Thursday, October 1, 2015

UPPER DUNGEONS LEVEL ONE 65 PORTCULLIS.

65 PORTCULLIS. This portcullis is in the down position, but a hole has been smashed through it as if by some monstrous force.

Wednesday, September 30, 2015

UPPER DUNGEONS LEVEL ONE 64 PORTCULLIS.

64 PORTCULLIS. This portcullis is in the down position, it can be raised by a successful bend bars/ lift gates roll or by manipulation of one of the wheels in Room 56.

Tuesday, September 29, 2015

UPPER DUNGEONS LEVEL ONE 63 PORTCULLIS.

63 PORTCULLIS. This portcullis is stuck in place about four feet off the floor. It is not a trap of any sort and can be moved with a successful bend bars/ lift gates roll, if desired. It can also be affected by one of the wheels in Room 56.

Monday, September 28, 2015

UPPER DUNGEONS LEVEL ONE 62 PURPLE ROOM.

62 PURPLE ROOM. The ceiling, floor, and walls are dark purple stone. Four zvarts and their dogs are here.

Fingelbad, Zvart Commander (AC 7; MV 6”; HD 2; hp 8; #AT 1; D Short sword or whip; SA Whip; XP 44

Fingelbad has a whip, as well as a short sword. He can strike at opponents up to 15’ distant, and if he hits, the whip will jerk the victim off his or her feet and stun (paralyze) him or her for 1d2 melee rounds. In melee range, He cannot use his whip, so he will drop it in favor of the sword. Fingelbad carries 7 gold crescents and 24 silver pieces.

4 War Dogs (AC 6; MV 12"; HD 2+2; hp 11, 10, 11, 10; #AT 1 bite; D 2-8; XP 68, 65, 68, 65)

3 Zvarts (AC 7; MV 6”; HD 1-1; hp 4, 3, 1; #AT 1; D Small military fork for 1d4+1; XP 14, 13, 11)

Each of these zvarts has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver spanners.

The stairs lead down twenty feet to Area 67 on Level 2.

Sunday, September 27, 2015

UPPER DUNGEONS LEVEL ONE 61 FALSE DOOR PIT TRAP.

61 FALSE DOOR PIT TRAP. Attempting to open the door releases the catch on the collapsing lid of the pit trap. Anyone within ten feet of the door will be dropped ten feet for 1d6 damage. Those standing on the edge of the pit may make a save versus paralyzation at -4 to see if they jump back in time to avoid it.

Saturday, September 26, 2015

UPPER DUNGEONS LEVEL ONE 60 PORTCULLIS.

60 PORTCULLIS. This portcullis is in the down position, it can be raised by a successful bend bars/ lift gates roll or by manipulation of one of the wheels in Room 56.

Friday, September 25, 2015

UPPER DUNGEONS LEVEL ONE 59 STUDY.

59 STUDY. Three zvarts are seated at a small table.

Snash, Lawful Evil zvart Magic-User (AC 7; MV 6”; MU2; hp 5; #AT 1; D Black iron dagger; SA Spell use; XP 105)

First Level Magic user Spells:
Charm Person, Shocking Grasp

He has 13 gold crescents, 13 silver spanners, 13 copper pieces, and a glass disk (useful for the read magic spell). Snash's dagger is made of entirely of black iron and he can use a strike from it to deliver his shocking grasp spell, doing 1d4 (dagger damage) plus 1d8+2 (shocking grasp damage) in one round on a successful hit.

Frickles, Lawful Evil zvart Magic-user (AC 7; MV 6”; MU1; hp 3; #AT 1; D Small dagger for 1d3; SA Spell use; XP 71)

First Level Magic user Spells:
Magic Missile

He has 6 gold crescents, 9 silver spanners, 14 copper pieces, and a crystal monocle (useful for the read magic spell).

Lachimar, Zvart Commander (AC 7; MV 6”; HD 2; hp 8; #AT 1; D Small military fork for 1d4+1; XP 36)

Lachimar has 4 gold crescents, 5 copper pieces, and an elaborate silver nose ring worth 50 gold crescents.

They are dining on salted fish with late season apples and drinking homemade whiskey from earthen jars.

The room also contains a human-sized desk, a matching wooden chair, and a dusty shelf.

The desk holds two books and a scroll with the sixth level magic-user spell stone to flesh. The two books are the spell books of the zvart magic-users. Snash's book holds all the spells written above and feather fall, push, and read magic. Frickles's book holds magic missile, read magic, and write.

There are three green glass baubles on the shelf, worth perhaps 1 copper piece each.

