162
SEALED ROOM. Both exits to this room are metal hatches. Inside, the desiccated body of a human in a white coat is sprawled on the floor.
His finger is mangled and he has written the following on the wall in
his own blood “sorry so very sorry Im sorry”.
Thursday, June 21, 2018
Wednesday, June 20, 2018
MIDDLE DUNGEONS LEVEL FOUR 161 FOOD ROOM.
161
FOOD ROOM. An oven is in the room along with a white sign.
The
oven is actually a mana machine that produces food for the animals
from vat media. It is tolerable, but not tasty.
The
sign is a list of rules on feeding the animals in the rooms. The
carnivorous apes would follow these directions, if they could read.
Tuesday, June 19, 2018
MIDDLE DUNGEONS LEVEL FOUR 160 GORILLA BED ROOM.
160
GORILLA BED ROOM. This room is furnished as a bedroom. It is
inhabited by the apes so it is very rough. The walls are decorated
with six paintings made by the carnivorous apes showing them hunting
various animals, monsters, and people. They are good (each is worth
1d20+10 gold crescents).
The
closet (A on the map) holds a small chest with 550 silver spanners
and 150 gold crescents, a case with 16 crossbow bolts +1, a
cape made from cloth of gold (200 gold crescents), tubes of brightly
colored paint and paintbrushes, and two labeled potions of
reptile/amphibian/fish
control (white, smells of
vinegar, tastes of maple syrup).
Monday, June 18, 2018
MIDDLE DUNGEONS LEVEL FOUR 159 ALMOST CHIMERA ROOM.
159 ALMOST CHIMERA ROOM. The door to this room is locked. It
can be opened with the key with the lion's head design from Room 160.
Inside
are four creatures.
Lion
(AC 5/6; MV 12”; HD 5+2; hp 23; #AT 2 claws and 1 bite; D
1-4/1-4/1-10; SA Rear claws for 2-7/2-7; SD Surprised only on a 1; XP
438)
Giant
Nanny Goat (AC 7; MV 18”;
HD 3+1; hp 15; #AT 1 butt; D 2-16; SA Charge
(+4 to hit, 6-20); XP
125)
2
Juvenile Hybrid Goat-Lions (AC 6; MV 12”; HD 2+2; hp 13, 10; #AT 2
claws, 1 bite, and 1 butt; D 1-2/1-2/1-6/2-8; SD Surprised only on
a 1; XP 89, 80)
The
hybrids have lion-like forebodies, goat-like hindquarters, a goat
head, and a lion head. The owners of this level were trying to breed
chimeras, but have only gotten this far. The hybrids are treasure
loving, however, and have 2318 gold crescents and three gems
(sapphire, base 500 gold crescents each).
The
room is like a habitat, with painted walls resembling open plains and
blue sky. There are piled pieces of furniture that the young ones
use to play on.
Sunday, June 17, 2018
MIDDLE DUNGEONS LEVEL FOUR 158 BABOON ROOM.
158
BABOON ROOM. The door to this room is unlocked, although it is
capable of being locked. A glowing diamond (5000 gold crescents) is
in the center of the room on a pedestal. A dozen baboons sit in a
circle surrounding the sphere. They are in the lotus position,
meditating. A light is shining from the ceiling and being dispersed
from it, giving them dreams and increasing their intelligence. They
are all currently at high intelligence and can speak reasonably well.
12
Baboons (AC 7; MV 12”; HD 1+1; hp 6 each; #AT 1 bite; D 2-5; SD
Climbing; XP 32 each)
The
baboons will resist those who try to steal the diamond.
Saturday, June 16, 2018
MIDDLE DUNGEONS LEVEL FOUR 157 GROUGGE ROOM.
157
GROUGGE ROOM. The door to this room is not locked, although it is
capable of being locked. The grougge that were here have escaped.
All that remains are some shed carapaces.
Friday, June 15, 2018
MIDDLE DUNGEONS LEVEL FOUR 156 OOZE ROOM.
156
OOZE ROOM. The door to this room is locked. The gray key from Room
160 will open it.
An
unusually large gray ooze is in the room. A lever is on the wall
near the door.
Gray
Ooze (AC 8; MV 1”; HD 6+6; hp 35; #AT 1; D 2-16; SA Corrosive
properties; SD Immune to spells, heat, cold, psionics; XP 1055)
There
is actually a wall of force located five feet from the door
and dividing the room into east and west halves. The lever turns it
on and off. The apes usually turn it off, throw food at the ooze and
turn it on again quickly.
