Level 1 Deepway
GENERAL INFORMATION:
This level is devided into 3 areas. They are grouped around the Main Shaft (62). The intersection at entrance T1 is the nexus of these areas. To the W. are the Lairs of the Mutant Men, to the E. the working/living quarters of the Heurmans and S. is the living quarters of the Mage Haiagus and the High Priest of the Pain cult of Thrall Sulskun, Daughter of Pain and Corruption, Priest Glasok.
Their are two tribes of Mutant men who live on the first level. They are seperated into two distinct areas. The border line it the T intersection to the W. of the Main Shaft. All those to the 20’ corridor to the North are of the Yelki tribe. Those to the west are the Kalky tribe. They are distinguished by their features. The Kalky are an aparant mixture of several races in one person. The Yelki all are humans with extra limbs or digits or features.
Random Encounter Chart:
Roll 1d6 per hour or when a loud noise is made. A roll of 1 (or 1,2 for noise) will indicate a encounter occurs. If they are waiting in an abandoned room the roll in 1 on 1d10. If they are behind a secret door and the room is abandoned, roll 1d12.
Roll 2d6 for encounter type.
If room is empty and locked, use Spell Bubble
2) Headless
3) Horax
4) Heurman Party (1d20)
5) Mutant Man Party (2d10)
6) Bats
7) Spell Bubble
8) Osquip
9) Carrioctipi
10) Shadow
11) Rats
12) Vapor Rat
Room 1 Gold Coin Depository
The door of this room is locked with a mechanism in the door unlike the rest of the doors where the lock is on the outside. The lock is trapped with acid spray. All in a arc of 90 deg. and in 20’ will be effected.
The acid does 1d12 DAM if Save, Fail=3d8
The demon guarding the coins wants to battle. Only when he is killed in the PMPlane will he return to Hades. So, he will taunt the party to attack him and lie about the treasure inside.
ALU-DEMON ; AC 5; MV 12"/12"; HD 6D8+6; HP 35; #AT 1; DMG BY WEAPON; SA SEE BELOW; SD SEE BELOW; MR 30%; INT GENIUS; AL CE; SIZE M; THAC0:13 SPELLS: CHARM PERSON, ESP, SHAPE CHANGE (INTO HUMANOID FORMS ), SUGGESTION,DIMENSION DOOR, DRAIN LIFE LVL AT A TOUCH & USE ½ ITS ENERGY TO RESTORE OWN HP USES "ANY" WEAPON, COLD IRON OR MAGIC WEAPONS TO HIT MOVE MC:C CAN DIVIDE ATTACKS AMONG 3 OPPONENTS; TYPE IV OR GREATER ARE IMMUNE TO NON-MAGICAL WEAPONS; SPELLS: DARKNESS, TELEPORT (NO ERROR), AND GATE. CAN’T BE SUBDUED; INFRAVISION; HALF DMG FROM COLD, ELECTRICITY, DRAGON OR MAGICAL FIRE, AND GAS. CONVERSE WITH ANY INTELLIGENT CREATURE.
1st LVL MAGIC USER SPELL(S)
BURNING HANDS (x3)
SLEEP
2nd LVL MAGIC USER SPELL(S)
DETECT
INVISIBILITY(x2)
KNOCK
3rd LVL MAGIC USER SPELL(S)
DISPEL MAGIC FLY SUGGESTION(x2)
4th LVL MAGIC USER SPELL(S)
CHARM MONSTER
FEAR
STONESKIN(x2)
5th LVL MAGIC USER SPELL(S)
CONE OF COLD
Pile of Gold = 12,917
Room 2 Electrum Coin Repository
The door of this room is locked with a mechanism in the door unlike the rest of the doors where the lock is on the outside. The lock is trapped with a poisoned pin. Does 3d12 DAM Save= ½ Dam. The demon guarding the coins wants to battle. Only when he is killed in the PMPlane will he return to Hades. So, he will taunt the party to attack him and lie about the treasure inside.
TYPE II DEMON ; AC -2; MV 6"//12"; HD 9D8; HP 28; #AT 3; DMG
1-3(x2)/4-16; SA
SEE BELOW; SD SEE BELOW; MR 55%; INT LOW; AL CE; SIZE L; THAC0:10 DARKNESS 15’ RADIUS, SPELLS: FEAR (AS WAND), LEVITATE (AS 8TH LVL MU), DETECTINVIS OBJECTS, TELEKINESS 3,000 GP WEIGHT CAN DIVIDE ATTACKS AMONG 3 OPPONENTS; TYPE IV OR GREATER ARE IMMUNE TO NON-MAGICAL WEAPONS; SPELLS: DARKNESS, TELEPORT (NO ERROR), AND GATE. CAN’T BE SUBDUED; INFRAVISION; HALF DMG FROM COLD, ELECTRICITY, DRAGON OR MAGICAL FIRE, AND GAS. CONVERSE WITH ANY INTELLIGENT CREATURE.
Pile of Electrum = 8,998
Room 3 - Silver Coin Repository
The door of this room is locked with a mechanism in the door unlike the rest of the doors where the lock is on the outside. The lock is trapped with contact poison. Does 1d12 DAM Save= ½ Dam. The demon guarding the coins wants to battle. Only when he is killed in the PMPlane will he return to Hades. So, he will taunt the party to attack him and lie about the treasure inside.
TYPE I DEMON ; AC 0; MV 12"/18"; HD 8D8; HP 44; #AT 5; DMG
1-4(x2)/1-8(x2)/1-6; SA SEE BELOW; SD SEE BELOW; MR 50%; INT LOW; AL CE;
SIZEL; THAC0:12
DARKNESS 5’ RADIUS. SPELLS: DETECT INVIS, TELEKINESE 2,000 GP WEIGHT CAN DIVIDE ATTACKS AMONG 3 OPPONENTS; TYPE IV OR GREATER ARE IMMUNE TO NON-MAGICAL WEAPONS; SPELLS: DARKNESS, TELEPORT (NO ERROR), AND GATE. CAN’T BE SUBDUED; INFRAVISION; HALF DMG FROM COLD, ELECTRICITY, DRAGON OR MAGICAL FIRE, AND GAS. CONVERSE WITH ANY INTELLIGENT CREATURE.
Pile of silver in the back of the room = 6,878
Room 4 - Copper Coin Repository
The door of this room is locked with a mechanism in the door unlike the rest of the doors where the lock is on the outside. The lock is trapped with poisoned gas. Does 2d12 DAM Save= ½ Dam. The demon guarding the coins wants to battle. Only when he is killed in the PMPlane will he return to Hades. So, he will taunt the party to attack him and lie about the treasure inside.
CAMBION ; AC 6; MV 15"; HD 8D8; HP 43; #AT 2; DMG BY WEAPON; SA SHORT SWORD(3-8); SD IMMUNE TO SILVER ATTACKS; MR 20%; INT EXCEPTIONAL; AL CE;
SIZE L; THAC0:12
CAN DIVIDE ATTACKS AMONG 3 OPPONENTS; TYPE IV OR GREATER ARE IMMUNE TO NON-MAGICAL WEAPONS; SPELLS: DARKNESS, TELEPORT (NO ERROR), AND GATE. CAN’T BE SUBDUED; INFRAVISION; HALF DMG FROM COLD, ELECTRICITY, DRAGON OR MAGICAL FIRE, AND GAS. CONVERSE WITH ANY INTELLIGENT CREATURE.
Inside the room is a pile of Copper pieces=22,817
Room 5 - Mutant Men Guard Room
The mutant men have carved out hiding spots out of the wall. There’s enough of these carved out spots to hide 24 along the walls. There is always 1 on each side of the door. They will watch and listen for any kind of activity out of the ordinary. If they see something, they will send out the alert and within 1 turn, the trap will be laid. They will line the walls along the corredor and attack by surprise. These guards are not particularly alert, but will respond to any loud noise nearby. Any time they attack, they will yell to alert the guards in Room 34.
