8: Level 1 West
My but a single level is taking a while to stat out…. Alas I
really want at least 50 rooms on a level to capture the megadungeon feel and to
give the players plentiful options.
This section contains large, regular architecture
_and_ a gate to an island that serves as an elvish cemetery.
45) Empty: this room is now empty, with no sign of what it
was once used for. The floor is covered with debris since the Kobolds have been
tossing things here.
46) Storeroom: A group of 4 randomly wandering skeletons are
stuck in here since someone pushed a pile of crates in front of the south door
and they now can’t figure the doors. In the middle of the room is the corpse of
a armored woman carrying a spear; Her hair, rather than being blonde, is
actually spun gold. It is intact on her body, coming off with a simple tug. The
hair contains 50 GP worth of gold.
Skeletons: AC 12,
HD 1, HP 5 each, 1 att /1d6 dam; Morale *
47) Second storeroom: The crates and casks of this room have
been emptied & turned into a kobold warren; the 6 little boogers are inside
the nest of crates sleeping or playing dice when the PCs arrive, and will have
time to prepare themselves and likely surprise the PCs if they decide to
attack. They have 17 cp each
Kobolds: AC 12, HD
½, HP 3 each, 1 att for 1d4 dam; Morale 6
48) Empty Room: this otherwise empty room contains 3 Killer
Bees who have wandered away from the hive. The room itself has some chairs and
other furnishings that have rotted with time, but its overall purpose is
unguessable.
Killer Bees: AC
12, HD ½ HP 3 each, 1 att for 1-3 dam + poison + stinger does 1 pt per round
until removed; Morale 9, but bees die if they successfully sting.
49) Rat Room: When the PCs enter a group of 20 rats living here
scurry immediately out one of the other entrances. They do not attack, just
flee.
50) Landscapes: This room contains paintings of ethereal and
otherworldly landscapes, very large (the smallest are 4x6) including things
like the world covered in white, or enormous rows of mountains like teeth. If
moved they will collapse.
51) Portraits: This room and the stone stairwell are covered
with now moldering and worthless paintings of the Mordha family. If someone
climbs the stairs the 3rd from the top is a trigger that drops the
offending party i0 feet into water. Damage is 1 point from the fall but the
stairs re-close and the water is 20 feet deep and very warm, forcing swimming
tests at increasing difficulty per turn (+2 to -2) until drowning sets it or rescue
occurs.
52) Gate Room: this room is cross crossed with dirt and
animal tracks. On the south wall is an arch leading to an incredibly long
(200’) corridor, Written on the arch is in elvish is the statement “Enter Here
As You Entered The World”. Making your way through the passage while carrying
or wearing anything requires a series of 5 increasingly difficult Strength
Tests starting at +2 ending at -2. Failure means you progress no further.
53) Crypt: The Mordha family crypt, this room contains 20 of
urns that hold the essential salts of the family, all decorated with their
names and faces in mosaic. Each is worth at least 25 GP if you can find someone
to buy them. Also in the room is trio of gnome pilgrims resetting the acid trap
on the urns. All are armed with vials of acid (1d4 damage for 1d3 turns if hit)
and hammers (1d4 damage). The gnomes will die rather than talk, and actually do
have espionage-like poison teeth.
Gnomes: AC 15, HD
1, HP 5 each, 1 att for 1d6; Morale 8
54) Ceremonial room: this cross between a shrine and an
alchjemists lab was used to both mourne the dead (there are pews for religious
ceremonies and then, behind the remains of a large curtain running north south
to block the west half of the room (which is now rotted and half falling down)
there are alchemical supplies and tables to reduce the family members to their
essential salts. These supplies include gold and silver pieces worth a total of
2200 GP The curtain has a small gap on
the north wall that can be safely navigated with a Dexterity test at +3
(automatic for small creatures). Failure, or any jostling of the curtain,
causes one of the 8 giant centipedes to fall onto those passing through and
riles the others up. (Careful looking will show that the curtain is moving a w/o
wind).
Centipedes: AC 11,
HD ¼ HP 2 each, 1 att for Illness; Morale 7
55) Lab: This room is Duncan’s long abandoned laboratory
(his ones on the lower levels are much worse). It contains large amounts of
glassware and tools, most of which are broken or rusted beyond repair. Inside
one of the remaining large class containers is a man sized and shaped mass that
will, of viewed, evidence a face and begin begging to be released. Close looks
(or letting it out) will reveal that it is an beetle swarm that has been given
a human intelligence. See B37 for rules on swarms. If will try to devour anyone
in the room until it’s reduced to one quarter of its HP, at which point it
flees, becoming a wandering monster in the dungeon. There’s a ring with four thick
brass keys that open the door to the corridor to the north and to the
experiment chambers.
Insect Swarm: AC
13, HD 3, HP 13
56) Experiment chambers/slanting floor: This 60 foot long
corridor has an all but unnoticeable slant (test to notice, with the dwarf
bonus) that has it drop 10 feet over the 60 foot length. There are three stout
oak doors on the east wall; each of these is locked with large tumblers (+1 on
the lockpick roll).
56a) This room contains a failed attempt to make a skeleton
where the individual limbs are animated but didn’t hold to the body. As such
there are four small attacking creatures (the head and each limb) but none of
them have the strength to actually damage anyone. Even if the PCs shatter each
part there isn’t an XP award here since there is no threat.
