Post by Admin on Nov 30, 2016 10:59:23 GMT
Players: Please do not read if you intend to play!
"Centuries ago, evil magicians and priests created a great underground maze, at the nexus point of two lay lines. Later, a city was built on top of this, though the city has passed into ruins. Entrances to the underground realm have recently been discovered: it is rumored that mighty artifacts (such as the Rod of Seven Parts) and gates to other places, can be found there."
Credits: Note that I cut-and-paste a lot of text by Gary Gygax, from OD&D/Greyhawk/DMG. So, credit where credit is due.
1.
6 mountain dwarves
250 gp
100 pp
In pottery jars
There is a shifting well here. It moves between the 3 center squares of the room.
Air current: still.
2. SMITHY
"You see a 20'x20' room. There are giant bubbles floating in the air, and, pottery jars in the center of the room. There is an exit to the northeast (a passage), and, one to the southwest (a door)."
4 bandits
750 ep
1000 cp
In pottery jars
There is a symbol of fear on one of the pottery jars (save at -4)
Giant bubbles which float about int he corridors and rooms of the dungeons. The
slightest touch will explode them, causing from 1 to 10 dice damage depending on
the level they are on. These bubbles might (1 in 6) contain a gem.
There are 2 giant bubbles, here. They do 1d6 damage to all within 5'.
Earthy smell.
spessodil (crocodile from outer space) (thanks: Chris)
3. AVIARY
* LG hf F1 (13, 13, 11, 11, 8, 10) (scale mail, medium shield, longsword, pack A) (AC5, HP8)
* LG hf C1 (18, 13, 18, 15, 13, 11) (chain mail, small wooden shield, footman's flail, pack B) (portent, protection from evil, purify food & drink, pack A) (AC4, HP8)
* CN hf C1 (15, 5, 13, 11, 5, 9) (scale mail, large shield, footman's flail, pack B) (magic stone, endure cold/heat, detect evil) (AC5, HP6)
* N hf F1 (18.50, 12, 11, 11, 15, 9) (chain mail, medium shield, longsword) (AC4, HP4)
* 5 men-at-arms (scale mail, shield, spear, sword (long) and back pack.) (AC5, 2-7 HP each)
PACK A (38 gp, 52.7#)
2 - Backpack (cap. 20#)
2 - Large Sack (cap 40#)
6 - Lantern, bullseye
4 - 2 Oil Flasks
0.2 - Tinderbox
12 - 12 Iron spikes
1 - Small hammer
5 - Waterskin
20 - Normal rations
0.5 - 5 gp
PACK B (32 gp, 61.2#)
2 - Backpack (cap. 20#)
4 - 2 Large Sacks (cap 40# each)
6 - 6 Torches
6 - 3 Oil Flasks
0.2 - Tinderbox
10 - 10' Pole
7.5 - 50' Rope
5 - Waterskin
20 - Normal rations
0.5 - Mirror, silver
Alternate:
Illusionist
Fighter/Magic-User <Bladesinger: Fighter/Magic-User> (9.9.6...6.7.6) (STR+2, CON+1) (INT+2, DEX+1)
Halfling guardian
Houri
4 gems
1000 gp (star sapphire)
500 gp (deep blue spinel)
10 gp (obsidian)
50 gp (citrine)
scarab of insanity
1 key (for the pedestal room, area 23)
bag
Lifting the bag up causes spring darts to fly up from the floor (THACO 20, 6 darts, 1-4 damage each).
This room sinks down to level 1b.
Air: clear.
4. STABLE
Empty.
Water, large puddle.
5. LOUNGE
1 bandit
1000 sp
250 gp
Small wooden chests, appearing empty, but with secret compartments, where the treasure is kept.
Type #12: The Dread Portal. This, the
most infamous type of Nadruns doors,
contains an imprisoned wraith encased
within the door. The method of capture and
imprisonment within the door was lost with
Nadrun; all that is known is that anyone
touching the door directly is drained of 1
life energy level each time (or, if they remain in contact with it for more than one
round, 1 life energy level is drained per
round). The wraith cannot be turned or
dispelled while in the door, but can be
turned or dispelled if the door is shattered
and it escapes (whereupon it will probably
attack all living creatures nearby). (by Ed Greenwood)
The sound of whining can be heard.
There is a trap-door in the floor, leading to the cellar.
In the cellar, there is a gate (a circle of light) on the wall.
Also, there is a shark pool.
6. STUDY
3 rats
100 pp
1000 cp
iron trunk
An arch that talks nonsense.
eg.
Cold is with the monkey's ears and toes.
Cats dogs and babies its Tuesday.
Travel trips taken away go.
Friends are baskets and hats.
Wishes are hopping and trees are wet.
Food is sitting with weather flying.
rug (small-medium)
7. Pit, covered, floods
vestments
8. ANTECHAMBER
3 rats
Treasure, talks intelligently/normally
1000 sp
Slippers of kicking
pottery jars
Hidden by an illusion of piled up furniture against the east wall.
thongs
9.
"There is a pool of water in the center of the room."
5 cavemen
There is a pentagram on the floor, in front of the pool of water.
10.
Door, spring (cf. A1)
A large sack filled with bones.
among the bones is the gate-key for the fire-gate in room 43
Nephthys
11.
5 duergar
He has an ewer.
12. TEMPLE
Special
The door to the southwest only opens for monsters.
Sanctuary, offertory container, tripod
Sanctuary, unholy symbols, side chair(s)
Sanctuary, robes, altar
2 gate keys are on the altar
1 key is the Boot Hill key
1 key is the Gamma World key
13. AUDIENCE-CHAMBER
4 kuo-toa
6 rats
100 pp
2000 sp
3 gems: 500 (amber), 100 (jade), 50 (chalcedony)
A strange device: it is inert.
1 key (for the pedestal room, area 23)
robes
small coffers
14. THRONE ROOM
pipe (large cask)
fireplace with mantle
staff of conjuring fruit
loom
15. GAME ROOM
"A 10x10 room, with a column in the center."
The column randomly acts.
Cup, of the thinnest beaten gold set with a lipring of 12 tiny (500-gp value) emeralds, chased
and embossed in rings of abstract pattern
(interlocked rings, vertical and horizontal bars
interwoven with them). (6,250 gp) (by Ed Greenwood, Dragon 80)
bec de corbin
16.
Treasures protected by force fields. The force fields will give damage if touched, but
levers and buttons nearby will have a chance of lowering the field. Naturally, most of
these switches will cause bad things to happen.
3 levers, 4 buttons, 1 large red button
750 ep
cheese: cheddar
Satan
17. GREAT HALL
There is an arch on the east wall.
Touching this teleports one to room #1.
A cold current of air.
18. ROBING ROOM
Treasures protected by force fields. The force fields will give damage if touched, but
levers and buttons nearby will have a chance of lowering the field. Naturally, most of
these switches will cause bad things to happen.
3 levers, 4 buttons, 1 large red button
250 gp
A dank, moldy smell.
19. HALLWAY
4 xvarts
1 key (for the pedestal room, area 23)
Air: clear.
The 1st Tooth of Dahlver-Nar floats in the air, in the center of the hallway!!
A dog named fluffy
20.
Empty
Cobwebs.
21.
250 gp in a large sack
Lizard man idol, randomly acts
The sound of laughter can be heard.
cleaning robot (thanks: Morwen)
22. PANTRY
Room complexes which are all parts of a monster, the first room being the mouth, the
next the stomach, and so forth.
AC10, HP100. 50 points of damage will cause the monster to vomit out the PCs.
Characters in the stomach region take 1d4 points of acid damage, per round.
A bed is just outside of the mouth of the monster.
23. BARRACKS
2 dire corbies
750 ep
1000 sp
silver unholy symbol (50 gp)
contained in an invisible huge chest
Along the wall opposite the door are three pedestals. The bases are
made of mithral and the tops are made of glass. Most things that touch
the glass will disappear in a puff of black smoke. (Magical items are given
a saving throw according to their powers. Parts of a live person’s body,
instead of disappearing, take 2-7 points of damage.)
If any pedestal is picked up and studied, a keyhole will be found on
the bottom. (The key is a magic one and should be hidden somewhere
else in the dungeon.) Note: Being made of mithral, the pedestals are
very light and can be lifted by almost anyone; however, they will
disappear forever if carried out of the room.
The left pedestal contains a Speed Potion and will open only if a
Fighter or a Thief is holding the magic key.
The center pedestal contains a Staff of Healing and will open only if
a Good Cleric is holding the key.
The right pedestal contains a Wand of Fear and will open only if a
Magic-User is holding the key. (Dragon 35: by Stephen Zagieboylo)
24. SECRET ROOM
5 gorbels
Stairs up one level
An inert computer.
"U" rack
1 elf, 1 human
25.
Floor absorbs the sound of anything making direct contact with
it (i.e., footsteps, prodding poles,
skidding chairs, etc.) (Dragon 115)
Cruet (Small glass bottle with a fitted glass top; used for holding fluids.) (worth 1 gp)
26. MEDITATION ROOM
5 larvae
5 skunks
750 ep
Sword +1, +2 vs. magic-using & enchanted creatures (14 INT, speech, LG, detect gems, kind, and number in a 0.5” radius, detect evil in a 1” radius, special purpose: slay evil fighters, speaks LG, lizard man, and salamander)
Packet containing blinding powder (blinding powder (Blinding powder (pair) (legality: var., var. - *, PHBR2.103: 100, strapping)
huge chest
trap door opens 6' in front of container
2d4 rounds after entering, 2 orcs in a jeep with a mounted M-60 machine gun appear.
A circle of light appears 1 round before, as they 'phase in'.
gate to Gamma World: a glowing circle of light on the west wall
requires the gate-key from area 12
27. ENTRY-ROOM
Type #3: This door bears a permanent
symbol (see the 8th-level magic-user spell
and 7th-level cleric spell) graven upon it,
usually covered by a sliding overlay panel,
which moves aside to reveal the symbol
whenever a living creature(s) approaches
within 1 of the outward or active side
of the door. (Too much casting of permanency spells is said to have aged Nadrun
prematurely.) (by Ed Greenwood, Dragon 106)
All creatures under 8+ 1 hit dice will immediately fall into a catatonic slumber and cannot be awakened for 5 to 16 (d12 + 4) turns.
6 gibberlings
50' of rope
There is a bottle of brandy at the center of the south wall: taking it opens up a pit, 10' deep, with spikes.
1d4 spikes, each doing 1d6 damage.
The bottom of the pit is filled with brandy.
