Wednesday, August 31, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 36 CRAB POOL.

36 CRAB POOL. The pool is saltwater and twelve feet deep at its most extreme. It is well stocked with small fish and bivalves and there are three giant crabs within its waters.

3 Giant Crabs (AC 3; MV 9”; HD 3; hp 17, 7, 14; #AT 2 claws; D 2-8/2-8; SA Surprise on a 1-4; XP 86, 56, 77)

The statue is a robed maiden with its head and arms knocked off. The head can be found at the bottom of the pool, its eyes are small sapphires (1000 gold crescent value each).

Tuesday, August 30, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 35 TRASH DUMP.

35 TRASH DUMP. After eating adventurers, the fangtooth fishmen dump the stuff they don't want here. There is a 10% chance that 1-4 fangtooth fishmen will be here at any time it is visited.

Fangtooth Fish Men (AC 4; MV 9”//18”; HD 4+4; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-12 or by weapon +2 to damage due to strength; XP 90 + 5/hp)

The fishmen are not armed. Each fishman has a 30% chance of wearing a piece of crude gold and/or silver jewelry (bracelet, armband, necklace, torc, or anklet) worth between 21 and 40 (1d20+20) gold crescents.

There are bedrolls, backpacks, candles (24 are still usable), torches (17 are still usable), 3 tinder boxes with flint and steel, cooking implements and utensils, a crowbar, 2 five foot poles (a broken ten foot pole), 724 feet of rope, a bullseye lantern, 6 daggers, and a bone wand case (worth 30 gold crescents) holding a wand of enemy detection (wood dyed black with a silver tip, 53 charges, command words 'Snazzel Huff'written on inside of case).

Monday, August 29, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 34 FANGTOOTH CAVE.

34 FANGTOOTH CAVE. This cave is sometimes used by fangtooth fishmen resting after hunting in the mere. There is a 50% chance that 2-5 fangtooth fishmen will be here at any time it is visited.

Fangtooth Fish Men (AC 4; MV 9”//18”; HD 4+4; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-12 or by weapon +2 to damage due to strength; XP 90 + 5/hp)

The fishmen are not armed. Each fishman has a 30% chance of wearing a piece of crude gold and/or silver jewelry (bracelet, armband, necklace, torc, or anklet) worth between 21 and 40 (1d20+20) gold crescents.

Sunday, August 28, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 33 SPIKY CAVE.

33 SPIKY CAVE. This cave is notable for the many sharp rocky protrusions rising from the floor. For this reason it is not comfortable to walk on and the fishmen and other monsters tend to avoid it. There is only a ¼ normal chance of encountering wandering monsters while here.

Saturday, August 27, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 32 CHARNEL CAVERN.

32 CHARNEL CAVERN. Those fangtooth fishmen who reach the end of their lives through sickness or age come here when they are ready to die. There are hundreds of skeletons, but most are in fragments. Five are relatively intact, and will rise to greet intruders.

5 Fangtooth Fish Man Skeletons (AC 6; MV 9”; HD 4; hp 20, 20, 19, 18, 9; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; SD Sharp weapons score half damage only, limited spell immunity; XP 164, 164, 160, 156, 120)

Among the bones, there are scattered 72 pieces of crude gold and silver jewelry, mostly necklaces and armbands. Each piece of jewelry is worth between 21 and 40 (1d20+20) gold crescents. Searching is time intensive. Each person searching will discover 2d6 pieces of jewelry per turn until all are found.

Friday, August 26, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 31 FOUNTAIN OF TRUTH.

31 FOUNTAIN OF TRUTH. This marvelous fountain is decorated with statuettes of monkeys. Some are holding their hands over their eyes, others over their ears, and yet others over their mouths.

