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Room 67) 10’ × 10’ × 10’ empty

A sign, in LG language, on the door to the room.
“LG we are under a geas to leave thee be,
all others prepare to die !”

Press on the first letters of the first set of words, i.e. ‘Lawful Good’
to unlock the east secret door.

Room 68) 6’ × 10’ × 10’ empty

south secret door Knock or Dispel Magic. Wizard Lock at 9th level.

Room 69) 6’ × 28’ × 15’ ( 2,520 cubic feet ) empty

Room 70) 4’ × 16’ × 20’ empty

Room 71) 10’ × 24’ × 20’ empty

Magic mouth of south wall ‘No way out !’

Room 72) 30’ × 10’ × 20’ – 10’ × 20’ × 20’ ( 10,000 )

12 zombies put here by the magic-user in Room 73

Room 73) 50’ × 60’ × 20’ ( 60,000)

Sargo Bentnose Magic-user 5th level Cloak of protection +1, Ring of Protection +3, Dagger + 2, Staff.

Lorg, Piny, Zlot Neutral Evil Magic-users 3rd level leather armour, cloaks,
dagger, dagger, staff
works for Sargo

5 berserkers Chaotic Evil chain mail, two-handed sword.

5 fighters Neutral Evil splint mail, shield, long bow and 20 arrows, 2 oil flasks

water and food barrels, pallets (blanket bed), table brazier, 10 flasks of oil

Chest center west wall: 4’ × 6’ × 2’

clothes. under the clothes is one 163 gp ivory pin, 20 sp, 60 gp

table: 6’ × 10’ × 4’
sack of 90 cp on table.

chest: hidden in North wall, 50 percent chance to find
150 ep, 200 pp, contact poison on all treasure in this chest.
regular SR

loose rock behind chest: 20 percent chance to find
sack 100 sp, sack one 1,430 gp silver bracelet with star sapphire and
one 1,520 gp emerald

Room 74) 8’ × 60’ × 10’ empty

Room 75) 14’ × 10’ × 12’ (1680 cubic feet)

2 giant weasels put here by Sargo Bentnose

Secret door activated by lever hidden in north alcove above the hidden chest

Room 76) 20’ × 4’ × 15’ empty

North secret door: Knock or Dispel Magic at 9th level

South secret door: Knock or Dispel Magic at 15th level

Room 77) 8’ × 20’ × 12’

sign on wall “open and lose or search and find” above chest

chest: at top of small flight of stairs, west end of room
potion of extra-healing and 3 pp

15 percent per searcher to find small loose stone behind chest
conceals Cloak of Elvenkind, human-sized chain + 1,
sack 100 sp ( Isle of Jester worth 2 pp each)

Room 78) 30’ × 20’ × 20’ empty ( 12,000 )

Room 79) 20’ × 20’ × 20’ stairs leading down, empty (8,000)

75 percent chance stairs dead end after 40 feet downward travel, otherwise they connect to second level of Dwarf Home

Room 80) 60’ × 20’ × 20’ ( 24,000 ) empty

Room 81) 10’ × 50’ × 20’ (10,000) empty

Room 82) 10’ × 50’ × 20’ – 40’ × 10’ × 20’ (18,000)

10 stirges

Room 103) 10’ × 10’ × 20’

2 carrion crawlers

Room 104) 20’ × 10’ × 15’ ( 3,000) empty

Room 105) 10’ × 20’ × 12’ – 20’ × 20’ × 20’ (10,400)

5 ogres each has 2 spears and a club

10 percent chance stairs dead end after 20 feet




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Room 35) 30’ × 40’ × 20’ – 20’ × 40’ × 20’ ( 40,000 cubic feet )

hirelings to Grag the unholy

17 berserkers long sword and hand axe. Chain mail. They have a sack of 50 gp for all of them.

1 berserker leader long bow, 10 arrows, long sword +1 , 2 throwing axes. chain mail, shield. Leader has 20 platinum pieces.

North secret door, Knock from outside, or push from inside.

They don’t know about the other secret doors.

the secret doors to rooms 36, 37, 38 have to be opened by Knock.