After the trap is activated, a Level 1 Byzantine chef enters the room, via teleport.
A circle of light appears (1 round), and then Zee Chef phases in.
Thanks: vondan
28. CHAPEL
Anyone stepping in the 10' cubicle to the south is teleported to room #16.
Shrine, pillars, mosaics, altar.
29. TORTURE CHAMBER
1 vilstrak
1000 cp
750 ep
Loose
Contact poison on treasure
This room has a domed ceiling.
Iron maiden, grill, branding irons, iron maiden.
30. LOUNGE
6 giant harvester termites
100 pp
750 ep
The treasure is kept in iron trunks, hidden by an illusion of giant mushrooms.
Vegetation grows here, and it will give an electrical shock to anyone carrying magic items, or, under the effect of a spell.
Linen (drawers) with a shit stain.
There is an NPC magic-user on the ceiling.
(human male, level 4, AC10, HP20)
beholder (illusionary)
reverse gravity room, with a sticky ceiling
(thanks: Morwen)
31. DIVINATION-ROOM
False stairs, going down.
There is an oven for baking bread here.
There is a candelabra at the top of the stairs.
Candelabra, heavy ( 100-gp weight), solid
silver, black-tarnished, with four stepped
branches beaten into the appearance of curling
stems, with open flowers to hold candles. (5 gp)
(by Ed Greenwood, Dragon 80)
32.
Combination room
There is what looks like a combination lock on the north wall.
There is a hunk of beef here.
The 2nd Tooth of Dahlver-Nar floats in the air, in the center of the room!!
A gate-key for the Hell-gate in area 72 is on the center of the floor.
33.
Special
2 rothe
250 gp
1000 sp
bags
Blade scythe from the wall, should someone pick up the bags (THACO 20, 1d6 damage)
North door: The door is invisible.
Player characters take 1 hp damage for walking into the door (1-3 hp if running) and may have some difficulty opening it. (Dragon 115)
Air current: downdraft, strong.
There is a sliding section of wall here, which is opened by the lever in area 100.
34.
Opening the east door here releases a corroding gas. Everyone takes 1d6 hp damage per round.
There is a key on the floor: this is the key for room #60.
Dank, moldy smell.
35.
1 kuo-toa
Air: hazy (dust).
36. GUARDROOM
1 giant cave cricket
Stairs go up 1 level, and, then down 2.
Gravity is increased on the stairs.
Leather boot (high soft).
37. DIVINATION-ROOM
5 xvarts
On the floor, almost covering the whole hallway, is a magical type of
quicksand, or Quickfloor. Ten feet away from the edges of the Quickfloor on
both sides are wooden posts (similar to the posts of a pier).
Anyone who falls in the Quickfloor will sink and drown in 4-7
rounds (3-6 rounds if wearing chainmail, 2-5 for plate mail). All rescue
attempts (magical or otherwise) will be futile, except for throwing the
person a rope and tying it to either wooden post This will always work if
done in time.
Each person in front of the marching order has at least a 40%
chance of noticing the Quickfloor before falling in; halflings have a 60%
chance.
Any player may attempt to cross the floor without falling in, with the
chance of doing so determined by dexterity: For Dex 3-5, chance of
falling is 90%; for Dex 6-9, 75%; for Dex 10-13,50%; for Dex 14-16,
20%; for Dex 17 or higher, 10%.
A rope tied to both posts will form a magic bridge across the floor
which is perfectly safe. However, anyone trapped in the quicksand
when the bridge is formed will be instantly killed. Untying or cutting the
rope on either side will make the bridge disappear. (by Stephen Zagieboylo, Dragon 35)
A rustling sound is heard.
5 giant rats.
38.
1000 sp
pottery jars
contact poison on container
There is a gate in this room, in the center of the west wall.
Chair, padded, arm.
39. GUARDROOM
A hall of gambling where there are some great items to be won, but where the stakes are
large amounts of money and magic items and the games are fixed. (Teach the players
that you can't expect to get something for nothing!)
Minimum bet is 1000 gp.
Plate mail +2 (10,500)
Bronze plate mail +2 (7,500)
Axe +2 (3,750)
Sword +1, 3 vs. lycanthropes & shape-changers (Werebane - OSRIC) (3,500)
The odds are 2:1 in favor of the house.
Pillars.
40. CISTERN
4 quaggoths
5 obliviax
3 giant rats
1000 cp
MU scroll with detect invisibility
dwarf-sized plate mail +2
ultimate solution
branding irons
treasure is loose
Trapdoor opening 6' in front of treasure: leads to area 41 on level 1C.
1d6 falling damage.
Devices which have numbers of levers, buttons, dials or whatever; and the movement of
each will cause a different thing to happen.
Typical examples of results:
1) damage to mover;
2) change alignment;
3) become another class;
4) become a monster;
5) lose a level;
6) teleported elsewhere
7) release various missiles which come out or down within a certain area;
8) open pits or slides;
9) give various treasures;
10) give a magic item; and
11) give some bonus to experience or abilities
41. STUDY
Trap door in ceiling, leads to area 40.
Pan: A heavy frying pan does 1-8 points of damage (at least in the hands of Tika!) (DL2.7)
Skillet - 1 gp, 5# [OSRIC]
6 larvae
750 ep
1000 cp
large sacks
There is a 50% chance of a door appearing in the center of the west wall.
Check each time this room is entered.
42. WORKROOM
5 booka
100 pp
wrought gold belt worth 1300 gp *
metal urn
The platinum and the belt are greasy.
* Touching the wrought gold belt places one in suspended animation.
43.
An intelligent and malign door.
An ogre sitting on a chest with 100 gp and a flask of brandy.
A circle of red light is on the eastern wall.
This is a gate to the Elemental Plane of Fire.
Requires the gate-key from area 10.
Baphomet
44. TROPHY ROOM
2 berserkers
1000 sp
750 ep
battle axe
hood
small coffers
The southwest door is made of iron, and is impassable.
A lever in area 100 opens it.
45. LABORATORY
3 bowlers
Pendant; fire opal (1,400-gp value) with a
gilded, fine twist-link neck chain. (1500 gp)
(by Ed Greenwood, Dragon 80)
46.
1000 sp and 64 biscuits (lembas) in a huge chest.
A tallfellow hobbit sits atop the chest, munching biscuits (lembas).
Anyone who enters the passage to the south becomes invisible.
They become visible again once they leave the passage.
47. CONJURING-ROOM
A hall of gambling where there are some great items to be won, but where the stakes are
large amounts of money and magic items and the games are fixed. (Teach the players
that you can't expect to get something for nothing!)
Minimum bet is 1000 gp.
Dagger +2, +3 vs. creatures larger than man-sized (2,000)
Chain mail +2 (7,500)
Full plate armor +2 (50,000)
Battle axe +1 (2,500)
The odds are 2:1 in favor of the house.
Air current: still.
48. --
5 xvarts
750 ep
4 gems:
amethyst (500)
rhodochrosite (10)
smoky quartz (50)
very deep blue spinel (1000)
metal urn
Oil (equal to one flask) pours on random person from hole in ceiling, followed by flaming cinder (2.12 h.p. damage unless successful save vs. magic is made, which indicates only 1-3 h.p. damage).
There is a metallic smell in this room.
Mitra
49. --
This hallway is filled with water, to a depth of 20'.
There is a right whale in the water.
The air is clear in this room.
50. --
Chimney, down 2 levels.
There are ashes at the bottom of the chimney.
51. PRIVY
5 nupperibo
1000 sp
750 ep
stone container
Animated stool, AC7, HP10, Damage: 1d4
A scrabbling sound can be heard in the distance.
1 orc
52. SMITHY
Hekaforge:
Have an AREA where magical items are forged and constructed, run 4 greater cyclops.
For an exorbitant price these items can be purchased, but there is no guarantee that they will actually work.
The price is: --trades for a number of other items greater in overall value than the desired item--
The items are:
* bronze plate mail +2 (7500 gp)
* khopesh +4 (25,000 gp)
* scroll of protection from elementals (4,500 gp) (does not work)
* potion of polymorph self (350 gp) (does not work)
* buckler +1 (1500 gp)
* staff of striking (15,000 gp) (does not work)
53. THRONE ROOM
Special.
Door which has intelligence.
Throne.
Sobek
54. --
3 bats
1 kobold
Boots (iron)
55. --
Stairs down to 56. on level 4.
The stairs randomly cast a random spell every round someone is on them.
There is a pipette at the top of the stairs.
56. --
Stairs up to 55 on level 2.
Midway down, there is a circle of light on the south wall.
This is a gate, to Ada (culture area #7)
distortedhumor
There is a large wooden chest at the bottom of the stairs: inside is a packet of cocaine.
57. TORTURE CHAMBER
wheel
whips
boots (iron)
rack
pincers
boots (iron)
basket
There is a box inside a basket.
The box is a box of animal crackers which will spring to life when grasped; for example,
a bear might dump a bowl of porridge on the player's head,
a giant fox might demand a bunch of grapes or else he'll attack,
a lion will attack unless a thorn in his paw is removed, and so on.
* bear (see above)
* giant fox (see above)
* lion (see above)
* elephant
* monkey
* owl
* penguin
* rabbit
* ram
* rhinoceros
* turtle
* zebra
58. --
Sloping passage, down to 59 on level 3.
There is a flask of fuel oil midway down the passage.
iron golem (illusionary) on wheels (thanks: Morwen)
59. --
Stairs.
Up: sloping passage (59 on level 2)
Down: elevator room (60 on level 4)
There is a belt midway down the stairs.
60. EXERCISE-ROOM
Elevator room
There is a depression in the shape of a human hand on the north wall.
Placing one's hand on the depression will cause the elevator to descend/ascend.
There is a keyhole in the center of the hand.
If the correct key (found in room 34) is placed in the keyhole and turned, nothing happens.
In a depression in the center of the room is an orb.
Orb; 5 diameter sphere of solid gold cut with a
relief design of four sylphs, amid clouds, holding up a mirror (polished area), the eyes of the
sylphs being tiny cabochon-cut rubies (1,000-
gp value, each). (8,680 gp) (by Ed Greenwood, Dragon 80)
Modern exercise equipment can be found here.
Working out for 1 hour grants a 1% increase to STR.
This benefit can be accessed only once per day.
There is enough equipment for a party of 6.
Each time the characters return to this room, there is a 10% chance that the equipment will no longer be there.
61. --
Stairs down 2 levels (to 62 on level 6)
A haunch of pork at the top of the stairs.
