Koptea Dungeon - LEVEL 7

Wandering Monster Table
1. Azmith Bat AR:10 AD:10
2. Musk Zombie
AR:10 AD:10
3. Fire Imp AR:10 AD:10
4. Mist Imp
AR:10 AD:10
5. Steam Imp AR:10 AD:10
6. Smoke Imp
AR:10 AD:10

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)