Room 36) 6’ x’ 6’ × 6’ ( 216 cubic feet )

5 giant centipedes

Room 37) 6’ x’ 6’ × 6’ ( 216 cubic feet ) empty

Room 38) 6’ × 6’ × 7’ ( 252 cubic feet )v

9 skeletons. each has a long sword. Placed here by Grag the unholy.

Room 39) 30’ × 80’ × 12’ ( 25,200 cubic feet)

trap: holds 3 statues. Each is on a low 10’ × 10’ column.

1) knuckleduster, from a White Dwarf article. It appears to be somewhere between a Yeti and a snow ape. Its called a knuckleduster because its knuckles drag in the dust.

2) ogre

3) zombie

Room 40) 10’ × 10’ × 15’ – 20’ × 10’ × 15’ ( 4,500 cubic feet )empty

Room 41) 10’ × 10’ × 15’ – 20’ × 10’ × 15’ ( 4,500 cubic feet )empty

Room 42) 10’ × 10’ × 10’ empty

Room 43) 10’ × 10’ × 10’ empty

teleport reception for Crypt Thing on 3rd level room 30

Room 44) 10’ × 10’ × 10’ empty

Room 45) 10’ × 10’ × 10’ empty

Room 46) 10’ × 10’ × 10’ empty

Room 47) 10’ × 10’ × 10’ empty

Room 48) 10’ × 10’ × 10’ ( 1,000 cubic feet)

South secret door: If there are less than 5 characters in this room, opens easily.

Otherwise it has to be forced open. ( Actually, it would be rather difficult to get many characters in here.)

West secret door: If 6 or more enter, opens easily.

Room 49) 10’ × 90’ × 10’ – 10’ × 10’ 10’ ( 10,000 cubic feet )

around the corner is a dust covered rotting leather pack. The dagger inside is rusted into uselessness. But the 3 oil flasks, 8 torches, and tinder box are okay.

Room 50) 10’ × 10’ × 10’ empty

North secret door: controlled from room 48

South secret door: Knock from the North side, from the south side opens easily by a push on the left side.

Room 51) 10’ × 10’ × 10’ empty

Room 52) 10’ × 10’ × 10’ empty

Room 53) 10’ × 10’ × 10’ empty

Room 54) 10’ × 20’ × 10’ – 10’ × 10’ × 10’ ( 3,000 cubic feet)

9 giant centipedes

a potion bottle in one corner. liquid is pale green ( speed)

Room 55) 10’ × 10’ × 10’ empty

Room 56) 10’ × 10’ × 10’ empty

Room 57) 10’ × 20’ × 10’ – 10’ × 10’ × 10’ ( 3,000 cubic feet) empty

Room 58) 10’ × 10’ × 10’ empty

Room 59) 10’ × 10’ × 10’ empty

Room 60) 10’ × 10’ × 10’ empty

Room 61) 10’ × 20’ × 10’ – 10’ × 10’ × 10’ ( 3,000 cubic feet) empty

Room 62) 10’ × 10’ × 10’ empty

Room 63) 10’ × 10’ × 10’ empty

Room 64) 10’ × 10’ × 10’ empty

Room 65) 10’ × 10’ × 10’ empty

Room 66) 60’ × 40’ × 20’ – 20’ × 10’ × 20’ ( 52, 000 cubic feet)

a group of bandits of neutral alignment, not loyal to anyone in this dungeon.

A sign, in LG language, on the door to the room.
“LG we are under a geas to leave thee be,
all others prepare to die !”

if the adventurers fight them and take longer than 6 melee rounds to win, the other 10 bandits will return and hit them from behind.

water and food barrels, pallets (blanket for a bed), table.

5 first level bandits. Chain, long sword, long bow and 25 arrows each bandit.

8 first level bandits. Chain, long sword, long bow and 25 arrows, dagger

1 fighter 3rd level. chain +2, long sword + 3, long bow with 25 arrows, dagger + 2

1 fighter 8th level. plate + 2, shield + 2, long sword + 3, long bow + 2 with 10 arrows +1, javelin + 2

6 fighter 2 guards chain, long sword, 3 javelins, dagger

1 lt. fighter plate + 2, shield + 2, long sword + 4, 4 javelins

Other than the magic items, they have no treasure.