62. --
Stairs up 2 levels (to 61 on level 4)
Air Current: Still
63. --
Sloping passage (to 64 on level 6)
Earthy smell
The 3rd Tooth of Dahlver-Nar floats in the air, in the center of the passage!!
64. --
Top of the slide (63 on level 4)
Bottom of the slide (65 on level 7)
Air: clear
65. --
Slide up to 64 on level 6.
Large puddle of water at the bottom of the slide.
66. --
Special.
A dead and decomposing hobgoblin, which contains 1 rot grub.
The sound of creaking can be heard.
67. CHAPEL OF MAGNI (God of Strength)
4 skunks
10' pit at the north end of the room
crate
bells(s), incense burner(s), statue(s), drum
altar: a sacrifice of precious metals (1000 gp minimum) will be rewarded with a one-time bonus of 1d10% to strength. characters with the Religion skill will know that precious metals are sacrificed to Magni.
68. COURT
Special.
2 shriekers
750 ep
250 gp
iron trunk
pedestal
chimes (1 of them is a chine of opening)
69. --
6 vulchlings
chains hang from the ceiling, here
70. CLASSROOM
A door with a malign intelligence, named Mars.
He shrieks: "How can you have any meat, if, you don't eat your pudding?"
There is a magick circle in front of the door.
71. --
Wall 10' behind slides across passage blocking it for from 57 turns.
(This wall appears just to the north of the door).
2 bags, both filled with bacon strips
72. --
3rd level female half-elf druid
spell: cure wounds
equipment: rope, 50'
(she is laying on the floor, hogtied)
thanks: jamerowe1
a circle of light on the west wall, deep red
this is a gate to Hell (Avernus)
requires the gate key from area 32
73.
stairs, down 2 levels to area 74 on level 4.
at the top of the stairs: a pair of trousers (pants!)
74. --
stairs, up 2 levels to area 73 on level 2.
at the bottom of the stairs:
Sword, of steel plated with silver. Simple crosshilted blade with a cabochon-cut piece of jet
(500-gp value) set into the center of the tang
where the quillons meet it. A non-magical
longsword. (by Ed Greenwood: Dragon 80.30)
1 war dog
75. --
One-way door
Waterskin (Full) against the door.
gate to Boot Hill: a glowing circle of light on the west wall
requires the gate key from area 12
76. --
Passage, closed by stone block
Air Current: breeze, strong gusting (as gust of wind)
77. GREAT HALL
5 goblins
1 monodrone
A wishing well which gives fulfillment of wishes according to the value of the item tossed
within it.
1. 5000 gp
2. 5000 gp
3. 5000 gp
4. 10,000 gp
5. 10,000 gp
6. 10,000 gp
7. 15,000 gp
8. etc.
The smell of piss is strong in this room.
78. ANTECHAMBER
"There is a bottomless pit in the center of the west wall.
Just to the south of that, there is an alcove, with a door leading to the south.
There is an archway in the center of the east wall.
The air is hazy, and, full of dust."
2 gibberlings
250 gp
1000 sp
loose
a large sack, suspended in air: a hand points out of the sack, to a random party member
after 1 round, the hand is gone...
the sack is contains some kind of a viscous ooze
79. WORKSHOP
door, falling: the first rank takes 1-2 points of damage, if they try to open the door
2 gnomes, 1 wields a Scimitar +2
100 pp
small coffer
After the battle, Balder teleports in.
"Hi, my name is Balder!"
"Charisma is NOT a dump-stat"
Everyone in the party receives a +1 to Charisma.
Balder then teleports out...
This only happens once.
bat guano covers the floor
gate to a GSS (generic space setting) (GM: distortedhumor), a circle of light on the southern wall
80. REFECTORY
6 berserkers
a moaning female is heard in the distance
81. MEDITATION ROOM
This is a jar which is alternately a polymorphed black pudding which the touch of a character will dispel to its normal form,
or an obsidian vase of the finest workmanship which is worth 5,000 gold pieces.
If a polymorph spell is cast upon the jar form, or a dispel magic is cast upon the vase form, then the vase will become a normal item of great worth.
Otherwise, each time it is touched there are equal chances for either form to exist.
Snake sand
Lucerne hammer
pillow
82. -
sanctuary
83. -
6 shriekers
A hat which causes the wearer to immediately shrink to a minimus, requiring a
Growth Potion to restore normal size once again.
wheel
84. -
chimney, up 2 levels to 84b on level 1
tripod
85. -
The portcullis blocking the south entrance can be lifted by the level in area 100.
6 gibberlings
1000 sp
scroll with feign death & hallucinatory terrain
iron trunk, under a loose stone in the floor
a painting is on the wall
5 pirates
6 ear seekers in the north door
container: lump(s)
86. TEMPLE OF KALI
6 mountain dwarves
1 dire corby
1000 cp
1000 sp
huge chest
jar
2 wolves (on the side of the dire corby)
86a.
illusion room ('holodeck'): Boot Hill (thanks: Morwen)
jupon
86b.
illusion room ('holodeck'): Gamma World (thanks: Morwen)
medallion*
87. -
2 jermlaine
750 ep
1000 sp
small wooden chests
The 3 doors to the south can only be opened by monsters.
1 sahuagin
1 cellar shark
Killing the cellar shark will summon Sekolah
88. LIBRARY
5 bookworms
1 dead hill dwarf
Lice which turn to germs.
If a character has contact with the dead hill dwarf, roll on the DMG disease table.
Jar of raspberry jam
89a. -
Stairs down 1 level to level 4.
Air current: gusting breeze
89b. -
Stairs up 1 level to level 3.
Air current: gusting breeze
90. SMITHY
Jaw trap in front of the northeast door.
1d6 damage, slows movement as per a caltrop.
Bend bars/lift gates to extricate a leg from the trap.
1 gibberling
"Treasures protected by force fields. The force fields will give damage if touched, but
levers and buttons nearby will have a chance of lowering the field. Naturally, most of
these switches will cause bad things to happen."
1d6 damage if the force field is touched.
6 levers
6 buttons
1. 1d6 damage
2. -1 on a random ability score
3. set this one to up
4. insanity
5. random disease
6. nothing happens
1. loss of all body hair
2. 1 item becomes non-magical
3. blindness
4. deafness
5. sex change
6. press this button
So, if lever 3 is up, and, button 6 is on, then the force field is deactivated.
The treasure behind the force field is 250 gp.
dank, mouldy smell
90a.
Stairs down 1 level to level 4.
Air: steamy
90b.
Stairs up 1 level to level 3.
Air: steamy
91. CORRIDOR
A dress which causes the wearer to immediately shrink to a minimus, requiring a Growth Potion to restore normal size once again.
1000 cp (in secret compartment)
huge chest
secret compartment in container
Tiamat
dampness, ceiling
92. PRISON
1 goblin
The sound of scrabbling can be heard, approaching from the east.
93. STORAGE ROOM
5 obliviax
1000 sp
box of animal crackers
iron trunk
A box of animal crackers which will spring to life when grasped; for example,
a bear might dump a bowl of porridge on the player's head,
a giant fox might demand a bunch of grapes or else he'll attack,
a lion will attack unless a thorn in his paw is removed, and so on.
At least one of the animals will give some treasure or aid of some sort.
(Treasure: 100 pp)
"In total, 37 different animals have been featured in Barnum's Animals Crackers since 1903. The current cookies are bear, bison, camel, cougar, elephant, giraffe, gorilla, hippopotamus, hyena, kangaroo, lion, monkey, rhinoceros, seal, sheep, tiger, and zebra.[4] To celebrate its 100th anniversary, Barnum's added the koala to the menagerie in September 2002."
brazier* and charcoal
(brazier of sleep smoke)
94. SMITHY
6 snyads
a fob worth 11,000 gp (silver and gems)
scroll of protection from elementals (ivory scroll case)
iron trunk
This is an area where magical items are forged and constructed.
4 greater cyclops
footman's mace +1 (3,000)
plate mail of vulnerability (1,500)
ring mail +2 (6,000) (does not work)
They will trade for a number of other items greater in overall value than the desired item(s).
tripod
95. PANTRY
A circle of light is on the eastern wall. It is a gate to the Dueling Room. (Dragon #40)
The demon princess Noticula is trapped in a pentagram, in the center of the floor.
chains dangle from the ceiling, one above every 10' square, except for the center square.
Chain (per 10 ft) - 30 gp, 10# [OSRIC]
96. -
Stairs which lead down to a dead end.
A waterclock is at the bottom of the stairs.
97. CRYPT
A room that opens some historical information on the dungeon. (Thanks: Jayson Rocky Gardner)
"There were 10 ancient cities, said to have been made by the gods themselves.
Each of 10 cities contained a gate to a mysterious underground realm, built at the nexus of two ley lines.
1 of these cities was built in Hind: the location of the other 9 cities remains a mystery.
A mysterious being of great power, known as Dahlver-Nar, was said to have been buried in this underworld.
The teeth of Dahlver-Nar, 32 in number, are hidden in this underworld.
As well, the fabled Rod of Seven Parts is said to be sequestered in this underworld.
Last but not least, at least 1 powerful demon is imprisoned in this underworld."
These words are engraved on the west wall, in the Common tongue.
Touching the wall will cause a holograph to appear, depicting the history of the underworld.
(Similar to the scene in Prometheus).
There is a fireplace and wood on the east wall.
The fireplace is large enough for a man-sized being to enter.
Any living creature that enters the fireplace is disintegrated.
A packet of cocaine is on top of the mantle of the fireplace (1 oz.).
98. -
Fountain
4 drinks
2 effects per drink
drinker is teleported home (with full shares)
next weapon touched becomes a +1 weapon
3 gems
opal (1000 gp)
chalcedony (50 gp)
spinel (very deep blue) (1000 gp)
pottery jar
Type #7: Any creature passing through
this type of door (or sometimes, every second or third creature passing through) must
save vs. spell or be blinded and feebleminded for 2-5 rounds. At the end of this
time, affected victims must save again, at
+ 2; if this save is failed, they remain feebleminded, or blinded, or both (DMs
choice) for a further 2-5 rounds.
(By Ed Greenwood, Dragon 106)
dipper
99. TEMPLE OF KARTTIKEYA
1 shrieker
dagger +1
250 gp
hat* (hat of stupidity)
small coffer
A pit which sends one to a random location on Aerth.
100. -
Tesseract
L
A room that allows looking at some other specific point in the dungeon. (Area 25) (Thanks: Jayson Rocky Gardner)
medallion* (medallion of thought projection)
U
5 snyads
750 ep
metal urn
The north door is a one-way door.
porridge (dry)
S
A control room that can open doors, portcullis, sliding walls etc. (Thanks: Jayson Rocky Gardner)
3 levers, in the down position.
