Room 1
FEASTING HALL
There are bookcases in this room. They are half-filled with items.
There is a trap in this room.
There is a conceilled 10’ deep pit in the center of the room.
A 1-3 on a d6 the character falls in doing 1d6 points of damage.
Glow from the Portal in Room 10 is visible from here.
Room 2
STORAGE ROOM
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.
Number of monsters in this room: 7
MONSTER: Ochre Jelly (X
AR: 10 AP: 22
Room 3
Yellow Musk Vine with 12 Musk Zombies
Room 4
DORMITORY
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: 3
Smoke Mephit (Imp)
There is also some treasure in this room.
There is the following:
1500 electrum pieces
These items are contained in glass jars.
500 gold pieces
These items are contained in gold cup
Room 5
ARMORY
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)
There is a trap in this room.
There is a trip wire in the center of the room. Stepping
on
this will set off 4 heavy crossbows doing 1d12 points
of
damage each.
Steam Mephit (Imp)
Room 6
STORAGE ROOM
The floor of this room is ornately carved with roses.
The stems of the
roses have lifelike sharp thorns. Any character wearing
soft boots will
take 1 point of damage for every 3 feet of movement.
There is a trap in this room.
Oil shoots forth from the greound and the ceiling. The
characters
have to roll initiative. If a failed roll, then they
will not be
able to move away in time. They then get ignited by a
burst of
flame from the ground. This trap does 2d12 points of
dammage.
Room 7
GAME ROOM
There are torches lighting this room.
The walls have a damp look to them that reflect the torchlight
in a
manner that makes the walls look like they have little
candles embedded
in the rock. It is really ice covering the walls and
making the room very cold and slippery. Roll dex to move more than 10’
per round.
This room contains the following:
paddle
metal rod
Ice Mephit (Imp)
Room 8
CELL
There is no apparent light source in this lit room. Yet,
the
room is lit as if by the sun in a deep red color. The
light is so blinding, that looking
toward the ceiling will cause a character temporary blindness
lasting
1d4 rounds. Any monsters in this room will attack a blinded
character
first.
This room contains the following:
Pears
Light Lance
mat
perfume
bees wax
alcoline salts
iron holy symbol
long sword
Lava Mephits
Room 9
ATRIUM
The floor of this room is tilted. A thin layer of water
makes it slick.
A DEX check must be made by anyone stepping into this
room.
Mist Mephit (Imp)
Room 10
Portal to Level 3 room 4 in Underdeep
Room 11
THEATRE
Green slime oozes from the cracks in the walls. Counts
as 3 monsters
There is a trap in this room.
There is a trip wire in the center of the room. Stepping
on
this will set off 4 heavy crossbows doing 1d12 points
of
damage each.
Room 12
Damaged Portal - Incomming only from a Portal in The
Crumbling Stair Dungeon. Will kill any that enter it.
Room 13
LOUNGE
In the center of this room is a lit firepit. The embers
of the wood in
the pit glow unnaturally. If a character prods the coals,
distant
screams can be heard coming from the fire. If a character
stares into
the fire for more than 3 rounds, he/she may see shadows
in the coals
in the shape of demonic creatures.
This room contains the following:
Bec De Corbin
leaf-oak
vial of holy water
standard rations
spear
Fire Mephit (Imp)
Room 14
WIZARDS WORKSHOP
Mirrors cover every wall of this room. The mirrors look
like they
can be removed from the walls. If this is done, it will
reveal yet
another mirror. The party’s image will be cast
to infinity on every
mirror making them feel disoriented.
Number of monsters in this room: 10
Stone Guardians - Magical treasuers 10 each guarded by
a golum
Room 15
Portal to Room 10 Level 15 of HOS Dungeon.
Room 16
Broken Portal - Gives off multi-colored sparks and has
no other effect.
Room 17
TORTURE CHAMBER
There is a platform in the center of this room. It is
painted green.
The platform has carvings of leaves on it. Each leaf
is of a different
type.
There are stairs in this room leading (to the surface
or
to a level below).
Room 18
****Empty Room****
Room 19 Rudolphus Rolmph Treasure - Puzzle Room
The first person to tnter this room via the Teleport
from Teleport A will notice that after the darkness of the Teleport spell,
the darkness of this place is even darker. With that persons first move,
the stasis field that protected the room for 234 years (when the last party
was trapped here) will dissappear with an audible "pop" and an outrush
of fresh air. An astounding room is revealed.