MUTANT MAN (x10); AC 5; MV 9"; HD 4D8; HP 10(x2), 23(x2), 13(x2), 19, 21(x3)
;#AT 1; DMG 1-6/BY WEAPON; SA CLUB (1-6); INT AVERAGE; AL NE; SIZE
M; THAC0:18
MORNING STAR (2-8) (X2)
A10 B10
(x5) 2 JAVELINS (2-8, +3 THAC0)
C23 D23 E19 F21 G21
(x2) STONE AXE (1-8)
H13 I21
SWORD (1-8)
J21
THESE CREATURES ARE HUMANS WHO WERE BORN WITH MUTATIONS. THEY ALL LOOK DIFFERENT AND LIVE IN TRIBES.
95% CHANCE TO HIDE, 70% TO PICK POCKETS, PERFECTLY IMITATE THE SOUND OF
ANY ANIMAL OR MONSTER. LAIRS HAVE A 95% OF BEING UNDETECTED. XP 4040
Room 6 - Mutant Men Guard Room
They know about the spell cast on the pillar in the middle of the room. See Area H for details of this effect. They will attempt to lure attackers inbetween the pillars by luring intruders from the rear center of the room. There, they will wait for attacks and use their missle weapons. Each has 2 spears in addition to the regular weapons carried by the mutant men.
Room 7 The only entrance to this room is through room 8. This is a room where the bodies of the MM chiefs are prepared for burial. The only objects in the room are a high stone table for placing the body and a huge wooden reel of copper wire with which the bodies are wound.
Room 8 - Crypt of Revered Mutant Men In regular order along the N. wall there are 7 stone coffins, in which are the bodies of chiefs of the Mutant men. Here are items they have found in the dungeon which they have no use for, but due to their beauty, they have held onto. There is much dust here as it is Taboo unless a burial ceremony in in progress. On the E. wall are 7 pegs and hanging from them on strips of human leather are (From left to right) a signal whistle, a lamp, a wrought platinum bell with a picture of a fisherman, a war club, a ivory statuette of a powerful female warrior in battle, a mace, a parchement with finely illuminated text describing a purification ceremony for a unknown church, and a short sword with much fine scroll work.
On the west wall is a damaged altar and a small couch beside it to the south. Under the couch is a torn sack containing a small metal chest with 1d100 silver coins inside. In the SE corner is a acid damaged tub made of marble.
Inside each of the coffins is a body of a MM completely wrapped with the copper wire from Room 7. The wire makes it impossible to tell anything about the bodies inside. It will take a considerable amount of time to get the wire off the bodies. It will take 10HP of damage before opening a hole and 10 per linear foot of the bodies to reveal a portion (about 45 to 60 min per body). As is the norm, each body has one or more physical deformities.
Inside the mouth of each corpse is a gem:
Small black spahhire (foggy black + highlights) ofgood quality, worth 430 gold coins.
Miniature pearl (opaque yellowish) of matchless quality, worth 318 gold coins Giant ruby (clear deep crimson) of average quality, worth 586 gold coins Enormous zircon (clear pale blue-green) of very poor quality, worth 5 gold coins. (There is an aura of magic around this gem!) Large jade (foggy green & white) of matchless quality,worth 41 gold coins Very large jacinth (clear fiery orange) of fairquality, worth 732 gold coins Colossal opal (foggy pale blue + green & gold spots)of very good quality worth 229 gold coins.
Room 9
This room is full of wooden barrels containing water. There are 20 of these barrels stacked along the eastern wall 2 high. As they are used only in an emergency and the water in them seldom changed, there is a 1 in 10 chance of the water in any one barrel to be infested with an intestinal disease (see DMG1 for details of the disease)
Room 10
This room can only be reached by entering through room 43. Note that area Q is in the 10’ passage way between room 43 and this room. The MM have learned to avoid the rune on the floor when fetching their water. The remains of several wooden barels which broke when filling them. The bridge over the water way is made of stout timbers and covered with 3" slate slabs. It is very sturdy, but never used by the MM, so it has a layer of moss from the water flowing under it. This makes it very slippery. The bottom of the pool is deep with silt and there are may items buried in the silt: a small bottle of perfume, a dented lantern, crushed reliquary, scimitar broken brush, a scroll tube with a TRAP THAT EMITS A GAS THAT CAUSES NAUSEA, large belt pouch, desk, plate, crimson jade rod with a picture of a snake, bullseye lantern, wrought platinum dagger with a picture of a minotaur, exotic wood diadem with a picture of a barbarian royal court, silt covered pouch, dented flagon, box of talc in a waterproof glass vial, flint and steel.
The door on the eastern wall is covered with heavy stones to prevent entry into this level by the creatures in the level below. Rooms 12-18 have been abandon as indefensable and therefore unusable.
Room 11 - Rotting Barrel Storage
This room can only be reached after passing through the curtain of force as per area W (Static Electircity Rune). Note that the handle to the door of this room is made of metal! This room conains a jumble of wooden barells which are no longer water proof. They are rotting and emit a terrible smell. There are 12 Rot Grubs living in them. There is nothing else here.
Room 12 - MM Bodies
This room can only be entered throught room 13. The door to this room has been very securly staked shut with 4 stakes pounded through the wood of the door and into the floor. The door opens into this room (not into room 13). If the stakes are removed, the door will not open as the door is also blocked on the other side. During one of the battles, 3 MM fled into this room. They staked up the door from the inside to prevent anyone from entering. They later found that the door had also been staked shut from the otherside trapping them. They died of thirst and starvation. Their bodies block the opening of the door. The three bodies contain nothing of value.
Room 13 - Empty Room
This room contains nothing of interest. The door in the west (to 12) is staked shut from this room.
Room 14
This room was once a storage place for weapons when battles were going on between the MM and the monsters on the 2nd level. Now it contains only the rusty weapons and rotting wooden clubs and the skeletons of those MM killed in the battles. There is nothing in here of value. There are however 23 useless rusted short swords and 7 skeletons.
Room 15
Empty Room.
Room 16
Empty Room except for the remains of the body whose spirit lives on in room 17.
Room 17
The MM spirit in this room seeks revenge and trouble to those on the second level. If anyone enters this room, the spirit will ask what their plans are. He will question them until he asertains their attitude to those on the second level. If they tell him they are against those from that level he will tell him anything he can to help them. If they tell it they are for those on the 2nd level he will attack them using his level stealing ability. The room itself is empty.
Room 18
This is the anteroom to the stairway to the second level. In the center of the room is a magnificent carved column. It is made out of pale green jade and is in the shape of a huge praying mantis. The entire floor is covered with ½" peices of tile in every conceivable color. The design is that of animals living in a farie forest. In the south is a pool of water. It is surrouned with a marble wall 2’ high. Other than this nothing remains of the opulance this room once had. The secret door in the south wall of this room is so well hiden there is no chance of it being found by accident. It will be found as regular when it is being searched for. Just on the other side of this secret door is a shreiking mushroom which will alert those on the second level.
Room 19
This room is hidden from the rest of the dungeon by a series of secret doors. Thus, this room has escaped notice for the last 600 years. It is a very strange room as the party will notice the instant they open the door. Inside are 30 coffins made of a strange material that glows brightly with a dark purple light. They are all constantly shifting in mid air with a Brownian motion. After some time spent observing this movement, it will be noticed that the coffins never hit each other. All the people in the coffins are in this area at their own request. They were chaotic, and sought this most chaotic means of achieving chaos even in their final resting place. This room is danagerous for a number of reasons. First, the coffins weigh about 1000 lbs each and are moving through the air at walking speed (12"). If someone is hit by one of these, they will suffer damage as by a club (1d6). Thus every minuet they are in the room they must be dodging these coffins. Roll DEX 1 per round. A fail means the person has been hit by a flying coffin.