1. opens the iron door in area 44.
2. raises the portcullis at area 85.
3. opens the sliding wall at area 33.
4. opens a gate which provides egress from the tesseract (roll d100 for location).
West door: 33. The door frame of this door is hollow and spring-loaded with bolts. When
the door is opened, these bolts shoot out
and automatically hit the first person to
walk through the doorway. The door
f r a m e c o n t a i n s 1 d 1 0 + 1 0 b o l t s t h a t d o 1 -
2 t o l - 6 h p d a m a g e e a c h ; t h e y f i r e e i t h e r
individually or all at once.
(by Dan Snuffin, Dragon 115)
salt
C
3 gnomes
1000 sp
250 gp
stone container
Spinning face (this is the face of Dahlver-Nar)
The north door is a resisting door.
Air current: still, very chill
N
A store. (Thanks: Jayson Rocky Gardner)
The east door will only open for monsters.
Acrid smell.
F
A room that teleports the party somewhere cool and/or exotic (back to the tavern or China or a tavern in China) (Thanks: Jayson Rocky Gardner)
Have an AREA where magical items are forged and constructed, run by next-to unbeatable
creatures. For an exorbitant price these items can be purchased, but there is
no guarantee that they will actually work. Examples of prices are: trades for a number
of other items greater in overall value than the desired item; the entirety of a Red
Dragon's horde, some item in the possession of a Evil High Priest, Wizard, or demigod.
Air: clear.
W
3 stout hobbits
1000 sp
1000 cp
Armoire, filled with cobwebs.
E
A room with a recipe for killing a Big Bad (possibily in a strange language- hieroglyphic maybe) (Thanks: Jayson Rocky Gardner)
There is a 50% chance that the south door opens into another tesseract.
There is a scratching sound that can be heard beyond this door.
L2
STUDY (scholarly retreat)
VEGETATION, YELLING
box (large)
U2
100 pp
metal urn
spears released from walls if but a single coin is taken (4 spears, THACO 20 each)
Items which cause warning devices to fail and alertness to wane, thus ESP doesn't work,
secret doors are missed, slanting passages go undetected, and so forth.
crate
S2
hovercar (Thanks: Peter DuBois)
force field, talks intelligently
Gold holy symbol of Fei Lien & Feng Po (Lightning bolt on a black background) (1,000 gp)
C2
dilithium crystals (Thanks: Peter DuBois)
There is a ring among the crystals: putting it on returns people to a random room of the first tesseract.
Giant bubbles which float about int he corridors and rooms of the dungeons. The
slightest touch will explode them, causing from 1 to 10 dice damage depending on
the level they are on. These bubbles might (1 in 6) contain a gem.
strappado (definition, article) <>
N2
arrow trap, poisoned
illusion, resisting - specific
Box (empty) - 1 gp, 15# [OSRIC]
F2
750 ep
crystals
large wooden chest
W2
Captain America's shield (Thanks: Peter DuBois)
Items which cause warning devices to fail and alertness to wane, thus ESP doesn't work,
secret doors are missed, slanting passages go undetected, and so forth.
whetstone
E2
6 dire corbies
250 gp under a mound of shit in the center of the room
There is a 50% chance that the west door opens into another tesseract.
hat* (hat of stupidity)
L3
4 dire corbies
bag of holding (15 pounds, 250 pound capacity, 30 cubic feet)
wrought gold brooch (1300 gp)
crown
small coffer
painting, pivots 2 possible ways
U3
4 snyads
2000 sp
lentils
pottery jars
S3
special
special
Orreries,
Storage of theodelites and cartography tools
item
salt
C3
special
seed storage
A door which will open only for monsters.
Air current: still
N3
special
collection of animal hides
sulphurous smell: make a save vs. poison each round, beginning with a +6 bonus.
F3
1000 sp
small coffers
contact poison on treasure
A ring: putting it on returns people to a random room of the second tesseract.
A fireplace, with fruit on the mantle.
(1 bunch of grapes, 2 apples, 3 plums, 2 oranges, 8 strawberries, 9 blackberries, 7 raspberries, 2 peaches)
Air: foggy
W3
1 giant harvester termite
1000 sp
250 gp
Utu
*teeth, scattered (dragon's teeth)
E3
Items such as rings, apparel, weapons, etc. which cause bickering, and discord, thus
bringing more monsters to the sound of thet loud arguing.
<e.g. ring of bickering and discord>
Monster
The shriekers found in the area have a heavy growth of yellow mold upon them and if they are struck, the spores will spread in their usual poisonous cloud.
These creatures totally surround a pedestal.
Pedestal
This short, thick cylinder has six knobs in the shape of
flowers. Atop the pedestal lies a strangely wrought crown,
but it is untouchable due to a force field.
Turning the knobs will
1) lower one attribute of the character by 1 point,
2) give a magical shock for 5-50 hit points,
3) turn the character to gaseous form,
4) deliver a scroll upon which is a clue as to how to lower the force field,
5) turn the character permanently invisible, and
6) open a trap door in the floor which drops all in the room down a chute to a level far beneath the place.
A thumping sound begins 1 round after the shriekers begin to shriek.
APPENDIX A: NPC Parties.
character party
fighter: 1st: 10, 9, 10, 8, 8, 13: LN: scale & medium shield, longsword: AC5: HP 1
ranger: 1st: 13, 13, 14, 8, 15, 8: LG: scale & medium shield, longsword: AC5: HP 7
fighter: 1st: 14, 14, 11, 13, 13, 11: LE: chain & medium shield, longsword: AC4: HP 6: potion of extra-healing, potion of polymorph self
fighter: 1st: 11, 8, 4, 13, 17, 11: LG: chain & medium shield, longsword: AC4: HP 12
5 men-at-arms: studded leather, crossbow and dagger: AC7: HP 4, 6, 4, 5, 5
NPC party
CE hm MU3 (8, 18, 13, 11, 16, 12) (silver mirror, 3 flasks of oil) (detect magic, unseen servant, mount, Detho's delirium, flying fist, rope trick, detect evil) (AC10, HP13)
CG hf MU3 (7, 17, 15, 9, 10, 10) (tinder box, 1 week iron rations) (hold portal, spidereyes, detect magic, friends, forget, know alignment, locate object) (AC10, HP10)
CG df F3 (14, 9, 8, 14, 12, 6) (plate mail, shield, longsword) (hooded lantern, 4 flasks of oil) (AC2, HP18)
N hm F3 (17, 7, 9, 12, 13, 12) (plate mail, shield, longsword) (silver mirror, 50' rope) (potions: heroism, invulnerability, healing, hill giant strength) (AC2, HP7)
N hm F3 (16, 11, 11, 11, 11, 14) (plate mail, shield, longsword) (garlic, 10' pole) (AC2, HP25)
4 men-at-arms (studded leather, heavy crossbow and dagger)
Alternate party
3rd-level human genin
3rd-level human sumotori
3rd-level deep gnome fighter
3rd-level sea spirit folk kensai
3rd-level human genin
4 men-at-arms.
APPENDIX B
tesseract
Ralph McLaury "Special rooms have special people in them. I'm rooting for a cluster of doppelgangers"
Michael Holland Another room you do is called "The Hall of Change." It is a 30 to 40 foot long hall, 10 feet wide, that changes the properties of items. For example, the hall could changes a metal sword sheath to water, thus causing the sword to fall to the floor. Of course, the sword could change from metal to leather. I used something like this in an adventure I created. I made a table that each non-living item the person carried had a possibility of changing--some good, some bad. The tablet I created had the character roll 3d100 to get a result (yes, a roll of 3 to 300, each number had a different element).
Michael Holland Magic items get a saving throw, with a bonus of the plus on it, like a short sword +2 would save vs. magic with a +2 bonus.
Michael Holland By the way, the Hall if Change is a trap room...the whole hall is a trap. It cannot be detected except by Detect Magic spell. The only way to tell it was a trap when my players searched was a smiley face at each end of hall, on the ceiling.
Peter DuBois You could make a theme to special rooms for the megadungeon. Maybe there are non-medieval fantasy treasure items in the rooms, some of which are not useful to the PCs. Hovercars, dilithium crystals, a superheroes shield, etc.
James Robertson My copy of the guide is 1E. There were sub-tables for special rooms, and in some cases asterisk characters were used in footnotes to expand on the result. Can't really speak to any other editions. Never needed anything more than 1E.
Eric Vicaria Definitely pick a theme and stick with it as appropriate to the designers and/or inhabitants of the dungeon.
Victor Dorso Sliding walls ..... Lowering ceiling ..... Rising floor ...
Scholarly retreat? Orreries, storage of thodelites and cartography tools, seed storage, collection of animal hides, etc.
Cult of a destructive god? Shrine of broken weapons. Warehouse of captured banners. Store room of defaced holy icons.
1. Library
2. Creepy kids secret hideaway
3. An anomaly. Contents of a torn bag of holding
4. Portal to the ancient kings harem rooms (and now undead harem)
6. A trap(gasp)
7. A room under the stairs of another room
8. Garbage compactor on the prison level of the Death Star (minus Luke and Han, but with the tentacled beast)
9. An otyug refuse pit.
On and on. Remember rooms always have a purpose, it's costs money and energy to build them (even if you cannot fathom the purpose)
Robert Burke Potions lab, padded rm, summoning room.
Erik Saur How about an induction coil room that heats up only ferrous objects? Cause players to have to de-armor, remove some necklaces and rings, etc. no damage to items, but they have to be carted through...
Michael Holland You could make a checkerboard room, each square a different color that does something special when stepped on. Leave some squares blank or have no effect, just to mess with the characters.
Shawn R Grigg Room that has a Disjunction spell perma cast in it. That's about as harsh and evil a trick room as you can have happen to players. Make it the only way into and out of the treasure vaults. Some treasures are meant to be locked away for ever after all.
Mark Andrew Packer Encounter with high status NPC (like a character from the Forgotten Realms novels).
Tiny library with treasure maps detailing areas in the mega dungeon.
Room containing portal to a deeper level in the dungeon.
Lenard Lakofka It can be the room's shape, an elevator floor, having a special purpose that's unexpected (a potion concoction room, religious purpose, library), prison room for someone, a teleported in the center of a bare room....
