Post by Admin on Aug 20, 2017 16:50:19 GMT
RANDOM MEGADUNGEON,
ROOM KEY (1-100/1000)
Here is a room key for the first 100 rooms, out of 1000.
Note that not all ideas are my own: I've tried to credit every contributor (sorry if I have missed anyone)!
This megadungeon uses Appendix A of the DMG for the structure/template/matrix.
Enjoy!
1. STORAGE ROOM
Hobgoblins. Leader wears field plate armor +2. 250 gp + a set of dice, in iron trunks, in plain view.
This area asks the characters questions.
There is a strong gusting wind here (as gust of wind): it has a 50% chance to blow out torches.
2. EXERCISE ROOM
Hobgoblins, 3 gems (bloodstone: 50, coral: 100, amethys: 110) , 1000 sp, loose. Poisoned needle in the handle of the north door.
This door opens easily, but as the first character enters, the door slams in his face (take 1 hp damage with a broken nose).
A circle is on the southern section of wall: it is a gate. Touching the wall inside the circle activates the gate. The gate leads to docks, where the ship from the cover of Dragon 91 rests.
There is an earthy smell here.
3. CLASSROOM
Jermlaine.
Symbiotic door. Damage inflicted upon the door is inflicted on the one damaging it.
The air is steamy in here.
4. MUSEUM
100 pp, scroll (comprehend languages, taunt, hold portal, detect evil, stoneskin, teleport): loose
The stairs lead up to a dead end.
There are cracks in the wall here.
5. MEDITATION CHAMBER
Dire corbies.
Neutral cleric of the Free Market. Green cloak. (13, 11, 13, 9, 10, 14)
Footsteps (to the side) can be heard here.
6. TROPHY ROOM
There is a face on the east wall that shoots fiery beams from it's eyes.
A brown bear paladin, wearing a top hat. Performs marriage ceremonies.
A cloud giant.
There is a hassock here.
7. WATER CLOSET
Orcs. There is a friendly brownie here, who is a prisoner of the orcs.
However, it is no brownie: it is a jermlaine wearing a brownie's skin! The 'brownie' will lead the party into an ambush, which occurs in Area #17 to the north.
Intra-level teleportation area (10' square in the center of the room): those who step foot in the are teleported to Area #8.
There is a tripod here.
8. ROBING ROOM
Goblins. A diamond (1000 gp) circles the room, at an extremely high speed. Those hit by the diamond take 1d6 damage. Then, it falls to the ground, inert.
The door to the south casts cure serious wounds, on the first one to open it in any given 24 hour span.
There is a table here.
9. TRAINING ROOM
Mr. Badger, held hostage by kobolds!
The eastern secret door only opens for druids.
There is a stirring/mixing rod here.
10. SHRINE TO THE RED GOD
There is an altar in the center of this room. Touching the altar causes a red banana to magically appear.
Elf, with puny arms and a red cloak. (10, 13, 9, 10, 8, 10). Sleep spell. Plate armor and a short sword and a flask of oil.
11. KENNEL
Jermlaine.
On the north wall is a painting (see the Magic card: "Shivan Dragon").
This is the registration area for the Dungeon Club.
"Join the Dungeon Club, and get benefits like Wandering Monster Free Private Corridors and a Wall to keep the below 3rd level rabble out. Only 60PP a month" - sauna
There is a pitcher of beer here.
12. VAULT
250 gp and a coif in a large wooden chest, along the south wall.
There is a machine in the center of the north wall, with 20 buttons. Each time a button is pushed, a question is asked.
In the center of the room is a sentient (CE) crystal skull, about 10' across. At the center of the skull is a wishing well: this grants a wish (once) to any character who drinks of the water.
13. EXERCISE ROOM
Azer. 2000 sp and a wrought gold earring (900 gp) in stone containers.
A painted hand on the ceiling points west.
A deck of many things is in the center of the room.
14. PRISON
Killmoulis in the northern alcove.
Quickfloor (35.23).
A jug of milk is on the floor.
15. BATH
Snyads (left).
A pit with contact poison on the bottom.
There is a strong moaning wind here.
16. VESTIBULE
Hill dwarves.
1000 cp + 2000 sp + ring of bickering and discord in small wooden chests.
There is a heavy manure smell here.
17. HALL
5 giant rats. 3 jermlaine cavalry, wearing avacado skins as helmets, with spears made from raccoon penis bones. The avocado helmets have catapults that shoot the seeds. (Vondan, osrgamer)
The giant rats are infected with lightning fever bugs: these parasites causes 1-4 points of electrical damage per hour. 5% chance of contracting lightning fever bugs per hit. Lightning fever causes one's hair to stand on end, like the effect of static electricity.
1000 cp + 1000 sp in metal urns. The jermlaine use the metal urns as urinals.
It is foggy near the floor here. Note that this gives a certain amount of concealment to the rats and the jermalaine. They will surprise on a 1-4.
17a. ALCOVE
An alcove with three helmets inside.