The viewer looks forward into a long room 20' wide with
4' diameter columns made of white marble runs down the center. The columns
are classic greek; round with square pieces where they meet the ceiling
and floor. From each square face of each column is a continual light rock,
each a different color. The ceiling, walls and floor are made of black
marble with faint green veins. There are no physical exits or entrances
to this room.
There is enough air in this room for 1000 man hours of air. This air is replenished after the death of any intruders. There is 200 man hours of air in each dome of force.
At the end of the room is a 20' diameter half-dome of
purple glowing energy. At the heart of this is the only way out of the
room; a teleport back to the spot where the party came from. There are
actually 4 domes, one inside the other. There are 4 puzzles that must be
solved before they can be removed. Each time a puzzle is solved, one of
the domed layers dissappears. They are about a foot appart with an area
of about 15' diameter where the teleport rune is. Around the rune are the
treasures the room guards.
The domes will refom themselves 1 year after the death
of all withing the room.
Behind the purple glowing dome against the W. wall is
an enormous block of white marble. White marble columns are at the corners
of the block, but stand somewhat appart from it. Half columns are attached
to the wall at points matching the position of the full pillars. The alter
is highly magical, but the level of magic is hidden. A spell to hide magic
has been cast on it so that a See Magic will only reveal a trace of magic
on it. When one of its powers is used the hide magic is dispelled and the
full power of the alter is revealed.
Alter Powers:
It is intentionally activated by saying the words "Mystra
the all Knowing".
When these words are spoken, a shimmering curtain of
energy that looks like opaque purple satin appears around the columns,
obscuring the alter. If this curtain is broken (by someone being in the
way when it forms or walking through it) the power stops and can not be
activated again for another day.
While active, it will reveal much when something is placed
on the alter.
Reveals Magic (item is surrouned by a nimbus of golden
sparks)
Reveals Poison (the substance turn black while lying
on the alter only)
Reveals Curse (the item appears to turn into roiling
black smoke in the shape of the item)
The other way it is activated is by dispelling one of the layers of the dome. It is responsible for removing them. When a puzzle is solved, a bolt of purple flame jumps from the center of the alter and strike the dome. This beam removes the dome. If the beam is interrupted, the person takes 4d12 points of damage (save VS spell).
This room is impossible to get out of through magical means. Anytime a teleport or dimensional spells is cast, a ball of purple energy from the alter strikes the caster doing 4d4+4 points of damage (as M. Missle). This is a sixth level spell called "Ineering Missle" and does not require line of sight as long as it is cast within the are of the room. This will disrupt the casters spell unless a ST vs Magic at a -5 is rolled. If a save is made, the spell target becomes the teleport rune where the party came in.
First puzzle:
Carved over the head of the serpent in Thorass is "The
golden snake close wound round and stretched taunt shall meet as the worm
oroborous.")
This referes to a length of gold chain. This chain is
enormously long. If this gold chain is wound around the columns (weaving
it imitating the pattern of the snake on the wall) and brought around the
N and S end columns, through the pillars on each end of the alter will
touch exactly end to end. If this is done, the first of the magical domes
in the center of the T dissappears and the air in the room is refreshed.
The marble is carved at the base of the walls. It is
a sort of diamond shaped pattern, about 2" wide. It runs unbroken completely
around the entire room. It follows the shape of the alter and is reveled
to be a serpent that bites it's own tail. If the chain is laid out around
the room, following the carving, it will not quite meet over the alter.
However, it meets close enough that it looks like the carved head and tail
of the carving match up (as if they had been cut off the chain).
Second Puzzle:
"The colors and numbers shall reveal the Name of the
Wizzard of All Wizzards"
This puzzle is solved using the dominos. If the dominos
are laid out with color and number matching in such a way that they are
all used and spell out "Mystra" one of the layers of the dome is dispelled.
Third Puzzle:
"The Temple of the Maztecans shall be built"
This referes to the blocks of wood. If a tiered pyramid
is built using the blocks, one of the dome's layers will be dispelled.
Fourth Puzzle:
"Ritual Offerings of Power are Pleasing to Her"
If any magical item is destroyed on the alter while a
prayer to Mystra is being said, one of the layers of the dome will dissappear.