APPENDIX C: THE TEETH OF DAHLVER-NAR
1st: Find traps (3/day)
2nd: Wall of ice - 2 times/day
3rd: Yelling becomes necessary to invoke spells with verbal components
"Centuries ago, evil magicians and priests created a great underground maze, at the nexus point of two lay lines. Later, a city was built on top of this, though the city has passed into ruins. Entrances to the underground realm have recently been discovered: it is rumored that mighty artifacts (such as the Rod of Seven Parts) and gates to other places, can be found there."
Credits: Note that I cut-and-paste a lot of text by Gary Gygax, from OD&D/Greyhawk/DMG. So, credit where credit is due.
1.
6 mountain dwarves
250 gp
100 pp
In pottery jars
There is a shifting well here. It moves between the 3 center squares of the room.
Air current: still.
2. SMITHY
"You see a 20'x20' room. There are giant bubbles floating in the air, and, pottery jars in the center of the room. There is an exit to the northeast (a passage), and, one to the southwest (a door)."
4 bandits
750 ep
1000 cp
In pottery jars
There is a symbol of fear on one of the pottery jars (save at -4)
Giant bubbles which float about int he corridors and rooms of the dungeons. The
slightest touch will explode them, causing from 1 to 10 dice damage depending on
the level they are on. These bubbles might (1 in 6) contain a gem.
There are 2 giant bubbles, here. They do 1d6 damage to all within 5'.
Earthy smell.
spessodil (crocodile from outer space) (thanks: Chris)
3. AVIARY
* LG hf F1 (13, 13, 11, 11, 8, 10) (scale mail, medium shield, longsword, pack A) (AC5, HP8)
* LG hf C1 (18, 13, 18, 15, 13, 11) (chain mail, small wooden shield, footman's flail, pack B) (portent, protection from evil, purify food & drink, pack A) (AC4, HP8)
* CN hf C1 (15, 5, 13, 11, 5, 9) (scale mail, large shield, footman's flail, pack B) (magic stone, endure cold/heat, detect evil) (AC5, HP6)
* N hf F1 (18.50, 12, 11, 11, 15, 9) (chain mail, medium shield, longsword) (AC4, HP4)
* 5 men-at-arms (scale mail, shield, spear, sword (long) and back pack.) (AC5, 2-7 HP each)
PACK A (38 gp, 52.7#)
2 - Backpack (cap. 20#)
2 - Large Sack (cap 40#)
6 - Lantern, bullseye
4 - 2 Oil Flasks
0.2 - Tinderbox
12 - 12 Iron spikes
1 - Small hammer
5 - Waterskin
20 - Normal rations
0.5 - 5 gp
PACK B (32 gp, 61.2#)
2 - Backpack (cap. 20#)
4 - 2 Large Sacks (cap 40# each)
6 - 6 Torches
6 - 3 Oil Flasks
0.2 - Tinderbox
10 - 10' Pole
7.5 - 50' Rope
5 - Waterskin
20 - Normal rations
0.5 - Mirror, silver
Alternate:
Illusionist
Fighter/Magic-User <Bladesinger: Fighter/Magic-User> (9.9.6...6.7.6) (STR+2, CON+1) (INT+2, DEX+1)
Halfling guardian
Houri
4 gems
1000 gp (star sapphire)
500 gp (deep blue spinel)
10 gp (obsidian)
50 gp (citrine)
scarab of insanity
1 key (for the pedestal room, area 23)
bag
Lifting the bag up causes spring darts to fly up from the floor (THACO 20, 6 darts, 1-4 damage each).
This room sinks down to level 1b.
Air: clear.
4. STABLE
Empty.
Water, large puddle.
5. LOUNGE
1 bandit
1000 sp
250 gp
Small wooden chests, appearing empty, but with secret compartments, where the treasure is kept.
Type #12: The Dread Portal. This, the
most infamous type of Nadruns doors,
contains an imprisoned wraith encased
within the door. The method of capture and
imprisonment within the door was lost with
Nadrun; all that is known is that anyone
touching the door directly is drained of 1
life energy level each time (or, if they remain in contact with it for more than one
round, 1 life energy level is drained per
round). The wraith cannot be turned or
dispelled while in the door, but can be
turned or dispelled if the door is shattered
and it escapes (whereupon it will probably
attack all living creatures nearby). (by Ed Greenwood)
The sound of whining can be heard.
There is a trap-door in the floor, leading to the cellar.
In the cellar, there is a gate (a circle of light) on the wall.
Also, there is a shark pool.
6. STUDY
3 rats
100 pp
1000 cp
iron trunk
An arch that talks nonsense.
eg.
Cold is with the monkey's ears and toes.
Cats dogs and babies its Tuesday.
Travel trips taken away go.
Friends are baskets and hats.
Wishes are hopping and trees are wet.
Food is sitting with weather flying.
rug (small-medium)
7. Pit, covered, floods
vestments
8. ANTECHAMBER
3 rats
Treasure, talks intelligently/normally
1000 sp
Slippers of kicking
pottery jars
Hidden by an illusion of piled up furniture against the east wall.
thongs
9.
"There is a pool of water in the center of the room."
5 cavemen
There is a pentagram on the floor, in front of the pool of water.
10.
Door, spring (cf. A1)
A large sack filled with bones.
among the bones is the gate-key for the fire-gate in room 43
Nephthys
11.
5 duergar
He has an ewer.
12. TEMPLE
Special
The door to the southwest only opens for monsters.
Sanctuary, offertory container, tripod
Sanctuary, unholy symbols, side chair(s)
Sanctuary, robes, altar
2 gate keys are on the altar
1 key is the Boot Hill key
1 key is the Gamma World key
13. AUDIENCE-CHAMBER
4 kuo-toa
6 rats
100 pp
2000 sp
3 gems: 500 (amber), 100 (jade), 50 (chalcedony)
A strange device: it is inert.
1 key (for the pedestal room, area 23)
robes
small coffers
14. THRONE ROOM
pipe (large cask)
fireplace with mantle
staff of conjuring fruit
loom
15. GAME ROOM
"A 10x10 room, with a column in the center."
The column randomly acts.
Cup, of the thinnest beaten gold set with a lipring of 12 tiny (500-gp value) emeralds, chased
and embossed in rings of abstract pattern
(interlocked rings, vertical and horizontal bars
interwoven with them). (6,250 gp) (by Ed Greenwood, Dragon 80)
bec de corbin
16.
Treasures protected by force fields. The force fields will give damage if touched, but
levers and buttons nearby will have a chance of lowering the field. Naturally, most of
these switches will cause bad things to happen.
3 levers, 4 buttons, 1 large red button
750 ep
cheese: cheddar
Satan
17. GREAT HALL
There is an arch on the east wall.
Touching this teleports one to room #1.
A cold current of air.
18. ROBING ROOM
Treasures protected by force fields. The force fields will give damage if touched, but
levers and buttons nearby will have a chance of lowering the field. Naturally, most of
these switches will cause bad things to happen.
3 levers, 4 buttons, 1 large red button
250 gp
A dank, moldy smell.
19. HALLWAY
4 xvarts
1 key (for the pedestal room, area 23)
Air: clear.
The 1st Tooth of Dahlver-Nar floats in the air, in the center of the hallway!!
A dog named fluffy
20.
Empty
Cobwebs.
21.
250 gp in a large sack
Lizard man idol, randomly acts
The sound of laughter can be heard.
cleaning robot (thanks: Morwen)
22. PANTRY
Room complexes which are all parts of a monster, the first room being the mouth, the
next the stomach, and so forth.
AC10, HP100. 50 points of damage will cause the monster to vomit out the PCs.
Characters in the stomach region take 1d4 points of acid damage, per round.
A bed is just outside of the mouth of the monster.
23. BARRACKS
2 dire corbies
750 ep
1000 sp
silver unholy symbol (50 gp)
contained in an invisible huge chest
Along the wall opposite the door are three pedestals. The bases are
made of mithral and the tops are made of glass. Most things that touch
the glass will disappear in a puff of black smoke. (Magical items are given
a saving throw according to their powers. Parts of a live person’s body,
instead of disappearing, take 2-7 points of damage.)
If any pedestal is picked up and studied, a keyhole will be found on
the bottom. (The key is a magic one and should be hidden somewhere
else in the dungeon.) Note: Being made of mithral, the pedestals are
very light and can be lifted by almost anyone; however, they will
disappear forever if carried out of the room.
The left pedestal contains a Speed Potion and will open only if a
Fighter or a Thief is holding the magic key.
The center pedestal contains a Staff of Healing and will open only if
a Good Cleric is holding the key.
The right pedestal contains a Wand of Fear and will open only if a
Magic-User is holding the key. (Dragon 35: by Stephen Zagieboylo)
24. SECRET ROOM
5 gorbels
Stairs up one level
An inert computer.
"U" rack
1 elf, 1 human
25.
Floor absorbs the sound of anything making direct contact with
it (i.e., footsteps, prodding poles,
skidding chairs, etc.) (Dragon 115)
Cruet (Small glass bottle with a fitted glass top; used for holding fluids.) (worth 1 gp)
26. MEDITATION ROOM
5 larvae
5 skunks
750 ep
Sword +1, +2 vs. magic-using & enchanted creatures (14 INT, speech, LG, detect gems, kind, and number in a 0.5” radius, detect evil in a 1” radius, special purpose: slay evil fighters, speaks LG, lizard man, and salamander)
Packet containing blinding powder (blinding powder (Blinding powder (pair) (legality: var., var. - *, PHBR2.103: 100, strapping)
huge chest
trap door opens 6' in front of container
2d4 rounds after entering, 2 orcs in a jeep with a mounted M-60 machine gun appear.
A circle of light appears 1 round before, as they 'phase in'.
gate to Gamma World: a glowing circle of light on the west wall
requires the gate-key from area 12
27. ENTRY-ROOM
Type #3: This door bears a permanent
symbol (see the 8th-level magic-user spell
and 7th-level cleric spell) graven upon it,
usually covered by a sliding overlay panel,
which moves aside to reveal the symbol
whenever a living creature(s) approaches
within 1 of the outward or active side
of the door. (Too much casting of permanency spells is said to have aged Nadrun
prematurely.) (by Ed Greenwood, Dragon 106)
All creatures under 8+ 1 hit dice will immediately fall into a catatonic slumber and cannot be awakened for 5 to 16 (d12 + 4) turns.
6 gibberlings
50' of rope
There is a bottle of brandy at the center of the south wall: taking it opens up a pit, 10' deep, with spikes.
1d4 spikes, each doing 1d6 damage.
The bottom of the pit is filled with brandy.
After the trap is activated, a Level 1 Byzantine chef enters the room, via teleport.
