Pharimm Lair 2nd Level
Room 1 Empty (Traps only)
W. Door - Stonesmash
S. Door - Is a Mimic
MIMIC, LARGE ; AC 7; MV 3"; HD 10D8; HP 51; #AT 1; DMG 3-12; SA GLUE (CAUSES
TOUCHER TO STICK); SD CAMOUFLAGE; INT SEMI; AL N; SIZE L; THAC0:10
Room 2 Fake Book
Jade columns made by elves carved like deep forest/jungle. Close examination (vision roll) will see bears cunningly hidden behind bushes and disguised as something else. A Spellfield surrounds a book 2' sq. open. The spell it casts is determined by 1d4
1 - Polymorph to shark
2 - Paralization
3 - Petrification
4 - Force Cage
Room 3 Treasure Room
ATOMIE (x35); AC 4; MV 12"/24" MC:A; HD 1D4;
HP 2(x11), 3(x8), 4(x9), 1(x7); #AT 2;
DMG BY WEAPON; SA CROSSBOW (1-3); SD SEE BELOW;
MR 20%; INT VERY; AL CN; SIZE S; THAC0:18
SPELLS AT 5TH LVL:
BLINK, INVIS, PASS PLANT, SPEAK WITH ANIMALS, SUMMON INSECTS
SURPRISE OTHERS 90%, 10% CHANCE TO BE SURPRISED
They will all cast blink the first round they are disturbed. They will fly to a location and fire once or blink to a location and fire twice. If the go invisible, they will also get to move 1/2 their movement (12") the same round.
They use a sleep poison on their crossbow bolts. Affects elves with a +2 to save VS poison (no sleep roll allowed). Poison will act until they are given water. Each has enough additional poison in a vial to coat 1d10 additional arrows/bolts.
4008 SP - 3739 GP
BEJEWELLED GOLD EARRINGS - 200 GP
PLATINUM COFFER - 600 GP
SILVER & GOLD DECANTER - 500 GP
BEJEWELLED GOLD BOX - 1000 GP
BEJEWELLED PLATINUM ARM BAND - 1050 GP
BEJEWELLED SILVER GOBLET - 1300 GP
SILVER MEDALLION - 400 GP
GOLD PIN - 1100 GP
GOLD ANKLET - 500 GP
GOLD CLASP - 1300 GP
GOLD PENDANT - 1400 GP
SMALL FIRE OPAL - 500 GP
LARGE BLOODSTONE - 140 GP
SMALL TOURMALINE - 50 GP
MEDIUM GARNET - 500 GP
VERY SMALL BLACK PEARL - 50 GP
HUGE HEMATITE - 30 GP
VERY LARGE JET - 1000 GP
SMALL OPAL - 600 GP
MEDIUM AQUAMARINE - 1000 GP
HUGE ROCK CRYSTAL - 350 GP
MEDIUM TURQUOISE - 10 GP
VERY SMALL BLACK SAPPHIRE - 2000 GP
MEDIUM AZURITE - 10 GP
VERY LARGE HEMATITE - 50 GP
LARGE RHODOCHROSITE - 100 GP
LARGE MOSS AGATE - 60 GP
VERY SMALL BLACK PEARL - 500 GP
HUGE OBSIDIAN - 500 GP
VERY LARGE TIGER EYE - 500 GP
SMALL BLOODSTONE - 13 GP
New Items
Magic Peas (grows 1d4+1x10 lbs of peas in 24 hours, requires no soil)
Magic Seeds (planting the seed grows the non magical item.
6-Straw seed - grows a straw hat.
4-Pot Seed - Grows 1 Sativa plant
8-Iron Wood Seed - Grows 1 10' length of strait tree good enough for a staff
12 -Daisy Seed - Grows a Daisy Chain
Non-Violent Magic Items
43 - Jade Figure of a Locust (Protect from Normal Insect, summoned swarms not effected!)
79 - Stone of Bird Attraction
91 - OilLess Lamp
Orlow's Items
Load Stone
Quill of Longwriting (not for spell books)
Magic Items
ELIXIR OF LIFE
POTION OF POLYMORPH
SCROLL OF PROTECTION FROM WEAPONS - NON-MAGIC BLUNT
SCROLL OF PROTECTION FROM ELEMENTALS
2 MAPS
Building 840 In Magic Dead area
Building
Spell Book - This spell book uses standard Pharrimm spells. It has different than a normal spells however as they have no material component. They rather use the Mythal to replace the normal ingredients. Thus, spellls from this book can only be used in Myth Dranor. Use the Rules on page 40 to memorize these spells.
SPELLS:
Chill touch
Color Spray
Dancing Fire
Feather Fall
Magic Missle
2nd
Flaming Sphere
Pyrotechnics
Stinking cloud
toothed tentacle
web
3
Blackblast
Dispel Magic
Dweomer Vortex
Fireball
Lightning Bolt
E. Black Tentacles
Fire Sheirl
Forcelash
Minor Cretaion
Polymorph Other
Spell Fangs
Wall of Fire
5th
Blastcloak
Cone of Cold
Misspell Mantle
Passwall
Wall of Force
6th
Chain Lightning
Crushing Sphere
Disintegration
Heal Self
Vampiric Lash
7th
Delayd Blast Fireball
Draincone
Forcecage
Limited Wish
Reverse Gravity
Spell Turning
Wierdshield
Incendiary Cloud
Mystic Shield
Polymorph and object
Power Word, Blind
Serten Spell Immunity
9th
Energy Drain
Gate
Meteor Swarm
Mystic Sphere
Power Word, Kill
Time Stop
Room 4
Empty, except for traps
W. Door S.T.T. 12 - Forcecage
S. Door Trap to Room 5
E. Door One way door INTO Room 6
Room 5
Room Redbog poison trap (-40% to detect as it is buried in the wall)
When the door is opened, sand begins to run out of a tube. At the top of the sand is a spike which will penetrate a bladder allowing the poison to be expose to air. This takes 4 min. When comming into contact with the air, this poison oxidizes into a 60 foot could of redish opaque gas. Anyone or thing that is under 12 hit dice must save or fall into a deep sleep for 1 - 100 (1d100) rounds. Anyone over 12 hit dice that does not save is lowed. This poison will even put elves to sleep
Room 6 Slaves with Zombie Guards
ZOMBIE MONSTER (x12); AC 6; MV 9"; HD 6D8;
HP 34(x4), 31(x2), 33(x2), 35(x2), 26(x2);
#AT 1; DMG 4-16; SD SEE BELOW; INT NON; AL N; SIZE L; THAC0:13
IMMUNE TO CHARMS, COLD, DEATH MAGIC, HOLDS, SLEEPING,
TURNED AS IF WERE GHASTS
5 Emaciated human slaves here waiting for death. They are not harmed by the Zombies, but they have no way to get out (because of 1 way door). If the zombies are turned, they will attack the slaves instead.