Two are helm of opposite alignments, the other one +1s someone's dex first donning. (Ettin of Hexen)
18. STABLE
1000 cp in a huge chest.
In the center of the room is a pillar: it changes the sex of those who touch it, but it also grants one wish. (This is a one-time effect, per character).
There is straw on the floor, here.
19. BESTIARY
The stairway leads up to a dead end. If any enter the 2nd square west of the room, a stone wall falls and blocks the entrance to the stairway. Game over?
Also, there is an intelligent altar in the room, by the name of Giant Quenda. Note that gravity is greater in the 10' square containing the altar.
There is a tapping sound here, like someone is tapping on the other side of one of the walls.
20. CRYPT
There is a lone hill dwarf in this alcove/room.
On the east wall, there is a handprint. Anyone who places their hand in the handprint is instantly teleported to a satellite controlled by the githyanki.
There are pegs on the walls.
21. HALLWAY
Wolf minimals.
An intelligent (speaking) manual of puissant skill-at-arms, that also pivots (both ways) if laid down on a flat surface.
Unless the door to the south is spiked open, the chamber *appears* to sink. It appears as if the chamber is sinking down to a lower level. The doors lock for 1-6 turns.
There is a whistle here.
22. COURT
250 gp, loose on the floor.
As well, there is a scepter (worth 3000 gp) here. It lowers the force field in Room 35, by contact.
There is a barrel of oil here.
23. TORTURE CHAMBERS
This series of four 30x30 rooms are actually a living creature (23a. mouth, 23b. stomach, 23c. intestine, 23d. rectum). The room-worm has an AC of 0, and, 400 hp.
23a. Mouth. (The mouth bites for 2-12 hp, attacking with a THACO of 16). All who enter are attacked once. There is a giant tongue in the center of the floor of this room, which attacks once per round (THACO 16), against a random target, doing bludgeoning damage. There is also an arrow trap in the 10' square leading to the throat (3 arrows, THACO 20).
In the southern 10' of the room, there is a statue that enrages anyone who touches it for 2d4 rounds, during which time they will attempt to attack their fellow party members.
Gravity in this room is variable: 01-33 = lesser, 34-66 = greater, 67-00 = nil. Roll for variable gravity each time the Mouth Room is entered.
There is a stool here.
23b. Stomach. All in this room take d4 acid damage, per round.
4 Swiss hobbits: one of them wears a ring of sustenance.
1000 cp in 2 iron trunks.
In the center of the north wall is 6 levers, all in the down position. When they are lifted to up, the following happens:
1. The force field in the southern part of the room is lowered.
2. -1d4 HP.
3. Temporary loss of 1 from a random ability score.
4. You go bald.
5. Random disease.
6. Permanent loss of 1 from a random ability score.
Against the center of the south wall, protected by a force field (that does d4 damage per touch), is 1000 cp and 1000 sp and mushroom stalks, in pottery jars. These jars appear as a pile of vomit.
23c. Intestine. A symbiotic secret door leads to the appendix.
The words "Appendix A" are scrawled on the wall.
There is a cup here.
23d. Rectum.
A rear troll (wearing a smock) lives here.
A ring of bickering and discord is found among the shit.
24. SHRINE TO YOG-SOTHOTH
Toll booth. A rather grumpy and sweaty ogre is here, demanding a toll from all who pass.
The ogre has a finely crafted armband of wrought gold (worth 1,800 gp).
The corridor beyond the toll booth is always free of wandering monsters.
25. AUDIENCE CHAMBER
A jukebox is here. However, the songs that it plays are always random.
1. Lounge Jazz
2. Solar Angels, by Judas Cleric
3. Informer, by Snow
4. Becoming a Legend, by John Dreamer
5. André Rieu - Conquest of Paradise (Live at the Amsterdam Arena)
6. André Rieu - O Fortuna (Carl Orff - Carmina Burana)
7. Heavy Metal Hokey Pokey by Psychostick
8. Floor Jansen - Phantom of the Opera feat. Marco Hietala (fan-made)
9. Nicole Scherzinger - Phantom Of The Opera (Royal Variety Performance - December 14)
10. Phantom of the Opera, by Iron Maiden
11. Game of Thrones - The Rains of Castamere cover by Grissini Project
12. STEVE HACKETT - Wolflight (OFFICIAL VIDEO)
13. Melvins - Going Blind
There is a waterskin (full) here. The water is tainted, though. Without a spell to remedy this, any who drink of the water take 1 HP of damage in 1 hour.
26. WELL
A hobbit, tripping out on ergot (rye smut).
He has a half-eaten loaf of rye bread in his backpack.
There is water in the well. However, the water is tainted (cf. WSG.60).
27. WORKSHOP
Weakness gas
There is a slight breeze here.
28. DRESSING ROOM
Teleport, to just outside of Room 23a. (The Mouth Room)
There is an earthy smell here.
29. DINING-ROOM
Stream
There is a torch stub here.