The only way into this room is via a teleport from a dead
end corredore.
Rudolphus Rolmph was a wise man and a scholar who decried
the dangerously evil propensities of his other family members. Before his
death this wealthy man decided he would never allow his money and worldly
valuables to fall into thier hands. So, he found a place in the dungeon
and set a room that would be a deadly trap to any but a true scholar. The
rewared is his spell book (100 Pages All spells information and understanding
related-only 1 really good offensive and one defensive spells). But before
any of the items can be taken away, the secrets of the room must be discovered,
There have been 3 parties who have been lured into this
room and died in various ways. A total of 17 bodies could be found here,
but few of the bodies are intact. One of the parties was named Reliculs
Rolph.
The bones of these parties lie scattered around the room.
11 of the bodies are intact, but those of the first party have been strewn
about in the rage of one of the dying members of the second of the three
parties. The pieces of the puzzle and the dominoes are spread out through
the backpacks of the dead.
Only the backpacks of the last party (5 members Bard,
Fighter, Mage, Fighter, Fighter) are intact. All of the good stuff is on
these bodies. They grabbed everything that any of their predicessors had
left and devided it up before dying.
Rudolphus Rolmphs treasure (inside the last force dome).
In wooden crates 220 Volume Library of Knowledge.
Included is a book of songs with notes and lyrics of
songs popular 720 years ago.
A golden carved box It's heavy with Mystra holy
symbols and with a perminante ward on it (dispelled only when "Mystra is
the Wizard of Wizards" is spoken)
Inside the cask are the Spell Books of Rudolphus Rolmph
Spellbook
Volume 1
Read Magic (3)
Feather Fall (4)
Detect Phase (4)
Spider Climb (3)
Gaze Reflection (3)
Reduce (2)
Burning Hands (4)
Mordenkainen's Encompassing Vision (10)
Leomund's Hidden Lodge (9)
Plane Source (7)
False Vision (8)
Transcribe Song (9)
Greater Sign of Sealing (10)
Extension III (8)
Volume 2
True Seeing (10)
Improved Continual Light(6)
Portals (5)
Moon Rune (3)
Alter Self (7)
Pyrotechnics (6)
Ride the Wind (7)
Darkness, 15' Radius (4)
Web (2)
Obscure Object (6)
Ray of Enfeeblement (5)
Fool's Speech (7)
Haste (8)
Lightning Bolt (5)
Protection From Evil, 10' (4)
Gust of Wind (6)
Polymorph Self (7)
Minor Spell Turning (6)
Massmorph (7)
Remove Curse (8)
Psychic Protection (6)
Teleport (9)
Dream (7)
A Gem of Seeing
Mages Handy Workbook (from Codex)
The body of Rudolphus lies in a humble wooden sarcauphigus. When the casket is opened, an illusion will appear congratulating the party on their accomplishment and welcoming them to all that they find within this room. As soon as the illusion disappears, a bolt of purple energy from the alter will strike the casket and it and its contents (nothing but the powdery skeleton of Rudolphus) are consumed as quickly as flash paper.
Skeleton Treasure:
1 Ring, made of Gold with Gems of Old Age
and Gnomic Origin, valued at 7506 gps.
2 Anklechain, made of Wrought Gold of Old
Age and Drow Origin, valued at 6636 gps.
3 Diadem, made of Wrought Gold of Old Age
and Sarleydorn Origin, of Exceptional Workmanship, valued at
1162 gps.