The
ooze is psionically aware and can perform a psychic crush if
stimulated psionically.
Thursday, June 14, 2018
MIDDLE DUNGEONS LEVEL FOUR 155 FROG ROOM.
155
FROG ROOM. The door to this room is locked. The key with the frog
head design from Room 160 will open it.
Inside
there is a central pool with clear water. Ten killer frogs are
basking on an island made of rocks in the center of the pool or
swimming about. In addition to the frogs there are sixteen huge
clams.
10
Killer Frogs (AC 8; MV 6”//12”; HD 1+4; hp 12, 12, 11, 10, 9, 8,
7, 6, 6, 6; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise
on 1-4; XP 60, 60, 58, 56, 54, 52, 50, 48, 48, 48)
The
room is quite warm, about eighty five degrees Farenheit. The water
is only five feet deep and warm. If the giant clams are opened, roll
on the table below.
|
2d4
|
Inside
the Clam
|
|
2
|
Pearl
base value 500 gold crescents
|
|
3-5
|
Nothing
|
|
6
|
Pearl
base value 100 gold crescents
|
|
7
|
A
small gold statue of a frog worth 200 gold crescents
|
|
8
|
A
small killer frog (hp 5, XP 46)
|
Wednesday, June 13, 2018
MIDDLE DUNGEONS LEVEL FOUR 154 GORILLA ROOM.
154
GORILLA ROOM. Three carnivorous apes and their pet dire wolf are
here.
3
Carnivorous Apes (AC 6; MV 12”; HD 5; hp 24, 22, 14; #AT 2 hands
and 1 bite; D 1-4/1-4/1-8; SA Rending (1-8); SD Surprised only on a
1; XP 290, 280, 240)
Dire
Wolf (AC 6; MV 18”; HD 3+3; hp 19; #AT 1 bite; D 2-8; XP 136)
The
apes are the caretakers of the other monsters in Rooms 155 to 159.
They wear white Phrygian caps like the Triskelion vat men.
The
apes are basically interested in doing their job and do not want to
fight, but they will if attacked. They have accumulated various
items in Room 160 are will barter with adventurers in exchange for
them. They can understand human language but cannot talk. They
particularly like real meat and strong alcohol.
Tuesday, June 12, 2018
MIDDLE DUNGEONS LEVEL FOUR 153 ANNEX.
153
ANNEX. The floor is gray stone and there are drains in it. The
smell of captive animals is heavy here.
Monday, June 11, 2018
MIDDLE DUNGEONS LEVEL FOUR 152 GRAY ROOM.
152
GRAY ROOM. The ceiling in this room is not illuminated, but instead
is dark gray stone. A stone bowl on a small pedestal is in the
center of the room. It holds a potent acid that resembles water. It
is colorless and odorless. There is about one gallons worth.
This
can be weaponized, if the characters have suitable containers (see
page 64 of the Dungeon Master's Guide).
Sunday, June 10, 2018
MIDDLE DUNGEONS LEVEL FOUR 151 PIT TRAP.
151
PIT TRAP. This covered pit trap falls ten feet, but the bottom is
filled with jagged metal fragments, so damage is 2d6.
Saturday, June 9, 2018
MIDDLE DUNGEONS LEVEL FOUR 150 STATUE ROOM.
150
STATUE ROOM. There are eight small statues made of rusty metal and
having common woodland animals are their subjects. One rabbit is
actually a gold statue (400 gold crescents) artfully painted to
resemble rusted iron.
Friday, June 8, 2018
MIDDLE DUNGEONS LEVEL FOUR 149 MACHINE ROOM.
149
MACHINE ROOM. On the floor is a metal box about the size of a pony,
with six grooved wheels. It is animated and will attack by smashing
itself into people.
Automated
Carriage (AC 0; MV 12"; HD 6; hp 30; #AT 1 smash; D 4-16; XP
405)
If
it is wrecked, the box top will open up and release three flying
machines.
3
Flying Drones (AC 7; MV 15"; HD 1+2; hp 8 each; #AT 1
flamethrower; D 1-8; XP 36 each)
These
devices look a bit like stylized fish, but have a propeller sticking
out instead of a dorsal fin, a bit like a helicopter. They shoot
flames from the mouth.
