Saturday, November 14, 2015

UPPER DUNGEONS LEVEL TWO 33 VIVISECTIONIST'S OFFICE.

33 VIVISECTIONIST'S OFFICE. Inside this room are eight animated skeletons. A bizarre cosmetic embellishment has been applied to the undead monsters Each has been given wax facial features and they all look like Paozo Triskelion (middle aged human male with messy black hair and a crazed and wild-eyed expression upon the face). 

8 Skeletons (AC 7; MV 12"; HD 1; hp 8 each; #AT 1; D Dagger; SD Sharp weapons score half damage only, limited spell immunity; XP 22 each) 

Any adventurer who has seen the picture of Paozo in Room 22 of the First Floor of the Inner Ward will be able to recognize that the figures bear the same likeness. Each skeleton wears black robes with Paozo's name sewed into the garment in red thread. 

A large desk against the south wall holds dozens of large sealed glass jars. Most of the glass jars hold human organs and other body parts, but two large ones stand out. One holds a long gray worm and the other a fetal goat, each in alcohol. 

If the jar holding the worm is smashed or otherwise opened, the occupant will quickly grow in size, becoming as large as a giant constrictor snake within a matter of moments and attack viciously. 

Gray Worm (AC 5; MV 9”; HD 6+1; hp 25; #AT 1 constrict; D 2-8; SA Constriction; XP 425) 

If the goat's jar is treated the same way, it will also quickly mature and become the size of a giant goat. It will fanatically serve the one who released it, as steed or to help fight. 

Giant Goat (AC 7; MV 18”; HD 3+1; hp 17; #AT 1 butt; D 2-16; SA Charge (+4 to hit, 6-20); XP 153) 

The desk has one drawer which is empty, but has a false bottom. The mechanism releasing the false bottom is trapped with a gas canister. If it is triggered it will release its poisonous contents, causing 1d6+4 points of damage to every person with ten feet (save vs poison for half damage). Within this hide-space are several Jalluxian coins (166 copper galleons, 345 silver stars, and 18 golden dragons) and a ruby with worth 500 gold crescents. 

The secret door is a sliding wall type. It is mechanically triggered by putting pressure on a portion of the floor adjacent to the secret door.

Friday, November 13, 2015

UPPER DUNGEONS LEVEL TWO 32 POOL ROOM.

32 POOL ROOM. Ten feet above the east wall is a thin horizontal slit, twenty feet long, in the wall. From it a waterfall splashes into the scummy pool in the center of the room. Water exits via a small culvert in the west wall. The pool is nine feet deep and holds green scummy water. It is inhabited by four giant leeches.

4 Giant Leeches (AC 9; MV 3”; HD 3; hp 17, 15, 13, 12; #AT 1 bite; D 1-4; SA Drain blood, anesthesia, disease; XP 116, 110, 104, 101)

The bottom of the foul pool is littered by rotting wooden beams and rags, but there is also a skeletal human corpse wearing plate mail +1.

Thursday, November 12, 2015

NEW MONSTER: GROUGGE

GROUGGE 

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 3+3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ ATTACK: 1-6/1-6
SPECIAL ATTACKS: Shock for 3-8
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 4
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M (4' in diameter)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 85+4/hp 

These fierce predators resemble some bastard version of scorpion and spider. The body is wide like that of a spider, but it has has six jointed legs and two cruelly barbed claws. Its color is dull gray with streaks of crimson or bright blue. 

Much like a scorpion, the grougge has a tail. This segmented member ends not with a stinger but with a glowing blue point which the creature uses to administer an electric shock. It can deliver this attack once every two melee rounds, doing 3-8 points of damage to any one target within 2”. No saving throw is possible, but the grougge needs to make a “to hit” roll. Against victims in metal armor, the attack is at +4.


UPPER DUNGEONS LEVEL TWO 31 PIT.

31 PIT. This ten foot deep pit will be obvious to all but the most inexperienced adventurers or those running or otherwise moving incautiously. The pit's floor is slimy with mold and oily grime.

Wednesday, November 11, 2015

NEW MONSTER: SCORPALBINUS

SCORPALBINUS

FREQUENCY: Uncommon
NO. APPEARING: 1-8
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 2+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ ATTACK: 1-4/1-4
SPECIAL ATTACKS: Tail once every other round for 2-12
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (4' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 35 + 3/hp

The scorpalbinus is a giant white arachnid with the general body shape of a scorpion. Unlike the scorpion, their tail ends bluntly. Attached to the tip is a thin retractable filament and at the end of this tether is a spiked ball.