These coffins may be wrestled or roped to the floor by 3 peoples weight. They will continue to shift and tremble as if alive even when securly tied down. Opening the coffins involves cutting 8 lead seals. Two at each end of the coffin and two on each side. They take 2 HP of damage each and a to hit roll VS AC10 must be rolled to remove them. Second, each of these coffins have been sealed for a reason. Inside each one is a different kind of undead. They will all instantly attack anyone freeing them from their prison (such is their gratitude). Some of the undead are no real threat but some of them are very dangerous indeed. To determine which coffen of the 30 they are opening roll a d30. If the coffin indicated has already been opened, then it becomes the coffen closest to the number rolled. Remember to cross off the coffens opened!
COFFEN SKELETON AC 7; MV 12"; HD 1D8; );#AT 1; DMG 1-6; SA ATTACK UNTIL
DESTROYED; SD SEE BELOW; INT NON; AL N; SIZE M; THAC0:19
½ DMG FROM SHARP OR EDGED WEAPONS; IMMUNE TO SLEEP, CHARM, COLD OR HOLD
SPELLS DO 1-6 REGARDLESS OF WEAPON USED EXPLODES DOING 1D8 DAM IN 10’ RAD
1 - HP 7 TREAS 2 GEMS;HUGE MOSS AGATE - 20 GP, MEDIUM CHRYSOBERYL - 80 GP
2 - HP 7 SMALL STAR RUBY - 100 GP
3 - HP 7 HUGE LAPIS LAZULI - 100 GP
4 - HP 7 MEDIUM CHRYSOBERYL - 80 GP
5 - HP 7 VERY LARGE BANDED AGATE - 100 GP
6 - HP 6 LARGE STAR ROSE QUARTZ - 100 GP
7 - HP 6 VERY SMALL RUBY - 100 GP
8 - HP 6 LARGE STAR ROSE QUARTZ - 100 GP
COFFEN GHAST ; AC 4; MV 15"; HD 4D8; HP 25; #AT 3; DMG 1-4(x2)/1-8; INT VERY; AL CE; SIZE M; THAC0:15 THOSE WITHIN 10’ SAVE VS POISON OR -2 ON TO HIT ROLLS; PARALYSIS TOUCH (ELVES NOT IMMUNE)
IMMUNE TO SLEEP, CHARM, & CIRCLE OF PROTECTION SPELLS EXPLODES DOING 1D8 DAM IN 10’ RAD.
9 - HP 22 TREAS 2 GEMS
10 - HP 19 TREAS 2000 GP, 100 PP
11 - HP 16 LARGE CARNELIAN - 500 GP
12 - HP 15 MEDIUM GARNET - 450 GP
13 - HP 18 VERY LARGE SARDONYX - 500 GP
COFFEN GHOUL ; AC 6; MV 9"; HD 2D8; HP 8; #AT 3; DMG 1-3(x2)/1-6; SA PARALYZATION; SD IMMUNE TO SLEEP & CHARM SPELLS; INT LOW; AL CE; SIZE M;
THAC0:16
WILL EXPLODE WHEN HP<0 DOING 1D8
14 - HP 15 SILVER RING - 900 GP
15 - HP 14 GOLD ANKLET - 1400 GP
16 - HP 9 SILVER PIN - 400 GP
17 - HP 12 SILVER PIN - 400 GP
18 - HP 21 SILVER & GOLD SEAL - 800 GP
19 - HP 6 SILVER BROOCH - 300 GP
DEATH KNIGHT ; AC 0; MV 12"; HD 9D10; HP 42; #AT 1; DMG BY WEAPON; SA
Weapons are 1+1d3 to hit and dammage.; MR 75%; INT GENIUS; AL CE; SIZE M;
THAC0:8 FEAR 5’ RAD DET. MAGIC, DET. INVIS.,WALL OF ICE AT WILL
POWER WORDS BLIND,STUN,KILL 1 PER DAY
ALSO FIREBALL, FEAR SYMBOL AND PAIN SYMBOL FUNCTIONS AT LEVEL 20 XP 5000
20 - HP 42 TREAS 1800 PP, BEJEWELLED SILVER ARM BAND - 6000 GP
BEJEWELLED GOLD CHALICE - 3000 GP, BEJEWELLED SILVER CLASP - 2000 GP
21 - HP 74 TREAS 75MP, BEJEWELLED GOLD BROOCH - 7000 GP
BEJEWELLED GOLD BUCKLE - 5000 GP
COFFIN ZOMBIES AC 8; MV 6"; HD 2D8; #AT 1; DMG1-8;
SD IMMUNE TO SLEEP, CHARM, COLD; INT NON; AL N; SIZE M; THAC0:16
EXPLODE WHEN HP <0 FOR 1D8 DAM IN 10’ RAD
22 - HP 5 1MP
23 - HP 5 1MP
24 - HP 11 1MP
25 - HP 11 1MP
26 - HP 8 1MP
27 - HP 6 1MP
28 - HP 7 2MP
29 - HP 10 2MP
30 - HP 12 1MP
Room 20 - Giant Frog
This room is where the Mutant Men who live in this part of the dungeon make their food. Their primary diet consists of frog. They raise frogs in this room and prepare them in the next door room (21). They use every part of the frog except the croak. Some of the more intellegent people in the dungeon (like the clerics in room 88) beleve that their diet of frogs is responsible for their deformities, but this is not correct. It is certain that their diet is responsible for their short life span (few live longer than 30 years). There are literally hundreds of frogs in this room of all sizes. They feed on the shit of the MM and scum that lives on the top of the pool in the center of this room. Thus the room smells incredablly bad. The frogs are about 3lbs. when fully mature, but there are frogs of all sizes between seed sized and adult. There will always be 2d10 MM here of mixed types (men, women, and childeren). The giant frog guards the room from intruders which it diferentiates from outsiders by smell. Any who smell like the pool (as some one who jumps in) will be recognized as normal, all others will be attacked. Note that this will include invisible people.Even if the MM are fooled, they will attack those who the frog attacks.
FROG, GIANT (x20); AC 7; MV 3"//9"; HD 3D8; HP 5(x3), 17(x3), 12(x8),
10(x2),13(x4); #AT 1; DMG 1-3/1-6/2-8; SA SEE BELOW; INT NON; AL N; SIZE
M; THAC0:16
SURPISE ON 1-4, TONGUE HITS AT +4 USED TO DRAW PREY INTO MOUTH; 1ST
STRIKE IS
NORMAL, BUT 2ND & OTHERS ARE FOR FULL DMG
Room 21 - Mutant Men Common Room
There will always be 3d20 MM here. They hate outsiders and will attack after arranging themselvs so that they are in 3 ranks; Men inbetween the outsiders and the women behind them. The women pr0otect the childeren behind them. All will fight if cornered, but if the women and childeren have a place to run, they will leave the men to fight and try to get away. There is nothing of value in this room as the MM always keep their good stuff in their private rooms that surround this room. The doors of this room lead to the private rooms.
Room 22
3d4 MM
Room 23
2d6 MM
Room 24
This is the cheifs room. He will always be here surrounded by his guards and his family.
3d6 MM (All men +1 HD)
Room 24A
This is where the cheif keeps all the stuff offered to him to bless the actions of those seeking his favor. exotic wood statuette of a man in chains, signet ring, spyglass, pick handle, drawing of a basilisk, wrought platinum wand with a picture of a werewolf, silver statuette of a torose male laborer, rare wood dagger with a picture of a prince, water-color painting of a mighty male warrior, water-color painting of a tailor, brass statuette of a fisherman, 5d20 silver coins in a small barrel, 1d20 gold coins in a large metal chest, dung stained hand axe, bronze statue of an elf.
