Friday, November 30, 2018


137 ASK THE STONE. A smooth gray boulder, about four feet high by three foot circumference sits lonely near the south wall. Upon one aspect is a fleshy well-formed mouth.

If approached, the stone will say “Ask me your questions three, before I decide to answer thee”.

If the stone is asked three questions it will do its best to answer them. It knows everything the Dungeon Master knows, but some questions regarding the future may be impossible for it to answer. It will refuse to answer more than three questions, merely saying “I have answered your questions three, now silent I will be!”

If this room is revisited at a later date, the stone will be gone.

Thursday, November 29, 2018


136 ROOM THAT IS THREE ROOMS. This room is actually three different rooms depending upon which archway is entered. They each occupy the same space, but each has only one exit to the hallway. Room A is entered by the east arch, Room B by the central arch, and Room C by the west arch. It is quite possible for adventurers to enter the room by different entrances at the same time and to be in different versions of the same room but they will not see, hear, or feel each other.

Room A. This room holds a pack of three displacer beasts.

Displacer Beast (AC 4; MV 15”; HD 6; hp 36, 31, 30; #AT 2 tentacles; D 2-8/2-8; SD -2 on opponent's attack dice, save as 12th level fighter +2 on die; XP 763, 723, 715)

A set of three urns are against the west wall. All three hold gray dust. The first also holds 1556 gold crescents. The second also holds 2341 silver spanners. The third also holds three green-purple amethysts (100 gold crescents each) and two topazes (350 and 450 gold crescents).

Room B. Against the north wall is a big red lever. Hanging on the lever is a thick platinum chain (800 gold crescents value).

If the lever is pulled or the chain is taken (taking the chain alters the delicate balance of the lever and switches it anyway), then hatches will open along the east and west walls, four on each side. Behind each hatch is an ingeniously designed wooden mannikin painted like a skeletal human archer, only the top half of the body rendered. These archers will begin shooting arrows at the center of the room, where adventurers might be located. The strike as fourth level fighters and can fire two normal arrows per round. Each has 20 arrows in their quiver. They are just made of wood and not true skeletons and thus cannot be turned, etc. Causing 3 points of damage to any of them is enough to destroy or incapacitate, or the adventurers can just run for it.

Room C. Against the north wall is a stone throne delightfully decorated with the smiling faces of clowns and children. Above the throne is a plaque that reads “LOOF TSETAERG EHT ROF”.

If and only if a person actually sits in the throne, then a spring mechanism will cause the seat and back part of the throne to move violently to the left, and the occupant will be thrown for 2d10 damage. This will reveal a secret compartment below the seat holding the following:
  • A potion labeled “poison” (red, bubbling, smells of bad breath, tastes of anise). It is mislabeled and is actually a triple strength potion of extra-healing.
  • A wand of wonder, 43 charges, activation word written on the side “poison”.
  • A bag of scolding, 35 pounds weight, 1000 pounds weight limit, 150 cubic feet.


The bag of scolding is a bag of holding that can talk and has opinions about everything. It will spit out any item that is not treasure (coins, gems, jewelry, magic items, and other items of valuable nature such as fine furs and works of art). On the plus side, it will tell you when it is feeling full.

XP VALUE: 5,000

GP VALUE: 20,000


This magic long sword has all the capabilities of a flame tongue sword. In addition it has the following qualities:
  • Can speak the common tongue of men and the language of creatures from the Elemental Plane of Fire
  • Intelligence 15
  • Ego 10
  • Neutral Alignment
  • Is a +5 weapon against monsters that have a food word in their name, such as black pudding or ochre jelly
  • Detect food, kind, and amount in 2” radius
  • When inserted into cooked items or baked goods can determine with unfailing accuracy whether they have been cooked to the appropriate temperature
  • Can suggest recipes

XP VALUE: 1,200

GP VALUE: 7,500

Wednesday, November 28, 2018


135 POOL ROOM. The four pools, each eight feet deep, are filled with yellow liquid.

The northeast pool holds bubbling champagne.

The southeast pool holds sparkling apple juice.

The northwest pool holds foamy urine.

The southwest pool holds potent acid.

The pools contents are magically refilled and restored after an hour if taken or polluted.