56b) this room contains a second skeleton, but this one was
electroplated with metal, making it a shiny monstrosity. It fights as well as a
fighter with the length of chain that it had pulled from the wall, is
implacable and will follow anyone who opens the door to kill them for as long
as it can see them.
Skeletons: AC 18,
HD 1+1, HP 9, 1 att for 1d8 dam; Morale *
56b) this room contains the remains of clothing, but no
longer any body, chained to the wall. If the PCs do disturb the robes they will
rise and follow PCs, moaning and wailing and causing a second wandering monster
check per hour. It won’t attack, but just follows them making noise. While it
won’t burn just from a torch, burning oil will destroy it, as will a Turn v.
Zombies.
57) Slanted Room: This room continues the low slant of the
hall leading to it, and in the middle of it is a large stone table with grooves
in it, and further grooves that carry any fluids into drains on the floor to
the north. There is definite evidence of habitation in this room, but no one is
there when the PCs arrive.
58) Goblin Room: This room contains a pit trap 20 feet overhead
(and the slant is clearly notables here given the cathedral ceiling) that the
hobgoblins will use to dispose of any goblins who irritate them. Unbeknownst to
them one goblin survived the fall and build a net to catch his fellows, so
there is now a group of 6 goblins living down here. The floor is covered with
cultivated molds living on the remains of any number of failed experiments that
Malcolm tossed in here. There’s also a door 15 feet up the east wall that leads
to room 58 that no one knows exists.
Goblins: AC 14, HD
1-1, HP 6 each, 1 att for 1d6; Morale 7
59) Flame Cell: This prison room was once designed to test
the prisoner’s endurance but the trap has gone awry over the years. The door to
this room is stuck, and attempts to open it will reveal that it is hot to the
touch. If the PCs persist when the door gives way flames will explode into the
corridor and anyone in the 15 feet radius of the door will take 2d6 damage
(save vs. Dragon breath) to avoid. After that they can enter the room, though
people inside take 1 pt of damage after the first turn from the heat. There is
a brazier in the corner of the room that is giving off the heat. There are
runes on the brazier that can be seen if someone moves it and can be read with
a Read Magic spell that, if spoken, immediately stop the heat until said again.
The brazier weighs 3000 cn to move. In Shankill it would fetch 1000 GP to the
right buyer.
60) Empty Cell: this room was once a prison cell, with
chains on the walls, but it is empty now of anything of real interest.
61) Empty Cell: this room was once a prison cell, with
chains on the walls, but it is empty now of anything of real interest.
62) Rage Room: This room has a bright red and orange mosaic
on the west wall, and anyone chained to the east wall would be forced to see
it. If examined closely or looked at too long, causes intense anger and
fascination. A save vs. Spells will let the viewer wrench away (he can also be
pulled away by friends), but the rage will continue for 2d6 turns. Anyone
staring at the wall for longer than an hour will be driven to berserk unless
removed and then protected from themselves until the effect wares off.
Isle of Elfish Repose
63) Entry Copse: the area directly through the gate is a
copse of trees, and just inside he gate are pegs holding a dozen elf sized
cloaks and boots. The season here matches that on the islands but this is much
further north, so visitor could get awfully chilly.
64) Initial grove: this grove, hours of travel in any
direction, offers no threats to the adventurers, and no treasure save its
strange evergreen beauty.
65) Sprite’s Grove: This grove is home to 18 sprites who
will confound and confusticate any non-elf visitors to the island. Each is
carrying delicate gold and emerald bracelets and baubles worth 5 gold. If the
players have an elf they can be talked to and may aid the party.
Sprite: DB +4, HP
2 each, 5 in concert can Curse a PC (save vs. spells to avoid) with a
non-damaging curse.
66) Wolf Glen: there are 6 wolves here who will start to harry
the PCs, isolating one and killing them
Wolves: DB+4, HP
11 each, 1 att for 1-6; Morale 8
67) Shrine to Nature: This is an ancient Druidic shrine,
long abandoned. It has a few small chambers but no doors, save for a trapdoor
that leads into the mountain. Inside the mountain are three otherwise nondescript
caves one of which holds four leather flasks, each holding a potion of animal
control, and several exquisitely made robes. If the Pcs take anything from here
they will find the shrine now occupied by a black bear, who will object to their
departure with the items, and who will wander back into the woods if they
return them.
Black Bear: AC
14, HD 4, HP 24, 3 attacks for 1d3/1d3/1d6, save as F2, Morale 12*
68) Cay: This small cove contains several rainbow hued fish
of modest sized that will happily play with the PCs if they enter the water; if
they are attacked they will immediately flee
69) Mountaintop: If the PCs reach this summit on a clear day
they will be able to see vast distances, and it will be clear that they are not
in the Isles they know. On a clowdy day there is a 1 in 12 chance that the
summit becomes a gate to a land of cloud giants, which I’ll make up as needed.
70) Burial Grove: This grove contains the graves of hundreds
of elves, each of which having become the rooting spot for oak and elm trees.
The trees are out of place in the otherwise evergreen forest, but their magical
nature marks them out even more. Anyone who spends a night in the grove will
have pixie curses cleared away from the elvish magic, and if a lycanthrope can
sleep there for a complete lunar cycle their curse will be listed as well. There
is nothing of material value here.
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