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.