Butter, mushies, cayenne, bacon, cream and optionally onion. (Great Quenda)
30. BATH
A box of animal crackers (Aesop's brand) which will spring to life when grasped; for example,
*1. a bear might dump a bowl of porridge on the player's head, (the porridge has cinnamon on it, too!)
*2. a giant fox might demnd a bunch of grapes or else he'll attack,
*3. 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. (Gary)
*4. a dog, which licks the wounds of the most wounded party member: as cure serious wounds
*5. a possum, which just plays dead
*6. a wolfbat, which offers to join the party
*7. a blackfooted tree-rat, which follows the party wherever they go
*8. a quenda, which only eats, breeds, and sleeps (Great Quenda)
*9. a cat, that barfs on your foot
*10. an ant, that asks someone to eat him (doing so results in a +1 STR)
*11. a grasshopper, that offers to teach a martial art
*12. an ass (the ass is actually a human that has been polymorphed by the goddess Isis)
*13. a lapdog (named Fluffy, he asks to join the party)
*14. a charger (A)
*15. a fly (exactly as the ebon fly figurine of wondrous power)
*16. a finch (sings sweetly)
*17. frog (this is a poisonous frog, as per the MM)
*18. camel, wild (spits, and refuses to move unless the character has Animal Handling / Teamster, or equivalent). (comes with a free pack of Camel cigarrettes).
*19. cock (sings songs by the Revolting Cocks)
*20. crow (extremely intelligent, it offers useful advice)
*21. dog, war (becomes a loyal addition to the party)
*22. wolf (joins the party as an ally, but attacks on the second combat)
*23. horse (heavy) (FP)
*24. stag (appears with naked women and a lot of alcohol)
*25. jay (appears with a baseball bat, a baseball cap, and a hot dog)
*26. nightingale (powers as Ehlissa's Marvellous Nightingale)
*27. boar (wild) (bores the players with boring talk)
*28. mouse (appears with some Swiss cheese)
*29. serpent (appears with a pomegranate)
*30. donkey (appears with a naked woman... 'nuff said!)
*31. dolphin (just flops around and drowns)
*32. hawk (small) (this is the sacred hawk of Castle Loungehawk!)
Unless otherwise noted, the animals function as as one-time figurine of wondrous power (FP), or, they attack (A).
Aesop's Fables (Vondan)
(Note that I didn't have time to read all of the fables. Noted effects can be changed to better reflect a fable).
There is a knocking sound in here.
31. LIBRARY.
A painting (The Mona Lisa) that delivers an electrical shock for 2d6 if the person touching it is carrying any magic items.
There is a padded chair here.
There are 10 shelves for each 10' section of wall.
There are 7 10' sections, going clockwise from the entrance.
95% of the contents of each shelf are scrolls, 4% books, and 1% tomes.
Examples of books and tomes:
1.
History of Castle Greyhawk. (book)
History of Zagyg's Castle (book)
History of Castle Waterdeep (book)
A copy of Traveller 5th edition, which causes 1d4 damage, if used as a weapon. (book)
A traveling spellbook (Mordenkainen's disjunction, time stop, charm person, spiritwrack), rebound with the cover of Ulysses, by James Joyce, thus making it immune to bookworms. (tome)
There is also a slot on the wall, for returns (books are sent to the Library of Thoth, on the Plane of Concordant Opposition).
32. COURT
Ogre on a locked chest, containing 100 gp.
Fear gas is released whenever anyone enters the chamber from the east.
This large room is filled with trees: anyone who eats the fruit from the trees must save vs. spell, or fall asleep for 2d4 turns.
There is a votive light here.
33. DIVINATION-ROOM
A scything blade trap guards the entrance to this room.
+1 silver short sword, gargoyle, steps to level 2. The gargoyle, at first, appears to only be a statue on a low plinth. The silver short sword is hanging on the far wall.
There are torches here.
34. MEDITATION CHAMBER
A door which only opens to characters of Neutral alignment.
There is a tank (container) here.
35. VAULT
An Australian druid, with many animal friends.
Pedestal
This short, thick cylinder has six knobs in the shape of
flowers. Atop the pedestal lies a strangely wrought crown (worth 8000 gp),
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, ("bring the scepter, which lies in gold" - a reference to Area 22)
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. (see Level 4)
Bark chips cover the floor of this area.
36. BESTIARY
Corroding gas
There is a decanter of endless water, here.
37. CLASSROOM
250 gp + a ring of bickering and discord + bucknard's everfull purse, inside of pottery jars.
There is a magic pool in this room.
Will, on a one-time only basis, add (1-3) or subtract (4-6) from one characteristic of all who stand within it:
1 = STR
2 = INT
3 = WIS
4 = DEX
5 = CON
6 = CHA
(add or subtract from 1-3 points, checking for each character as to addition or subtraction, characteristic,
and amount).
There are two blackboards in the room, on the southern wall.
One for Common, one for biology.
38. BESTIARY
Bowlers.
This room shifts 2 squares to the west, and then back again to the position noted on the map.