Tuesday, November 27, 2018


134 STAIRS. The stairs descend thirty feet to Area 54 of Level 6. About halfway down there is a trap activated by pressure on one of the steps. It has a 50% chance of going off each time the stairs are used. A metal cylinder with spikes will swing on a chain out of the ceiling, doing 1d12 damage if it hits.

For adventurers descending the stairs it will hit the first in marching order. They may roll vs petrification to avoid it.

For adventurers ascending the stairs it will hit the second in marching order, unless they are very short, such as halflings or gnomes, in which case it will hit the first row. These adventurers may also roll vs petrification to avoid, but the save is at -8.

The trap has a self-winching mechanism, so it will reset itself 3d4 minutes after being triggered.

Monday, November 26, 2018


133 STORE ROOM. This room is cold but not so cold that it will cause damage. It contains all the ingredients necessary to bake meat pies and cookies.

Sunday, November 25, 2018


132 KITCHEN. A magic-user and an ogre are baking meat pies and cookies for the griffin in Room 129.

Grigor Donderbluss, Neutral Good male human Magic-User (AC 6; MV 12”; MU8; hp 19; #AT 1; D Dagger or darts; SA Spell use; S 7, I 17, W 15, D 15, C 13, Ch 16; XP 1528)

First Level Magic User Spells:
Burning Hands, Erase, Hold Portal, Magic Missile

Second Level Magic User Spells:
Continual Light, Darkness, 15' Radius, Stinking Cloud

Third Level Magic User Spells:
Dispel Magic, Fireball, Slow

Fourth Level Magic User Spells:
Fear, Ice Storm

He wears blue robes with silver stars, a matching wizard hat, and a ring of protection +3 (5' radius). He carries the following spell components: a small crystal lens, a vial of water, a vial of dust, a vial of treacle, a vial or rare ink (200 gold crescents), a pouch of bat fur, a small bag of coal fragments, skunk cabbage leaves wrapped in felt, and a leather strap with fifteen white feathers sewn into it. His travelling spell book has all the above spells, write, and read magic. He also has a scroll of lightning bolt and fire shield, and his pouch holds 25 gold crescents.

Barfolomew the Ogre (AC 5 (2); MV 9”; HD 4+1; hp 26; #AT 1; D By weapon type +2 to damage due to strength; XP 220)

Barf carries a big club (d8 damage), 35 gold crescents, 17 silver spanners, and 58 copper pieces. He will have an improved AC as long as he is within five feet of Grigor.

The two have been charmed by the griffin. As with the gladiators in Room 131, the charm will be dispelled if they see the dead griffin or after one year.

Saturday, November 24, 2018


131 PAYMASTER'S OFFICE. A secutor and a retiarus are here. There is a desk, a bookshelf, and a massive iron safe that dominates the room.

Retiarius (AC 8; MV 12”; F5; hp 27; #AT 1; D Trident, net, or dagger +1 due to strength; XP 387)

Secutor (AC 7; MV 12”; F5; hp 30; #AT 1; D Short sword +1 due to strength; XP 330)

Each gladiator has 5d10 gold crescents. They have been charmed by the griffin in Room 129 and are guarding its treasure. They have only been told to guard the safe, and will not be hostile unless attacked or someone tries to break into or steal the safe. Their charm will remain for 1 year or unless they see the dead body of the griffin. If the charm is broken, they will immediately stop cooperating with each other since they are deadly enemies.

The desk holds old pay stubs for the men and women who guarded the gladiators and beasts for the arena. There is a plaque that reads “ Three Strikes And You're Out”, but the word 'Out' has been scratched out and the word 'safe' is inserted above.

The bookcase holds old records regarding the payment of wages to guards and beast handlers.

The safe is a six feet cube and is locked. Inside are the following:
  • Giant Constrictor Snake Skeleton (AC 6; MV 9”; HD 6; hp 31; #AT 1 bite and 1 constrict; D 1-4/ 2-8; SA Constriction; SD Sharp weapons score half damage only, limited spell immunity; XP 461)
  • Six fat bags holding 2500 gold crescents each
  • One thinner bag holding 342 gold crescents

If the safe is struck three times before being opened, the giant snake skeleton will be rendered powerless and will appear inanimate until the safe is closed again.

