Post by Admin on Dec 5, 2016 1:39:03 GMT
"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 dwarves are looking at a 10' diameter hole in the floor. Like a well, with a stone railing about 1' high defining the circumference."
6 mountain dwarves
HP3, sword & bill-guisarme (2-8) (illusionist scroll with prismatic spray)
HP3, sword & spear
HP2, sword & spear
HP8, axe & mace
HP7, hammer & pick
HP2, axe & mace
250 gp
100 pp
In pottery jars
This is a non-movable well of many worlds.
Each hour, it shifts to a different plane.
Use the table for the amulet of the planes to randomly generate a plane.
Here are some examples:
* Alternate Prime
Nonsentient items like chairs, trees, etc., become fully aware. Humanoid form no longer the norm among civilizations.
Universal spell casting among all races capable of sentient thought -- power limited only by imagination. These planes soon dissolve into a number of demi-planes ruled by individuals.
Earth-like planet, familiar creatures and sentient beings (dwarves, elves, etc.). Continents are in different patterns.
Savoy
* Gladsheim: Asgard
* Pandemonium: Phlegethon
* Olympus: Pelion
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
leather armor & shield, sword
light horse, leather armor, light crossbow
leather armor & shield, sword
light horse, leather armor & shield, spear
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
* 1/2 valley elf Fighter/Magic-User <Bladesinger: Fighter/Magic-User> (9.9.6...6.7.6) (STR+2, CON+1) (INT+2, DEX+1)
* Halfling guardian
* Houri
* Healer (Apprentice)
* 4 men-at-arms
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
1 centaur with a spear & small wooden shield
1000 sp
250 gp
Small wooden chests, appearing empty, but with secret compartments, where the treasure is kept.
The sound of whining can be heard.
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)
KenTheConfused: Ohhh how about a doctor office in the mega complex, and all the maladys are lingering curses
KenTheConfused: And they're contagious
5a. CELLAR
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. (Olympus: Ossa)
Also, there is a shark pool.
6. STUDY
3 rats
1156 French Knight (Ral Partha)
Accolon o' Gaul (Knight of Quality) (11th level cavalier)
backpack (baguette, fromage, vin, a flask of St. Remy brandy)
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
ES27 Ranger of the North, riding horse (The horse is left outside).
The ranger is a follower of Gwaeron Windstrom.
He is sitting on the floor, with his back to the wall, just north of the pit.
.
8. ANTECHAMBER
"There is a mess of funiture piled up against the east wall. In the center of the room, there is a pair of thongs, as in the kind of thongs used to pull out teeth!"
3 rats
a demi-baguette (not fresh)
a bottle of Dragon stout
Treasure
1000 sp
Slippers of kicking
pottery jars
Hidden by an illusion of piled up funiture against the east wall.
+6 thongs (as in thongs used to pull out teeth)
intelligent weapon, talks intelligently/normally.
his name is Cliff
INT13
detect evil/good in a 1” radius
detect secret doors in a 0.5” radius
empathy
LG
special purpose: kill thieves
special purpose power: disintegrate
EGO: 13
Dedicated to: Cliff Burton
9. -
"There is a pool of water in the center of the room."
5 cavemen
1 PSH, from GW (cf. Dragon #9, front cover)
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 (The Black Isis)
An American Indian hobbit, armed with a 19th c. rifle, 2 six-shooters, poncho
They are sitting on the floor, across from each other, cross-legged, sharing a bottle of whiskey
11. -
5 duergar
1 ogress (East Indian ogre -- can polymorph self -- appears as a beautiful naked East Indian woman, Comeliness 20)
The ogress carries has an ewer.
12. TEMPLE OF RATRI
The door to the southwest only opens for monsters.
Sanctuary, offertory container, tripod
Sanctuary, unholy symbols, side chair(s)
Sanctuary, robes, altar (sacrifice = stolen items)
There is a monkey on the altar.
Thieves who enter this room instantly die, no save.
Those who can make a resurrection survival roll come back, with a bonus of 1 level.
This only happens once, ever, per thief.
2 gate keys are on the altar
1 key is the Boot Hill key
1 key is the Gamma World key
Amphisbaena, intelligent: The two heads are Saunatonttu and Ettin of Hexen (or any DF antagonists of your choice, such as Kent / KewlMarine, or Sir Allen / Charles Bronson). Both wear hats. (Thanks: Chris107)
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
(UKE-MOCHI — God of Food, This God produces all kinds of foods
(cooked and uncooked, prepared, and unprepared) by opening her
mouth and letting the food spew out of it.) (Dragon 13)
Wife of Sir Allen (Thanks: Chris107)
14. THRONE ROOM
pipe (large cask)
fireplace with mantle
staff of conjuring fruit
loom
(wererat)
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
(6 lost Nazis, as brigands with MP45s: 4 shots per round, 1d6 damage each)
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
Kjato Ragfoot: You can also include a death trap merchant, that offers to sell elaborate death traps. Delivered within two weeks, and with very easily understood manual how to build them. One uncommon screw is always missing.
17. GREAT HALL
There is an arch on the east wall.
Touching this teleports one to room #1.
A cold current of air.
Wolves
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
(sai)
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
(An empty small wooden chest, fire-trapped by the 2nd-level druid spell.)
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)
(BUNDLINE: Ftr. Cha/Evil. Mummy. He stalks the
streets looking for trouble. He prefers to attack weak people so few low
level people, children, women, old men etc. stay on the street when he
comes near. He generally doesn’t attack people over 2nd level, but he will
attack anyone slandering or insulting undead monsters, or anyone he sees
fighting undeads.) (Dragon 21)
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.
(Engineering Bot - Light: Gamma World, page 59)
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)
(Iron golem: Dragon 25)
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
(A cavalier)
28. CHAPEL
Anyone stepping in the 10' cubicle to the south is teleported to room #16.
Shrine, pillars, mosaics, altar.
Spitting cobra, with a lisp (thanks: Chris107)
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)
The Imperial Dragon (sleeping) (Archive Miniatures, Dragon #4)
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.
KenTheConfused: Ohh how about a cleric if tge same religion who clsims to walk on water and tyrn water to wine
KenTheConfused: But he 7s a fraud with a ring of water walking
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.
(Orcish Face Dicer [With an extension rod])
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.