If the real world hour is even, then it has shifted to the west, and, is unaccessible.
If the real world hour is odd, then it is in the location shown on the map.
There is a silver decanter (set with gems) worth 6000 gp here.
39. STUDY
Bookworms.
Weakness Gas.
Bracers which cause their wearer to immediately shrink to a minimus, requiring a Growth Potion to restore normal size once again.
An NPC wizard is here: he is a clone of Nenius (cf. Chateau Frootloop, by Giant Quenda).
There is meal (grain) here, in a bin.
40. COURT
The stairs here (down to level 2), turn into a slide when stepped on.
There is a strong moaning wind here.
41. BOUDOIR
Snyads (left)
The well here sings: it casts suggestions through it's lyrics.
There is a dank, mouldy smell here.
42. HALL
A magical fountain.
2 drinks, 3 effects per drink.
1 positive, 2 negative.
commune.
teleportation to a random area of the dungeon + lose 1 gem.
The air is steamy near the floor.
43. SITTING ROOM
Fountain.
This feature is a beautiful work of onyx and jet black stone.
A grinning gargoyle and a lovely nymph are depicted,
the former with an open mouth, the latter with a
pitcher. As soon as the party enters, the gargoyle will ask
a riddle, and if it is not answered (correctly) it will spray poison
upon the group (save or dead). If answered, the nymph
will then recite a poem which is a clue to a special
treasure.
The treasure is in Area #78, under a loose flagstone.
There are cracks in the wall of this room.
44. CLOSET
1 Gay Duodrone.
250 gp + 1000 cp in metal urns, hidden under a heap of trash.
The first person to open this door
simply cannot go through it. Some unusual
force (perhaps antipathy) holds him back.
There is a tinkling sound in this room.
45. VESTIBULE
2 Mites (second from left)
100 pp + 1000 sp, loose.
There is a hamper, here.
46. DORMITORY
A lengthy corridor 20' wide, at the end of which is a 20' square room (the dormitory) which, upon being
entered, slides backward with an imperceptible motion, so that when it is left from its
opposite side the party is actually traversing a section of the same 20' corridor
again. This process can be repeated with one or more additional rooms in series.
There is a tripod in the dormitory.
47. CLASS-ROOM
Sinking room, down to level 2. The southern door locks after entering, for 24 hours. After 24 hours, the room returns to level 1.
There is a 10' deep pit in the northeast corner: In the pit is a potion of fire resistance.
There is a chair with straps, here.
48. GREAT HALL
There is a tapestry on the northern wall.
This section of wall pivots both ways, revealing a 10x10 cubicle.
The party members are the ones depicted on the tapestry!
Inside the cubicle is the Tarot of Many Things, on a low table covered by a cloth.
There is a ladle here.
49. CHAPEL TO DEMETER
Goblins, handing out flyers for the monster-free corridor (see Area 24).
750 ep, loose.
There is a talking pit in the southeast corner. It offers a wish (only once!) for each character that jumps into the pit.
However, the wish granted is the opposite of that which is wished for...
There are chunks, inside of a bag of holding, here.
50. WORKSHOP
A Lapplander with a bamboo bazooka that shoots out knives.
All who enter this room must save vs. spells, or suffer a random curse (see Dragon 77).
There is a lich's phylactery here.
51. CORRIDOR
Chasm, 190' deep. There is a jumping point that is 7' across.
A sign here says: Area 51.
There is a toga on the other side of the chasm.
52. PEN
A great bas-relief face which if looked upon will bestows some worthwhile knowledge to the beholder.
(see A. Merritt's FACE IN THE ABYSS for a good example.)
A wishing well which gives fulfillment of wishes according to the value of the item tossed
within it. The well is inhabited by rot grubs. As well, there are two large wooden chests, containing 1000 sp and 1000 cp. A trapdoor opens in front of the chests, depositing those who open them into level 2.
There is a pot of soup (gazpacho), here.
53. STUDY
A treasure protected by a force field. The force fields will give damage (1d6) 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.
1. ability score loss (1 point from a random ability).
2. polymorph to a random level 1 creature.
3. energy drain (1 level).
4. sex change.
5. alignment change.
6. lowers the force field.
The treasure is 750 ep, plus the complete schematics of a space ship, written in priestly writing.
Magical items are forged and constructed here. The smiths are greater cyclopses (4 of them).
For a red dragon's hoard, they will trade any of the following items (an (x) indicates that the item does not work.
1. girdle of storm giant strength (x).
2. eyes of the eagle.
3. field plate +6 (x).
4. Stormbringer.
5. The Invulnerable Coat of Arnd.
6. Vondan's Marvellous Can Opener.
7. flame tongue sword (x).
8. frost brand sword (x).
9. The Knife of Sauna.
10. The Rock of Giant Quenda.
There is a bottle of balsamic vinegar here.
54. STUDY
Poison gas trap.
There is a tin of green tea here.
55. WAITING ROOM
Rot grubs (6).
1000 cp & 1000 sp (loose).
