Saturday, December 22, 2018
SHORT BREAK.
I'm going to take a break for a week or so and will start up again in the New Year. Thanks for reading and we'll start with Level 6 when I get back.
MIDDLE DUNGEONS LEVEL FIVE 158 STAIRS.
158
STAIRS. These stairs descend thirty feet to Area 79 on Level 6.
Friday, December 21, 2018
MIDDLE DUNGEONS LEVEL FIVE 157 MAGIC MOUTH.
157
MAGIC MOUTH OF DECLARATION. A magic mouth with fleshy
sensuous lips, bright white teeth, and a forked tongue is on the west
wall. It will loudly declare each adventurer's name and profession
(ie. “Bluto the Fighter”) as each adventurer passes by. For
dispel magic purposes, treat it as cast by a magic-user of level 24.
Thursday, December 20, 2018
MIDDLE DUNGEONS LEVEL FIVE 156 MORE THRONES.
156
MORE THRONES. The three thrones here mirror the ones at Area 154,
but sitting in the center throne will allow the occupant to view the
Room 76 on Level 6 as if he or she were standing there. This offered
a unique perspective for the watcher during a gladiatorial contest.
Wednesday, December 19, 2018
MIDDKE DUNGEONS LEVEL FIVE 155 WALKWAY.
155
WALKWAY. Ancient runes are inlaid in gold on the floor. The first
time a person passes this way the runes add 1 point to the ability
score of the player's choice (or 10% for exceptional strength).
If
the gold is pried out it is worth 950 gold crescents but the magic
will be ruined.
Tuesday, December 18, 2018
MIDDLE DUNGEONS LEVEL FIVE 154 THRONE GAMES.
154
THRONE GAMES. There are three thrones facing the arena, the center
elevated above the other two. There is a switch on the right arm of
the northern throne. Pressing it will cause the center throne to
suddenly pitch forward while the section of the wall in front of the
throne swings outward. This will throw the occupant of the center
chair down to Room 76 on Level 6, falling thirty feet to the sands
below. The throne and wall section will then, just as suddenly,
return to their original positions.
Monday, December 17, 2018
MIDDLE DUNGEONS LEVEL FIVE 153 THE ARENA UPPER LEVEL.
153
THE ARENA UPPER LEVEL. This room is the upper portion of a the
arena, with the floor being Room 76 on Level 6.
The
upper level is a concourse with a waist high stone wall acting as a
barrier so people watching arena matches don't fall thirty feet down
to the sands below. The ceiling is domed and twenty feet above this
level, or fifty feet above the floor of Level 6. It radiates light
and heat equivalent to a subtropical sunny summer day.
Asaemon
the brass dragon lives on the floor on Level 6. He lies on his pile
of treasure on the sandy arena floor.
Asaemon,
Chaotic Good (Neutral) male average old brass dragon (AC 2; MV
12”/24; HD 7; hp 42; #AT 2 claws and 1 bite; D 1-4/1-4/4-16; SA
Breath weapon, spell use, fear aura; SD
Detect hidden
or invisible creatures
within 6”, save as 10 HD monster; Size L; XP 1211)
First
Level Magic User Spells
Charm
Person, Comprehend Languages, Shocking Grasp
Second
Level Magic User Spells
Invisibility,
Ray of Enfeeblement, Web
There
is a 50% chance he will be asleep. If he is awake, there is a 50%
chance he will have a visitor talking to him, and thus not able to
surprise. For other details see Room 76 on Level 6.
Sunday, December 16, 2018
MIDDLE DUNGEONS LEVEL FIVE 152 TOMB OF THE RUEFUL WARRIOR.
152
TOMB OF A RUEFUL WARRIOR. A heavy stone sarcophagus ornamented with
a figure in imposing armor and great helm dominates the center of the
room. Gaudy, faded, and torn banners, trophies, and plaques disgrace
rather than decorate the walls with their shabbiness.
A
spectre haunts the room, hateful of all life and inwardly regretful
of his life of bloodshed and forgotten glory. It has the shape of a
thick set and muscular man with gladiator-style armor and a sinister
helmet that matches the image on the sarcophagus. It will float up
from its sarcophagus when the room is entered.
