascular-renal system
Spotted Fever
Acute severe disease of the muscles and skin

The Laughing Disease will turn a character into a Laughing Trsieklion in 2d4 days, They will keep their level, statistics, etc., but will be constantly laughing or giggling, and have the same inability to surprise and tendency to go berserk as do Laughing Triskelions.

The Turn to Stone Disease is described in Room 183C.

The Infected Zombie Disease is described in Room 163.

Saturday, July 14, 2018

MIDDLE DUNGEONS LEVEL FOUR 185 BIOHAZARD LABORATORY.

185 BIOHAZARD LABORATORY. Ther are seven fungoid zombies here.

Fungoid Zombies (AC 8; MV 9”; HD 2+1; hp 10 each; #AT 1; D 1-8; SA Disease; SD Regenerate 1-4 hit points each round; XP 90 each)

They are all zombies of researchers, and their wear the white jumpsuits like those found in Room 182.

This laboratory space holds the usual black countertops and glassware. There are several large white pieces of furniture resembling an open oven on top of a four foot high metal base. These are fume hoods and air is constantly being recycled within them.

One of the fume hoods (marked with an 'X') still contains a sample. There is a small bowl full of a gray paste. Any person coming into contact with this substance must save vs petrification or suffer the turn to stone disease described in Room 183C.

Friday, July 13, 2018

MIDDLE DUNGEONSC LEVEL FOUR 184 AIR LOCK.

184 AIR LOCK. The two hatches leading from this room (to Rooms 182 and 184) are designed so that they cannot both be open at the same time. There is always strong air pressure in this room, as if a forceful wind is blowing from the floor, which is a grate.

Thursday, July 12, 2018

Middle Dungeons Level Four Wandering Monsters

Roll for random encounters using 1d6 once every three turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations. In addition to the vat creatures that one would expect on this level, several dungeon scavengers are also found here, as the availability of vat media as a food source attracts them.

Random Encounters

1d20
Description
1
Aberrant Vat Creatures
2-3
Blank Faced Triskelions
4
Carrion Crawler
5-7
Crying Triskelions
8
Gelatinous Cube
9
Giant Boring Beetles
10
Giant Spiders
11
Gray Oozes
12-14
Laughing Triskelions
15
Ochre Jellies
16-18
Scowling Triskelions
19
Screaming Scums
20
Toxic Harlequins

Aberrant Vat Creature
Due to the vat chambers being extremely complicated and imperfect, there are many ways that the process can go wrong resulting in freakish aberrant types of vat men having bodies of animals, multiple heads, or being sized incorrectly. The following examples are given. The DM should reuse or add new ones created by himself or herself if the below list is exhausted.

Six Headed Vat Creature(AC 5; MV 9”; HD 6; hp 48; #AT 0; D Nil; SA Breath weapons; SD All heads must be killed to slay; XP 1138)

Treat this as a six headed hydra, but the heads are all those of Scowling Triskelions. It cannot bite, instead it has breath weapons.
  • Head 1: Cone of Frost, as White Dragon but damage is 3d4
  • Head 2: Cone of Fire, as Red Dragon but damage is 3d4
  • Head 3: Cloud of Slow Gas, as Copper Dragon
  • Head 4: Bolt of Lightning, as Blue Dragon, but damage is 3d4
  • Head 5: Stream of Acid, as Black Dragon, but damage is 3d4
  • Head 6: Roar, as Dragonne


Giant Homonculous
Homonculous (AC 6; MV 12””; HD 6; hp 29; #AT 1 bite; D 1d12; SA Bite causes sleep; SA Saves as MU18; Size L; XP 449)

This creature is nine feet tall and relatively lean. Its wings are the same size as a normal homonculous, and so are useless. Roll 1d6 for alignment (1=chaotic good, 2=neutral, 3=chaotic neutral, 4=lawful evil, 5=chaotic evil, 6=neutral evil)


Invisible Vat Man (AC 6; MV 12”; HD 6; hp 27; #AT 2; D Long sword X 2; SA Taunting; XP 437)

This vat man is naturally and permanently invisible, but has painted its Laughing Triskelion face with white grease paint and it carries two non-invisible long swords. As it fights it taunts its opponents. Any person hearing this taunting must save vs spells or become enraged. Enraged individuals will attempt to melee with the invisble vat man, ignoring spell casting or thief abilities. They become clumsy with their attacks at -4 to hit and their armor class suffers a penalty of 4. Against characters which can see invisible, the vat man's armor class is 8.


Vat Constrictor (AC 5; MV 9”; HD 6+1; hp 28; #AT 1 bite and 1 constrict; D 1-4/ 2-8; SA Constriction; XP 449)

This creature is as a giant constrictor snake, but has the face of a Crying Trsikelion. It sobs as it attacks, so it can only use its bite attack once every other round.