Thursday, September 24, 2015

UPPER DUNGEONS LEVEL ONE 58 COLD STORAGE.

58 COLD STORAGE. The doors to this room are made of metal and are encrusted with frost. Touching the door with an unprotected hand or ear will cause pain. This room is extremely cold (staying in this room will cause 1 hp/turn damage starting on the third turn, unless protected by warm clothing or magic). The cold is supernatural and no source can be found for it.

Seventeen bull carcasses hang suspended from the fourteen foot ceiling by thick metal hooks. On the floor are wooden crates holding frozen peas, carrots, and spinach. Embedded in a large block of ice are numerous edible saltwater fish.

The food is perfectly preserved, not spoiled in any way, and quite fit for human consumption.

Wednesday, September 23, 2015

UPPER DUNGEONS LEVEL ONE 57 RED ROOM.

57 RED ROOM. This room serves as a store room and plotting room for the Zvart high commander.

Mixin Well, Zvart High Commander (AC 5; MV 6”; HD 2; hp 11; #AT 1; D Military fork; XP 42)

Mixin stands almost five feet tall and is incredibly skinny for a zvart. He wears a suit of chain armor probably intended to be used by an adolescent elf. His military fork is normal-sized and decorated with several small carnelian gem stones. It is worth 600 gold crescents.

3 Zvarts (AC 7; MV 6”; HD 1-1; hp 7, 2, 5; #AT 1; D Small military fork for 1d4+1; XP 17, 12, 15)

Each Zvart has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver spanners.

The zvarts are plotting over a incomplete map of the level. The walls, floor, and ceiling are made of a dark red rock, veined in black. The east, west, and south walls have each been decorated with the statue of a green gargoyle. Large numbers of wooden crates are stacked against the east and west walls.

Poking the eyes of the south gargoyle will cause it to swing out and open the secret door.

The crates hold 28 small military forks, 2507 candles, 58 flasks of oil, 92 torches, 4 small silver mirrors (each worth 20 gold crescents), and 95 iron spikes. In addition there are multiple coils of rope adding up to 245 feet.

 The Zvart's Map

Tuesday, September 22, 2015

UPPER DUNGEONS LEVEL ONE 56 SECRET ROOM.

56 SECRET ROOM. This room serves as a control room for nearby traps and portcullises. Two zvarts are here.

2 Zvarts (AC 7; MV 6”; HD 1-1; hp 5, 1; #AT 1; D Small military fork for 1d4+1; XP 15, 11)

Each Zvart has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver spanners.

Pipes run along the walls and ceiling. The walls are covered with twelve numbered iron wheels (like those seen in submarines). Currently all of the wheels are turned all-the-way counterclockwise.

Wheel
Clockwise
Counter-clockwise
1
Disarm Falling Block Trap at Area 48
Rearm Falling Block Trap at Area 48
2
Disarm Chain Trap at Area 35
Rearm Chain Trap at Area 35
3
Disarm Gas Trap at Area 52
Rearm Gas Trap at Area 52
4
Blast of steam for 1d6+2 damage, save versus dragon breath for half damage
Loud groaning sound from behind wall
5
Loud grinding noises
Release of sulphur gas, no effect except it smells bad
6
Blast of icy cold salt water soaks the person turning the wheel
No apparent effect whatsoever
7
Loud sound like banging on a metal drum
Loud hissing sound
8
No apparent effect whatsoever
Sprinkler system in ceiling activated, cold water rains down
9
Lower Portcullis at Area 53
Raise Portcullis at Area 53
10
Raise Portcullis at Area 60
Lower Portcullis at Area 60
11
Lower Portcullis at Area 63
Raise Portcullis at Area 63
12
Raise Portcullis at Area 64
Lower Portcullis at Area 64


Monday, September 21, 2015

UPPER DUNGEONS LEVEL ONE 55 GUARD ROOM.

55 GUARD ROOM. The zvarts have recently hired two gnolls to act as extra muscle. They are stationed here along with four zvarts as guards.

Yellow Fang Gnoll 1 (AC 5; MV 9”; HD 2; hp 9; #AT 1; D Footman's mace +1 to damage due to strength; XP 38)

Yellow Fang Gnoll 2 (AC 5; MV 9”; HD 2; hp 7; #AT 1; D Long sword +1 to damage due to strength; XP 34)

Each gnoll wears a yellow skull cap and yellow vest. The first has 8 gold crescents, 13 silver spanners, and 8 copper pieces. The second has 3 gold crescents, 21 silver spanners, and 22 copper pieces.