All
four are mechanical devices, not living creatures, and are immune to
poison and spells that affect the mind (sleep, charm, etc.)
Inside
the automated carriage is a metal cylinder with a minus (-) sign on
it, about the size of a thermos. If it is combined with the piece
from Room 147, it will be able to reactivate one of the machines from
Room 145.
Thursday, June 7, 2018
MIDDLE DUNGEONS LEVEL FOUR 148 MAGNETIC TRAP.
148
MAGNETIC TRAP. The walls of the corridor become metal for ten feet
here. The north wall is a strong magnetic attractor and the south
wall is a repeller. Any person who attempts to travel the corridor
wearing metal armor or having the equivalent amount of magnetic metal
on their person will be violently thrown into the north wall, causing
1d6+4 damage.
Wednesday, June 6, 2018
MIDDLE DUNGEONS LEVEL FOUR 147 METAL MONSTER.
147
METAL MONSTER. Fragments of metal wreckage are scattered about.
When the room is entered they will fly together and make a man-sized
monster of metal with a vaguely crab-like shape.
Giant
Crab Machine (AC 0; MV 9”; HD 6; hp 30; #AT 2 claws; D 3-12/3-12;
SA Surprise on a 1-4; XP 405)
As
the monster is damaged, parts will fly off. At the center is a metal
cylinder with a plus (+) sign on it, about the size of a thermos.
Tuesday, June 5, 2018
MIDDLE DUNGEONS LEVEL FOUR 146 STORAGE ROOM.
146
STORAGE ROOM. The room holds one metal barrel and three wide round
cans. The barrel holds lamp oil (equivalent to 100 flasks) and the
cans hold machinery oil to be used as lubricant.
Monday, June 4, 2018
MIDDLE DUNGEONS LEVEL FOUR 145 MACHINE SHOP.
145
MACHINE SHOP. There are three large metal tables and countertops are
against the walls. Tools used in carpentry, masonry and metal-working
(saws, hammers, vices, etc.) are hung upon the walls and lie about.
On
the tables are three humanoid structures made of metal, like
recumbent statues. Each is only partially assembled. One is missing
its left arm and shoulder, one a head, and the last is missing both
hands.
If
the pieces of metal from Rooms 147 and 149 are brought together, they
will form a long cylinder. If this device is brought back to this
room, it will be strongly magnetically drawn to the metal figures on
the tables. If touched to one of them, it will bury itself in the
chest cavity and, acting as a battery, it will animate that robot.
Only one of the three robots can be animated.
Robot
One (AC 3; MV 9”; HD 9; hp 40; #AT 1 fist; D 4-24; SD Limited spell
immunity; XP 1780)
This
robot is missing its left arm, but its right arm is huge and strong.
Robot
Two (AC 3; MV 9”; HD 9; hp 40; #AT 2 fists; D 2-16/2-16; SD Limited
spell immunity; XP 1780)
This
robot appears to be missing it head, but when animated a holographic
projection of a burning skull head will appear in the missing space.
Robot
Three (AC 3; MV 9”; HD 9; hp 40; #AT 2 laser beams; D 1-10/1-10; SD
Limited spell immunity; XP 1780)
This
robot appears to be missing it hands but can shoot laser beams from
the canon like stubs of the wrist. Range is 4 miles.
Robots
are not alive and are immune to mind affecting spells. They take
half damage from cold and double damage from electricity. Robots
will serve the person who activated them permanently. Since there is
no normal way to repair them, the robot will become nonfunctional
when it reaches 0 hit points.
Sunday, June 3, 2018
MIDDLE DUNGEONS LEVEL FOUR 144 LAUNDRY ROOM.
144
LAUNDRY ROOM. There are faucets for hot and cold running water,
wooden bins and baskets, and jars of soap. A clothesline holds
dozens of the toga-like garments favored by Triskelion vat men.
Saturday, June 2, 2018
MIDDLE DUNGEONS LEVEL FOUR 143 ABANDONED STORE ROOM.
143
ABANDONED STORE ROOM. Four grougge lair here.