A drink will have one of the following effects:

1d10
Effect
1-3
The drinker will tell only the truth for the next 24 hours.
4-6
The drinker will tell only lies for the next 24 hours.
7
The drinker will detect lies at 100% certainty for the next 24 hours.
8
The drinker will have true seeing, as the cleric spell for the next 24 hours.
9
The drinker will remember that they found a diamond somewhere, and there it is right in their pocket, backpack, etc. The diamond is worth 5000 gold crescents.
10
The drinker will get a glimpse of the terrible metaphysical truths behind the facade of the mortal universe. This soul-shattering revelation will knock the drinker unconscious for 1d4 turns. When they wake they will have blessedly forgotten most of the revelation, and will have gained a point of wisdom.

This fountain can only be drunk from once per lifetime. An attempt to take another drink will cause the fountain to temporarily dry up just as the water is about to touch the lips.

Thursday, August 25, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 30 ROOT OF THE PROBLEM.

30 ROOT OF THE PROBLEM. Twelve long tree roots hang from the ceiling. Attempting to pass from one corridor to another will bring adventurers beneath the roots, which act as if they were strangle weed.

12 Roots (AC 6; MV Nil; HD 3; hp 14 each; #AT 1; D Special; SA Constriction; XP 77 each)

If the roots are destroyed, they will grow back in 12 hours.

Wednesday, August 24, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 29 GRUB ROOM.

29 GRUB ROOM. This damp room is crawling with tiny grubs which feed on the mold and fungus here. Four scorpalbinus are grazing on the grubs.

4 Scorpalbinus (AC 7; MV 12”; HD 2+1; hp 8, 10, 11, 13; #AT 2 claws; D 1-4/1-4; SA Tail once every other round for 2-12; XP 59, 65, 68, 74)

Tuesday, August 23, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 28 FOUNTAIN OF YOUTH.

28 FOUNTAIN OF YOUTH. This mystical fountain is decorated with statuettes of infants and children. A drink will reduce age by 40% (for example, a 60 year old human will become 36 years old and a 500 year old elf will become 300 years old).

A second drink will reduce age by another 90% (a 300 year old elf will become 30 years old). A third drink will make the character negative age and they will be born to random parents in 1d20+8 months time (use table from magic-user's spell reincarnation to determine reborn race).

Monday, August 22, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 27 MUD MADNESS.

27 MUD MADNESS. The gray area in this room is a depression filled with mud. The area marked 'A' is a ledge holding four killer klods.

Anyone traveling by foot through the muddy mess acts as though slowed. There is a ledge on both the east and west sides of the room, and the top of the mud is about two feet below the solid floor. The mud has a extremely uneven depth varying between two feet and four feet. Characters slogging through the mud under four feet tall must make a saving throw versus petrification each round. A failure indicates that their head has fallen below the mud's surface. Each round after the first they must make another saving throw or suffer 1d4 points of smothering damage, unless assisted by a taller character. Those giving assistance must spend a full round helping their comrade.

4 Killer Klods (AC 9; MV 9”; HD 2+1; hp 9, 12, 14, 16; #AT 1 fist; D 1-8; SA Spit clay; SD Immune to blunt weapons; XP 71, 86, 92, 98)

The killer klods are not slowed by the mud. Their clay spit attack has a range of 3”. Each klod has a heart of gold, worth 300 gold crescents.

Hidden in the mud is one treasure chest. Each character who traverses the mud by foot has a 1 in 12 to find it by accidentally bumping into it. Roll for each character once every other round, starting with the first character to enter the mud and then following the marching order. The chest holds 318 gold crescents, 3 pearls (100 gold crescents each), and a scroll of the magic-user spells transmute rock to mud, and slow.

The concealed door by area 'A' is simply a small wooden door (about four feet tall) which has been covered with mud to make it hidden.

Sunday, August 21, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 26 THE YAWNING STAIR WELL.

26 THE YAWNING STAIR WELL. This staircase is a continuation of the Yawning Stair well described as Room 106 on the Upper Dungeons Level 3. The secret door to Passageway 25 is about five feet above the staircase adjacent to it.