4 Zvarts (AC 7; MV 6”; HD 1-1; hp 6, 2, 6, 6; #AT 1; D Small military fork for 1d4+1; XP 16, 12, 16, 16)

Each Zvart has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver spanners.

A fireplace is against the east wall. Two sturdy wooden tables hold stoneware pitchers of a greasy green substance. There are several stools, sized to fit the varying sizes of the humanoids.

The fireplace is actually a fake, with no area for ventilation. The back is a secret door which can be opened by manipulating a loose rock.

The green stuff in the pitchers is zvart booze, made from mushrooms and worm body fluids. It is as intoxicating as beer and will keep the imbiber awake for the next 24 hours with no fatigue.

Sunday, September 20, 2015

NEW MONSTER: ZVART

Zvart

FREQUENCY: Uncommon
NO. APPEARING: 25-250
ARMOR CLASS: 7
MOVE: 6”
HIT DICE: 1 to 7 hit points
% IN LAIR: 40%
TREASURE TYPE: Individuals see below; C in lair
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 0
INTELLIGENCE: Average
MORALE: See below
ALIGNMENT: Lawful evil
SIZE: S (3' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 10 + 1/ hp
With missile weapon or whip: I/ 14 +1/hp
Leader: II/ 20+2/ hp
Leader with missile weapon or whip: II/ 28 +2/hp

These small humanoid creatures have mottled orange and blue skin and beady black eyes. All zvarts are grotesquely ugly with noses of ungainly size. Most (90%) suffer from chronic skin rashes, halitosis, and nose drip. Those who do not invariably experience gout, piles, and unfavorable body odor. They usually wear rough smocks made from dog-skin.

They fear everything but if more than one is encountered they will always make every morale check because they are more afraid of looking bad in front of each other than they are of other things. Therefore, if only one zvart is present, it will immediately flee from any encounter. Similarly, if a group of zvarts is reduced to only one member, it will immediately fail its morale check and run away (80%), surrender (10%), or play dead (10%).

Zvarts have the inexplicable belief that they are consummate liars and that all non-zvarts are credible fools. Thus, they have no problem with lying about anything at all, even in the face of obviously incontrovertible evidence. Therefore, if questioned about why he or she fled from something, the zvart will make up some lame excuse and expect to be taken at his or her word.

In every group of 20 zvarts there will be one carrying a whip, used to entangle and hinder opponents in melee. If 100 zvarts are encountered, one will be a strong leader-type, from 3½' to 4½' tall with 8-11 hit points and attacking as a monster with 2 hit dice.

Ordinary zvarts fight with small military forks for 2-5 hit points of damage; leaders can use larger weapons. 5% of zvarts will have been trained at using magic as a 1st or 2nd level magic-user. Higher level magic-users will occasionally be found, especially in larger groups.

If encountered in their lair, there will always be a leader of 11 hit points, at least two lieutenants of 8 hit points each, and 3-12 war dogs used as guardians and emergency rations. Zvart males and females look exactly like each other and fight on equal terms. Typical zvarts usually carry a small amount of wealth, perhaps 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver spanners. Leader-types and spell casters might carry more coins and occasionally personal jewelry.

Zvarts delight in taking prisoners to feed to themselves and their dogs. They have been known to work for larger humanoids or to hire other humanoids as shock troops. Their lair is usually underground or deep in the heart of the wilderness.

UPPER DUNGEONS LEVEL ONE 54 ZVART LOUNGE.

54 ZVART LOUNGE. This room is where the zvarts spend most of their time. Several are here.

9 Zvarts (AC 7; MV 6”; HD 1-1; hp 7, 1, 5, 1, 2, 2, 1, 1, 3; #AT 1; D Small military fork for 1d4+1; XP 17, 11, 15, 11, 12, 12, 11, 11, 13)

Each Zvart has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver spanners.

3 War Dogs (AC 6; MV 12"; HD 2+2; hp 14, 8, 10; #AT 1 bite; D 2-8; XP 77, 59, 65)

There are about two dozen flea-ridden zvart beds made of the skins of dogs and less recognizable beasts. The walls are adorned with dart boards and crude chalk-drawings. The floor is similarly marked by chalk representing game boards for playing checkers. Small painted rocks serve as checker pieces.

Saturday, September 19, 2015

UPPER DUNGEONS LEVEL ONE 53 PORTCULLIS.

53 PORTCULLIS. This portcullis is stuck in place about two and a half feet off the floor. It is not a trap of any sort and can be moved with a successful bend bars/ lift gates roll, if desired.

Friday, September 18, 2015

UPPER DUNGEONS LEVEL ONE 52 CORRIDOR TRAP.