An illusion of a wizard is here; it resists all attempts at dispelling it.
At the bottom of the pit in the southwest corner is a slide that takes one to a 10'x10' room, containing 6 skeletons.
The air is still and warm here.
56. DINING-ROOM
A passage which slants down one level to a set of stairs which lead to a door to an
elevator room which goes down one or two levels. The exit from the elevator room is
another down-slanting passage at the base of which is a slide down. In this way no
less than five levels will be descended while the party believes that only two have been
descended.
* 1. Slanting passage to level 2. At the top of the stairs are webbirds and 100 pp and chainmail +1, in metal urns.
* 2. Stairs down
* 3. Elevator room. The room is sentient and asks the PCs questions.
* 4. Slanting passage
* 5. Slide
There is a dank, mouldy smell here.
57. PANTRY
Statues which have 1-4 different actions they perform when approached
within 20'. Options are
1. do nothing,
2. point in a random direction,
3. point towards the nearest treasure,
4. recite a meaningless poem,
give a rhyming clue to a treasure,
emit a loud screeching noise,
pursue and attack,
offer a real or false map, etc.
A secret door that randomly acts, and releases a magic item: a broadsword +4.
3 nupperibo and 6 norkers guard pottery jars that contain 1000 cp. (One of the jars is trapped with explosive runes).
There is a well of many worlds in this room.
The air is clear here.
58. CORRIDOR
False stairs, down.
There are sticks on the stairs.
One of them is The Stick of Truth.
59. STABLE
Two orcs, drinking beer
The secret door in this room resists opening from the west side.
There is a thumping sound in this room.
60. VAULT
Empty room.
There is a sideboard here.
61. DRESSING ROOM
An elf with particularly puny arms and very long legs. His cloak is as black as a raven's wing. (7, 9, 12, 17, 12, 13)
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
There is an offertory container here.
62. TORTURE CHAMBER
Pygmies inside a dead elephant.
3 webbirds and 3 norkers are here.
There are thumbscrews here.
63. TOILET
A continual light spell has been cast
on both sides of this door for the adventurers convenience.
There is a piece of chalk, here.
64. PRISON
There are palm trees in this huge cavern, with drop goats lurking in the palm trees.
There is a pottery jar here, which contains citric acid.
65. CLASS-ROOM
8 piercers & 10 mites (2nd from left).
1500 ep & 2000 cp & a tray in huge chests, disguised as a garbage heap by illusion.
There is a tree in the center of the room: anyone who eats of the fruit of this tree has their sex changed!
Note that the branches of this tree conceal the piercers, above.
66. REFECTORY
The door to the east is intelligent and malign. It tells anyone within 10 feet to "Fuck Off".
There is a tunic here.
67. HALL
Pteranodon.
There is a pillar in the center of the room, that seems like it is 10' wide. This is a distortion: it is only 5' wide.
A pendant (gold with gems) worth 3000 gp is here.
68. SOLAR
Orc with a whip, and a belt pouch.
Inside the pouch is the key to the vault in Area 94.
The goddess Chalchiuhtlicue is here.
There are caltrops in front of the door to the west.
There is an ochre jelly here.
69. WAITING ROOM
There is a column in the center of this room. Anyone who touches it is polymorphed into a random Level 2 monster.
There is a slight damp breeze here.
70. RECEPTION CHAMBER.
Shriekers & Yellow Mold
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 random 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,
The hint on the scroll is: "Drop thy pants, and insert thy main member."
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.
The trap door leads down to Level 7.
There is an earthy smell here.
Under a loose flagstone, hidden by the mold, is 1500 ep, a potion of flying, a potion of red herring (causes the imbiber to see some sort of an illusion), && a scroll of wall of text (Mu2: a failed save means you start reading (if literate), save every round after that to shake the effect off. Walking through it, it can give your brain an overload of info (treat as a feeblemind) and the effects of one of the magical books/tomes/manuals in the DMG. As a side-effect, the character now knows the entire DMG (or a random book), by heart, like some kind of an idiot savant.)
71. BANQUET HALL
7 jermlaine, eating shriekers and orc bacon in a sauce. (saunatonttu)
The air is clear here.
72. TORTURE CHAMBER
7 bowlers. The bowlers wear bowling hats. There is a large sack on the floor. Under the large sack is a secret trap door that opens into a 5'x5' cubicle. In the cubicle is ring mail +2 and a wand of conjuration.
The room is filled with flowers with faces on them. They shout out a warning: "WATCH OUT FOR BOWLERS!" 2 orcs are here, playing shot put.
Someone is buried up to the neck in the earthern floor of this room, and, he is shouting for "HELP!".
Blood drips from the ceiling.
73. PASSAGE
There is a circle of light here, on the wall.
It is a gate to a tesseract.
There is a ringing sound here.
74. PASSAGE
There is a bench here.
A sheet ghoul is draped over the bench.
It will animate and attack, if anyone approaches within 10'.
75. PASSAGE
There is a prayer rug here.
The chimney here leads up 1 level, to the ruins above.