Spectre
(AC 2; MV 15”/30”; HD 7+3; hp 37; #AT 1; D 1-8; SA Energy drain;
SD Magic weapons to hit, limited spell immunity; XP 1470)
One
of the squalid trophies on a shelf on the wall holds 360 gold chain
links and three sun-rubies. The chain links are each worth 2 gold
crescents. The sun-rubies are tiny yellow gems that glow with an
inner light like fire and are each worth 500 gold crescents, even
though they are each only the size of a fingernail. One of the rods
holding a tattered banners is actually a spear +2, which has
the added ability of allowing its owner protection from normal
missiles, as the third level magic-user spell, as long as it is
held in both hands.
Saturday, December 15, 2018
MIDDLE DUNGEONS LEVEL FIVE 151 ODES TO BATTLE.
151
ODES TO BATTLE. The walls are carved with poems celebrating
gladiatorial fighting. The floor is made of stone slabs, under each
of which is interred a skeleton wearing gladiator armor.
Friday, December 14, 2018
MIDDLE DUNGEONS LEVEL FIVE 150 THE FORGOTTEN WARRIOR.
150
THE FORGOTTEN WARRIOR. Near the center of the room is a pedestal
holding a loquacious skull. Its eyes glow red and its teeth are
filed to wickedly serrated points.
The
Forgotten Warrior, Neutral Restless Dead (AC 10; MV 0”; F7; hp 42;
#AT 0; D Nil; SD Limited spell immunity; XP -)
The
Forgotten Warrior has forgotten his name. He vaguely remembers that
he was a gladiator long ago. He hopes that someone will take him
away and attach his head to the body of a skeleton, at
which point he will gain movement and attack capabilities as a human
fighter of level 7. He is immune to spells that do not affect
undead. He can be turned by good clerics as if he was a paladin
being turned b an evil cleric but turning him will do no good while
he is just a skull.
Thursday, December 13, 2018
MIDDLE DUNGEONS LEVEL FIVE 149 ANTECHAMBER.
149
ANTECHAMBER. In the center of the room is a meaty corpse wrapped in
yellow rags and wearing a gilded crown impaled on a lance-sized
wooden stake jutting from the floor. A pentagram in white chalk is
drawn around the figure, with black piles of ash at each point.
If
the pentagram is breached, the piles transform into lemures.
5
Lemures (AC 7; MV 3”; HD 3; hp 16, 16, 15, 14, 13; #AT 1; D 1-3; SD
Regenerate 1 hit point each round, limited spell immunity; XP 113,
113, 110, 107, 104)
If
the crown is taken, the figure animates.
Mummy
(AC 3; MV 6”; HD 6+3; hp 29; #AT 1; D 1-12; SA Fear, paralyzation,
disease; SD Limited spell immunity; XP 1382)
The
crown is decorated with small gold smiling mouths and decked with
diamonds. It is worth 15000. Anyone wearing the crown is immune to
fear, even magical fear, but they also have a hard time recognizing
defeat and must make a saving throw vs death magic in order to
retreat, even if everyone else in the party has already run away.
Wednesday, December 12, 2018
MIDDLE DUNGEONS LEVEL FIVE 148 TOMB.
148
TOMB. Three ghasts crack bones to remove marrow. The floor holds
many other bones and bone splinters. The wall is decorated with
weapons used by gladiators. A small silver casket is near the north
wall.
3
Ghasts (AC 4; MV 15”; HD 4; hp 22, 20, 19; #AT 2 claws, 1 bite; D
1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 178,
172, 168)
All
of the weapons are typical of those used by gladiators and they are
all in disrepair except for one short sword. This short sword is a
+1 weapon and has the ability to cure 4d6 hit points once per
day if the user impales himself or herself while chanting the words
written on the blade “Tempore Unguatum Nendo”.
The
silver casket holds the body of a gnome in full thraex kit. It is
worth 400 gold crescents.
Tuesday, December 11, 2018
MIDDLE DUNGEONS LEVEL FIVE 147 BONE ROOM.
147
BONE ROOM. The floor is a carpet of well chewed human bones. Thick
wooden shelves hold smaller bone fragments.
Monday, December 10, 2018
MIDDLE DUNGEONS LEVEL FIVE 146 SHADOWY ROOM.
146
SHADOWY ROOM. A dim blue-green glow from the south wall pierces the
unnatural darkness of this room. It can be seen even from the
doorway.