A circle of light appears (1 round), and then Zee Chef phases in.
Thanks: vondan
28. CHAPEL
Anyone stepping in the 10' cubicle to the south is teleported to room #16.
Shrine, pillars, mosaics, altar.
29. TORTURE CHAMBER
1 vilstrak
1000 cp
750 ep
Loose
Contact poison on treasure
This room has a domed ceiling.
Iron maiden, grill, branding irons, iron maiden.
30. LOUNGE
6 giant harvester termites
100 pp
750 ep
The treasure is kept in iron trunks, hidden by an illusion of giant mushrooms.
Vegetation grows here, and it will give an electrical shock to anyone carrying magic items, or, under the effect of a spell.
Linen (drawers) with a shit stain.
There is an NPC magic-user on the ceiling.
(human male, level 4, AC10, HP20)
beholder (illusionary)
reverse gravity room, with a sticky ceiling
(thanks: Morwen)
31. DIVINATION-ROOM
False stairs, going down.
There is an oven for baking bread here.
There is a candelabra at the top of the stairs.
Candelabra, heavy ( 100-gp weight), solid
silver, black-tarnished, with four stepped
branches beaten into the appearance of curling
stems, with open flowers to hold candles. (5 gp)
(by Ed Greenwood, Dragon 80)
32.
Combination room
There is what looks like a combination lock on the north wall.
There is a hunk of beef here.
The 2nd Tooth of Dahlver-Nar floats in the air, in the center of the room!!
A gate-key for the Hell-gate in area 72 is on the center of the floor.
33.
Special
2 rothe
250 gp
1000 sp
bags
Blade scythe from the wall, should someone pick up the bags (THACO 20, 1d6 damage)
North door: The door is invisible.
Player characters take 1 hp damage for walking into the door (1-3 hp if running) and may have some difficulty opening it. (Dragon 115)
Air current: downdraft, strong.
There is a sliding section of wall here, which is opened by the lever in area 100.
34.
Opening the east door here releases a corroding gas. Everyone takes 1d6 hp damage per round.
There is a key on the floor: this is the key for room #60.
Dank, moldy smell.
35.
1 kuo-toa
Air: hazy (dust).
36. GUARDROOM
1 giant cave cricket
Stairs go up 1 level, and, then down 2.
Gravity is increased on the stairs.
Leather boot (high soft).
37. DIVINATION-ROOM
5 xvarts
On the floor, almost covering the whole hallway, is a magical type of
quicksand, or Quickfloor. Ten feet away from the edges of the Quickfloor on
both sides are wooden posts (similar to the posts of a pier).
Anyone who falls in the Quickfloor will sink and drown in 4-7
rounds (3-6 rounds if wearing chainmail, 2-5 for plate mail). All rescue
attempts (magical or otherwise) will be futile, except for throwing the
person a rope and tying it to either wooden post This will always work if
done in time.
Each person in front of the marching order has at least a 40%
chance of noticing the Quickfloor before falling in; halflings have a 60%
chance.
Any player may attempt to cross the floor without falling in, with the
chance of doing so determined by dexterity: For Dex 3-5, chance of
falling is 90%; for Dex 6-9, 75%; for Dex 10-13,50%; for Dex 14-16,
20%; for Dex 17 or higher, 10%.
A rope tied to both posts will form a magic bridge across the floor
which is perfectly safe. However, anyone trapped in the quicksand
when the bridge is formed will be instantly killed. Untying or cutting the
rope on either side will make the bridge disappear. (by Stephen Zagieboylo, Dragon 35)
A rustling sound is heard.
5 giant rats.
38.
1000 sp
pottery jars
contact poison on container
There is a gate in this room, in the center of the west wall.
Chair, padded, arm.
39. GUARDROOM
A hall of gambling where there are some great items to be won, but where the stakes are
large amounts of money and magic items and the games are fixed. (Teach the players
that you can't expect to get something for nothing!)
Minimum bet is 1000 gp.
Plate mail +2 (10,500)
Bronze plate mail +2 (7,500)
Axe +2 (3,750)
Sword +1, 3 vs. lycanthropes & shape-changers (Werebane - OSRIC) (3,500)
The odds are 2:1 in favor of the house.
Pillars.
40. CISTERN
4 quaggoths
5 obliviax
3 giant rats
1000 cp
MU scroll with detect invisibility
dwarf-sized plate mail +2
ultimate solution
branding irons
treasure is loose
Trapdoor opening 6' in front of treasure: leads to area 41 on level 1C.
1d6 falling damage.
Devices which have numbers of levers, buttons, dials or whatever; and the movement of
each will cause a different thing to happen.
Typical examples of results:
1) damage to mover;
2) change alignment;
3) become another class;
4) become a monster;
5) lose a level;
6) teleported elsewhere
7) release various missiles which come out or down within a certain area;
8) open pits or slides;
9) give various treasures;
10) give a magic item; and
11) give some bonus to experience or abilities
41. STUDY
Trap door in ceiling, leads to area 40.
Pan: A heavy frying pan does 1-8 points of damage (at least in the hands of Tika!) (DL2.7)
Skillet - 1 gp, 5# [OSRIC]
6 larvae
750 ep
1000 cp
large sacks
There is a 50% chance of a door appearing in the center of the west wall.
Check each time this room is entered.
42. WORKROOM
5 booka
100 pp
wrought gold belt worth 1300 gp *
metal urn
The platinum and the belt are greasy.
* Touching the wrought gold belt places one in suspended animation.
43.
An intelligent and malign door.
An ogre sitting on a chest with 100 gp and a flask of brandy.
A circle of red light is on the eastern wall.
This is a gate to the Elemental Plane of Fire.
Requires the gate-key from area 10.
Baphomet
44. TROPHY ROOM
2 berserkers
1000 sp
750 ep
battle axe
hood
small coffers
The southwest door is made of iron, and is impassable.
A lever in area 100 opens it.
45. LABORATORY
3 bowlers
Pendant; fire opal (1,400-gp value) with a
gilded, fine twist-link neck chain. (1500 gp)
(by Ed Greenwood, Dragon 80)
46.
1000 sp and 64 biscuits (lembas) in a huge chest.
A tallfellow hobbit sits atop the chest, munching biscuits (lembas).
Anyone who enters the passage to the south becomes invisible.
They become visible again once they leave the passage.
47. CONJURING-ROOM
A hall of gambling where there are some great items to be won, but where the stakes are
large amounts of money and magic items and the games are fixed. (Teach the players
that you can't expect to get something for nothing!)
Minimum bet is 1000 gp.
Dagger +2, +3 vs. creatures larger than man-sized (2,000)
Chain mail +2 (7,500)
Full plate armor +2 (50,000)
Battle axe +1 (2,500)
The odds are 2:1 in favor of the house.
Air current: still.
48. --
5 xvarts
750 ep
4 gems:
amethyst (500)
rhodochrosite (10)
smoky quartz (50)
very deep blue spinel (1000)
metal urn
Oil (equal to one flask) pours on random person from hole in ceiling, followed by flaming cinder (2.12 h.p. damage unless successful save vs. magic is made, which indicates only 1-3 h.p. damage).
There is a metallic smell in this room.
Mitra
49. --
This hallway is filled with water, to a depth of 20'.
There is a right whale in the water.
The air is clear in this room.
50. --
Chimney, down 2 levels.
There are ashes at the bottom of the chimney.
51. PRIVY
5 nupperibo
1000 sp
750 ep
stone container
Animated stool, AC7, HP10, Damage: 1d4
A scrabbling sound can be heard in the distance.
1 orc
52. SMITHY
Hekaforge:
Have an AREA where magical items are forged and constructed, run 4 greater cyclops.
For an exorbitant price these items can be purchased, but there is no guarantee that they will actually work.
The price is: --trades for a number of other items greater in overall value than the desired item--
The items are:
* bronze plate mail +2 (7500 gp)
* khopesh +4 (25,000 gp)
* scroll of protection from elementals (4,500 gp) (does not work)
* potion of polymorph self (350 gp) (does not work)
* buckler +1 (1500 gp)
* staff of striking (15,000 gp) (does not work)
53. THRONE ROOM
Special.
Door which has intelligence.
Throne.
Sobek
54. --
3 bats
1 kobold
Boots (iron)
55. --
Stairs down to 56. on level 4.
The stairs randomly cast a random spell every round someone is on them.
There is a pipette at the top of the stairs.
56. --
Stairs up to 55 on level 2.
Midway down, there is a circle of light on the south wall.
This is a gate, to Ada (culture area #7)
distortedhumor
There is a large wooden chest at the bottom of the stairs: inside is a packet of cocaine.
57. TORTURE CHAMBER
wheel
whips
boots (iron)
rack
pincers
boots (iron)
basket
There is a box inside a basket.
The box is a box of animal crackers which will spring to life when grasped; for example,
a bear might dump a bowl of porridge on the player's head,
a giant fox might demand a bunch of grapes or else he'll attack,
a lion will attack unless a thorn in his paw is removed, and so on.
* bear (see above)
* giant fox (see above)
* lion (see above)
* elephant
* monkey
* owl
* penguin
* rabbit
* ram
* rhinoceros
* turtle
* zebra
58. --
Sloping passage, down to 59 on level 3.
There is a flask of fuel oil midway down the passage.
iron golem (illusionary) on wheels (thanks: Morwen)
59. --
Stairs.
Up: sloping passage (59 on level 2)
Down: elevator room (60 on level 4)
There is a belt midway down the stairs.
60. EXERCISE-ROOM
Elevator room
There is a depression in the shape of a human hand on the north wall.
Placing one's hand on the depression will cause the elevator to descend/ascend.
There is a keyhole in the center of the hand.
If the correct key (found in room 34) is placed in the keyhole and turned, nothing happens.
In a depression in the center of the room is an orb.
Orb; 5 diameter sphere of solid gold cut with a
relief design of four sylphs, amid clouds, holding up a mirror (polished area), the eyes of the
sylphs being tiny cabochon-cut rubies (1,000-
gp value, each). (8,680 gp) (by Ed Greenwood, Dragon 80)
Modern exercise equipment can be found here.
Working out for 1 hour grants a 1% increase to STR.
This benefit can be accessed only once per day.
There is enough equipment for a party of 6.
Each time the characters return to this room, there is a 10% chance that the equipment will no longer be there.
61. --
Stairs down 2 levels (to 62 on level 6)
A haunch of pork at the top of the stairs.