4
Grougge (AC 5; MV 12:; HD 3+3; hp 20, 17, 16, 15; #AT 2 claws; D
1-6/1-6; SA Shock for 1d6+2; XP 165, 153, 149, 145)
The
place holds dozens of wooden crates. Most have been broken open
revealing straw only, but two are still intact, nailed shut. The
first holds taxidermy of a small flightless bird, the dodo. The
second holds seventy file glass vials of dried blood and a small
spool of fine platinum wire, worth 300 gold crescents.
Friday, June 1, 2018
MIDDLE DUNGEONS LEVEL FOUR 142 STAGE ROOM.
142
STAGE ROOM. A wooden stage is erected here. There is a 75% chance
that 1d4+4 laughing Triskelion vat men will be here practicing a play
or performing acts of acrobatics, juggling, or comedy.
Laughing
Triskelions (AC 6 (8); MV 12"; HD 3; hp 14 each; #AT 1; D By
weapon type; SA Berserk, never surprise; XP 77 each)
70%
will have long swords, 20% broad swords, 5% short swords, 4% bastard
swords, and 1% two-handed swords.
Thursday, May 31, 2018
MIDDLE DUNGEONS LEVEL FOUR 141 VAT CHAMBER.
141
VAT CHAMBER. There
are twelve warm humming vats here, shaped like caskets and equipped
with lids. Throbbing pipes extend from the vats into the wall and
floor.
The
vats hold goopy vat media and each has a 75% chance of holding a
developing vat man, roll % dice to determine degree of development.
Vat men under 50% developed die immediately on exposure. Those at 51
to 95% developed will perish unless the lid is closed again within 1
round. Those at 96% or higher are capable of independent existence.
60%
of vat men being grown here are laughing Triskelions. 20% are crying
and 20% are scowling.
Wednesday, May 30, 2018
MIDDLE DUNGEONSLEVEL FOUR 140 MANNA MACHINE ROOM.
140
MANNA MACHINE ROOM. A white cabinet is against the wall, about six
feet high by four feet wide and four feet deep. It is warm to the
touch and a white cord connects it to the wall.
The
cabinet holds tarts with faux fruit flavors made from vat media.
They are tasty and nutritious but have the consistency of wet paper
and stick to the teeth.
The
secret door is located behind the machine, so to open it from the
corridor requires pushing the manna machine out of the way.
Tuesday, May 29, 2018
NEW MAGIC ITEM: POTION OF TROLLISH REGENERATION.
While
under the effects of this potion, the drinker will regenerate as a
troll would: 3 hit points per round beginning on the third round
after sustaining damage, not including damage from fire or acid.
XP
VALUE: 300
GP
VALUE: 400
NEW MAGIC ITEM: POTION OF NEUTRALIZE POISON.
This
potion will detoxify a victim of poisoning, even bringing characters
back to life if they have died within one turn of the poisoning and
the liquid is forced down the throat. If fed to a poisonous creature
it will make that creature non-poisonous until it generates new
poison from glands, etc. naturally.
XP
VALUE: 350
GP
VALUE: 500
MIDDLE DUNGEONS LEVEL FOUR 139 BLACK ROOM.
139
BLACK ROOM. This room is not lighted. The walls, floor, and ceiling
are flat black. There is a large black table with a black metal
chest under it.
The
chest is locked and trapped. There is a needle trap that is easily
found (+50% to find), but it is only a dummy and there is a second
needle trap that must be disarmed separately. This is a poison
needle (save or die) with death by poison occurring in 1d12 turns.
The
chest holds four black metal thermoses and 7000 black coins (actually
gold crescents painted black). The thermoses (labeled A, B, C, and
D) hold potions (healing, poison, neutralize poison,
and trollish regeneration). They all are black and bubbly,
taste sweet and smell a bit acidic, like lemon.
There
are two switches on the wall. If the first is thrown, it opens the
curtain in Room 138 so the fan starts spinning. If the second is
thrown, it causes invisible steps to emerge from the wall. The secret
door is located ten feet above the floor and the steps lead to it.
Note that though the steps are invisible, they will make a grinding
sound as they exit the wall.
Monday, May 28, 2018
MIDDLE DUNGEONS LEVEL FOUR 138 BLACK CURTAIN.
138
BLACK CURTAIN. The black curtain stretches from the twenty foot
ceiling to the floor and covers from wall to wall. It ripples
slightly, as if in the presence of a mild breeze.
Behind
the curtain is a gigantic circular fan, and another room can be seen
behind the four huge sharp metal blades of the fan. If the curtain
is moved, the fan will begin spinning fast creating a substantial
wind blowing the characters back towards the hatch door.