Room 25
4d4 MM
Room 26
2d8 MM
Room 27
The small entry room to the main room has 4 guards. The main room is the women of the Cheif. No others are allowed to mess with them and only the cheif will be allowed to pass.
1d12 MM
Room 28
3d4 MM
Room 29
Empty Room
Room 30
Garbage Room. Just Trash nothing else.
Room 31
Guard Room 6 MM on guard at all times. There is a peep hole in this door.
Room 32
Empty Room
Room 33
Guard Room 6 MM on guard at all times. There is a peep hole in this door.
Room 34 - Mutant Man Guards
The mutant men have carved out hiding spots out of the wall. There’s enough of these carved out spots to hide 24 along the walls. There is always 1 on each side of the door. They will watch and listen for any kind of activity out of the ordinary. If they see something, they will send out the alert and within 1 turn, the trap will be laid. They will line the walls along the corredor and attack by surprise. Battling these men will also alert the guards around Room 6 and 40. MUTANT MAN (x12); AC 5; MV 9"; HD 4D8; HP 23(x2), 26(x2), 15(x4), 19, 13(x3);#AT 1; DMG 1-6/BY WEAPON; SA CLUB (1-6); INT AVERAGE; AL NE; SIZE M; THAC0:18 (x7) 2 JAVELINS (2-8, +3 THAC0)
A23 B26 C23 D26
E13 F13 G15
STONE AXE (1-8)
H15
(x4) MORNING STAR (2-8)
I15 J15 K15 L19
THESE CREATURES ARE HUMANS WHO WERE BORN WITH MUTATIONS. THEY ALL LOOK DIFFERENT AND LIVE IN TRIBES.
95% CHANCE TO HIDE, 70% TO PICK POCKETS, PERFECTLY IMITATE THE SOUND OF
ANYANIMAL OR MONSTER. LAIRS HAVE A 95% OF BEING UNDETECTED. XP 4856
Room 35
Empty Room
Room 36 - Mutant Man Pool Room
The door to this room is trapped with a paralization gas which will
envelope 20 cubic feet. If the latch to the door is pushed both ways
vefore the door is pushed open, the trap will not go off. The MM all
know this. There will almost never be anyone inside this room. Roll
1d20 a 1 indicates that there is a party of Mutant Men from Room 5 are
in this room with 5 female Mutant men getting water. When empty, there
is nothing here besides the discarded leaking clay vessels they take
their water in. One of the Mutant Men have hidden his treasure here. It
is hidden in a huge niche under the front of the stone basin. Contained
in the chest is: 1000 CP, 2000 SP, 3000 GP, 400 PP, 43 GEMS, 1 POTION,
1 MISC.MAGIC, 1 ARMOR
Room 37
The room has a excelent treasure in it, but the room has been trapped in a unique way. This room is raining hot tar. The floor is of course covered in tar and anyone entering this room will stick to the tar and it requires a strength roll to lift that foot up again. This effect may be eliminated by applying a lubricant to the feet. The tar is quite hot and will do 1d6 pts of damage every round that a person in inside. This may be avoided by using a umbrella or something to protect from the tar rain. Buried under the SW corner of the room is a chest containing gems:
LARGE CITRINE - 100 GP
SMALL CITRINE - 8 GP
VERY LARGE OBSIDIAN - 100 GP
SMALL ALEXANDRITE - 100 GP
VERY SMALL JACINTH - 300 GP
VERY SMALL BLACK SAPPHIRE - 1100 GP
VERY LARGE ROCK CRYSTAL - 500 GP
VERY SMALL ORIENTAL AMETHYST - 500 GP
LARGE RHODOCHROSITE - 10 GP
MEDIUM TURQUOISE - 10 GP
MEDIUM JASPER - 100 GP
VERY LARGE AZURITE - 50 GP
VERY SMALL FIRE OPAL - 100 GP
LARGE RHODOCHROSITE - 10 GP
HUGE BANDED AGATE - 20 GP
VERY SMALL AMBER - 10 GP
HUGE MOSS AGATE - 350 GP
VERY LARGE BANDED AGATE - 50 GP
MEDIUM BANDED AGATE - 10 GP
MEDIUM MOONSTONE - 50 GP
Room 38 - Empty Room with Door Trap
The room is empty, but the door is trapped with paralazation gas as is Room 36. The door to this room is trapped with a paralization gas which will envelope 20 cubic feet. If the latch to the door is pushed both ways vefore the door is pushed open, the trap will not go off. The MM all avoid this room.
Room 39
Empty Room
Room 40 - Ministers room of Divination
The double doors of this room have never been opened. There is a wizard lock spell cast at 12th level on it that has remained effective all this time. The MM have no interest or ability in magic and are a little frightened of it. They avoid it when they can.
In the center of the southern wall is a workbench cluttered with magic parifanalia. All of the stuff in this room is coated with a thick (1/4") layer of dust. As this is not desturbed it is easy to determine that the room has not been entered. On the workbench find a balance and weights, a decanter, a box of dried ox dung, an alembic, a jar of sugar, a peice of bent iron bar, a jar of saffron (desicated), a oil lamp (no oil), box of wytchwood (empty), a jar of crushed garlic, a mirror, a spatula, a quill and ink bottle (empty), chalk, a box of herbs (cooking), and a jar of oil with a waxed stopper (full). In the center of the room is a undamaged sofa and standing next to it a trestle table. The table has an oil lamp and a bronze statue of a pregnant woman on it.
Along the NE wall is a desk with 2 drawers. On top of the desk are a lamp, a white book "A compendium on valuation of ivory statuetes", a platinum rondure, and a silver mirror. In the first drawer (right) is a box of insence sticks, a gray book "supplement on spell turning" (theoritical, non-magical), and a small silver zircron encrusted tweezer (20gp). In the left drawer are a sack containing 100 foot roll of silk rope, a puzzle box with a mole skull inside. A broken pole made of wood lies on the floor in the NW corner.
Room 40A - Secret Storage Room
(2) Greater Guardian Daemon
This is where the Minister from 40 stored his valuables. The secret door to this room is trapped with an Exploding Rune and Wizzard Locked. These precautions were taken in the hope that the owner might return and recover the goods inside. He had an opportunity to take anything portable, but what remains in this room could not be easily carried. The only thing remainng is a Cabinet of Holding. This is as a very plain wooden cabinet, but any non-living item that can be passed through its opening will remain inside unaltered until removed. Right now, it contains fine foods and delicacies popular 350 years ago.
Room 41 - Nether Court
On the south wall of this room is a small throne made of wood carved in the shape of a clenched fist. The seat of the throne is on top of the wooden fist and is about 3’ off the ground. This has been the pronouncement room for the MM for ages, but is only used when the cheif is making a major anouncement. In front of the throne are 6 pairs of stout steel rings set into the floor to whcih miscreants were kept in chains. It is forbiden to the MM to take anything from this room by Taboo so things have accumulated. Scattered around the room in different places find: a sewing needle, beacon lantern (empty), bits of hair, box, , brown leather bound composition on vixen vengeance, dagger hilt (broken blade), rotting fishing net, keg of brandy, bronze statuette of a curvatious female, straw mat, common wood rondure with a picture of a wizard, and a sconce.
On top of the fist throne there is a dented square table made of tin. On the table are a goose-feather sabre, a bastard sword and a platinum signet ring with the symbol of a seagull on it. Under the table is a large barrel with 1d100 silver coins in it and a medium metal chest containing 5d20 copper coins.
Room 42
This room may only be entered through room 40. A secret door deals this room. It is difficult to find (1in6 to notice and 1in6 to find means to open). Inside is the minester’s bedroom. On the bed is a beautiful woman. Her clothes are rotting off (in a particularly fetching fashion) but her age appears less than 19. The Minister was a lonley unmaried man and constructed a Golum of Love. When the command word is spoken (the name he gave this creature "De’aliah") the creature will become active and smile. The following are the only 5 words she responds to:
Love Me, Kiss Me, Please Me, Dance, Please yourself. Her name is etched on a amulet which she wears around her neck, her only ornament.