The creature can aim and 'shoot' this ball, hitting individuals as far away as twenty feet for 2-12 points of damage, if there are no obstructions. It can only do this once every round, as it takes time to reel the ball back in. The scorpalbinus can attack one opponent with its claws, and use its tail attack on a separate target.

UPPER DUNGEONS LEVEL TWO 30 CREEPY ROOM.

30 CREEPY ROOM. There is a round glass window in the door to this room. Anyone who looks through it into the room sees a strange looking crone in a black shawl spinning by candlelight. Her arms and legs are much too long and skinny and her head is overlarge. If the room is opened, the crone and spinning wheel are nowhere in sight, although the candle gives off an eerie glow. Adventurers will feel uneasy in this room and hirelings and henchmen will require morale checks to go inside. If the candle is removed from the room, the vision of the crone will not reappear, but the offender is cursed with painful boils and is at -4 to hit, damage, and saving throws until a remove curse or similar spell is applied by a cleric of at least seventh level and of good alignment.

Tuesday, November 10, 2015

Upper Dungeons Level 2 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.

Random Encounters

1d100
Description
01-05
Black Tooth Gnolls
06-10
Butcher Worms
11-15
Cadaver Spiders
16-20
Carver Bugs
21-25
Corpse Flies
26-28
Cross Worms
29-33
Dementings
34-35
Gelatinous Cube
36-40
Ghouls
41-45
Giant Bats
46-47
Giant Boring Beetle
48-52
Giant Rats
53-55
Glutinous Gunges
56-59
Gray Oozes
60-63
Grougges
64-69
Huge Spiders
70-73
Itch Maggots
74-75
Scorpalbinus
76-77
Screaming Scums
78-80
Slub Beetles
81-85
Wagglepedes
86-90
Winch Snakes
91-95
Yellow Fang Gnolls
96-00
Dungeon Dressing


Black Tooth Gnolls
1d4+2 Black Tooth Gnolls (AC 5; MV 9”; HD 2; hp 6, 9, 8, 3, 5, 11; #AT 1; D By weapon type +1 to damage due to strength; XP 32, 38, 36, 26, 30, 42)

Each gnoll has applied black material to their teeth, making it appear as if they lack teeth at first glance. For treasure, each has 0-9 (1d10-1) gold crescents, 0-22 (2d12-2) silver spanners, and 0-22 (2d12-2) copper pieces. Each gnoll will carry a broad sword and one second weapon: three have battle axes, two have morning stars, and the last has a guisarme.

This entry represents 6 Black Tooth gnolls who are on a jaunt about the dungeon level. They are just out looking for trouble. If these 6 gnolls are killed they may be replaced with gnolls from Room 80. If the Black Tooth territory is attacked by adventurers, these 6 gnolls may later be encountered as reinforcements after the initial assault, having returned from wandering.

Black Tooth gnoll patrols will stop if the Black Tooth gnolls are completely eliminated. If this is the case, treat rolls of 01-05 as 21-25, Corpse Flies, instead.


Butcher Worms
1d6+1 Butcher Worms (AC 6; MV 9" HD 2+3; #AT 1 bite; D 1d6+2; XP 35 + 3/hp)


Cadaver Spiders
2d6+2 Cadaver Spiders (AC 7; MV 9"; HD 1-4 hit points; #AT 1 bite; D 1-4; SA Pain; XP 7 + 1/hp)


Carver Bugs
1d4+2 Carver Bugs (AC 5; MV 12"; HD 2; #AT 2 claws; D 2-9/2-9; SA +1 to hit, attacks as sword of sharpness; XP 28 + 2/hp)


Corpse Flies
1d6+4 Corpse Flies (AC 6; MV 12”; HD 2; #AT 1 bite; D 1-4; SA Disease; XP 20 + 2/hp)


Cross Worms
1d4+2 Cross Worms (AC 8; MV 10" HD 2+1; #AT 1 bite; D 2-5; SA Webs; XP 50 + 3/hp)


Dementings
This will be a group of 5 to 20 normal dementings. There is a 20% chance that they have a larger-than-usual one among them. If so, there is a 30% chance it is a giant dementing and a 70% chance it is a huge dementing.