1 Smoky Quartz
Valued at 10 sps, of Duergar workmanship
2 Opal
Valued at 165 gps, of Ebriggan workmanship
3 Star Sapphire
Valued at 2005 gps, of Cloud Giant workmanship
4 Tourmaline
Valued at 614 gps, of Illithid workmanship
5 Diamond
Valued at 579 gps, of dwarvenglaz workmanship
6 Ruby
Valued at 435 gps, of Kashgen workmanship
7 Oriental Emerald
Valued at 6150 gps, of Demonic workmanship
8 Coral
Valued at 1902 gps, of Duergar workmanship
9 Star Sapphire
Valued at 342 gps, of Duergar workmanship
10 Eye Agate
Valued at 347 gps, of Derro workmanship
11 Turquoise
Valued at 6 gps, of Fire Giant workmanship
12 Alexandrite
Valued at 765 gps, of Fire Giant workmanship
13 Jacinth
Valued at 789 gps, of Kashgen workmanship
14 Bloodstone
Valued at 584 gps, of Ebriggan workmanship
15 Rock Crystal
Valued at 226 gps, of Titan workmanship
16 Tiger Eye
Valued at 9 gps, of Titan workmanship
17 Malachite
Valued at 4 gps, of Bazinian workmanship
18 Spinel
Valued at 596 gps, of Titan workmanship
19 Oriental Amethyst
Valued at 70 gps, of dwarvenscoff workmanship
20 Emerald
Valued at 2099 gps, of Sarleydorn workmanship
21 Jacinth
Valued at 528 gps, of Demonic workmanship
22 Garnet
Valued at 3429 gps, of Fire Giant workmanship
23 Star Sapphire
Valued at 858 gps, of Hobbit workmanship
Flute of Pied Piper
Mace, horseman's
Animals Healer's bag
Holy item (Oghma)
Oil, Greek fire (flask)
Rations,standard (1 week)
Torch x2
Wineskin
Composite armor, hoplite
Mace, horseman's +1
Shield, large +1
Mace, horseman's +3 *
Copper Pieces x8
Gold Pieces x1,136
Silver Pieces x6
Backpack Services
Flint and steel
Animals Holy item
Dog, guard
Thought Bottle
Torch x5(Burned)
Wineskin
Warhammer Full armor, scale mail
Items Readied Shield, body +2
Warhammer Spending Money
Copper Pieces x5
Gold Pieces x7,934
Backpack
Silver Pieces x6
Dry rations (1 week)
Axe, hand/throwing
Blowgun
Blowgun,
barbed dart
Spellbook
Read
Magic (4)
Murdock's
Feathery Flyer (6)
Grease
(1)
Audible
Glamer (4)
Item (3)
Jump
(2)
Comprehend
Languages (6)
Affect
Normal Fires (4)
Wizard
Mark (6)
Hornung's
Guess (6)
Friends
(2)
Spook
(3)
Illusionary Script (8)
Tongues (7)
Clairaudience (7)
Invisibility, 10' Radius (7)
Phantasmal
Force (5)
Summon
Swarm (3)
Detect
Invisibility (6) Sepia Snake Sigil (6)
Misdirection
(7)
Fool's
Gold (2)
Invisibility
(3)
Maximilian's
Earthen Grasp (7)
Alter
Self (4)
Forget
(2)
Melf's Acid Arrow (7)
Spectral Force (3)
Rope Trick (6)
Fly (5)
Wineskin
Writing ink (per vial)
Shirt
Torch x4
Paper (per sheet)
Flint and steel
Dry rations (1 week)
Blowgun, barbed dart x20
Block and tackle
Cassock
Polisher rag
Shield, small
Good cloth cloak
Full armor, coin scale +1
Breeches
Belt pouch, large
Scroll of Protection from Evil
Gold Pieces x6,107
Silver Pieces x8
Inventory
Animals
Weaponblack
Daily Food and Lodging
Wineskin
Boots of Levitation, 294 lbs
Sling of Seeking
+2 Braciers
Full armor, spiked leather +2
Dagger of venom
Knife sheath
Flint and steel *
Copper Pieces x5
Rations,standard (1 week) *
Gold Pieces x2,535
Silver Pieces x6
Sling, sling bullet +1 x16
Thieves' picks Transport
Torch x2
Signal whistle
Thieves' picks
Dart +1
Torch x2
Items Readied
Wineskin
Sword, short
Full armor, spiked leather +2
Items Stored
Scabbard, hanger, baldric
Backpack
* Copper Pieces x8
Bag of Transmuting, 100 lbs. *
Gold Pieces x2,041
Dart +1 x8 *
Silver Pieces x3
Flint and steel
Oil, Greek fire (flask)
Torch x4
Wineskin
Writing ink (per vial)
Spear, stone (two-handed)
Bolt case
Crossbow, light quarrel x14
Crossbow of speed, light
Full armor, brigandine
Crossbow, light quarrel
Girdle of Many Pouches
Shield, small +1
Backpack *
Copper Pieces x6
Cassock *
Gold Pieces x6,048
Dry rations (1 week) *
Pieces x4
Flint and steel
Oil, Greek fire (flask)
Paper (10 sheet)