Friday, November 23, 2018


130 ABANDONED DORMITORY. This room has been untouched by men for years. The neatly made beds are dusty and blankets are rat-chewed. There are enough furnishings for about two dozen sleepers. Footlockers hold everyday items. If all are diligently searched 1d4 gold crescents, 1d8 silver spanners, and 2d12 copper pieces will be found.

Thursday, November 22, 2018


129 DEN OF THE BIRD BEAST. The room smells strongly of wet fur. It holds an exotic type of griffin.

Unusual Griffon (AC 3; MV 12”/18”; HD 7+7; hp 40; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; SA Charm gaze; XP 1050)

The griffon has the body of a tiger instead of a lion, and the head, wings, and fore legs of a huge raven, not an eagle. In addition to its normal attacks, it can attempt to charm with its gaze, as a vampire. Victims must save at -2 vs this powerful charm spell and will be affected for the duration of the encounter, should they succumb to its effect. It has average intelligence and can speak the language of sphinxes, though it does not need to speak to command charmed victims.

Wednesday, November 21, 2018


128 ROOM OF RECORDS. The walls are lined by wooden scroll cubbies. The scrolls are not magic but instead hold records of the outcomes of gladiatorial contests going back fifty years or so.

Tuesday, November 20, 2018


127 THIS IS MY PUNISHMENT. The room is furnished as an office, with desks and chairs in two rows of eight. Sixteen human shaped figures are endlessly writing in blood colored ink on cheap paper the same phrase over and over: “This is my punishment”. The sixteen are wrapped in black cloth, crusty with dried blood, head to toe, and so their true nature is not immediately apparent.

16 Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 38 each)

The vials holding the ink are specially leaded glass worth 5 gold crescents each and the blood red ink is in fact a form of unholy water.

Monday, November 19, 2018


126 BONES. Well chewed dried animal bones litter the floor. Among the material there are a few black feathers and a silver hip flask (30 gold crescents) holding a potion of fire resistance (blue, tasteless, smells minty, always ice-cold).

Sunday, November 18, 2018


125 PUMP ROOM. Ruined machinery of obscure design lines the north and south walls. A huge handled lever is in the ground near the west wall. Next to the level is a unanimated skeleton in blue overalls.

If the lever is moved, there will be a deafening grinding sound from the floor and the flood gates in the walls of Room 124 will be fully opened, causing a subsequent loud rush of water raising the level of the water in Room 124 to two feet below door level and allowing 4 giant leeches from the pipes into that Room.

4 Giant Leeches (AC 9; MV 3”; HD 4; hp 22, 19, 15, 13; #AT 1 bite; D 1-4; SA Drain blood, anesthesia, disease; XP 198, 186, 170, 152)

Due to the sagging of the rope bridge it will now be under water.

Reversing the lever will close the gates again, but the water will not drain from Room 124.

If the body of the skeleton is checked, there is an ornate golden key is his pocket (2750 gold crescents). It is inlaid with platinum wire and small rubies and obviously ornamental rather than functional.

Saturday, November 17, 2018


124 WATER FILLED ROOM. The sound of falling water can be heard in this room from outside of the door. About six feet below the level of the doorways is a murky vomitous smelling foamy pool that is another eight feet deep. A rope bridge extends from one door to another, but it sags in the middle to a little over two feet above the water. There are multiple narrow rectangular openings scattered about the walls two to three below the level of the bridge where pipes bring water to fall into this room.

The debris of the level gets channeled here. Among the rotting organic matter and miscellaneous trash at the bottom there are 7 gold crescents, 14 silver spanners, 26 copper pieces, and a small ruby (300 gold crescents).

Friday, November 16, 2018


123 STATUE ROOM. Partial statues adorn the room, except for one amazing intact statue of a beautiful woman carved from gray veined marble. A clump of rags and dwarven bones is next to the completed statue.

The intact statue is actually alive. The dwarven artist who carved it made it so perfect that it came to life. He then died after completing this work of a lifetime.

Living Statue (AC 2; MV 9”; HD 7; hp 37; #AT 1; D 1-8; SD Resistance to damage; XP 871)

All normal weapons do only half damage against her. Magic weapons do normal damage but do not get any magic '+' bonus on damage. Weapons used against her may break, as if they had hit a caryatid column. She can use stone tell as a magic ability cast as if she was 12th level, three times per day.