Room 43
This room is empty except for some broken barrel staves which have been thrown around the corner.
Room 44 - Heurman Garbage Room
ROT GRUB (x15); AC 9; MV 1"; HD 1D8; HP 1(x15); #AT 0; DMG NIL; SA SEE
BELOW;INT NON; AL N; SIZE S; THAC0:SEE BELOW
AUTOMATICALLY BEGIN BURROWING WHEN TOUCHED
BURROW TO HEART IN 1-3 TURNS UNLESS REMOVED
Room 45
Room 46
This room is guarded as it is the prime source of water for the Heurmans. A group of 10 of them with an additional Priest (3rd Level) guarding them.
Room 47
3 MM skeletons, 4 Lizzardman Skeletons
Room 48
2 MM Skeletons
Room 49
5 MM skeletons, 2 Lizardman skeletons
Room 50
Empty
Room 51
This room is empty except for the pool. There are water monsters in the pool.
Amphibian octapus.
GELATINOUS CUBE ; AC 8; MV 6"; HD 4D8; HP 10; #AT 1; DMG 2-8; SA SEE
BELOW; SD
SEE BELOW; INT NON; AL N; SIZE L; THAC0:15
TOUCH CAUSES PARALYSIS (SAVE VS PARALYSIS); SURPRISES ON 1-3
IF FAIL SAVE VS COLD SLOWED 50% & TAKE 1-4 DMG; IMMUNE TO ELECTRICITY,
FEAR,HOLDS, PARALYZATION, POLY, & SLEEP ATTACKS
TREAS 11 CP, 11 SP, 3 EP, 5 GP, 5 PP
MONSTER NAME: Octa’aqua
Climate/Terrain: Fresh Water Underground or in lake caves
Frequency: Rare
Organization: Tribal
Activity Cycle: Any Underground, Night on lakes
Diet: Omniverous
Intelligence: Low (7-9)
Treasure: Q
Alignment: LE
No. Appearing: 4-40
Armor Class: 4 (Thick leather skin)
Hit Dice: 6d8+6
Damage/Attack: 1-6
Special Attacks: Additional 3 attacks if swimming
Special Defenses: Leathery Skin
Magic Resistance: 0
Size: M
Morale: Average
XP Value: 400
DESCRIPTION
black skin, noe toe tenticles
COMBAT
They can swim using their tent. if swimming, they may use all tenticles to attack.
HABATAT/SOCIETY
Underwater, Tribal
ECOLOGY
Can’t get out of water for more than 2 min or take dammage. If out 1 hour, they die.
Room 52
The right 20’ section of wall slide into the ceiling and the left slides into the floor. This room has 2 pillars. They are carved as if there were 3 ropes twined around it. They go all the way up to the 20’ cieling. There is a Rune on both of the pillars. Anyone touching them will get a Shocking grasp cast on them. A small room is in the NE corner. This was a mess room at one time, but every thing (including the tables and chairs) has been removed. There are some shards of pottery litering the floor, but nothing else is in the room.
52A This room was used dispense water. There is still an old rusting tin cup sitting on the lip of the artesian fountain in the corner. There is a chance that one of the creatures from 51 are in the pool.
Room 53
Dusty rusty lock - Trapped with contact poison. As Below.
Room 54
Door Locked Dusty and rusty. This room has been air sealed from the inside. It has a magical fire inside that bursts into fire 1d8 rounds after the door is open. In 2 more rounds, anyone in the room will take 2d6 of dam from the fire.
The inducment is the small metal chest in the back of the room. Inside this chest are 5 gems worth 500gp. It trapped with a heat metal spell.
Room 55
Secret Door into a room with the illusion of a starfield cast in the rear of the room. This has the effect of making those entering the room have vertigo. Door slides into wall to the right. They dispell The illusion.
Room 56
Room 57 Secret door is made of a rock facing on top of a wood door. This room is empty, except for some desicated food on the E. wall. The Secret Door Uses a lever on the inside of the room shuts the door. Rotted food is 2’ high and 5’ wide.
Room 58
As this coredor forms a buffer zone with the other peoples of this level, the rooms along it (58,59,60) contain nothing but garbage.
Room 59
Garbage
Room 60
Garbage
Room 61 - Huge Double doors made of Brass with shapes of Dragons. The releif is about 6" high and is in a style popular 3-400 years ago. A huge haft keeps this closed. The hasp has been tied so that this door may not be opened without untying a complicated knot or cutting the rope. There are actualy 2 knots used one tied by the Heurman and the other by the Mutant Men during a truce to bury the bodies.
Inside, there is a large number of bodies of both the Heurmans and the Mutant Men. There are the remains of lots of armor and weapons. The ages range from hundrad year old skeletons to bodies only a few weeks old. 10% chance of respiretory disease.
They are thrown like garbage in a big heap 4’ High at the center and 2 bodies deep at least.
Room 62 - The Main Shaft
Room 63 - Heurman Bed Room
HEURMANS (x8); AC 6; MV 12"; HD 4D8; HP 20(x2), 22, 17(x3), 14, 11; #AT 1; DMG 1-10; SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M; THAC0:16 White Skin, dark circles under eyes.
Terrably scared, suffered years of torture as child.
TREAS 141 CP, 64 SP, 52 EP, 20 GP, 16 PP
Room 64 - Strongest, smartest Heurman leaders
HEURMANS (x4); AC 6; MV 12"; HD 4D8; HP 28, 29, 19, 28; #AT 1; DMG 1-10;
SA +2
TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M; THAC0:16 White Skin, dark circles under eyes.
Terrably scared, suffered years of torture as child.
TREAS 64 CP, 17 EP
Room 64A - Treasure storage for strong Heurman
This room has a secret door. It is activated by a movable piece of rock. It moves easily down, and up only with resistance. Opening the easy way will partially open the door. However this will also set a trap. The door only opens 2". When the door is pressed on to open it up, a sharp knife blade that extends from top to bottom is spring fired across the 2" Anyone who was pulling the door open needs to make a save VS dex or do 1d6 dam. and lose 1d4 fingers! Roll 1d4. Each finger gets a CON roll. If this roll fails, the finger is lost.
There are 3 chests in this room. They hold 1) 2,000 SP, 3,500cp 2) 20
Trade Bars, 1000gp and 100pp. 3) 30 bottles of fine wine
Room 65 - Heurman Bedroom
HEURMANS (x6); AC 6; MV 12"; HD 4D8; HP 21, 14(x2), 12, 22, 7; #AT 1; DMG
1-10; SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M; THAC0:16
TREAS 11 SCROLL
Room 66 - Heurman Bedroom
HEURMANS (x6); AC 6; MV 12"; HD 4D8; HP 18(x2), 19, 17, 14(x2)
Room 67 - Heurman Bedroom
HEURMANS (x6); AC 6; MV 12"; HD 4D8; HP 23, 25, 15(x2), 20, 26; #AT 1;
DMG1-10; SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M;
THAC0:16 TREAS 7 SCROLL IN LAIR TREAS 3 SCROLL
Room 68 - Heurman Bedroom
HEURMANS (x6); AC 6; MV 12"; HD 4D8; HP 16(x2), 19, 17, 15, 25; #AT 1;
DMG1-10; SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M;
THAC0:16
TREAS 4000 CP, 2000 SP, 2000 EP, 5 GEMS, 1 MAP, 1 POTION, 1 SCROLL, 1
SWORD IN LAIR TREAS 2 SCROLL
Room 69 - Heurman Bedroom
HEURMANS (x6); AC 6; MV 12"; HD 4D8; HP 21, 14(x2), 12, 22,
Room 70 - Heurman Guard Room
HEURMANS (x5); AC 6; MV 12"; HD 4D8; HP 22, 23, 14(x2), 19; #AT 1; DMG
1-10;SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M; THAC0:16
TREAS 11000 CP, 11000 SP, 4000 EP, 22000 GP, 700 PP, 23 GEMS, 49 JEWELRY,
1MAP, 1 ARMOR, 1 MISC. WEAPON
Room 71 - Heurman Bedroom
HEURMANS (x5); AC 6; MV 12"; HD 4D8; HP 21, 17, 19(x2), 1
Room 72 - Heurman Bedroom
HEURMANS (x6); AC 6; MV 12"; HD 4D8; HP 21, 14(x2), 12, 22,
Room 73 - Heurman Bedroom
HEURMANS (x6); AC 6; MV 12"; HD 4D8; HP 27, 17, 13, 29, 22(x2); #AT 1;
DMG1-10; SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M;
THAC0:16White Skin, dark circles under eyes.