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Room 14) 10’ × 10’ × 14’ ( 1,400 cubic feet)

entrance to this room on map 1A-1

2 burglers/thieves Neutral Evil level 5. Long swords + 1 NE aligned. 3 Daggers each.

Sack 100 ep, 25 cp, 20 sp, one 15 gp gem

sack dried meat, sack bread, and sack apples, 2 water skins

They store the rest of their treasures in room 23. They toss in captives as a distractant to the sturges so the thieves can get to their treasures.

Room 34) 10’ × 20’ × 24’ ( 4,800 cubic feet )

giant spider

1,000 gp ; 5,000 sp ; potion plant control ; quiver of twelve +1 arrows ; behind the web. Burning the web will destroy the arrows and quiver.




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Room 25) 70’ × 90’ × 15’ ( 94,500 cubic feet )

empty except for 2 chests. both are 6’ × 6’ × 4’ high and a table

trap: chest in northwest corner has a Gray Ooze locked inside

chest: south west corner. Locked on north side. contact poison on lock. 500 copper pieces, 100 silver pieces, one 1,450 gold piece jewelry

Moving the table causes the secret door in west wall to open outward into this room.

Room 26) 10’ × 10’ × 10’ empty

north secret door: pushes open from south side, on left side

south secret door: will open if north door is closed after being opened.

Room 27) 20’ × 90’ × 15’ ( 27,000 cubic feet )

north secret door: has pull handle this side of the door.

trap: illusional pile of gold ‘covers’ 2 giant toads. Wont attack unless disturbed.

trap: chest is empty. If opened will trigger the 2 spears in the west and east walls.

The spears attack as a 3rd level fighter.

Room 28) 20’ × 6’ × 18’ ( 2,160 cubic feet) empty

south secret door: push on right to open

Room 29) 20’ × 70’ × 15’ – 20’ × 20’ × 20’ ( 29,000 cubic feet )

Room of Statues, one of several such rooms.

north secret door: push on left, from south direction

northeast door: push on door, swings into room 29.

After 1 hour, roll 1d6 for each random monster. check each 3 turns or 3 hours thereafter.

statue 1) 7 bugbears 2 spears 2 maces each

statue 2) 3 LN clerics plate armor + 1 and shield, maces. two of the maces are +1

They are lost and will give information of what they have encountered for directions to the surface.
If the party agrees: a) tribe of orcs on the second level battling with some dwarves who think the surface is gone, blasted.

b) There is a tribe of stone giants on fourth level. They are better organized than usual for giants.

statue 3) 2 ogres

statue 4) 4 wererats, each has a long sword

statue 5) 1 shadow

statue 6) 12 gnolls long bow, battle axe. The one with the most hit points has a two-handed sword.

Room 30) 50’ × 10’ × 15’ ( 7,500 cubic feet) empty

east secret door to rooms 25 and 31 must be closed then push on west side of this door to exit.

west secret door: push on left side

Room 31) 20’ × 12’ × 14’ ( 3,360 cubic feet )

South secret door: Wizard Locked. Need Knock to open. It swings out into the corridor.

North secret door: Wizard Locked. Need Knock to open. It swings into room 31.

Room 32) 6’ × 14’ × 10’ ( 840 cubic feet)

west secret door: Wizard Locked.

southeast secret door: Wizard Locked.

Room 33) 16’ ( 20’ ) x 40’ × 19’ ( 12,160 cubic feet) or ( 15,200 cubic feet)

southwest door one-way into room 33. Guard posted outside. Jelto, Fighter 3rd level. Plate + 1, shield, long sword, foot flail.

east secret door: wizard lock. ( magic-user 5th level )

shelves: 6’ 9” × 24’ wide x 4’ deep. 1’ between shelves

top shelf: jars of oil (5), anise jar, basil (2), 3 catnip, 5 flasks, 6 books written in Neutral Evil about failed experiments. 2 small urns, hand bell, 3 small empty boxes that are: 5” × 4” × 6”.