Six
shadows lurk here. They will try to prevent adventurers from
retrieving the ghost spear, which is mounted on the south wall.
6
Shadows (AC 7; MV 12”; HD 3+3; hp 16 each; #AT 1; D 2-5; SA
Strength drain; SD Magic weapon to hit, limited spell immunity; XP
319 each)
NEW MAGIC ITEM: GHOST SPEAR.
This
is a slightly pointed shaft of wood. It glows a slight blue-green
and does no damage except when directed against ethereal,
incorporeal, semicorporeal, gaseous, or out-of-phase monsters, in
which case it is a +5 weapon The list of creatures it is effective
against includes shadows, ghosts, wraiths, spectres, phase spiders
out-of-phase, and vampires in gaseous form.
XP
VALUE: 1,500
GP
VALUE: 13,000
Sunday, December 9, 2018
MIDDLE DUNGEONS LEVEL FIVE 145 ARCH OF BONES.
145
ARCH OF BONES. The east archway leading to the corridor is made of
bones, including skulls with rolling eyes and salaciously protruding
tongues. They grab and fondle anyone who enters the darkness within.
Each character is subjected to a pickpocket attempt at 35% success.
Within,
the room has the stench of death. There are four pits, each twenty
feet deep and the bottoms concealed by the inky blackness that
permeates the area. The first also contains a ghast at the bottom,
hoping a lone adventurer will fall in.
Ghast
(AC 4; MV 15”; HD 4; hp 23; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA
Nausea, paralysis; SD Limited spell immunity; XP 282)
Saturday, December 8, 2018
MIDDLE DUNGEONS LEVEL FIVE 145 TO 152 TOMB OF THE FALLEN.
145 TO 152 TOMB OF THE FALLEN. This area holds special darkness.
Light works but normal light such as torches and lanterns only
radiate five feet. Magical light extends up to ten feet. The edge
of the darkness extends and contracts apparently randomly,
occasionally collapsing almost to the light source before retreating
in a hurry. If any person enters the area without a light source
they will feel a slowly increasing coldness and have 1d3 hit points
sucked out per turn. Creatures that are not alive are immune to this
phenomenon. Exorcising the Wretched Fallen will eliminate the
darkness and damage effects.
Do
not use normal random encounters in this area. Instead there is a
10% chance per turn of encountering the Wretched Green Fallen.
Wretched
Fallen (AC 0; MV 12”; HD 10; hp 55; #AT 1d4+6; D 1-8 each; SD
Limited spell immunity, magic weapon to hit; XP 3020)
When
the Fallen appears it begins as a pinpoint green light just above the
floor. It slowly grows into a howling spherical mass of distorted
tortured faces and limbs about ten to fourteen feet in diameter. It
attacks with spectral weapons common to gladiators such as short
swords and tridents. It can make 1d4+6 attacks per round and its
variable shape means that it can attack characters up to twenty feet
apart.
It
takes two rounds to become strong enough to attack, during which time
it can be attacked itself but only by spells or weapons of +3 or
greater, as it is still extremely insubstantial. On the third round,
it has gathered sufficient strength that it can attack normally and
any magic weapon can strike it.
It
is immune to spells that do not affect undead. It cannot be turned
in Rooms 145 to 152 and because it cannot cross the Arch Of Bones at
Area 145, it will never become susceptible[tible to clerical turning. It
represents the souls of all the gladiators and slaves slaughtered in
the arena and buried within this area.
If
defeated, the Wretched Fallen is not destroyed, but will remain
dormant for 1d4 turns, a period in which it will not be encountered.
After this time it will revert to its normal 10% chance per turn. It
can only be permanently removed by exorcism.
Friday, December 7, 2018
Thursday, December 6, 2018
MIDDLE DUNGEONS LEVEL FIVE 143 THRONE OF LEVELS.
143
THRONE OF LEVELS. Near the west wall is a massive stone seat carved
with the likeness of old bearded men with stern expressions.
Any
person who sits on the throne suffers a shock as electricity courses
through them causing 1d4 damage, but it will also immediately raise
their level by one. Experience points will rise to the minimum
needed to advance one level, and the person will receive all the
benefits of the new level without requiring training. Those without
level will simply gain a hit die.
Wednesday, December 5, 2018
MIDDLE DUNGEONS LEVEL FIVE 142 ROOM OF ILLUSION.