5d4 Dementings (AC 8; MV 12"; HD 1-4 hit points; hp ; #AT 1; D 1-3; SD Immune to sight-based attacks; XP 7 +1/hp)

1 Giant Dementing (AC 6; MV 3”; HD 4+2; hp 21; #AT 2 claws and 1 bite; D 3-6/3-6/1-8; SD Immune to sight-based attacks; XP 130 + 5/hp)

1 Huge Dementing (AC 6; MV 3”; HD 3+2; hp 18; #AT 2 claws and 1 bite; D 2-5/2-5/1-6; SD Immune to sight-based attacks; XP 85 + 4/hp)


Gelatinous Cube
1 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)


Ghouls
1d6+1 Ghouls (AC 6; MV 9"; HD 2; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 65 + 2/hp)


Giant Bats
2d4+1 Giant Bats (AC 8; MV 3”/18”; HD 1; #AT 1 bite; D 1-4; SA Disease; XP 10 + 1/hp)


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


Giant Rats
3d4 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; #AT 1 bite; D 1-3; SA Disease; XP 7 + 1/hp)


Glutinous Gunges
1d4 Glutinous Gunges (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP 85+4/hp)


Gray Oozes
1d2 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)


Grougges
1d2 Grougges (AC 5; MV 12:; HD 3+3; #AT 2 claws; D 1-6/1-6; SA Shock for 1d6+2; XP 85 + 4/hp)


Huge Spiders
1d4+1 Huge Spiders (AC 6; MV 18"; HD 2+2; #AT 1 bite; D 1-6; SA Poison, leap, surprise on 1-5; XP 145 + 3/hp)


Itch Maggots
1d4+4 Itch Maggots (AC 8; MV 3”; HD 1+4; #AT 1 bite; D 2-5; SA Itching bristles; XP 28+2/hp)


Scorpalbinus
1d6+2 Scorpalbinus (AC 7; MV 12”; HD 2+1; #AT 2 claws; D 1-4/1-4; SA Tail once every other round for 2-12; XP 35 + 3/hp)


Screaming Scums
1d2 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)


Slub Beetles
2d4 Slub Beetles (AC 4; MV 1”/9”; HD 1-3 hit points; #AT Nil; D Nil; SA Collision; XP 5 + 1/hp)


Wagglepedes
1d2 Wagglepedes (AC 5; MV 9”; HD 4; #AT 1 bite; D 1-6; SA Hypnosis, surprise on a 1-4; SD Blunt weapons score half damage only; XP 85 + 4/hp)


Winch Snakes
1d4+2 Winch Snakes (AC 6; MV 12”; HD 2+2; D 1 constrict; D 1-6; SA Constriction; XP 50 +3/hp)


Yellow Fang Gnolls
1d4+1 Yellow Fang Gnolls (AC 5; MV 9”; HD 2; hp 9, 9, 9, 5, 13; #AT 1; D By weapon type +1 to damage due to strength; XP 38, 38, 38, 30, 46)

Each gnoll wears a yellow skull cap and yellow vest. For treasure, each has 0-9 (1d10-1) gold crescents, 0-22 (2d12-2) silver spanners, and 0-22 (2d12-2) copper pieces. Each gnoll will carry a broad sword and one second weapon: battle axe, morning star, glaive, footman's mace, and military fork.

This entry represents 5 Yellow Fang gnolls who make patrols of the dungeon. This is more out of boredom and a search for a fight than any sense of duty. If these 5 gnolls are killed they may be replaced with gnolls from Room 64. If the gnoll's territory in Rooms 60 to 65 are attacked, these 5 gnolls may be encountered as reinforcements to the tribe, having returned from wandering.

Yellow Fang gnoll patrols will stop if the Yellow Fang gnolls are completely eliminated. If this is the case, treat rolls of 91-95 as 78-80, Slub Beetles, instead.


Dungeon Dressing

1d10 Description
1
Lit torch lying cast off on the floor, it is releasing an unusually large amount of smoke
2
Sewing kit with needles and thread
3
Small bag of oats, flavored with brown sugar and honey
4
Four iron spikes, three are so bent as to be useless
5
Smell of raw sewage permeates the air
6
Foul-smelling green tinged water dripping from ceiling
7
Gentle breeze, smells slightly of rotting flesh
8
Copper coin decorated with an elephant face design on one aspect and star design on the other
9
Leather dog collar, well chewed
10
Clump of brown human hair with attached portion of bloody scalp

UPPER DUNGEONS LEVEL TWO 29 HORROR HOTEL.