Terrably scared, suffered years of torture as child.
TREAS 1000 CP, 2000 SP, 3000 EP, 6000 GP, 400 PP, 146 GEMS, 60 JEWELRY, 2
POTION, 2 MISC. MAGIC, 1 SHIELD, 1 MISC. WEAPON
Room 74 - Heurman Guard Room
HEURMANS (x5); AC 6; MV 12"; HD 4D8; HP 21, 17, 19(x2), 1
Room 75 - Heurman food preperation room
HEURMANS (x5); AC 6; MV 12"; HD 4D8; HP 21, 17, 19(x2), 14; #AT 1; DMG
1-10;SA +2 TO HIT WHEN OFFENSIVE; INT AVERAGE; AL NG; SIZE M; THAC0:16
TREAS 119 CP, 54 SP, 27 EP, 44 GP, 20 PP
Room 76 - Heurman Water Pool Room
Nothing her but empty water barrels which may also be seen in each of the bedrooms.
Room 77 - Torture Room
This long narrow room is filled with childeren from 2 to 10 years old. They are chained to the E wall. All manor of torture devices are on the W wall. These childeren are all scared by the Priest Hiagus. It is he and his fellow clerics that are responsable for this. They torture them and starve them into Heurmans. There are 26 childeren. Their chaines are rivited on and it takes 1 round each of loud chiseling to remove ones chains.
Without a healing spell, each will require a roll of 10 or better on a d20 or die if they are moved. Roll for survival once per turn.
Room 78 - Mirror Gate Room
When this room is entered, roll %. On a roll of 1-20%, a random monster teleported through the mirror will be present. Roll off the Level 1 Encounter Chart in the monster manual to determine what is waiting for them. From 21-60% it will appear to be a glass door. Beyond this illusionary door is a beautifully appointed dining room with a huge table in the center loaded with food drink. The utensils are all made of gold, and in the center is a jeweled bowel full of pares. 61-00 indicates it acts as a normal mirror.
Otherwise, this room is empty except for the large mirror on the western wall. This acts as all the other Mirror Gates. It will teleport anyone stepping through to the spot marked XX on UnderMountain Map, or to a abandoned spot 3 miles north of Pors, or to the center of this room. See Page 10 in Campaign Guide to Undermountain for more info on this Mirror.
Room 79
Contact poison type K on lock. Empty room.
Room 80
No Lock. Used as an outpost when the heurman are attacking. Several weapons here, but no armor. 3 S. Swords, 1 L. Sword + 6 Clubs.
Room 81
Dust Rusted lock. Empty room, pile of rotting cloth in the SE corner.
Room 82
Unlocked dusty Clue to Mirror in 78. "Lusken the Fiend has the mirror we spoke of. It is to the north of some narrow corredors lit with torchs forever". Inside the back pack of a dead party of 5. Their were killed by the trap in 85. No treasure.
Room 83
Trash with Carrion Octapi.
CARRIOctapi (x7); AC 3/7; MV 12"; HD 6D8+1;
HP 24(x2),
A28, B26 C26 D10
D10 E13
#AT 8; DMG NIL; SA PARALYSIS TOUCH; INT NON; AL N; SIZE L;
THAC0:16
EXP 500
Inside the room are piles of rotting stuff (their food) and an area where their excrement is. Mixed with this are the things that were in the room originaly (statue of a praying Angel like figure), and the silver.
IN LAIR TREAS 800 Lb copper statue 40-10 LB Silver Bars
Room 84
Room 85 - This long narrow room is a trap. The floor falls away to a pit. The trap door only opens once per Turn for 1 minute. When party opens door, roll 1d10. This is how long until the trap goes again. It is controled with a sand glass. At the end of the room is a Rune of Sleep. At the end of the room is a invisible chest. It is locked with a lock covered with contact poison(type L). Opening the chest trips a Sleeping Gas trap (10’ Rad). Inside the chest are 10,000cp with Fools Gold cast on them. Also there is a Poison in a Potion bottle (Type I)Labeled Potion of extra healing" , a Elixer of Madness (Labeled Potion of Genius Power.) and a Robe of Powerlessness (White Silk).
Room 86
Empty room. conjuring room: pile of sticks, undamaged sofa, scroll tube, pan, vial of
holy water, box, chalk, prism, box of insence sticks, brazier, jar of sugar, jar of ape hair, low table, magic circle, slimy coating on floor, furnace, scroll tube, furnace, hourglass, vial of mercury, chalise, stand, ivory dice, kettle, book, quiver, yellow history on dominion, orange opuscule on spell-storing, small silver mirror, jar of bone powder, black volume on coherence, green monograph on change, candle, box of feathers, dented armchair, pipette, box of wytchwood, vial, jar of powdered silver, mixing rod, ladle, parchement, brazier, pentacle.
Room 87
EMPTY ROOM dusty, debris in NW corner.
Room 88 - Work room of the Mage Haiagus.
Room 89 - Treasure Gallery and Common Room for Haiagus and Glasok.
This room has a rune carved on the floor. It is a teleport to
Room 90 - Water storage
Room 91 - Pool Room for Heurmans
Room 92
Room 93 - Rusted, dusty Lock, std door. Smell of chemicals. This is where the failures of the mage in 117 dumps his failures. It can be seen in patches all over the floor. 35 piles.
Room 94 - Graveyard for Heurmans (Room with stacked rotting bodies)
Room 95 - Special Prisoners
Room 96 - Giant Weasle
Room 97 - Constrictor Snakes
Room 98 - MegaloCentipede
Room 99 - Pit Trap
When the door of this room is opened, the floor of this room falls to
the south, and the floor in the corredor falls north. The 20x10’ pit
revealed is 20’ deep and the floor is covered with 6" spikes. They are
tipped with metal. 2d4 spikes will hit each person and each will do 1d4
HP dammage each. This trap is reset in room 100
Room 100 - This room has an illusion of 2 sides of smoked venison hanging from hooks on the wall as a lure to go within 10’ of the rune trap in this room. When the Rune goes off a burst of light blinds anyone within the room. A lever on the NW section of wall causes the trap in 99 to reset.
Room 101 - Luksan’s Larder
This room is full of excellent food and drink. There is enough here to feed 1 person for a year, or 20 people for a month. It is all preserved in one way or another (dried, salted, potted etc.) Also there are 100 bottles of wine. This is all guarded by a guardian deamon.
Room 102 - Treasure Room for Luksan
This room is protected by a Fire Elemental who will immediatly attack anyone except Luksan entering the room. All the gems are stored in the metal chests along the S. wall. They are all locked and traped with exploding runes.
She keeps her magic with her in her room, except for the small spell book here. She loves jewels and has quite a collection.
