House of Stone Dungeon

When the Housae of Stone dissappears, a number of surface holes are revealed. These led to a series of giant rat burrows that lead to some natural caves which lead to areas that were artificial.
The first four levels were mapped and detailed in the Tegel Manor adventure.

Aftermath of the Destruction of the House of Stone

The House dissappeared in a twister; a swirl of mist, smoke and sand which swept the house into the sky. All of the buildings around the house were also lifted into the sky along with the house proper (this includes the gazeebo, the outhouse ect.). This revealed the ground underneith the house and exposed the many entrances to the dungeons below. The party will probably want to investigate this. In adition, they may want to build a castle on the gounds as they were deeded the land on which the house stood, and the grounds around it.

However, there are considerable dangers which still remain below the earth. This document will describe these dangers.

LEVEL 1 - The Rat Holes

Unless otherwise noted, the rat holes are 3’ in diameter and are earthen. There is a 45% chance of a cavein with a roll being made every 100’ away from a hole. There is considerable fallen dirt even in the clear passages making travel through the tunnels even more difficult than it was when the house stood.

Only a single file MO will work now. Travel will be very slow. Plate wearers may travel only 10’ per round, max and this for a max of 10 rounds. Normal travel is 10’ per turn. Chain wearers may travel 20’ Per turn, Leather 30’ and hobbits 40’ per turn. Only weapons shourter than 2’ may be used at all. Weapons longer than 1’ attack at a -2 to hit and -2 damage. The inability of characters to move freely eliminates any dex bonuses for character armor class.

Plate and chain wearers will not be able to turn around in the passageways.

The rats will be able to hear the party coming (no roll necessary unless a silence spell is cast). If they hear the party coming, they will retreat to their lair where they will fight to the death protecting their loot and homes. Each room has a treasure type of E which has been rolled and detailed below.

RAT STATS:
HD 1 - AC 4 - ATT. 1 - Dam 1d3 - Int 5
A - 8 Rats found here
69 SP 59 EP - 10 GEMS
LARGE OBSIDIAN - 100 GP
VERY LARGE BANDED AGATE - 100 GP
VERY LARGE HEMATITE - 35 GP
LARGE JASPER - 100 GP
HUGE MOSS AGATE - 10 GP
SMALL ORIENTAL TOPAZ - 1000 GP
LARGE TURQUOISE - 8 GP
SMALL SAPPHIRE - 500 GP
VERY SMALL CHRYSOLITE - 50 GP
LARGE CHALCEDONY - 70 GP

POTION OF INVULNERABILITY
SCROLL OF PROTECTION FROM ELEMENTALS
ILLUSIONIST SCROLL OF (DANCING LIGHTS, CHAOS)
RING OF PROTECTION (+1)

B - 12 Rats found here
69 CP 90 SP - 2 GEMS
VERY SMALL DIAMOND - 500 GP
HUGE RHODOCHROSITE - 10 GP

C- Headquarters of one of the rat factions. 25 Rats - Double treasure (2 E’s)
523 CP 425 SP - 15 Gems
LARGE MOONSTONE - 80 GP
LARGE TIGER EYE - 50 GP
VERY LARGE LAPIS LAZULI - 100 G\
SMALL GARNET - 500 GP
LARGE TURQUOISE - 100 GP
VERY SMALL SPINEL - 8 GP
SMALL PEARL - 100 GP
LARGE SMOKY QUARTZ - 100 GP
LARGE TURQUOISE - 10 GP
VERY LARGE MOSS AGATE - 100 GP
SMALL JACINTH - 1100 GP
SMALL JADE - 30 GP
MEDIUM ZIRCON - 50 GP
SMALL OPAL - 500 GP
MEDIUM AQUAMARINE - 500 GP
MEDIUM OBSIDIAN - 10 GP
SMALL FIRE OPAL - 500 GP
VERY LARGE SMOKY QUARTZ - 1300 GP
VERY LARGE OBSIDIAN - 10 GP
VERY SMALL SPINEL - 500 GP=
MAGIC-USER SCROLL OF BLUR
RING OF MIND BROADCAST (CURSED)
All persons within 100’ will be able to "hear" the thoughts of the person wearing the ring as if the person were speaking in stream of consiousness.
D- 6 Rats here
22 CP - 33 Gp