142
ROOM OF ILLUSION. The room appears as an irregular cavern, about
the same dimensions as the actual ones. It cold, wet, and has a
sandy floor with three gold crescents scattered about. This is
mostly a powerful illusion that hides the door in the west wall. The
real room has paintings of gladiator fights on the walls and a tiled
floor.
The
gold pieces on the floor are real, though.
Tuesday, December 4, 2018
MIDDLE DUNGEONS LEVEL FIVE 141 RESTFUL ROOM.
141
RESTFUL ROOM. There is a small fountain built into the east wall. The
water is slightly sweet and extremely refreshing.
Any
time spent in this room counts as double regarding sleep, healing, or
memorizing spells. Even healing magic is at double effect here. The
chances of encountering wandering monsters are one tenth normal.
Monday, December 3, 2018
MIDDLE DUNGEONS LEVEL FIVE 140 SPEAKEASY.
140
SPEAKEASY. A handsome well dressed man in a turban with a rakish
moustache and goatee tends bar while a beautiful woman with giant
insect-like wings sips wine from an exotic looking glass. They are
actually a noble djinn and a sylph.
Ajbar
the Noble Djinn (AC 2; MV 9”/24”; HD 10; hp 47; #AT 1; D 3-24; SA
Whirlwind, magic use, SD Resist air-based damage; XP 2608)
In
addition to the statistics given above and all the powers of a normal
djinn Ajbar can create as much food and alcoholic beverages as he
desires. He usually makes it look like he is dispensing drinks from
his pointer finger, as a matter of style.
He
was tricked by Auguste Triskelion into giving up a magic blue diamond
that contains a part of Ajbar's essence 22 years ago. Now he is
trapped here serving drinks for the next 78 years out of a 100 year
agreement. If he can get back this gem, he will be freed and will
grant a wish to every surviving character who brings it to
him. The gem is located on Level 8 in Room 19, but Ajbar doesn't
know where it is.
Ariel
the Sylph (AC 9 (5 while invisible); MV 12”/36”; HD 3; hp 19; #AT
0; D Nil; SA Spell use; magic; SD Invisibility; MR 50%; XP 382)
First
Level Magic User Spells
Charm
Person, Dancing Lights, Protection From Evil, Shocking Grasp
Second
Level Magic User Spells
Continual
Light, Knock, Mirror Image
Third
Level Magic User Spells
Dispel
Magic, Gust of Wind
Fourth
Level Magic User Spells
Ice
Storm
Ariel
is his friend and visits for as long as she can bear staying this
deep underground. She does not need to use spell components or spend
time re-memorizing her spells each day like a human magic-user. Her
helm of teleportation looks like a princesses tiara and she
carries a potion of human control (blue, tastes like
blueberries, no odor) in a crystal flask on her belt. If she and
Ajbar are seriously threatened she will go invisible and summon an
air elemental. She will teleport away if she is in serious danger of
dying.
The
room is furnished as an impeccably clean, fashionable, and
comfortable bar. Even if the party does not intend to help free
Ajbar, he is duty-bound to give them all the free drinks and food
that they wish.
Sunday, December 2, 2018
MIDDLE DUNGEONS LEVEL FIVE 139 SCRYING CHAMBER.
139
SCRYING CHAMBER. The room appears to contain an six foot long brass
dragon lying on bed of gold and sand. This is actually a image
produced by the white crystal ceiling, which is a scrying glass that
is projecting the brass dragon in Room 76 on Level 6. The image is
one fifth normal size.
The
floor of this room is real sand, and the closet to the south holds
rakes.
Saturday, December 1, 2018
MIDDLE DUNGEONS LEVEL FIVE 138 TIPSY TIGER.
138
TIPSY TIGER. A mature male tiger crouches here. He has developed a
taste for the champagne in Room 135 and is now in a near perpetual
state of drunkenness.
Tiger
(AC 6; MV 12”; HD 5+5; hp 39; #AT 2 claws and 1 bite; D
2-5/2-5/1-10; SA Rear claws for 2-8/2-8; SD Surprised only on a 1; XP
459)
Unless
attacked first, the tiger is 90% unlikely to attack if thrown some
food. Even if not thrown food it is 70% unlikely to attack, since
it is feeling quite lazy and content.
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