The statue is extremely shy and will not move. She is curious, however, and will follow a party that contains male dwarves, as she will identify them with her creator. Thus an observant party may notice her following them about the dungeon. If she is properly approached she may be made an ally. She has a neutral alignment, can speak, and has an intelligence score of 14.

Thursday, November 15, 2018


The ring is adorned with a carving of a unicorn head. When any container is held in the hand that bears the ring, liquid inside the container is rendered into pure clean water.


GP VALUE: 4,000


122 PLINTH ROOM. Brilliantly modeled but only partially completed statue plinths are scattered haphazardly about the room.

Tools needed to carve stone are placed irregularly about. Hidden in a pile of rubble is a lustralis ring.

Tuesday, November 13, 2018


120 BACK ROOM. Offerings that the God of Luck does not want are brought here by the luckies.

There are the following:
  • A wagon wheel
  • 25 iron spikes
  • 1245 silver spanners
  • A flawed diamond as big as a lion's head, worth only 20000 gold crescents

Monday, November 12, 2018


119 CLERIC'S CELL. This room is furnished as a comfortable bedroom. An ancient man sits reading and writing sacred texts about the Luck God.

Coth, Chaotic Neutral male human Cleric of Orpo (AC 2; MV 9“; C28; hp 74; #AT 1; D ; SA Spell use; S 8, I 13, W 18, D 7, C 7, CH 15; XP 10590)

First Level Cleric Spells:
Bless, Command, Create Water, Cure Light Wounds, Light, Remove Fear

Second Level Cleric Spells:
Chant, Hold Person, Resist Fire, Snake Charm, Speak With Animals

Third Level Cleric Spells:
Continual Light, Create Food & Water, Cure Blindness, Cure Disease, Dispel Magic, Remove Curse

Fourth Level Cleric Spells:
Cure Serious Wounds, Detect Lie, Divination, Exorcise, Speak With Plants, Tongues

Fifth Level Cleric Spells:
Commune, Cure Critical Wounds, Dispel Evil, Flame Strike, Insect Plague, Quest, True Seeing

Sixth Level Cleric Spells:
Blade Barrier, Conjure Animals, Heal, Part Water

Seventh Level Cleric Spells:
Earthquake, Gate, Regenerate, Wind Walk

Coth wears rich ceremonial robes (2500 gold crescent value), bracers of defense AC 2, and carries a silver holy symbol. His memory and cognitive abilities are affected by his great age, so he hasn't memorized all the spells he is entitled to, and he gets his spells muddled a bit. However, because he is the cleric of the God of Luck, he will always accidentally cast the most appropriate spell for the occasion. As long as he casts spells in the Shrine Area (Rooms 115 to 119) he does not need to use components and he fires off all spells in 1 segment.

His desk holds fine parchment and vellum, 150 gold crescents worth, along with a selection of inks and gold pens worth 350 gold crescents. The luckies in Room 117 periodically come and make sure he eats, sleeps, etc.

Sunday, November 11, 2018


118 ROOM OF THE LUCKIES. This room holds seven two foot tall anthropomorphic rabbits. These are the mystical servants of the God of Luck and spend their days tidying up the shrine and serving the cleric in Room 119.

7 Luckies (AC See below; MV 12”; HD 1+1; hp 7 each; #AT 0; D See below; MR 50%; XP 124 each)

These creatures will ignore adventurers unless attacked or the shrine is desecrated. If attacked, they can only be hit on a natural '20'. They cannot attack, but those who attack them suffer misfortunes every round they spend in aggression (trip on a sword sheath, have a piece of stone crumble from the ceiling and fall on their head, etc.) These misfortunes will do 1d6 damage per round.

Saturday, November 10, 2018


117 ROOM OF THE FORTUNATE GRANDSON. An enormous man with a chubby belly holding a giant blue feather and wearing a loincloth sits in a bed of four leaf clovers. This is Enyo, a grandson of the God of Luck.