62. --
Stairs up 2 levels (to 61 on level 4)
Air Current: Still
63. --
Sloping passage (to 64 on level 6)
Earthy smell
The 3rd Tooth of Dahlver-Nar floats in the air, in the center of the passage!!
64. --
Top of the slide (63 on level 4)
Bottom of the slide (65 on level 7)
Air: clear
65. --
Slide up to 64 on level 6.
Large puddle of water at the bottom of the slide.
66. --
Special.
A dead and decomposing hobgoblin, which contains 1 rot grub.
The sound of creaking can be heard.
67. CHAPEL OF MAGNI (God of Strength)
4 skunks
10' pit at the north end of the room
crate
bells(s), incense burner(s), statue(s), drum
altar: a sacrifice of precious metals (1000 gp minimum) will be rewarded with a one-time bonus of 1d10% to strength. characters with the Religion skill will know that precious metals are sacrificed to Magni.
68. COURT
Special.
2 shriekers
750 ep
250 gp
iron trunk
pedestal
chimes (1 of them is a chine of opening)
69. --
6 vulchlings
chains hang from the ceiling, here
70. CLASSROOM
A door with a malign intelligence, named Mars.
He shrieks: "How can you have any meat, if, you don't eat your pudding?"
There is a magick circle in front of the door.
71. --
Wall 10' behind slides across passage blocking it for from 57 turns.
(This wall appears just to the north of the door).
2 bags, both filled with bacon strips
72. --
3rd level female half-elf druid
spell: cure wounds
equipment: rope, 50'
(she is laying on the floor, hogtied)
thanks: jamerowe1
a circle of light on the west wall, deep red
this is a gate to Hell (Avernus)
requires the gate key from area 32
73.
stairs, down 2 levels to area 74 on level 4.
at the top of the stairs: a pair of trousers (pants!)
74. --
stairs, up 2 levels to area 73 on level 2.
at the bottom of the stairs:
Sword, of steel plated with silver. Simple crosshilted blade with a cabochon-cut piece of jet
(500-gp value) set into the center of the tang
where the quillons meet it. A non-magical
longsword. (by Ed Greenwood: Dragon 80.30)
1 war dog
75. --
One-way door
Waterskin (Full) against the door.
gate to Boot Hill: a glowing circle of light on the west wall
requires the gate key from area 12
76. --
Passage, closed by stone block
Air Current: breeze, strong gusting (as gust of wind)
77. GREAT HALL
5 goblins
1 monodrone
A wishing well which gives fulfillment of wishes according to the value of the item tossed
within it.
1. 5000 gp
2. 5000 gp
3. 5000 gp
4. 10,000 gp
5. 10,000 gp
6. 10,000 gp
7. 15,000 gp
8. etc.
The smell of piss is strong in this room.
78. ANTECHAMBER
"There is a bottomless pit in the center of the west wall.
Just to the south of that, there is an alcove, with a door leading to the south.
There is an archway in the center of the east wall.
The air is hazy, and, full of dust."
2 gibberlings
250 gp
1000 sp
loose
a large sack, suspended in air: a hand points out of the sack, to a random party member
after 1 round, the hand is gone...
the sack is contains some kind of a viscous ooze
79. WORKSHOP
door, falling: the first rank takes 1-2 points of damage, if they try to open the door
2 gnomes, 1 wields a Scimitar +2
100 pp
small coffer
After the battle, Balder teleports in.
"Hi, my name is Balder!"
"Charisma is NOT a dump-stat"
Everyone in the party receives a +1 to Charisma.
Balder then teleports out...
This only happens once.
bat guano covers the floor
gate to a GSS (generic space setting) (GM: distortedhumor), a circle of light on the southern wall
80. REFECTORY
6 berserkers
a moaning female is heard in the distance
81. MEDITATION ROOM
This is a jar which is alternately a polymorphed black pudding which the touch of a character will dispel to its normal form,
or an obsidian vase of the finest workmanship which is worth 5,000 gold pieces.
If a polymorph spell is cast upon the jar form, or a dispel magic is cast upon the vase form, then the vase will become a normal item of great worth.
Otherwise, each time it is touched there are equal chances for either form to exist.
Snake sand
Lucerne hammer
pillow
82. -
sanctuary
83. -
6 shriekers
A hat which causes the wearer to immediately shrink to a minimus, requiring a
Growth Potion to restore normal size once again.
wheel
84. -
chimney, up 2 levels to 84b on level 1
tripod
85. -
The portcullis blocking the south entrance can be lifted by the level in area 100.
6 gibberlings
1000 sp
scroll with feign death & hallucinatory terrain
iron trunk, under a loose stone in the floor
a painting is on the wall
5 pirates
6 ear seekers in the north door
container: lump(s)
86. TEMPLE OF KALI
6 mountain dwarves
1 dire corby
1000 cp
1000 sp
huge chest
jar
2 wolves (on the side of the dire corby)
86a.
illusion room ('holodeck'): Boot Hill (thanks: Morwen)
jupon
86b.
illusion room ('holodeck'): Gamma World (thanks: Morwen)
medallion*
87. -
2 jermlaine
750 ep
1000 sp
small wooden chests
The 3 doors to the south can only be opened by monsters.
1 sahuagin
1 cellar shark
Killing the cellar shark will summon Sekolah
88. LIBRARY
5 bookworms
1 dead hill dwarf
Lice which turn to germs.
If a character has contact with the dead hill dwarf, roll on the DMG disease table.
Jar of raspberry jam
89a. -
Stairs down 1 level to level 4.
Air current: gusting breeze
89b. -
Stairs up 1 level to level 3.
Air current: gusting breeze
90. SMITHY
Jaw trap in front of the northeast door.
1d6 damage, slows movement as per a caltrop.
Bend bars/lift gates to extricate a leg from the trap.
1 gibberling
"Treasures protected by force fields. The force fields will give damage if touched, but
levers and buttons nearby will have a chance of lowering the field. Naturally, most of
these switches will cause bad things to happen."
1d6 damage if the force field is touched.
6 levers
6 buttons
1. 1d6 damage
2. -1 on a random ability score
3. set this one to up
4. insanity
5. random disease
6. nothing happens
1. loss of all body hair
2. 1 item becomes non-magical
3. blindness
4. deafness
5. sex change
6. press this button
So, if lever 3 is up, and, button 6 is on, then the force field is deactivated.
The treasure behind the force field is 250 gp.
dank, mouldy smell
90a.
Stairs down 1 level to level 4.
Air: steamy
90b.
Stairs up 1 level to level 3.
Air: steamy
91. CORRIDOR
A dress which causes the wearer to immediately shrink to a minimus, requiring a Growth Potion to restore normal size once again.
1000 cp (in secret compartment)
huge chest
secret compartment in container
Tiamat
dampness, ceiling
92. PRISON
1 goblin
The sound of scrabbling can be heard, approaching from the east.
93. STORAGE ROOM
5 obliviax
1000 sp
box of animal crackers
iron trunk
A box of animal crackers which will spring to life when grasped; for example,
a bear might dump a bowl of porridge on the player's head,
a giant fox might demand a bunch of grapes or else he'll attack,
a lion will attack unless a thorn in his paw is removed, and so on.
At least one of the animals will give some treasure or aid of some sort.
(Treasure: 100 pp)
"In total, 37 different animals have been featured in Barnum's Animals Crackers since 1903. The current cookies are bear, bison, camel, cougar, elephant, giraffe, gorilla, hippopotamus, hyena, kangaroo, lion, monkey, rhinoceros, seal, sheep, tiger, and zebra.[4] To celebrate its 100th anniversary, Barnum's added the koala to the menagerie in September 2002."
brazier* and charcoal
(brazier of sleep smoke)
94. SMITHY
6 snyads
a fob worth 11,000 gp (silver and gems)
scroll of protection from elementals (ivory scroll case)
iron trunk
This is an area where magical items are forged and constructed.
4 greater cyclops
footman's mace +1 (3,000)
plate mail of vulnerability (1,500)
ring mail +2 (6,000) (does not work)
They will trade for a number of other items greater in overall value than the desired item(s).
tripod
95. PANTRY
A circle of light is on the eastern wall. It is a gate to the Dueling Room. (Dragon #40)
The demon princess Noticula is trapped in a pentagram, in the center of the floor.
chains dangle from the ceiling, one above every 10' square, except for the center square.
Chain (per 10 ft) - 30 gp, 10# [OSRIC]
96. -
Stairs which lead down to a dead end.
A waterclock is at the bottom of the stairs.
97. CRYPT
A room that opens some historical information on the dungeon. (Thanks: Jayson Rocky Gardner)
"There were 10 ancient cities, said to have been made by the gods themselves.
Each of 10 cities contained a gate to a mysterious underground realm, built at the nexus of two ley lines.
1 of these cities was built in Hind: the location of the other 9 cities remains a mystery.
A mysterious being of great power, known as Dahlver-Nar, was said to have been buried in this underworld.
The teeth of Dahlver-Nar, 32 in number, are hidden in this underworld.
As well, the fabled Rod of Seven Parts is said to be sequestered in this underworld.
Last but not least, at least 1 powerful demon is imprisoned in this underworld."
These words are engraved on the west wall, in the Common tongue.
Touching the wall will cause a holograph to appear, depicting the history of the underworld.
(Similar to the scene in Prometheus).
There is a fireplace and wood on the east wall.
The fireplace is large enough for a man-sized being to enter.
Any living creature that enters the fireplace is disintegrated.
A packet of cocaine is on top of the mantle of the fireplace (1 oz.).
98. -
Fountain
4 drinks
2 effects per drink
drinker is teleported home (with full shares)
next weapon touched becomes a +1 weapon
3 gems
opal (1000 gp)
chalcedony (50 gp)
spinel (very deep blue) (1000 gp)
pottery jar
Type #7: Any creature passing through
this type of door (or sometimes, every second or third creature passing through) must
save vs. spell or be blinded and feebleminded for 2-5 rounds. At the end of this
time, affected victims must save again, at
+ 2; if this save is failed, they remain feebleminded, or blinded, or both (DMs
choice) for a further 2-5 rounds.
(By Ed Greenwood, Dragon 106)
dipper
99. TEMPLE OF KARTTIKEYA
1 shrieker
dagger +1
250 gp
hat* (hat of stupidity)
small coffer
A pit which sends one to a random location on Aerth.
100. -
Tesseract
L
A room that allows looking at some other specific point in the dungeon. (Area 25) (Thanks: Jayson Rocky Gardner)
medallion* (medallion of thought projection)
U
5 snyads
750 ep
metal urn
The north door is a one-way door.
porridge (dry)
S
A control room that can open doors, portcullis, sliding walls etc. (Thanks: Jayson Rocky Gardner)
3 levers, in the down position.