29 HORROR HOTEL. Two hook horrors are here. They have made a nest from rags and assorted debris. Among the rubbish is a silver tiara valued at 350 gold crescents.

2 Hook Horrors (AC 3; MV 9”; HD 5; hp 22, 17; #AT 2 talons; D 1-8/1-8; SD Only surprised on a 1 in 10; XP 200, 175)

Monday, November 9, 2015

NEW MONSTER: WAGGLEPEDE

WAGGLEPEDE

FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 4
% IN LAIR: 90%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Hypnosis, surprise on a 1-4
SPECIAL DEFENSES: Blunt weapons score half damage only
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M (15' to 24' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: IV/ 85 + 4/hp

The ravenous wagglepede is an ambush predator, laying in wait in rubble or refuse until it encounters fleshy prey. When it does detect a meal, it reveals itself and immediately begins a sinuous motion resembling a dance, waggling its long legs in waves. This hypnotic movement is so entrancing that observers must roll versus spells every round that they observe the wagglepede or become inert, able only to follow the movements of the creature. Meanwhile, the wagglepede is free to use its length to attack with a horrid bite, selecting a victim randomly each round. Observers stating they wish to avert their gaze from the wagglepede's dance attack at a -4 penalty.

The wagglepede's body is rubbery and pliant, making it resistant to blunt force trauma.

Description: The wagglepede resembles an overgrown, extremely long relative of the centipede. Its thickness is relatively small compared to its great length, perhaps three inches in diameter. The legs are very long, tapering as they approach the head, which is graced with impressive mouthparts.

UPPER DUNGEONS LEVEL TWO 28 CLOSET TRAP.

28 CLOSET TRAP. The door to this room is extremely heavy petrified wood. If anyone tries to open it, it will fall outwards doing 1d10 points of damage to anyone in its path who fails a saving throw versus petrification. Inside, the closet-like room is empty except for a few cobwebs and a remarkably symmetric pyramid of mouse skulls. Hidden among them is a base 100 gold crescent value violet garnet.

Sunday, November 8, 2015

UPPER DUNGEONS LEVEL TWO 27 ROBE ROOM.

27 ROBE ROOM. Against the east wall is a battered wardrobe holding six tattered red robes. A wagglepede is in a pile of garbage in the southeast corner.

Wagglepede (AC 5; MV 9”; HD 4; hp 24; #AT 1 bite; D 1-6; SA Hypnosis, surprise on a 1-4; SD Blunt weapons score half damage only; XP 181)

The garbage consists of old clothes, ruined wooden boxes, bones, and insect husks. Sorting through it reveals 66 copper pieces, 12 silver spanners, a sinister porcelain doll with sharp silver teeth (32 teeth worth 1 gold crescent per tooth), and a rare prayer book to the Great Grey Worm (valued at 250 gold crescents, if you can get over your distaste of the subject matter and bring yourself to sell it instead of burning it).

The secret door is a shifting wall type, opened by applying pressure to key parts of the stonework. If the adventurers enter the room from the secret door, the wagglepede will surprise on a 1-5 instead of 1-4.

Saturday, November 7, 2015

UPPER DUNGEONS LEVEL TWO 26 A DESERT SCENE.

26 A DESERT SCENE. The floor is sand instead of paved stone and in the center of the ceiling is a hemispherical glass sphere upon which a continual light spell has been placed. On the floor are numerous miniaturized stone buildings and pyramids, constructed and maintained by normal sized ants (the structures are pyramids, not pit traps in this room). A tiny river winds through the area (the gray line) and the walls and ceiling are painted sky blue, with additional painted mountains decorating the walls, giving the impression of a majestic valley.

The largest pyramid (Area A) stands about five and a half feet tall at the apex. Below it lives the ant's god, an ankheg.

Ankheg (AC Overall 2, Underside 4; MV 12” (6”); HD 4; hp 16; #AT 1 bite; D 3-18 (+ 1-4); SA Squirt acid for 8-32; XP 149)

The ants have buried tribute to the ankheg in the form of 1001 gems (base value 1 gold crescent) under the second largest pyramid (Area B, about three feet high at apex).