PLATINUM COMB - 1600 GP ³SMALL JACINTH - 500 GP
BEJEWELLED SILVER RING - 5000 GP ³LARGE LAPIS LAZULI - 5 GP
BEJEWELLED SILVER COMB - 2000 GP ³MEDIUM SPINEL - 500 GP
BEJEWELLED SILVER ARM BAND - 4000 GP ³HUGE MOSS AGATE - 50 GP
VERY LARGE LAPIS LAZULI - 70 GP ³VERY LARGE MALACHITE - 100 GP
MEDIUM HEMATITE - 10 GP ³MEDIUM OBSIDIAN - 50 GP
VERY SMALL GARNET - 10 GP ³SMALL TOURMALINE - 7 GP
SMALL ALEXANDRITE - 50 GP ³VERY LARGE TIGER EYE - 50 GP
VERY SMALL SAPPHIRE - 100 GP ³HUGE BANDED AGATE - 200 GP
VERY SMALL CHRYSOLITE - 140 GP ³VERY LARGE CORAL - 1000 GP
VERY LARGE TIGER EYE - 100 GP ³VERY SMALL BLACK SAPPHIRE-5000GP
HUGE CHRYOPRASE - 1000 GP
Room 103 - Luksan the Mage
HUMAN, LVL 11 MAGE
Always richly dressed, Luksan is also very good looking. Much better looking than her comleness would have you beleve because of a Change Self spell she employs every day to make her look beautiful. This room is richly dressed in a very expensive and formal style. The furnishings are worth 2000gp if they can be gotten out. She is always guarded by a Flesh Golum. This is of slightly better quality than normal. It is naked and is anitomically correct. In fact, its equipment is large and erect! It does her blidding and protects her. They will both investigate any sounds out of the ordinary that they hear in the corredor. This includes the battle with the Torch spirits. She will first turn herself invisible and check out the situation with the golum at her side.
GOLEM, FLESH ; AC 9; MV 8"; HD 9D8; HP 40; #AT 2; DMG 2-16(x2); SA SEE
BELOW;SD SEE BELOW; INT SEMI; AL N; SIZE L; THAC0:15
1 PT STRUCTURAL DMG TO WOODEN CONSTRUCTIONS EVERY 3 MELEE ROUNDS
ONLY HIT BY MAGIC WEAPONS; IMMUNE TO MOST SPELLS (FIRE & COLD BASED
SPELLSSLOW 50% ); ELECTRICAL ATTACKS RESTORE HP
AC 5; MV 12"; HD 11D4; HP 27; #AT 1; DMG BY WEAPON;
SD MAGICALLY MODIFIED ARMOR; INT HIGHLY; AL VAR; SIZE M;
THAC0:16 USES QUARTER STAFF (1-6)
Race -- Half Elf Interest -- Learning
Class -- Mage Occupation—Trader
Sex -- Female Morals—Virtuous
Strength -- 7 General—Immaculate
Intelegence -- 16 Intellect—Anti-intellectual
Wisdom -- 9 Piety—Average
Dexterity -- 15 Personality—Friendly
Constitution -- 10 Hit Dice—d6
Charisma -- 9 Nature—Jealous
Comeliness -- 13 Materialism—Average
Allignment -- Chaotic Evil Possessions—None
Age -- 44 Apparent Age—Mature
Armor Class -- 5 Bravery—Craven
Favored weapon—Dart General Tendencies—Curious
Height in " -- 34 Disposition—Hot Tempered
Weight in # -- 52 Honesty—Decietful
Hair Color -- Black Sanity—Neurotic
Complexion -- Swarthy Energy—Normal
Features -- Dull Thrift—Thrifty
Social Standing - Upper Middle Collect
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
1st LVL MAGIC USER SPELL(S) ³4th LVL MAGIC USER SPELL(S)
FEATHER FALL ³DISPEL ILLUSION
SHOCKING GRASP(x2) ³FEAR
SLEEP ³WALL OF ICE
2nd LVL MAGIC USER SPELL(S) ³5th LVL MAGIC USER SPELL(S)
BLIND(x2) ³MONSTER SUMMONING III
INVISIBILITY ³TELEKINESIS
SCARE ³WALL OF IRON
3rd LVL MAGIC USER SPELL(S) ³TREAS 5 PP, 1 POTION, 1 MISC. MAGIC
FLY ³XP 2582
HOLD PERSON ³
PRO. FROM GOOD 10’ RADIUS(x2) ³IN LAIR TREAS 300 PP
³
Room 104 - Green Slime
This creature is one of Luskan’s pets.
GREEN SLIME (x2); AC 9; MV NIL; HD 2D8; HP 12, 8; #AT 0; DMG NIL; SA EATS THROUGH WOOD & METAL; SD SEE BELOW; INT NON; AL N; SIZE S; THAC0:16 IMMUNE TO MOST SPELLS EXCEPT HEAT & COLD (CURE DISEASE KILLS IT);
PHYSICALATTACKS DO NOT HARM
Room 105 - Scare Room
The door of this room is trapped. If it is opened, anyone within 20’ must save VS magic or flee back down the corredor to the East.
Room 106 - Empty except for Gargage.
Room 107
Empty
Room 108
Large room with 20’ ceiling and two pillars carved with rope. It is empty.
Room 109
Empty
Room 110
Empty
Room 111
Empty
Room 112
Empty
Room 113
Empty
Room 115
Empty
Room 116
Shrouded in perpetual darkness. The 20’ section in the center is a teleport rune that leads to the other dungeon at a randomly rolled location on the first level in a 20’ wide corredor or room larger than 20’x20’.
Room 117 - Bedroom of Mage Haiagus
HUMAN, LVL 10 MAGE ; AC 6; MV 12"; HD 10D4; HP 22; #AT 1; DMG BY WEAPON;
SA SEE BELOW; SD MAGICALLY MODIFIED ARMOR; INT HIGHLY; AL VAR; SIZE M;
THAC0:19 USES DAGGER (1-4)
1st LVL MAGIC USER SPELL(S) ³3rd LVL MAGIC USER SPELL(S)
BURNING HANDS ³FLY
FEATHER FALL ³HOLD PERSON(x2)
MAGIC MISSILE ³4th LVL MAGIC USER SPELL(S)
SHOCKING GRASP ³CHARIOT OF SUTARRE
2nd LVL MAGIC USER SPELL(S) ³STONESKIN
DETECT ³
INVISIBILITY ³5th LVL MAGIC USER SPELL(S)
MIRROR IMAGE ³CLOUDKILL
SCARE ³FEEBLEMIND
TREAS 3 GP, 2 PP
Race -- Human Interest -- Magic
Class -- Mage Occupation—Jewler/Lapidary
Sex -- Male Morals—Perverted
Strength -- 13 General—Foppish
Intelegence -- 16 Intellect—Dreaming
Wisdom -- 8 Piety—Iconclastic
Dexterity -- 14 Personality—Taciturn
Constitution -- 14 Hit Dice—d4
Charisma -- 13 Nature—Unforgiving
Comeliness -- 15 Materialism—Generous
Allignment -- Chaotic Neutral Possessions—Scant
Age -- 31 Apparent Age—Ancient
Armor Class -- 10 Bravery—Foolhardy
Favored weapon—Staff General Tendencies—Altrust
Height in " -- 66 Disposition—Hot Tempered
Weight in # -- 147 Honesty—Truthful
Hair Color -- Brown Sanity—Normal
Complexion -- Light Energy—Lazy
Features -- Corse Thrift—Spendthrift
Social Standing - Upper Middle
Room 118 - Capture Catamite for Haiagus
Room 119 - Stolen Whores for the use of Haiagus
Room 120 - Heurman Servents for Haiagus
Room 121 Empty
Room 122 Empty
Room 123 - Temple to Cocytus - Goddess of the Underworld
Alter on S wall, Rune of Confusion on floor, as spell
Rooms 124, 124A empty of anything but trash.
Room 125 Bones and hide and other trash
Room 126 Kindeling sized pieces of broken wood.