76. DIVINATION-ROOM
There is a huge pot here.
A potion of diminution is inside the pot.
The area around the pot is a maze-like design. Characters who drink the potion of diminution will be stuck inside the maze (cf. maze spell), should they drink it while standing on the bas-relief maze-like design on the floor.
Note that the casting of a divination spell while in the maze will reduce the time that it takes to find one's way out of the maze. (Divide the time by the level of the divination spell). (profligate)
A river bisects the room.
* This room allows clerics to cast divination, once per day.
* Diviners who memorize spells here gain bonus spells: 1 bonus spell for each spell level they can cast.
* Identify completely identifies an item, with no ill effects
77. DORMITORY
There is a stand here.
West door: The first person to open this door
simply cannot go through it. Some unusual
force (perhaps antipathy) holds him back. (Dragon 115)
78. PASSAGE
Trap door down 2 levels (to level 4).
79. HALL
There is a spool of thread here.
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. (Gary)
(The item is currently in jar form).
12 animal skeletons.
80. SITTING ROOM
There is a normal girdle of hill giant strength here.
There is a box here.
(Those who open the box lose 1 point of wisdom)
There are 9 carbuncles here.
81. STUDY.
The chamber is open at one end and has a vaulted roof. The stone walls ooze water and are stained with streaks of lime and (ordinary) green mold and slime. To the left and right are small passages, about 3' wide and 5' tall (arches). Ahead is a square hole about 2' square leading to a tunnel of the same dimensions stretching forward into the darkness. One the floor leading to the hole is a pair of iron rails set in the stone, about 3' wide. Scattered on the floor are the bones of rodents and husks of fire beetles and ordinary insects. Down the tunnel about 50' is an opening to another small room, made of the same material, but it is 30" square and has a 15' high flat ceiling.
It is the home of a giant spider and houses the remains of a fatally curious hobbit thief.
In the room with the spider are tools for mining and shaping stone, but they are old and decrepit. Among them, though, is a decent looking pick that, when cleaned up, is a +1 military pick. (Mogo_the_Mighty).
As well, there is a belt worth 4000 gp here (gold with gems), and a large diamond cut into the shape of an eye (see Area 90).
82. SOLAR
This is a one-way elevator room, down one level.
There is a solar here, eating pastries.
This feature is a beautiful work of onyx and jet black stone.
A grinning gargoyle and a lovely nymph are depicted,
the former with an open mouth, the latter with a
pitcher. As soon as the party enters, the gargoyle will ask
a riddle, and if it is not answered it will spray poison
upon the group (save or dead). If answered, the nymph
will then recite a poem which is a clue to a special
treasure. (Gary)
Riddle:
Question: I have existed for centuries, but last only a month. What am I?
Answer: The lunar cycle.
Poem:
Scrape the mold,
As you've been told,
And you will find gold
Area 70 is the location of the treasure.
83. STAIRS
Stairs lead up to a dead end.
There is a castor oil bush here, at the top of the stairs.
84. CHIMNEY
There is a slight damp breeze here.
This is a chimney that goes down 2 levels, to level 4.
85. VAULT
There is a stale, fetid smell here.
The steps to the north lead up to a slanting passage (stay on the same level).
5 normal squirrels + 5 scum creepers.
Large wooden chest: 2000 cp + 1000 gp + 200 pp.
This is a Vault room: there is a keyhole in the center of the west wall. If the key from Area 238 is used, then the wall disappears, revealing a 10x10 extradimensional space, where the characters can store items.
86. CHANTRY
The air is steamy near the floor, here.
The god Raiden is here.
The stairs lead up to level 1.
87. THE DOME OF POETRY
The air is still here.
There is a 'magic mouth' on the domed ceiling that recites poetry and rhymes.
* Tyger, Tyger, by Blake.
* Over the Misty Mountains Cold, by Tolkien
88. PASSAGE
There are 5 bookworms here.
"There's a copy of Joyce's Ulysses here. The bookworms thought it tasted too pretentious and left it alone after one small bit." (Sauna)
89. PANTRY
Two orcs drinking beer.
One of them is sitting on a chair.
Statue with a small piece missing; if the missing portion is found and replaced, the
statue turns back to its original form and serves the person. The statue is a Lesser Cyclops with a missing
eye, which is a very large diamond held by a nearby monster. (Room #90)
If the eye is found and replaced the Cyclops will serve for a limited period of time (until the party leaves this level).
3 worker formians (right), guarding 2 small wooden chests (2000 cp & 1500 ep).
There is contact poison on the electrum coins.
90. GAME ROOM
There are holy writings, here.
A young bronze dragon is here: she challenges the party to a game of chess (see Dragon #70).
Her treasure is 500 gp & 2000 sp.
The 10' square immediately at the bottom of the stairs is actually Quickfloor! (see Dragon #35).
91. CORRIDOR
There is a "U" rack here.
There are 3 war dog minimals & 6 bookworms here.