Friday, November 6, 2015

NEW MAGIC ITEM: AMORTIC AMULET

This strange item is meant to be worn on a chain or cord about the neck. The amulet has the shape of a tiny porcelain doll face, its eyes are noticeably missing, and appear to have been removed by violence. The possessor can perform the following magic, once each per day, as a 14th level magic-user:

  • Animate dead (1 skeleton or zombie only)
  • Charm person
  • Fear
  • Ignore damage or consequence taken from any one attack (including spells or effects that affect the individual but that do not do damage, such as turn to stone, fear, polymorph, disintegrate, etc.)
  • Speak with the dead

Whenever a power is used, the user must make a saving throw versus spells at -2. If the role is failed, one of the following side effects will occur:

2d6
Side Effect
2
All creatures friendly to the user within 30 feet will automatically take 1d4 hit points of damage (no save).
3 to 4
Any artificial natural light (torches, lanterns) in 30 feet is extinguished, magical light dims to 50% for one hour.
5 to 6
All holy water within 10 feet becomes polluted.
7
The doll's face bleeds from its eyes.
8 to 9
A hand shaped bruise appears on the users right arm.
10 to 11
Roll 1d6, User coughs up 1 = blood, 2 = live maggots, 3 = rat embryos, 4 = a cursed scroll, 5 = an eyeball, 6 = mummified toad
12
A tattoo of a sad eyeless doll's face appears on the users back, it is beautifully rendered.

If the user ever accumulates six tattoos on his or her back, the amulet will disappear to another treasure vault in another dungeon, waiting to be found again.

XP VALUE: -

GP VALUE: 20,000

UPPER DUNGEONS LEVEL TWO 25 PAINTING OF THE PRINCE.

25 PAINTING OF THE PRINCE. The whole room is illuminated but it is impossible to tell where the soft purple-red light comes from. The pillars are of a heavy purple rock, veined with white. A large portrait of a smiling young nobleman hangs in the center of the east wall, flanked by rich purple drapes. A small cushioned seat rests before the painting, holding a small wooden box.

From far away the painting looks inviting, the man has a charming smile and dashing good looks. However, anyone who approaches the painting will begin to feel more and more apprehensive as they near it. Instead of a friendly face the smile appears to become more and more sinister and cruel. What seems to be a smile looks more like a grimace, and then more like a snarl. When they approach to within fifteen feet of the painting individuals must save versus spells or be subject to a fear spell as cast by a twelfth level magic user. Closing to within five feet requires an immediate system shock survival roll or the person will faint from fright. They will remain unconscious until 1 turn after their still form is pulled from the room. In any case, henchman, hirelings, familiars, and other non-player characters will not willingly approach the thing (monsters also avoid the thing like the plague).

Those of stout heart who get a good look at the painting will notice the man wears a bizarre amulet about his neck, with the shape of a miniature doll's face, its eyes gouged out. The painting is not labeled, but has been signed by Patrizio Triskelion.

The box is in itself a prize, made of rare wood and fitted together without nail or tack. It is a puzzle box and for the craftsmanship alone it is worth 250 gold crescents. It requires at least an intelligence of 6 to attempt to open it. Trying to solve the box takes the following amount of time, based on intelligence score:


Intelligence
Time
6 to 8
5 to 20 rounds
9 to 11
4 to 16 rounds
12 to 14
3 to 12 rounds
15 to 17
2 to 8 rounds
18 and up
1 to 4 rounds

The box will resist attempts to open it, small pins and spikes will slide out from irregular areas on its surface, causing 1 hit point of damage per round spent trying to open the box. It is impossible to open it wearing gloves, gauntlets, etc. but it may be smashed (however, this also makes the box worthless). When the box is opened, it will reveal the Amortic Amulet.

Thursday, November 5, 2015

Encounter Key: Upper Dungeons Level 2.

The second level of the Upper Dungeons lies twenty feet below the first level of the Upper Dungeons.

Except where noted otherwise, the walls and floors are rectangular stone blocks fitted tightly together. Most areas will not be lit, and it is rare to see a cresset for holding a torch within the corridors of the second level. In most areas the ceiling height is fourteen feet.

The caverns near the center of the map have sandy or rocky floors. The height of the caverns and caves in this area varies from seven to eight feet, on average, but there are no places that are especially difficult to maneuver in.

Level 2 directly connects to the the Cellars, the Ground Level of the Inner Ward, Level 1 of the Upper Dungeons, and Level 3 of the Upper Dungeons.

Notable features in this level include a hobgoblin outpost, two gnoll tribes, a cavern system overrun by ghouls, and the entrance to an unholy temple. The hobgoblins and gnolls are not in active war in the same way that the denizens of Level 1 of the Upper Dungeons are. The groups actually get along fairly well, although their spirit of cooperation will stop well short of altruism towards each other.