1. opens the iron door in area 44.
2. raises the portcullis at area 85.
3. opens the sliding wall at area 33.
4. opens a gate which provides egress from the tesseract (roll d100 for location).
West door: 33. The door frame of this door is hollow and spring-loaded with bolts. When
the door is opened, these bolts shoot out
and automatically hit the first person to
walk through the doorway. The door
f r a m e c o n t a i n s 1 d 1 0 + 1 0 b o l t s t h a t d o 1 -
2 t o l - 6 h p d a m a g e e a c h ; t h e y f i r e e i t h e r
individually or all at once.
(by Dan Snuffin, Dragon 115)
salt
C
3 gnomes
1000 sp
250 gp
stone container
Spinning face (this is the face of Dahlver-Nar)
The north door is a resisting door.
Air current: still, very chill
N
A store. (Thanks: Jayson Rocky Gardner)
The east door will only open for monsters.
Acrid smell.
F
A room that teleports the party somewhere cool and/or exotic (back to the tavern or China or a tavern in China) (Thanks: Jayson Rocky Gardner)
Have an AREA where magical items are forged and constructed, run by next-to unbeatable
creatures. For an exorbitant price these items can be purchased, but there is
no guarantee that they will actually work. Examples of prices are: trades for a number
of other items greater in overall value than the desired item; the entirety of a Red
Dragon's horde, some item in the possession of a Evil High Priest, Wizard, or demigod.
Air: clear.
W
3 stout hobbits
1000 sp
1000 cp
Armoire, filled with cobwebs.
E
A room with a recipe for killing a Big Bad (possibily in a strange language- hieroglyphic maybe) (Thanks: Jayson Rocky Gardner)
There is a 50% chance that the south door opens into another tesseract.
There is a scratching sound that can be heard beyond this door.
L2
STUDY (scholarly retreat)
VEGETATION, YELLING
box (large)
U2
100 pp
metal urn
spears released from walls if but a single coin is taken (4 spears, THACO 20 each)
Items which cause warning devices to fail and alertness to wane, thus ESP doesn't work,
secret doors are missed, slanting passages go undetected, and so forth.
crate
S2
hovercar (Thanks: Peter DuBois)
force field, talks intelligently
Gold holy symbol of Fei Lien & Feng Po (Lightning bolt on a black background) (1,000 gp)
C2
dilithium crystals (Thanks: Peter DuBois)
There is a ring among the crystals: putting it on returns people to a random room of the first tesseract.
Giant bubbles which float about int he corridors and rooms of the dungeons. The
slightest touch will explode them, causing from 1 to 10 dice damage depending on
the level they are on. These bubbles might (1 in 6) contain a gem.
strappado (definition, article) <>
N2
arrow trap, poisoned
illusion, resisting - specific
Box (empty) - 1 gp, 15# [OSRIC]
F2
750 ep
crystals
large wooden chest
W2
Captain America's shield (Thanks: Peter DuBois)
Items which cause warning devices to fail and alertness to wane, thus ESP doesn't work,
secret doors are missed, slanting passages go undetected, and so forth.
whetstone
E2
6 dire corbies
250 gp under a mound of shit in the center of the room
There is a 50% chance that the west door opens into another tesseract.
hat* (hat of stupidity)
L3
4 dire corbies
bag of holding (15 pounds, 250 pound capacity, 30 cubic feet)
wrought gold brooch (1300 gp)
crown
small coffer
painting, pivots 2 possible ways
U3
4 snyads
2000 sp
lentils
pottery jars
S3
special
special
Orreries,
Storage of theodelites and cartography tools
item
salt
C3
special
seed storage
A door which will open only for monsters.
Air current: still
N3
special
collection of animal hides
sulphurous smell: make a save vs. poison each round, beginning with a +6 bonus.
F3
1000 sp
small coffers
contact poison on treasure
A ring: putting it on returns people to a random room of the second tesseract.
A fireplace, with fruit on the mantle.
(1 bunch of grapes, 2 apples, 3 plums, 2 oranges, 8 strawberries, 9 blackberries, 7 raspberries, 2 peaches)
Air: foggy
W3
1 giant harvester termite
1000 sp
250 gp
Utu
*teeth, scattered (dragon's teeth)
E3
Items such as rings, apparel, weapons, etc. which cause bickering, and discord, thus
bringing more monsters to the sound of thet loud arguing.
<e.g. ring of bickering and discord>
Monster
The shriekers found in the area have a heavy growth of yellow mold upon them and if they are struck, the spores will spread in their usual poisonous cloud.
These creatures totally surround a pedestal.
Pedestal
This short, thick cylinder has six knobs in the shape of
flowers. Atop the pedestal lies a strangely wrought crown,
but it is untouchable due to a force field.
Turning the knobs will
1) lower one attribute of the character by 1 point,
2) give a magical shock for 5-50 hit points,
3) turn the character to gaseous form,
4) deliver a scroll upon which is a clue as to how to lower the force field,
5) turn the character permanently invisible, and
6) open a trap door in the floor which drops all in the room down a chute to a level far beneath the place.
A thumping sound begins 1 round after the shriekers begin to shriek.
APPENDIX A: NPC Parties.
character party
fighter: 1st: 10, 9, 10, 8, 8, 13: LN: scale & medium shield, longsword: AC5: HP 1
ranger: 1st: 13, 13, 14, 8, 15, 8: LG: scale & medium shield, longsword: AC5: HP 7
fighter: 1st: 14, 14, 11, 13, 13, 11: LE: chain & medium shield, longsword: AC4: HP 6: potion of extra-healing, potion of polymorph self
fighter: 1st: 11, 8, 4, 13, 17, 11: LG: chain & medium shield, longsword: AC4: HP 12
5 men-at-arms: studded leather, crossbow and dagger: AC7: HP 4, 6, 4, 5, 5
NPC party
CE hm MU3 (8, 18, 13, 11, 16, 12) (silver mirror, 3 flasks of oil) (detect magic, unseen servant, mount, Detho's delirium, flying fist, rope trick, detect evil) (AC10, HP13)
CG hf MU3 (7, 17, 15, 9, 10, 10) (tinder box, 1 week iron rations) (hold portal, spidereyes, detect magic, friends, forget, know alignment, locate object) (AC10, HP10)
CG df F3 (14, 9, 8, 14, 12, 6) (plate mail, shield, longsword) (hooded lantern, 4 flasks of oil) (AC2, HP18)
N hm F3 (17, 7, 9, 12, 13, 12) (plate mail, shield, longsword) (silver mirror, 50' rope) (potions: heroism, invulnerability, healing, hill giant strength) (AC2, HP7)
N hm F3 (16, 11, 11, 11, 11, 14) (plate mail, shield, longsword) (garlic, 10' pole) (AC2, HP25)
4 men-at-arms (studded leather, heavy crossbow and dagger)
Alternate party
3rd-level human genin
3rd-level human sumotori
3rd-level deep gnome fighter
3rd-level sea spirit folk kensai
3rd-level human genin
4 men-at-arms.
APPENDIX B
tesseract
Ralph McLaury "Special rooms have special people in them. I'm rooting for a cluster of doppelgangers"
Michael Holland Another room you do is called "The Hall of Change." It is a 30 to 40 foot long hall, 10 feet wide, that changes the properties of items. For example, the hall could changes a metal sword sheath to water, thus causing the sword to fall to the floor. Of course, the sword could change from metal to leather. I used something like this in an adventure I created. I made a table that each non-living item the person carried had a possibility of changing--some good, some bad. The tablet I created had the character roll 3d100 to get a result (yes, a roll of 3 to 300, each number had a different element).
Michael Holland Magic items get a saving throw, with a bonus of the plus on it, like a short sword +2 would save vs. magic with a +2 bonus.
Michael Holland By the way, the Hall if Change is a trap room...the whole hall is a trap. It cannot be detected except by Detect Magic spell. The only way to tell it was a trap when my players searched was a smiley face at each end of hall, on the ceiling.
Peter DuBois You could make a theme to special rooms for the megadungeon. Maybe there are non-medieval fantasy treasure items in the rooms, some of which are not useful to the PCs. Hovercars, dilithium crystals, a superheroes shield, etc.
James Robertson My copy of the guide is 1E. There were sub-tables for special rooms, and in some cases asterisk characters were used in footnotes to expand on the result. Can't really speak to any other editions. Never needed anything more than 1E.
Eric Vicaria Definitely pick a theme and stick with it as appropriate to the designers and/or inhabitants of the dungeon.
Victor Dorso Sliding walls ..... Lowering ceiling ..... Rising floor ...
Scholarly retreat? Orreries, storage of thodelites and cartography tools, seed storage, collection of animal hides, etc.
Cult of a destructive god? Shrine of broken weapons. Warehouse of captured banners. Store room of defaced holy icons.
1. Library
2. Creepy kids secret hideaway
3. An anomaly. Contents of a torn bag of holding
4. Portal to the ancient kings harem rooms (and now undead harem)
6. A trap(gasp)
7. A room under the stairs of another room
8. Garbage compactor on the prison level of the Death Star (minus Luke and Han, but with the tentacled beast)
9. An otyug refuse pit.
On and on. Remember rooms always have a purpose, it's costs money and energy to build them (even if you cannot fathom the purpose)
Robert Burke Potions lab, padded rm, summoning room.
Erik Saur How about an induction coil room that heats up only ferrous objects? Cause players to have to de-armor, remove some necklaces and rings, etc. no damage to items, but they have to be carted through...
Michael Holland You could make a checkerboard room, each square a different color that does something special when stepped on. Leave some squares blank or have no effect, just to mess with the characters.
Shawn R Grigg Room that has a Disjunction spell perma cast in it. That's about as harsh and evil a trick room as you can have happen to players. Make it the only way into and out of the treasure vaults. Some treasures are meant to be locked away for ever after all.
Mark Andrew Packer Encounter with high status NPC (like a character from the Forgotten Realms novels).
Tiny library with treasure maps detailing areas in the mega dungeon.
Room containing portal to a deeper level in the dungeon.
Lenard Lakofka It can be the room's shape, an elevator floor, having a special purpose that's unexpected (a potion concoction room, religious purpose, library), prison room for someone, a teleported in the center of a bare room....
APPENDIX C: THE TEETH OF DAHLVER-NAR
1st: Find traps (3/day)
2nd: Wall of ice - 2 times/day
3rd: Yelling becomes necessary to invoke spells with verbal components