5th shelf: 6 alcohol, 1 human knucklebone, 9 rye flour, 2 braziers, 6 funnels, 2 oil lamps

4th shelf: 4 clove, 2 tin filings, 3 white wine, 1 dragon dung, 2 human bone powder, 5 oregano, 3 quill pens

3rd shelf: 2 crushed granite, 2 pine sap, 6 common salt, 5 coal, 1 dwarf blood, 3 olive oil, 2 nutmeg, 1 prism

2nd shelf: 3 mortar and pestle, 6 tongs, 10 glass vials, 4 ncense burners, 3 musical pipes, 5 parchment rolls

bottom shelf: 1 balance and weights, 5 beakers, 7 bowls, 9 candles, 9 candlesticks, 3 crucibles, 2 hourglasses, 3 ladles, 1 small stuffed owl

Stone table 4’ × 6’× 4’ high encrusted with different substances, a close 5 minute look will note dried blood.

Floor is heavily scuffed, could be drawings that have been partially erased. The one near the east wall could be part of a pentagram.




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The entrance to Dwarf Home is on the right side of this map.

Room 15) 30’ × 50’ × 10’ ( 15,000 cubic feet ) empty

Room 16) 10’ × 20’ × 10’ ( 2,000 cubic feet)

Secret door: push left then right, opens upward.

4 giant centipedes

Room 17) 54’ × 10’ × 10’ – 8’ × 20’ × 10’ ( 5,561 cubic feet )

Lawful Good, Neutral Good, and Chaotic Good touch secret door to open, anyone else no effect.

4 good elves. Fighter 3rd level. 2 have heavy crossbow, all have long swords. Chain +1, shield.

East door can only be opened by one of these elves.

They work for the guy in Room 19.

Room 18) 8’ × 40’ × 10’ ( 3,200 cubic feet)

10 good elves fighter 3rd level. 3 have heavy crossbows, all have long swords. chain + 1

1 good elf leader Fighter 5th/Magic-user 5th level. Chain +1, long sword

They work for Ghisto Fortar in Room 19.

Room 19) 8’ × 20’ × 10’ ( 1,600 cubic feet)

Ghisto Fortar has been geased to help any weak parties until first level is cleared out.

He is a lawful good magic-user of 9th level. Cloak of protection +3,
Wand of Enemy Detection, Ring of Protection + 3

Each party rolls 1 die. The alignments below are for a party ‘average’.
lawful good: 1d20
chaotic good: 1d4
neutral good: 1d12

chart:

1) get nothing
2) long sword + 1
3) Ring of Invisibility
4) 3 Arrows + 1
5) 5’ spear + 1

6) get nothing
7) footman’s mace + 1
8) long sword 1 / 3 vs. lycanthropes
9) Ring of Fire Resistance
10) Wand of Trap Detection 25 charges

11) Dagger + 1 man-sized/ + 2 small
12) 2 quarrels + 2
13) get nothing
14) long sword + 1
15) footman’s mace + 1

16) get nothing
17) Ring of Protection + 1
18) 3 arrows + 2
19) Extra healing potion
20) long sword + 2

Room 20) 14’ × 4’ × 10’ – 4’ × 30’ × 10’ empty ( 1,760 cubic feet )

good touch causes door to slowly swing outward, elves in room 21 will direct party to room 17 only if party averages LG, NG, or CG.

Room 21) 10’ × 40’ × 10’ ( 4,000 cubic feet )

3 good elves Fighter 2 long swords and chain mail
3 good elves Fighter 3 long swords and chain mail
will direct party to room 17.
They work for the guy in Room 19.

Room 22) 10’ × 10’ × 10 ( 1,000 cubic feet )

2 carnivorous apes

Secret door:

trap 1. manipulation of wall sconce outside room 22 moves a location on wall, alerting the apes.

safe 2. 6 inch by 6 inch depression 3 feet below sconce pushed three times will open the door.

Room 23) 30’ × 30’ × 15’ – 40’ × 60’ × 10’ – 50’ × 40’ × 18’ ( 49,500 cubic feet )

Treasure room for the bandits in room 14.

5 stirges

7 chests 4’× 4’ × 2’
number 1: 250 gold pieces

number 2: 55 platium pieces

number 3: 900 silver pieces

number 4: 4 giant centipedes

number 5 – 7: empty

There are 4 tied up corpses.

Room 24) 6’ × 6’ × 10’ ( 360 cubic feet) empty

Secret Door opened by Knock spell




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Copyright by me, Jim. 1980-2050

Unless held by others.