It
is possible to jam the fan, but it will easily cut most items. Such
items will be subject to a crushing blow, as per the Dungeon
Master's Guide, page 80. Anyone attempting to merely jump
through will be caught on a 1-19 in 20 and take 6d8 damage.
If
the curtain is pulled back in front of the fan, the blades will stop
and it can be traveled safely.
Sunday, May 27, 2018
MIDDLE DUNGEONS LEVEL FOUR 137 GAME ROOM.
137
GAME ROOM. Six Laughing Triskelions are here, playing with tiny
armies made of metal figurines.
6
Laughing Triskelions (AC 6
(8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X2, broad
sword X2, short sword X2); SA Berserk, never surprise; XP 77 each)
They
use gold tokens as army markers. There are 220 such tokens, each
worth 1 gold crescent.
These
gamers are the bitter rivals of the vat men in Room 136, and the two
groups are constantly mocking and belittling each other as lame-os
and losers.
Saturday, May 26, 2018
MIDDLE DUNGEONS LEVEL FOUR 136 GAME ROOM.
136
GAME ROOM. Six laughing Triskelions are sitting around a table and
playing a game with character sheets, pencils, small miniatures, and
polyhedral dice called 'Bankers and Barristers'. One is the referee
(called the 'Judge') and the rest are players who try legal cases
between banking firms.
6
Laughing Triskelions (AC 6
(8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X2, broad
sword X2, short sword X2); SA Berserk, never surprise; XP 77 each)
As
part of the banking they use real coins: 125 gold crescents, 212
silver spanners, and 354 copper pieces.
Friday, May 25, 2018
MIDDLE DUNGEONS LEVEL FOUR 135 MUSIC ROOM.
135
MUSIC ROOM. The floor holds lots of brightly colored play mats.
Sturdy metal music instruments are strapped to the walls, most are
dented from harsh usage. A cabinet in the corner holds metal
triangles and a white music box with an octopus design on the top.
The octopus has a man-like face and its tentacles end in hands. It
makes music by turning a crank.
If
the music is played in Room 132, the monster in that room will let
people pass without a fight.
Thursday, May 24, 2018
MIDDLE DUNGEONS LEVEL FOUR 134 BADMINTON COURT.
134
BADMINTON COURT. The ground is made of fake grass and a net has
been set up in the middle of the room. The ceiling is twenty feet
high. Two teams of four laughing Triskelions are playing a game of
badminton with a pale green ioun stone. The last vat man sits
on a tall white chair and is acting as the referee. He is constantly
calling out new rules such as "All players must dance on one
leg". Despite this the vat men seem insanely good at playing
badminton.
9
Laughing Triskelions (AC 6
(8); MV 12"; HD 3; hp 14 each; #AT 1; D Long sword X4, broad
sword X2, short sword X2, bastard sword X1; SA Berserk, never
surprise; XP 77 each)
There
are extra rackets available if the adventurers want to challenge the
vat men to a game. They would be willing to give away the ioun
stone if they are
beaten, but the adventurers must put up some collateral of equal
value.
Wednesday, May 23, 2018
MIDDLE DUNGEONS LEVEL FOUR 133 GREEN ROOM.
133
GREEN ROOM. The walls and floors are tiled in green. A black block
of stone, like a solid table is in the center of the room. It's
surface is smooth and green.
The
table's surface is actually a large and thick green slime and the
table is actually a stone chest.
Green
Slime (AC 8; MV 0”; HD 6; hp 25; #AT 1 (drip); D Turn to slime in
1-4 rounds; SA Corrosive properties; XP 890)
If
the slime is removed, the hinges on the chest will be obvious.
Inside are the following treasures:
- A jewelled quiver with six +2 arrows. The quiver is worth 250 gold crescents.
- A purse with 20 Jalluxian platinum imperials.
- A porcelain bust of a laughing Triskelion. If it is broken it will be found to contain 3 rubies (4000 gold crescents each)
Tuesday, May 22, 2018
MIDDLE DUNGEONS LEVEL FOUR 132 FLOODED ROOM.
132
FLOODED ROOM. The door to this room is a metal hatch. The room is
sunken to ten feet with steps leading down into water which reaches
abut a foot below the level of the bottom of the doors. The water is
murky and it holds an eight armed vat creature. The walls are
decorated with painted musical scores and notes.