They guard treasure: 2000 cp, 1500 ep, 2000 sp in bags.
Furthermore, a small coffer contains 500 gp. However, the coffer is locked, and there is a poisoned needle on the lock.
Anyone who falls into the pit in the southern part of the room is instantly transported to Area 42, on Level 1.
92. PASSAGE
7 giant fire beetles are here.
93. PASSAGE.
Sleep gas trap.
94. VAULT.
There is a bottle of St. Remy brandy here.
A key unlocks the vault (a 10x10 room), where the party can store treasure.
The key is found in Area 68.
Inside the vault is a large chest with a hidden compartment: inside the compartment is a large belt pouch of accessibility.
95. PASSAGE.
There are linen (drawers) here.
12 norkers lurk around the corner!
96. CELL.
Inside pottery jars: 4000 sp and a wrought gold bracelet (worth 1,500 gp).
Anyone who steps through the arch on the southern wall loses 1 point of STR (permanently).
There is a skeleton here, chained to the wall.
97. BANQUET HALL
6 shriekers.
2250 ep, 3000 sp (invisible).
There is a can of beer here (Creemore Lager, acts as an Elixir of Youth).
"{Giant Quenda}, I made another magical latern that will burn red, and takes blood (1 hp instead of a flask of oil) , designed in the shape of a skull, a nice cool magic item if a bit grim." (ask Distorted Humor for the full write-up for this item).
The god Raven is here, eating chanterelles, bacon, cream, onions, garlic. pasta sauce with ease. Once the shrieking shriekers are killed, Raven says: "Potatoes are for wankers. Come, sit down and enjoy dinner with me." (saunatonttu)
98. COURT
There is a bottle of aspargus juice here.
There is a gate to the Border Ethereal here.
99. PEN
There is an earthy smell, here.
100. ARMORY
The air is clear, here.
There is a talking well, here.
The well likes to talk about polearms and mushrooms.
There are several weapons here:
* short sword +1, Flame Tongue:
+2 vs. regenerating creatures
+3 vs. cold-using, inflammable, or avian creatures
+4 vs. undead (LN / detect precious metals, kind, and amount in a 2” radius / detect magic, in a 1“ radius / speaks orcish, LN)
* 8 arrows +2
* a knife of stabbing
* glaive (E)
* guisarme
* glaive-guisarme
* fork
* fauchard-fork
* military fork
* glaive-fork-fauchard-fork
* bec de corbin (E)
* fauchard (E)
Also, there is:
* full plate +1 (human-sized)
* leather armour that weakens your poison saves, but can release a stinking cloud once a day (you need to actually save against it yourself too)
Note that all of the polearms do d10 damage.
(Thanks: saunatonttu)
ROOM KEY (1-100/1000)
Here is a room key for the first 100 rooms, out of 1000.
Note that not all ideas are my own: I've tried to credit every contributor (sorry if I have missed anyone)!
This megadungeon uses Appendix A of the DMG for the structure/template/matrix.
Enjoy!
1. STORAGE ROOM
Hobgoblins. Leader wears field plate armor +2. 250 gp + a set of dice, in iron trunks, in plain view.
This area asks the characters questions.
There is a strong gusting wind here (as gust of wind): it has a 50% chance to blow out torches.
2. EXERCISE ROOM
Hobgoblins, 3 gems (bloodstone: 50, coral: 100, amethys: 110) , 1000 sp, loose. Poisoned needle in the handle of the north door.
This door opens easily, but as the first character enters, the door slams in his face (take 1 hp damage with a broken nose).
A circle is on the southern section of wall: it is a gate. Touching the wall inside the circle activates the gate. The gate leads to docks, where the ship from the cover of Dragon 91 rests.
There is an earthy smell here.
3. CLASSROOM
Jermlaine.
Symbiotic door. Damage inflicted upon the door is inflicted on the one damaging it.
The air is steamy in here.
4. MUSEUM
100 pp, scroll (comprehend languages, taunt, hold portal, detect evil, stoneskin, teleport): loose
The stairs lead up to a dead end.
There are cracks in the wall here.
5. MEDITATION CHAMBER
Dire corbies.
Neutral cleric of the Free Market. Green cloak. (13, 11, 13, 9, 10, 14)
Footsteps (to the side) can be heard here.
6. TROPHY ROOM
There is a face on the east wall that shoots fiery beams from it's eyes.
A brown bear paladin, wearing a top hat. Performs marriage ceremonies.
A cloud giant.
There is a hassock here.
7. WATER CLOSET
Orcs. There is a friendly brownie here, who is a prisoner of the orcs.
However, it is no brownie: it is a jermlaine wearing a brownie's skin! The 'brownie' will lead the party into an ambush, which occurs in Area #17 to the north.
Intra-level teleportation area (10' square in the center of the room): those who step foot in the are teleported to Area #8.
There is a tripod here.
8. ROBING ROOM
Goblins. A diamond (1000 gp) circles the room, at an extremely high speed. Those hit by the diamond take 1d6 damage. Then, it falls to the ground, inert.
