House of Stone Dungeon Level 6
 

ROAMING MONSTER TABLE:
1. Snake, Poisonous AR:10 AD:10
2. Neogi AR:10 AD:10
3. Umberhulk AR:10 AD:10
4. Subterranean Lizard AR:10 AD:10
5. Cave Fisher AR:10 AD:10
6. Random Slime AR:10 AD:10
Room 1
ATRIUM
Many chains hang from the ceiling in some odd pattern.
Upon closer inspection, it appears that these chains were used to
torture victims (adventurers). Examining the floor beneath the
chains will reveal small pieces of human bones.
Number of monsters in this room: 2
MONSTER: Brown Puddings

Room 2
SITTING ROOM
There are hundreds of tiny statues of various shapes in this room.
Fire Beetles
There is also some treasure in this room.
There is the following:
200 platinum pieces
These items are contained in straw baskets.
Potion of Pain Supression
Alchemical Potion
These items are contained in a large vase that is cast from what appears to
be metal. The vase is over four feet tall. There
is a heavy lid on this vase which is sealed. One
must use a dagger or sword to pry it open.

Room 3
MUSEUM
Heavy drapes of every color hang from the ceiling of this room.
A small breeze blows the drapes in random patterns. The source of the
breeze is unknown.
Room 4
****Empty Room****
 

Room 5
KITCHEN
Rats are here eating what appears to be the decaying remains of an elf.
Number of monsters in this room: 7
Giant Rats

Room 6
PRIVY
There is a statue of a knight in this room. It looks very realistic!
If a spell or by some other means the knight is brought from stone to
flesh, he will thank the party. He was turned to stone by a medusa.
Number of monsters in this room: 5
MONSTER: Mercurial Slime; as a Crystal slime but move 15"
There is also some treasure in this room.
There is the following:
1 gems worth 50 gold pieces
These items are contained in bags.

2 gems worth 320 gold pieces
These items are contained in pots.

Room 7
FEASTING HALL
There is a deep pool here. Close inspection proves it to be blood-like.
(If there is any treasure here, it will be at the bottom of the pool)
MONSTER: Water Weird
AR: 10 AP: 4
There is also some treasure in this room.
There is the following:
2000 silver pieces
These items are contained in pewter cup
Oil of Phosphorescence
Inorganic Solvent
These items are contained in clay jugs.
 
 

Room 8
GUARDROOM
There is a pressure plate on the floor that must be stepped on to enter the
room. Each time the plate is stepped on there will be an effect (see below).
The effect is random.
1d6
1. A magical force throws the person off the pressure
plate and into the wall across the room doing 1d6 of
damage. Laughing echoes throughout the room as this
happens.
2. A diamond worth 10,000 gold appears in the hand of
the person stepping on the pressure plate.
3. A apparition of a human male appears before the
party and speaks the following: "Folly and riches,
pain and pleasure, dreams and nightmares, await all
who enter."
4. A demon appears in a ball of flames before the
person stepping on the pressure plate. It will only
attack this person and only this person can attack it.
It will remain and attack the person for 1d6 rounds,
it will then disappear in a identical ball of flames.
5. The person on the pressure plate will begin to see
hallucinations of a hell like place. Screaming will
fill their mind. This nightmare will last 1d12
rounds and will render the person helpless for 1d4
rounds afterwards.
6. A banquet table filled with food appears in the
center of the room. Beautiful women serve the
recipient food and wine for 1d12 rounds. No one else
can eat the food. If they try it will disappear as
they touch it.
This room contains the following:
Rasins
apron
bench
sofa
cask
mercury
 
 

Room 9
ANTECHAMBER
This room has a magic mouth at the entrance. No one can pass the magic
barrier until this riddle is solved:
My life can be measured in hours,
I serve by being devoured.
Thin, I am quick,
Fat, I am slow,
Wind is my foe.

ANSWER: candle
There is a trap in this room.
A 10’ wide 30’ deep pit opens up and characters failing dexterity
checks fall in taking 1d6 points of damage. In 1 round after
the character(s) fall in, the walls slam shut doing 6d6 points
of crushing damage.