Room 127 - The Bedroom of Priest Glasok
HUMAN, LVL 10 CLERIC ; AC 3; MV 9"; HD 9D8+2; HP 49; #AT 1; DMG BY WEAPON; SA SEE BELOW; INT EXCEPTIONAL; AL VAR; SIZE M; THAC0:14 USES QUARTER STAFF (1-6)
Race -- Human Interest -- Gems
Class -- Cleric Occupation—Mason
Sex -- Female Morals—Amoral
Strength -- 10 General—Foppish
Intelegence -- 8 Intellect—Scheming
Wisdom -- 15 Piety—Saintly
Dexterity -- 12 Personality—Aloof
Constitution -- 17 Hit Dice—d8
Charisma -- 11 Nature—Resentful
Comeliness -- 17 Materialism—Covetous
Allignment -- Lawful Good Possessions—None
Age -- 19 Apparent Age—Middle-aged
Armor Class -- 2 Bravery—Normal
Favored weapon—Hammer General Tendencies—Moody
Height in " -- 67 Disposition—Unfeeling
Weight in # -- 151 Honesty—Average
Hair Color -- Blond Sanity—Normal
Complexion -- Tanned Energy—Normal
Features -- Corse Thrift—Spendthrift
Social Standing - Upper Middle Collections—Jewelry
1st LVL CLERICAL SPELL(S) ³3rd LVL CLERICAL SPELL(S)
CURE LIGHT WOUNDS ³CURE DISEASE
INVIS. TO UNDEAD(x2) ³PRAYER
DETECT EVIL ³NEGATIVE PLANE PROTECTION
CALL UPON FAITH ³4th LVL CLERICAL SPELL(S)
2nd LVL CLERICAL SPELL(S) ³CLOAK OF FEAR
DUST DEVIL ³STICKS TO SNAKES
HOLD PERSON ³PRO. FROM EVIL 10’ RADIUS
RESIST FIRE ³
FIND TRAPS ³5th LVL CLERICAL SPELL(S)
FRISKY CHEST ³FLAME STRIKE
³INSECT PLAGUE
TREAS 6 PP - IN LAIR TREAS 300 PP, 15 JEWELRY, 1 POTION, 2 MISC. MAGIC
Room 128 - Glasok’s treasure room.
Room 129 - Treasure Storage Vault
Room 130 - Temple to Sulskun
RUNES
Unless noted all runes may be dispelled only with a Dispell Magic spell. These runes are generally enscribed in the floor. The only show up under ultra-vision when provided with the necessary Black Light Globe and Purple Lens.
They will discharge and be rendered ineffective. It takes 8 hours for the necessay power to return to them. Unless otherwise noted, all spells will be cast as if by a 16th level mage.
Dimension Door to one of 8 locations
Emotion 1) Courage 2) Fear 3) Firendship 4) Happiness 5) Hate
6) Hope 7) Hopelessness 8) Sadness
Enchanted Weapon
Evards Black Tentacles
Area A
Black Wall of Force
This spell creates a Black wall of force that crackles and sparks with energy. Anyone passing through this will suffer the effects of a Enervation spell. This wall will dissappear for 1 turn if a dispell magic is cast. It will dissappear for 1 round if the Ring of Passage comes in contact with this wall.
Area B
Brown Wall of Force
This wall is dark brown and crackles with yellow sparks. Anyone passing through this wall is effected as if they had a Contagon spell cast on them. A dispell magic removes this wall for 1 turn, a Ring of Passage will dispell the wall for 1 round.
Area C
Red Wall of Force
This wall has the effect of Polymorph Other. Any one passing through will be turned into a Mongrel Man. Roll randomly for deformations. A dispell magic removes the wall for 1 turn, a Ring of Passage for 1 round.
Area D
Purple Wall of Force
This wall casts a vacancy spell on the room inside when this wall is disturbed. Removed as the other walls.
Area E
Rune of Affect Normal Fires
When this rune is approached within 10’, this will act as a regular 1st level spell.
Area F
Rune of Audible Glamor
When approached within 10’, this rune makes the sound of 30 swords clanging against 30 shields. This requires a immediate random encounter roll. Note that it is on the Eastern wall of 75. It will allow silent access to 75 if you stick to the w wall. It will also be silent if you pass into 77 staying close to the S wall.
Area G
A rune of Alarm
When approached within 10’, this rune acts as a 1st L. Alarm Spell. Note that it is mounted on the West wall. Keeping to the E. wall will not set off the alarm.
Area H
Rune of Burning Hands
When a person passes between the between the pillars, a burning hands spell extends toward the center from each pillar cast as a 12th level mage. It takes a day for the spell to re-charge.
Area I
Rune of Chill Touch
Area J
Corredors of Torches
This corredor is lit by torches in sconses along the walls. Each torch is represented by a T on the wall. This corredor is guarded by 4 Fire Minions. They will attack anyone attempting to turn N or S down here. They can and will wait until they can surround the party. They will blink out of one torch and reappear on another if it will help them. AC3 HD6 Att: 1 DAMM 2d6 (fire) Special attacks: 1d6 dammage to all within 5’.
MOVE 12. SIZE L (7’-9’)
Area K
This rune is on the double doors to room 46. It is a Color Spray and will
go off when approached within 10’
Area L
This rune causes the floor from L to The secret door in the west to be greased as the 1st level spell.
Area M
This is a secret door that opens onto a low, narrow corredor. It is 2’ wide and 3’ high. Only 1 person at a time may pass through this area.
Area N
The Rune is on the wall facing west. Any anyone who comes within 10’ of this rune will have a Hypnotize spell cast on them. Also, a magic mouth will say "Welcome to a resting place beyond compare. Please step forward."
Area O
This Rune is one of magic missles. Any one entering Room 128 will cause the rune to go off. It will cause 8 1d4+1 missles to fire.
Area P
This is a Rune of Dimension Door. Glasok can direct this Rune to teleport him at will to Rooms 91, 130, 128, 129, 126, 124A, 124, 125. Roll 1d8 if a character stands in the area of this rune. If a number of players are in range of the rune, they will each go to a different place.
Area Q
This Rune is not standard. It acts as a Jump spell. It will throw a character 10 to 30’ away. When a char. steps on the rune (note NOT within 10’) they are thrown 10-30 away. Roll (1d3x10) for distance thrown and % for direction. %x2=degrees arc from 2-180, for 181-200, they are thrown back into the rest of the party.
Rune R
This Rune is in the middle of the 20’ corredor. If one passes to the right or left, it will not go off. When it goes off, it Casts a Phantasmal Force of a Machine that appears to turn off the twenty foot wide passage to the East and towrd them going south. It will appear as a steel plate that covers the corredor with only 6" to spare at the top and from side to side (3" on each, Variable). Protruding from the plate are 100 6" long spikes. Every 9" there is a dagger blade 12" long being worked violently up and down. There are 100 of these daggers. It will continue toward the south until dispelled or it hits the S. door.
Rune S
There is a Rune on both of the pillars. Anyone touching them will get a Shocking grasp cast on them.
Rune U
This is a Rune of Sleep. It activates when it is passed within 10’.
Rune V
This is a Rune that causes a Wall of Fog to appear in this corredor. It fills the enter area of the 20’ wide corredor. It removes any chance of casually finding the secret door to Room 94. Fog last an hour.
Rune W
Rune of Static electricity. The rune is on the ceiling of the passage and causes electrical arcs to continuously pass from the ceiling to the floor like a Jacobs Ladder. Vials of Fire Oil in their hands with a wick in it will explode when passing through this area. Other than this, the static electricity has the immediate effect when passing through it of causing a crawling sensation on the skin as all the hairs stand on end. The hair on a persons head and face will also stand upright. This charge will be carried by any passing through it unless one touches a stone wall with bare skin. If the person comes in contact with metal or another person before touching stone, they will receve a shock causing 1d4 of damage.
Bridge 1 This bridge is 20 across and arcs 4-5’ high. The celing is domed and rises 20 overhead.