Saturday, August 20, 2016

UPPERE DUNGEONS LEVEL 3A SALT MERE 25 PASSAGEWAY.

25 PASSAGEWAY. This rough passage is patrolled by a gelatinous cube.

Gelatinous Cube (AC 8; MV 6”; HD 4; hp 15; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 210)

Friday, August 19, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 24 ROOM OF THE COFFINS.

24 ROOM OF THE COFFINS. Three closed coffins are placed, standing up, against the west wall.

The northern coffin is painted white and contains a wight.

Wight (AC 5; MV 12”; HD 4+3; hp 24; #AT 1; D 1-4; SA Energy drain; SD Silver or magic weapons to hit, limited spell immunity; XP 400)

The central coffin is painted silver and contains 1100 silver spanners, which will spill out if it is opened.

The southern coffin is unpainted. It is empty, but its back is a secret door leading to Passageway 25.

Thursday, August 18, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 23 VORTEX.

23 VORTEX. This vortex of fresh water deposits those traveling from Room 30 of the Upper Dungeons Level 3 into the Salt Mere. Traveling this route does 4d4 damage of crushing and smothering. Those who can water breathe suffer only 2d4 damage.

From Level 3A, the vortex appears as a intimidating column of rushing water. Approaching it by swimming and getting dragged into it will cause damage as above. It is strong enough to capsize boats.

Wednesday, August 17, 2016

UPPER DUNGEONS LEVEL 3A 22 CAVE OF THE TRISKELION STATUE.

22 CAVE OF THE TRISKELION STATUE. This statue is of a scowling man with a sword. It is dressed as is typical of such statues: bare of chest, with a Phrygian style hat, and skirt-like base like those used in antique armor. A star-shaped hole is in its chest, made to accept the amulet/key found in Room 59.

If the amulet/key is placed in its chest, it will release its magic sword:

Dengurhamar, Neutral long sword + 4 (Intelligence 14, Ego 12)
  • User may walk on water
  • User may breathe water and see clearly in water (up to 2 hours, usable once per day)
  • May turn itself into a trident +3
  • Detect true neutral only in a 2” radius (similar to detect good/evil)
  • Can speak the common language
  • Can speak with fish

Tuesday, August 16, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 21 BOAT.

21 BOAT. A large rowboat with two sets of oars is here. It is covered with dried blood and there is a one-foot in diameter hole in the front.

Monday, August 15, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 20 COLD SPRING CAVERN.

20 COLD SPRING CAVERN. The water in the small pool is cold and fresh. This attracts some monsters who desire the water and other monsters who hunt those water-seekers. There is a 1 in 6 chance of there being a random encounter when this place is entered. There is also twice normal chances for random encounters while adventurers tarry in this room.

Sunday, August 14, 2016

UPPER DUNGEONS LEVEL 3A 19 HIDEOUT CAVERN.

19 HIDEOUT CAVERN. Honest Stucky uses this room as a sleeping chamber. He crawls into the small cave at 'A', pushes a rock into its entrance and is somewhat safe from nasties. In the smaller cave, Stucky has left a small sack holding 53 gold crescents worth of gold nuggets.

Saturday, August 13, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 18 WIDE PASSAGE.

18 WIDE PASSAGE. Two carrion crawlers are eating a froglodyte's corpse here.

2 Carrion Crawlers (AC 3/7; MV 12"; HD 3+1; hp 16, 21; #AT 8 tentacles; D Paralysis; XP 644, 664)

The froglodyte wears a gold frog shaped amulet on a gold chain (450 gold crescent value).

Friday, August 12, 2016

NEW MAGIC ITEM: HONEST STUCKY'S MAGIC FLOP HAT

This old hat has a burning candle affixed to the top.

  • Candle never goes out, illuminates to 4”
  • Wearer improves armor class by 1
  • Wearer improves saving throws by 1
  • Halves damage from fire attacks (for red dragon breath, for example, if the save is made damage is 1/4)

XP VALUE: 2,500

GP VALUE: 11,000