Vat
Monster (AC 7; MV 3”//12”; HD 8; hp 36; #AT 6 tentacles; D 1-6 (X
6); SA Constriction; XP 910)
The
creature lurks under the water waiting for people to wade in or fly
overhead. It will grab, being able to constrict as a giant octopus.
It looks like the head of a Triskelion vat man with eight rubbery
arms ending in hands.
The
creature has been trained to allow anyone to pass who plays the music
from the music box from Room 135.
Monday, May 21, 2018
MIDDLE DUNGEONS LEVEL FOUR 131 THE BELL.
131
THE BELL. The niche in the corridor holds an old metal bell. If
rung, make a roll on the random encounters table to see which
wandering monster shows up to investigate.
Sunday, May 20, 2018
MIDDLE DUNGEONS LEVEL FOUR 130 SUPPLY ROOM.
130
SUPPLY ROOM. Ten white suits are hanging here. The suits are cold
weather gear. They consist of white hoods with glass faceplates,
white gauntlets, and a heavy body suit. They are sized for humans
but will also fit elves, half-elves, and half-orcs.
They
are as bulky as padded armor and provide the same protection. They
can be worn by any class, but spellcasters must remove the gauntlets
before attempting spells with somatic components. They cannot be
worn with other armor.
Saturday, May 19, 2018
MIDDLE DUNGEONS LEVEL FOUR 129 THERMOSTAT ROOM.
129
THERMOSTAT ROOM. Against one wall there is a large white cabinet.
On another wall is a thick metal lever. The room is extremely cold.
Unless the adventurers are wearing protective clothing they will lose
hit points at the rate of 1 each two rounds.
Inside
the white cabinet are 5 snow cones.
|
Snow
Cone Color
|
Flavor
|
Effect
|
|
Green
|
Lime
|
Heals
all damage
|
|
Red
|
Cherry
|
Impervious
to cold for 24 hours
|
|
Blue
|
Raspberry
|
Turns
skin blue for 1d4 weeks
|
|
Yellow
|
Banana
|
Nothing
|
|
Orange
|
Orange
|
Eater
does double damage on all melee attacks for next 24 hours
|
The
lever has two options: COLD or FRIGID. It is currently set to
FRIGID. If moved to COLD, then Rooms 121 to 129 will remain cold,
but no longer do damage.
Friday, May 18, 2018
NEW MAGIC ITEM: ICE DAGGER
The
blade of this dagger appears to be an icicle, though it will not melt
as ice normally would. It is a +4 weapon and when it strikes it does
an additional 1d6 cold damage. It is jealous and will teleport
it self to the owner's hand in all combat situations, not allowing
any other weapons to be used.
XP
VALUE: 2,000
GP
VALUE: 9,500
MIDDLE DUNGEONS LEVEL FOUR 128 SNOW WIGHT'S CHAMBER.
128
SNOW WIGHT'S CHAMBER. In the center of the room is a stone block
with a beautiful woman lying supine on it, her hands on her chest
holding a vibrant red rose. Her skin is pale and her hair is black,
but her lips are red. She wears a white gown. A glass dome
surrounds her.
The
room is very cold. Unless the adventurers are wearing protective
clothing they will lose hit points at the rate of 1 each two rounds.
The
woman is a snow wight, a powerful type of undead. She cannot move
unless here glass dome is removed.
Snow
Wight (AC 4; MV 15”; HD 7+7; hp 38; #AT 1; D 1-8; SA Energy drain;
SD Silver or magic weapons to hit, limited spell immunity; XP 1480)
She
can be turned as a vampire. She drains 1 level each time she hits
and then if the person fails a save vs death magic, they will lose a
second level.
The
block that she lies on is actually a stone chest, as will become
obvious once she vacates the top. Inside are three silver urns each
worth 100 gold crescents. Two hold 600 gold crescents each. The
last holds a necklace of ice diamonds (7000 gold crescents) and the
Ice Dagger.
Thursday, May 17, 2018
MIDDLE DUNGEONS LEVEL FOUR 127 SLIPPERY ROOM.
127
SLIPPERY ROOM. The floor in the center portion of the room is
extremely slippery with hard ice. To the left and right are wide
pits, twenty feet deep.