Enyo, Divine Being (AC 0; MV 9”/24”; HD 10 hp 48; #AT 1; D 2-16; SA Magic use, SD +2 or better weapons to hit; MR 50%; XP 3672)

Enyo has been meditating here for the last hundred years or so. He has been hiding out in this temple after seducing the granddaughter of the Goddess of Flowers, whose wrath he figures has cooled off by now.

Enyo is a rather minor member of the pantheon. He has all the abilities of a djinn in addition to the statistics given above. If he is disturbed out of his trance violently, he will attack in kind. If he is disturbed gently, he will waken up and depart to the astral plane in search of new mischief, leaving behind his magic feather, which acts just like a ring of feather falling when held and can cast a gust of wind spell three times per day as cast by a magic-user of level 11.

Friday, November 9, 2018


116 ROOM OF MISFORTUNE. The room is full of broken mirrors, spilled salt, ladders, and open umbrellas. Anything taken from this room will act as a lodestone until a remove curse is placed upon the character.

Thursday, November 8, 2018


115 SHRINE OF ORPO, GOD OF LUCK. The heavy purple curtains adorning the walls ripple with an unseen and unfelt breeze. The altar is a cylinder of white and purple veined stone four feet high holding a brass offering bowl labeled 'ORPO'. The room is lit by braziers of glowing purple-blue flame that never go out. The angled walls are decorated with friezes depicting people experiencing good luck (on the northeast wall) and ill luck (on the southeast wall). Examples of good luck are finding money on the street and having a spontaneous romantic encounter. Examples of bad luck are having a chamber pot dumped on your head and falling into a pit.

Gladiators come here to make cash offerings for good luck in battle. There is a 50% chance there are 1d20 gold crescents in the offering bowl. If a character places cash in the offering bowl, they may be granted good luck by the god. For each gold crescent worth of money given, there is a 10% chance that Orpo will give the character +4 on to hit rolls and saving throws in their next encounter (maximum chance is 80%).

Taking money from the offering bowl or otherwise desecrating the shrine will call the wrath of Orpo down on the character, if Orpo notices (50% chance). This will result in a curse causing -4 on to hit rolls and saving throws until Orpo is appeased with a quest or cash of one quarter the character's worth.

Periodically the servants of Orpo (see Rooms 118 to 120) will emerge to take offerings.

If the friezes are observed closely, the observer will see himself or herself as the person experiencing the good or bad luck. This is highly subjective. Two people looking at the art will each see themselves.

Wednesday, November 7, 2018


114 BEDROOM. Valeria is a magic-using gladiator. She likes to wait a round or two before casting spells in order to surprise opponents.

Valeria, Neutral female half elf Fighter/Magic-user (AC 6; MV 12”; F6/MU6; hp 24 (27 with familiar); #AT 1; D Short sword +1 Slothclaw; SA Spell use; S 14, I 17, W 15, D 15, C 10, CH 15; XP 616)

First Level Magic User Spells:
Magic Missile (X4)

Second Level Magic User Spells:
ESP, Levitate

Third Level Magic User Spells:
Clairvoyance, Suggestion

Valeria carries the key to her room, 17 gold crescents, 3 silver spanners, 8 copper pieces, a small leather loop for the levitate spell, a piece of crystal for the read magic spell, a small glass vial holding powdered orc pineal gland for the clairvoyance spell, a snake's tongue and honeycomb for the suggestion spell. Valeria has a familiar, a female black cat named Dundine (hp 3).

When she hits with her magic short sword, the victim must save vs poison or be slowed for 3 to 4 (1d2+2) rounds.

A Leomund's Trap is on her lockbox, which is built into the bottom drawer of her dresser. The lockbox holds a sack of 180 gold crescents, three chunks of iron pyrite, five pieces of star rose quartz (50, 50, 50, 35, and 75 gold crescents), 5 snake heads, 3 mummified orc heads, a flask of sweet oil, and a silver statue of a chimera (250 gold crescents). It also contains her spellbook:

First Level Magic User Spells:
Find Familiar, Magic Missile, Read Magic

Second Level Magic User Spells:
ESP, Leomund's Trap, Levitate

Third Level Magic User Spells:
Clairvoyance, Suggestion

Tuesday, November 6, 2018


113 GLADIATRIX ROOM. The five murmillones who live here are female gladiators.

2 Murmillones (AC 7; MV 12”; F3; hp 17 each; #AT 1; D Short sword +1 due to strength; XP 128 each)

3 Murmillones (AC 7; MV 12”; F2; hp 12 each; #AT 1; D Short sword +1 due to strength; XP 71 each)

Each gladiator has 1d10 gold crescents multiplied by their level.