E - The main rat lair. There are 36 rats here, all maddened by the King of the Rats who will not enter combat untill his life is endangered. The king rat is a were rat. He is protected by asn additional 6 Wererats.
120GP - 452 SP - 45 EP - 79 PP - 1 KP
HUGE RHODOCHROSITE - 500 GP
MEDIUM JASPER - 100 GP
LARGE JASPER - 100 GP
VERY SMALL RUBY - 60 GP
MEDIUM MOSS AGATE - 10 GP
SMALL TOPAZ - 200 GP
VERY SMALL ALEXANDRITE - 20 GP
VERY LARGE MOSS AGATE - 50 GP
LARGE BANDED AGATE - 10 GP
VERY LARGE HEMATITE - 10 GP
SMALL PEARL - 50 GP
VERY SMALL TOPAZ - 50 GP
HUGE MALACHITE - 80 GP
LARGE CARNELIAN - 100 GP
MEDIUM BLACK PEARL - 100 GP
VERY LARGE CHRYSOBERYL - 5000 GP
HUGE TURQUOISE - 75 GP
MEDIUM LAPIS LAZULI - 10 GP
VERY SMALL RUBY - 450 GP
MEDIUM CHRYSOLITE - 90 GP
MEDIUM CORAL - 100 GP
VERY SMALL AQUAMARINE - 50 GP
VERY SMALL SPINEL - 100 GP
VERY LARGE CHALCEDONY - 500 GP
SMALL GARNET - 50 GP
VERY LARGE CHALCEDONY - 500 GP
LARGE TOPAZ - 1000 GP
VERY LARGE JASPER - 1000 GP
VERY SMALL DIAMOND - 200 GP
SMALL AQUAMARINE - 100 GP

Intellegent Longsword - +2 to hit and damage EGO 12 -
Speech, 2 primary abilities. Named "Kadiko" Speaks Common and Centaur.
True Neutral, may be used by any polayer of a neutral allignment (CN, NG, NE, LN, N)
Detect Good/Evil in 10’ rad - Heal weilder once per day (1d8+1)
The mission of this sword is to maintain the balance of the weilder. Will demand to kill a good creature for every evil creature; will demand a random action from the weilder at will.
Will cause insanity on sentient creatures when max damage is rolled (ST of victem prevents)
Sheith is made from his own skin when he was living and will never be sheithed in anything else.
F - 9 Rats here
34 GP - 25 SP
2 Pearls worth 300, 450 GP

G - 19 rats can be found here
40 EP - 36 GP
SMALL DIAMOND - 500 GP
SMALL BLACK PEARL - 500 GP

H 5 Wimpy rats live here near the Mongooses. No treasure
I. 4 Mongooses. If befrended by the party they will accompany them in their hunt for the rats. They will not attack the party unless attacked first

J. The were rats have their own secret spot here. An invisible chest will be found here.
300 GP - 435 SP - 121 EP - 1 Kp

K 3 lonley rats here. They will not attack unless they are attacked first.
All persons within 100’ will be able to "hear" the thoughts of the person wearing the ring as if the person Level 1




Level 2




Level 3

Level 4




Level 6 - Level 6 Map
Level 7 - Level 7 Map (Missing)
Level 8 - Level 8 Map (Missing)
Level 9 - Level 9 Map
The gate on level 9Moonshe Isle and the Lichs Castlewandering monsters, Adventure of Skull Castle

I don't remember the party going any further but I didn't know that when I was making the levels.
Level 10 - Level 10 Map
Level 11 - Level 11 Map
Level 12 - Level 12 Map
Level 13 - Level 13 Map
Level 14 - Level 14 Map
Level 15 - Level 15 Map