HOBGOBLINS (AND GOBLINS). These humanoids, occupying Rooms 3 to 7, are former prison guards that have chosen to remain at their posts for the time being. They are allied with Vicenne Triskelion of the Inner Ward. They have a profitable business moving slaves, food, and liquor down the dungeon levels in exchange for treasure and promised aid. The hobgoblins are well organized and will resist attacks with an intelligent and coordinated effort. Repeated attacks by determined adventurers will result in them altering their tactics, such as setting more traps or even hiring gnolls as mercenaries. If adventurers make their business too unprofitable by taking their supplies and killing too many of them, they will likely try moving their base of operations. It is possible to ally with them, provided the adventurers can demonstrate their value to the operation.

YELLOW FANG AND BLACK TOOTH GNOLLS. These groups are competitive, but rarely fight each in earnest. They have even been known to intermarry. They are dedicated slave takers and prefer to live a life free of work as much as possible. They do not consider fighting to be work. Neither group is well organized, and attacks by adventurers will generally not result in them developing sophisticated tactics to avoid elimination. Attempts by adventurers to ally with either or both groups won't necessarily fail, but it is almost impossible to get any meaningful aid from them. They will accept bribes to allow adventurers to travel in their territory.

UPPER DUNGEONS LEVEL TWO 24 STAIRS.

24 STAIRS. These broad stairs descend twenty five feet to Area 1 of Level 3.

Wednesday, November 4, 2015

UPPER DUNGEONS LEVEL TWO 23 CRYPT.

23 CRYPT. The four twelve foot deep pits in the western part of the room were used by the guards to hold overflow corpses. They contain desiccated bodies and body parts. Two ghouls are in the northernmost pit, while another ghoul (the 11 hit point one) is feeding on a few old bones in the southwest corner of the room. She will not wait for her fellows, but will attack as soon as she spots intruders. The other ghouls will be attracted to sounds of fighting and climb out to join combat.

3 Ghouls (AC 6; MV 9"; HD 2; hp 10, 6, 11; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 85, 77, 87)

This room was used to store the bodies of the many prisoners who perished during captivity until the warden had the idea of using prisoners (living and dead) to feed the various monstrous guardians found on lower levels. Nevertheless, this crypt remains a repository for numerous dead bodies. The ceiling height of this 'L' shaped room is sixteen feet. Numerous loculi, or berth-like recesses used for holding dead bodies, are present. The loculi are slightly raised off the floor, seven feet tall by three feet wide by nine feet long (deep).

One of the ones against the west wall has been tunneled into by ghouls (Area “A”). This one should stand out because it is the only recess to have been completely cleared of remains. All of the other recesses have some body parts still present, although all have been sampled by the ghouls.

Tuesday, November 3, 2015

UPPER DUNGEONS LEVEL TWO 22 ARCHWAY.

22 ARCHWAY. The archway to this narrow corridor is decorated with a skull head design upon the keystone on the long, wide hallway side only. If anyone tries to enter the archway from this side (the east), there is a 3 in 6 chance that its eyes will glow blue and it will spit 1d4 icicles. These strike as though they were attacks from a 4 hit die monster and do 1d4+1 damage.

Monday, November 2, 2015

UPPER DUNGEONS LEVEL TWO 21 ARCHWAY.

21 ARCHWAY. This archway is decorated with sheep heads upon the keystones. Each is equipped with a magic mouth, which will “baa” and appear to chew cud. Recessed shelves are carved into the stones of the archways, and they contain shrunken heads. One of the heads is animated and can speak. It will ask to be taken with the adventurers and buried in The Grounds. If the adventurers do this it will immediately sprout (like a magic seed) and grow a bean plant that leads to a cloud with a giant shack and a fat yellow goose. The goose will lay one egg per month, worth 100 gold crescents. It is already sitting on 12 such eggs.

Sunday, November 1, 2015

UPPER DUNGEONS LEVEL TWO 20 CHAMBER OF THE HYDRA.

20 CHAMBER OF THE HYDRA. A five headed hydra squats in the center of this chamber. It is both new to the area and fiercely territorial. It will attack immediately.

Hydra of 5 Heads (AC 5; MV 9”; HD 5; hp 40; #AT 5 bites; D 1-6 X 5; SA 1-4 attacks on same opponent; SD All heads must be killed to slay; XP 330)

It sits on a pile of 3214 copper pieces and 432 gold crescents of mixed coin.