Monday, November 5, 2018


112 EMPTY ROOM. This room is completely clean, not even any dust on the floor. No gladiators will go into this room for any reason. They won't tell you why. They just shudder if it is even brought up.

Normal animals and magic-users' animal familiars will refuse to enter the room. If forced to do so, they will cower and cringe and try violently to escape.

If anything is put in the room and the door is closed with out any person being in the room with it, that object will disappear.

Sunday, November 4, 2018


111 PRIVATE BATH. This room is notable only for the toilet, hooks, faucets, etc., which appear to be mostly of bronze, and very ornate.

Saturday, November 3, 2018


110 ZADO'S BEDROOM. Zado is the murmillo leader.

Zado, Lawful Evil male human Fighter (AC 6; MV 12”; F9; hp 59; #AT 3/2; D Short sword +3 or dagger +2 to damage due to strength; SD +3 to saving throws; XP 2176)

Zado wears a murmillo style great helm depicting a stylized effigy of his own bearded face. His magic short sword is unusual in that it gives the bearer +3 to all saving throws. He always carries two daggers. He never bothers to carry wealth, but does keep his room key, his treasure chest key, and a silver whistle (10 gold crescent value) on a chain around his neck.

He keeps a hell hound who is usually on guard in his room. It has no personal loyalty to Zado but is trained to follow commands given by Zado's whistle.

Hell Hound (AC 4; MV 12”; HD 6; hp 29; #AT 1 bite; D 1-10; SA Breathe fire (1 hp/HD), surprise on 1-4; SD Only surprised on a 1, see invisible (50%); XP 524)

A locked treasure chest holds the following:
  • 1547 gold crescents
  • 989 silver spanners
  • A small sack holding 56 copper pieces
  • A small sack holding 14 Sealean gold harps, three amethysts (200 gold crescents each), and a red-brown spinel (125 gold crescents)
  • A silver coffer (valued at 50 gold crescents) holding a wrought gold necklace (550 gold crescents) and an ivory statuette of a woman holding a vase (3000 gold crescents)

Friday, November 2, 2018


109 TRAINER'S ROOM. The room is unkempt with brightly colored clothes and rags strewn everywhere. It holds the bugbear that trains murmillones in combat.

Matulo, Bugbear Trainer (AC 3; MV 9”; HD 5; hp 29; #AT1; D ; SA Surprise on a 1-3; XP 355)

Matulo wears the murmillo helmet so it not immediately obvious that he is a bugbear, though he is eight feet tall, broad, and hairy. He carries a pouch holding his room key, 14 gold crescents, 51 silver spanners, and 13 copper pieces. He wears pendulous gold earrings worth 20 gold crescents each.

The room to the south is a closet where Matulo keeps extra weapons.: a lucern hammer, a silver dagger in a silver and leather sheath (100 gold crescents), and a battle axe. He also keeps coins in a sack hanging from a hook on the inside of the door: 138 gold crescents, 97 silver spanners, and 35 copper pieces.

Thursday, November 1, 2018


108 BEDROOM. This room smells strongly of straw. It holds a creature roughly the size and shape of a minotaur but with the head of a leering unicorn.

Erewhon the Cursed (AC 6; MV 12”; HD 6+3; hp 28; #AT 1 bite or 1 horn and 1 weapon; D 2-8 or 1-4/ by weapon +2 due to strength; SD Surprised only on a 1; XP 688)

It is rumored that Erewhon was once a man and that he received his current form through some powerful shape-shifting curse. He attacks with a fauchard-fork and carries a bastard sword in a sheath on his back.

Erewhon sleeps on a bed of straw. He keeps an unlocked chest full of 272 gold crescents, 123 silver spanners, 538 copper pieces, and two scrolls. The first scroll has the magic-user's spells dispel magic and fireball. The second is a cursed scroll that will polymorph the reader into a unicorn headed minotaur, cast as if by an 18th level magic-user.