The
room is very cold. Unless the adventurers are wearing protective
clothing they will lose hit points at the rate of 1 each two rounds.
The
room is not easy to walk across, although Sliding along on the belly
would be a possible way to cross the area, as would flying, cracking
the ice with an axe, etc. Should a person try to walk across the
room, they must walk slowly and roll a saving throw vs paralyzation
for every ten feet traversed.
If
the saving throw is failed, the person has fallen and must make a
second saving throw at -4 or slip into one of the two pits, causing
2d6 damage.
Wednesday, May 16, 2018
MIDDLE DUNGEONS LEVEL FOUR 126 COLD MORGUE.
126
COLD MORGUE. Four yeti have taken over the area.
4
Yeti (AC 6; MV 15”; HD 4+4; hp 25, 23, 22, 19; #AT 2 claws; D
1-6/1-6; SA Squeeze, paralyzation, increased chance to surprise; SD
Impervious to cold; XP 560, 550, 545, 530)
The
room is very cold. Unless the adventurers are wearing protective
clothing they will lose hit points at the rate of 1 each two rounds.
Because it is so cold, the room is covered with white frost.
There
are metal cabinets in the walls holding human corpses, each with the
brain surgically removed. The yeti have been using the room as their
personal larder so many of the bodies have been partially eaten. The
frost obscuring the metal cabinet doors is heavy, so the should be
treated as stuck doors if attempts are made to open them unless the
ice is broken away or the door is heated.
The
yeti keep their treasure in the bottom body cabinet at the area
labeled 'A' on the map. There are six clay urns holding a total of
5985 silver spanners and 3271 gold crescents. There are two
unlabeled potions in metal flasks. The first is gaseous
form (blue, tasteless) and the second is super-heroism
(green, tastes of olive oil). They are frozen solid and must be
thawed or chewed to use. Lastly there is a wand of fire (59
charges, command word 'fliver flaver flame' written on its side. The
wand is in an ivory wand case (200 gold crescent value).
Tuesday, May 15, 2018
MIDDLE DUNGEONS LEVEL FOUR 125 BODY STORAGE ROOM.
125
BODY STORAGE ROOM. Unless the adventurers are wearing protective
clothing they will lose hit points at the rate of 1 each five rounds.
Two
bodies are lying on metal slabs. The first body is a huge
green-skinned man covered with scars. The second is a woman. Their
faces cannot be seen since their heads are enclosed in metal boxes.
The
metal boxes have white circles painted on their tops, holding the
words "Place brain here". If a brain is placed on the
circle, it will descend into the box and the brain will be
transferred into the body. The metal box will then raise to reveal
the faces of the newly animated people.
The
green-skinned man has a huge, squarish forehead and bolts protruding
from his neck. The woman has a black beehive hairdo with white
streaks. They will have the brain and intelligence of the person
that was transferred but have other statistics as a flesh golem:
Newly
Created Lifeforms (AC 9; MV 8”; HD 9; hp 40 each; #AT 2; D
2-16/2-16; SD Magic weapons to hit; immunity to most spells; XP 2380
each)
Monday, May 14, 2018
MIDDLE DUNGEONS LEVEL FOUR 124 BRAIN STORAGE FACILITY.
124
BRAIN STORAGE FACILITY. This room is very cold. Unless the
adventurers are wearing protective clothing they will lose hit points
at the rate of 1 each five rounds.
Six
metal boxes, each about two feet cubed, are attached to the wall.
They are very cold to the touch and each sports a fat red button and
a lever on the side. They are labeled A to F. Each contains special
cold liquid and a living brain.
The
brain can be removed by pressing the button and then pulling the
lever. This causes the brain to be presented from the front of the
box on a metal tray. The brain will last for 1 turn before it dies.
The brains may be put into the bodies in Room 125.
|
Box
|
Brain
|
|
A
|
This
is the brain of an orc. I 7 W 5 Ch 4
|
|
B
|
Loretta,
a human research scientist. I 16 W 9 Ch 8. Acts braver than she
is, she won't want to be left alone if her brain is transferred.