52 CORRIDOR TRAP. At this site is a pressure plate on the floor. Stepping on the plate releases a blast of green-tinged gas from a vent in the ceiling. It causes weakness. All those within ten feet must save vs poison or lose 50% of their strength for 1d6 hours.

Thursday, September 17, 2015

UPPER DUNGEONS LEVEL ONE 51 DIABOLIC MURALS.

51 DIABOLIC MURALS. This room is unusually warm and an unpleasant red-orange glow suffuses the chamber. The walls are decorated with images of naked men and women being tormented by malebranche in a fiery hell. A realistic-appearing door is in the east wall. The lintel above is labeled “The Door To Hell”. Those who open the door find only a bricked up wall, however.

Wednesday, September 16, 2015

UPPER DUNGEONS LEVEL ONE 50 STICKY SITUATION.

50 STICKY SITUATION. The walls are covered with a thick webbing. There are large numbers of normal sized spiders crawling about the room. The ceiling is eight feet high and appears to be made of webbing.

The ceiling is actually seventeen feet high. The space between the web and the ceiling holds a strange eight legged dragon and his pets.

Dragmaw, Chaotic Evil male average sub-adult unique dragon (AC 4; MV 12”*15”; HD 6; hp 18; #AT 4 claws and 1 bite; D 1-4(X4)/ 2-16; SA Breath weapon, poison; SD Detect hidden or invisible creatures within 3”, saving throw bonus; Size L; XP 583)

Dragmaw lacks wings, but has eight legs. He may strike with up to four of them and his bite, choosing different targets like a troll. His breath weapon (usable thrice per day) is equivalent to a web spell as cast by a 6th level magic-user. His bite is poisonous. A victim must save versus poison or be killed. Dragmaw speaks the common language but does not use spells.

2 Large Spiders (AC 8; MV 6"*15"; HD 1+1; hp 9, 5; #AT 1 bite; D 1; SA Poison; XP 83, 75)

Above the webbed up area, there are numerous desiccated corpses including those of giant insects, men, dwarves, xvarts, yvarts, zvarts, rats, and bats. Dragmaw keeps his treasure attached to the ceiling by thick webbing. There is a pottery jar holding 998 copper pieces, a gold scepter decorated with sapphires worth 4000 gold crescents, and a wrought silver coronet worth 710 gold crescents.

Tuesday, September 15, 2015

UPPER DUNGEONS LEVEL ONE 49 VERMIN'S PARADISE.

49 VERMIN'S PARADISE. The ceiling is only six feet high. Hundreds of thousands of normal centipedes, worms, cockroaches, and other assorted insects are crawling over every inch of this room. In the center of the room is a small wooden chest on a rickety table. The chest is unlocked and holds a silver cup worth 7 gold crescents and a rotting bag with 5 gold crescents and 35 silver spanners.

Monday, September 14, 2015

UPPER DUNGEONS LEVEL ONE 48 FALLING BLOCK TRAP.

48 FALLING BLOCK TRAP. Anyone traversing through this section of the corridor will set off this trap. A block of stone will slam down from the ceiling with great force, doing 3d6 damage. A saving throw versus paralyzation will ensure that the victim got out of the way in time, but each character in the first two rows must make the save (although characters in the second row save at +3). After discharging, the block will begin to automatically reset into the ceiling, being hauled up on a sturdy chain by a heavy counterweight. The sound of the falling block and the subsequent grind of the chain and stone will cause an immediate check for wandering monsters.

Sunday, September 13, 2015

UPPER DUNGEONS LEVEL ONE 47 ROOM OF THE GNEEDE.

47 ROOM OF THE GNEEDE. This room smells foul with waste and rotting meat. It is the home of a strange bipedal creature which resembles an oversized lizard crossed with a camel.

The Gneede (AC 5; MV 15”; HD 5+3; hp 28; #AT 2 claws; D 1-8/1-8; SA Spitting; Size L; XP 393).

The gneede spits as a skung lizard. If it hits its target the victim must save versus dragon breath or be blinded for 1-4 turns.

This creature preys on the nearby yvarts, but hates the way they taste. There is a fair amount of incidental treasure among the partially devoured body parts of yvarts, men, and animals: 24 gold crescents, 88 silver spanners, 163 copper pieces, a silver locket worth 10 silver spanners and holding a pill which duplicates the effect of a potion of extra-healing (navy blue, tastes like a blueberry), and a scroll in a bone tube holding the illusionist spells continual darkness and invisibility, 10' radius. The stairs go down twenty feet to Room 37 on Level 2.