Room 10
FEASTING HALL
Torches line the walls of this oddly shaped chamber. They are unlit.
When the torches are lit smoke will emit in large quantity and will in
1d4 rounds fill the room completely. This hinders vision to 5 feet.
The torches cannot be put out unless the magic in them is dispelled.
Number of monsters in this room: 7
MONSTER: Zombie Monster
AR: 10 AP: 16
MONSTER: Zombie Monster
AR: 10 AP: 38
MONSTER: Zombie Monster
AR: 10 AP: 22
MONSTER: Zombie Monster
AR: 10 AP: 10
MONSTER: Zombie Monster
AR: 10 AP: 16
MONSTER: Zombie Monster
AR: 10 AP: 65
MONSTER: Zombie Monster
AR: 10 AP: 77

Room 11
CLASSROOM
There is a pressure plate on the floor that must be stepped on to enter the
room. Each time the plate is stepped on there will be an effect (see below).
The effect is random.
1d6
1. A magical force throws the person off the pressure
plate and into the wall across the room doing 1d6 of
damage. Laughing echoes throughout the room as this
happens.
2. A diamond worth 10,000 gold appears in the hand of
the person stepping on the pressure plate.
3. A apparition of a human male appears before the
party and speaks the following: "Folly and riches,
pain and pleasure, dreams and nightmares, await all
who enter."
4. A demon appears in a ball of flames before the
person stepping on the pressure plate. It will only
attack this person and only this person can attack it.
It will remain and attack the person for 1d6 rounds,
it will then disappear in a identical ball of flames.
5. The person on the pressure plate will begin to see
hallucinations of a hell like place. Screaming will
fill their mind. This nightmare will last 1d12
rounds and will render the person helpless for 1d4
rounds afterwards.
6. A banquet table filled with food appears in the
center of the room. Beautiful women serve the
recipient food and wine for 1d12 rounds. No one else
can eat the food. If they try it will disappear as
they touch it.
This room contains the following:
wolverine pelt
bear pelt
bandora
chime
chime

Room 12
BARACKS
The floor in this room is slick and black. Movement and attacks
in this room will be subtracted by 2.
Number of monsters in this room: 4
Grey Ooze
There is also some treasure in this room.
There is the following:
2000 silver pieces
These items are contained in bottles.

4 pieces of jewelry worth gold pieces
These items are contained in iron chests.
 

Room 13
VAULT
Each corner of this room has a lifelike statue of a griffen. The
griffons have ruby eyes!
Number of monsters in this room: 7
MONSTER: Gray Ooze
AR: 10 AP: 61
Room 14
CHAPEL
The walls of this room have claw marks and scrapes on them. These
marks go into the solid rock walls for 2-6 inches deep.
Number of monsters in this room: 4
MONSTER: Fire Beetle
AR: 10 AP: 32
Room 15
WINE CELLAR
There are rats in this room. They are quite large, some over a foot long.
They work together to attack any member of the party wearing soft boots or no
shoes at all. There are 5d20 rats all together. They each have 1d4 attack
points. They cause little damage, only 1 point of damage per attack.
Number of monsters in this room: 7
Umber Hulks
There is also some treasure in this room.
There is the following:
500 gold pieces
These items are contained in casks.
The tresure has a trap. (if applicable)-

A magical symbol is on the container (harmless or deadly,
GM decide).
1500 electrum pieces
These items are contained in glass bottles.
Room 16
BEASTIARY
This room has a desk and chair, a sofa, and a bed.
The bed has fine expensive sheets. The desk is made of a hard
oak wood. The chair has a high back with skulls carved into the
sides.
There is a trap in this room.
A 10’ wide 30’ deep pit opens up and characters failing dexterity
checks fall in taking 1d6 points of damage. In 1 round after
the character(s) fall in, the walls slam shut doing 6d6 points
of crushing damage.

Room 17
ARMORY
The whail of a thousand dead soldiers can be heard in this room.
Number of monsters in this room: 7
There is also some treasure in this room.
There is the following:
Dagger of Alignment Detection
Alchemical compounds
These items are contained in pewter cup
1500 electrum pieces
These items are contained in pewter bowl
 

Room 18
AVIARY
There are bookcases in this room. They are half-filled with items.
This room contains the following:
Burgendy
sugar
battle axe
drum
chime
bandora
bandora
bandora
bandora
chime

Room 19
TORTURE CHAMBER
This room has a giant picture of an octopus-like human head on the floor.
Anyone standing on this picture for more than 2 rounds will loose a point
of intelligence/intellect permanantly. Only a type of restoration
performed withing 24 hours can return the character(s) to normal.
Number of monsters in this room: 9
Thri-Kreen Outcasts
There is also some treasure in this room.
There is the following:
Phase potion
Phase potion
These items are contained in desk
200 platinum pieces
These items are contained in straw baskets.

Room 20
Entry Room to the Neogi lair
4 guards stationed here.

Room 21
Neogi Guards

Room 22
Umber Hulks

Room 23
Black Pudding

Room 24
Neogi Larder (Guards, people and monsters)

Room 25
Master Neogi Lair

Room 26
Shrieker Mushrooms

Room 27
Neogi Outlaws Lair

Room 28
10 Neogi Guards
THe door in the E wall leads to the stairs to the 7th level.