Very talkative. She has a good knowledge of the locations and the
purposes of the rooms on the level, and how to operate many of the
machines. Is a fourth level magic-user. Has memorized magic
missile and web.
|
|
C
|
Gorm,
a human bodyguard. I 9 W 10 Ch 12. Was a fighter character
class. Hard boiled personality. Likes to spend money.
|
|
D
|
Noddy,
a human research scientist. I 15 W 11 Ch 7. The sixth son of the
sixth son of a minor noble family. Stuck up. Convinced that he
doesn't have to listen to the rabble. He has a fair knowledge of
the locations and purposes of the rooms on the level, and how to
operate many of the machines.
|
|
E
|
Wooton-Smythe,
a captured barbarian. I 13 W 13 Ch 14. Fond of cursing and
drinking heavily. Fatalistic.
|
|
F
|
An
artificial brain. I 17 W 7 Ch 6. Believes it is Valerian
Triskelion but does not know way around the level or how to use
any of the machines here.
|
Sunday, May 13, 2018
MIDDLE DUNGENS LEVEL FOUR 123 FROZEN TREASURE.
123
FROZEN TREASURE. The toads keep their treasure frozen in thick
blocks of ice.
5246
gold crescents
3
ice diamonds (5000 gold crescents each), these are effectively
invisible in the ice and will only be discovered if the block they
are in is completely melted
The
frozen body of a man wearing a girdle of frost giant strength
The
man is actually a wax golem.
Wax
Golem (AC 10; MV 12”; HD 6; hp 25; #AT 1; D 1-8 +9 due to frost
giant strength; SD Limited spell immunity; XP 375)
Unless
the adventurers are wearing protective clothing they will lose hit
points at the rate of 1 each five rounds.
Saturday, May 12, 2018
MIDDLE DUNGEONS LEVEL FOUR 122 FROZEN ROOM.
122
FROZEN ROOM. Three ice toads are here.
3
Ice Toads (AC 4; MV 9"; HD 5; hp 24, 24, 14; #AT 1 bite; D 3-12;
SA Cold Radiation; SD Impervious to Cold; XP 325, 325, 275)
The
cold in this room is intense. Unless the adventurers are wearing
protective clothing they will lose hit points at the rate of 1 per
turn, in addition to any damage caused by the toads.
Friday, May 11, 2018
MIDDLE DUNGEONS LEVEL FOUR 121 FROZEN LABORATORY ANNEX.
121
FROZEN LABORATORY ANNEX. The ceiling tiles in this room glow with
blue light and the room is fiercely cold. Unless the adventurers are
wearing protective clothing they will lose hit points at the rate of
1 per turn.
The
walls are lined with glass cabinets. Inside the cabinets are pots of
a clear liquid that is well below the freezing point of water.
Immersion of an extremity in the liquid causes 1d6 damage and if not
withdrawn immediately it will freeze the member solid and it will
break off. Throwing the liquid on a person or monster does 2d4 cold
damage. There are six cabinets and each contains one metal pot
holding about four gallons of the stuff.
Thursday, May 10, 2018
MIDDLE DUNGEONS LEVEL FOUR 120 UNFINISHED ROOM.
120
UNFINISHED ROOM. This room is missing the middle of the floor.
There is a ten foot wide chasm separating the east and west parts of
the room. The drop is twenty feet down to a pool of vat media (ten
feet deep). Lurking within the vat media are three vat creatures.
Vat
Creatures (AC 5; MV 6”//12”; HD 3; hp 19, 16, 15; #AT 1 bite; D
1-10; XP 136, 124, 120)
These
creatures superficially resemble crocodiles. They will remain
submerged unless a person falls into their pool.
Wednesday, May 9, 2018
MIDDLE DUNGEONS LEVEL FOUR 119 CARPENTER'S ROOM.
119
CARPENTER'S ROOM. Four giant boring beetles are here.
4
Giant Boring Beetles (AC 3; MV 6”; HD 5; hp 32, 31, 24, 23, 19; #AT
1 bite; D 5-20; XP 250, 245, 2010, 205, 185)
The
place has all the items used by a carpenter (workbenches, saws,
hammers, nails, toolboxes, etc.) There is a fair amount of
untreated, rotted wood, which has attracted the beetles.
There
are five strong beams (12 feet by 4 inches by 4 inches) against the
wall, which will easily bear the weight of an adventurer. Slung
across one of the saw horses is a leather bag holding 312 silver
spanners, a gold lapel pin of a hammer (12 gold crescents), and
intricately carved small wooden box of black wood with the design of
a swan in flight (75 gold crescents). Inside the box is expensive
pipe tobacco (6 gold crescents worth).
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