Blank Faced Triskelions
1d4+4 Blank Faced Triskelion (AC 6; MV 12"; HD 3; #AT 1; D 1d4; XP 35 + 3/hp)
These vat men are interested only in repair and maintenance. They will never fight adventurers unless attacked first.


Carrion Crawler
1 Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp ; #AT 8 tentacles; D Paralysis; XP 580 + 4/hp)


Crying Triskelions
1d4+2 Crying Triskelions (AC 6; MV 12"; HD 3; #AT 1; D Quarter staff; XP 35 + 3/hp)

The Crying Triskelions will be searching for a smaller groups of Laughing or Scowling vat men. They plan on eating the Laughing Triskelions and killing the Scowling Triskelions, provided that they outnumber the enemy sufficiently. There is a 20% chance that they will have a bag of 50 gold crescents that they will throw at pursuers if they are forced to run away.


Gelatinous Cube
1 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)


Giant Boring Beetles
1d4 Giant Boring Beetles (AC 3; MV 6”; HD 5; #AT 1 bite; D 5-20; XP 90 + 5/hp)


Giant Spiders
1d3 Giant Spiders (AC 4; MV 3"*12"; HD 4+4; #AT 1 bite; D 2-8; SA Webs, poison; XP 315 + 5/hp)


Gray Oozes
1d4 Gray Oozes (AC 8; MV 1”; HD 3+3; #AT 1; D 2-16; SA Corrosive properties; SD Immune to spells, heat, cold; XP 200 + 5/hp)


Laughing Triskelions
1d4+2 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; #AT 1; D By weapon type; SA Berserk, never surprise; XP 35 + 3/hp)

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

This group will be out to go slaughter some Crying or Scowling Triskelions, as they feel sorry for their condition and wish to exterminate them for their own good.


Ochre Jellies
1d2 Ochre Jellies (AC 8; MV 3”; HD 6; #AT 1 touch; D 3-12; SD Lightning divides in half; XP 150 + 6/hp)


Scowling Triskelions
1d4+2 Scowling Triskelion (AC 6; MV 12"; HD 3; #AT 1; D Nine-tailed whip (as horseman's flail); XP 35 + 3/hp)

This will be either a slave taking raid looking for wandering Crying Triskelions (60%) or a group out looking for trouble (40%). If they are a slave raid, then there is a 20% chance they have 1d4 captive Crying Triskelions. Each Scowling Triskelion has 2d4 gold crescents in a pouch.


Screaming Scums
1d3 Screaming Scums (AC 7; MV 6”; HD 4+1; #AT 1; D 1-4; SA Drain blood for 2-8; SD Scream; XP 110 + 4/hp)


Toxic Harlequins
1d4 Toxic Harlequins (AC 6; MV 15"; HD 4; hp 20 each; #AT 1; D Short sword; MR 55%; XP 380 each)

Thief skills: PP 45%, OL 42% F/RT 35% MS 33% HS 25% HN 15% CW 88% RL 20%

30% of the time they will have a magic weapon. Similarly there is a 25% of magic armor, and 20% of the time they will have a magic item usable by thieves.

MIDDLE DUNGEONS LEVEL FOUR 183 QUARANTINE QUARTERS.

183 QUARANTINE QUARTERS. These Four Rooms A to D are furnished the same, each as a bed room with closet holding white paper clothing. All four doors are capable of being locked, but only C actually is so. It is also the only one with an occupant.

Lying on the bed in Room 183C is the statue of a man wearing only white paper clothing. This is actually a man turned to stone by one of the diseases kept in Room 184. The disease is communicable, anyone who touches the man must save vs petrification or turn to stone slowly over the next 2d12+24 hours. Any one wearing one of the white jumpsuits from Room 182 gets a +4 on their saving throw.

In the closet of Room 183C is a bag holding clothes, a crumpled white lab coat, 23 gold crescents, 6 silver spanners, and 86 copper pieces.

Wednesday, July 11, 2018

MIDDLE DUNGEONS LEVEL FOUR 182 DECONTAMINATION ROOM.

182 DECONTAMINATION BAY. On the floor is written in white and black tile: “Please Step Into Alcoves For Decontamination If Infected Please Report To Termination Room”. Along the south wall there are multiple shelves holding white garments.

In each alcove there is a shower head. It will alternate spraying compressed air and salty smelling watery liquid on anyone steps fully into the alcove.

The garments on the shelves are white stretchy one piece jumpsuits that cover everything but the face. They will fit any character, but will be a bit baggy on halflings, gnomes, and dwarves. They will not fit over armor, and are actually meant to be worn only over skin.