The door to the south casts cure serious wounds, on the first one to open it in any given 24 hour span.
There is a table here.
9. TRAINING ROOM
Mr. Badger, held hostage by kobolds!
The eastern secret door only opens for druids.
There is a stirring/mixing rod here.
10. SHRINE TO THE RED GOD
There is an altar in the center of this room. Touching the altar causes a red banana to magically appear.
Elf, with puny arms and a red cloak. (10, 13, 9, 10, 8, 10). Sleep spell. Plate armor and a short sword and a flask of oil.
11. KENNEL
Jermlaine.
On the north wall is a painting (see the Magic card: "Shivan Dragon").
This is the registration area for the Dungeon Club.
"Join the Dungeon Club, and get benefits like Wandering Monster Free Private Corridors and a Wall to keep the below 3rd level rabble out. Only 60PP a month" - sauna
There is a pitcher of beer here.
12. VAULT
250 gp and a coif in a large wooden chest, along the south wall.
There is a machine in the center of the north wall, with 20 buttons. Each time a button is pushed, a question is asked.
In the center of the room is a sentient (CE) crystal skull, about 10' across. At the center of the skull is a wishing well: this grants a wish (once) to any character who drinks of the water.
13. EXERCISE ROOM
Azer. 2000 sp and a wrought gold earring (900 gp) in stone containers.
A painted hand on the ceiling points west.
A deck of many things is in the center of the room.
14. PRISON
Killmoulis in the northern alcove.
Quickfloor (35.23).
A jug of milk is on the floor.
15. BATH
Snyads (left).
A pit with contact poison on the bottom.
There is a strong moaning wind here.
16. VESTIBULE
Hill dwarves.
1000 cp + 2000 sp + ring of bickering and discord in small wooden chests.
There is a heavy manure smell here.
17. HALL
5 giant rats. 3 jermlaine cavalry, wearing avacado skins as helmets, with spears made from raccoon penis bones. The avocado helmets have catapults that shoot the seeds. (Vondan, osrgamer)
The giant rats are infected with lightning fever bugs: these parasites causes 1-4 points of electrical damage per hour. 5% chance of contracting lightning fever bugs per hit. Lightning fever causes one's hair to stand on end, like the effect of static electricity.
1000 cp + 1000 sp in metal urns. The jermlaine use the metal urns as urinals.
It is foggy near the floor here. Note that this gives a certain amount of concealment to the rats and the jermalaine. They will surprise on a 1-4.
17a. ALCOVE
An alcove with three helmets inside.
Two are helm of opposite alignments, the other one +1s someone's dex first donning. (Ettin of Hexen)
18. STABLE
1000 cp in a huge chest.
In the center of the room is a pillar: it changes the sex of those who touch it, but it also grants one wish. (This is a one-time effect, per character).
There is straw on the floor, here.
19. BESTIARY
The stairway leads up to a dead end. If any enter the 2nd square west of the room, a stone wall falls and blocks the entrance to the stairway. Game over?
Also, there is an intelligent altar in the room, by the name of Giant Quenda. Note that gravity is greater in the 10' square containing the altar.
There is a tapping sound here, like someone is tapping on the other side of one of the walls.
20. CRYPT
There is a lone hill dwarf in this alcove/room.
On the east wall, there is a handprint. Anyone who places their hand in the handprint is instantly teleported to a satellite controlled by the githyanki.
There are pegs on the walls.
21. HALLWAY
Wolf minimals.
An intelligent (speaking) manual of puissant skill-at-arms, that also pivots (both ways) if laid down on a flat surface.
Unless the door to the south is spiked open, the chamber *appears* to sink. It appears as if the chamber is sinking down to a lower level. The doors lock for 1-6 turns.
There is a whistle here.
22. COURT
250 gp, loose on the floor.
As well, there is a scepter (worth 3000 gp) here. It lowers the force field in Room 35, by contact.
There is a barrel of oil here.
23. TORTURE CHAMBERS
This series of four 30x30 rooms are actually a living creature (23a. mouth, 23b. stomach, 23c. intestine, 23d. rectum). The room-worm has an AC of 0, and, 400 hp.
23a. Mouth. (The mouth bites for 2-12 hp, attacking with a THACO of 16). All who enter are attacked once. There is a giant tongue in the center of the floor of this room, which attacks once per round (THACO 16), against a random target, doing bludgeoning damage. There is also an arrow trap in the 10' square leading to the throat (3 arrows, THACO 20).
In the southern 10' of the room, there is a statue that enrages anyone who touches it for 2d4 rounds, during which time they will attempt to attack their fellow party members.
Gravity in this room is variable: 01-33 = lesser, 34-66 = greater, 67-00 = nil. Roll for variable gravity each time the Mouth Room is entered.
There is a stool here.
23b. Stomach. All in this room take d4 acid damage, per round.
4 Swiss hobbits: one of them wears a ring of sustenance.
1000 cp in 2 iron trunks.
In the center of the north wall is 6 levers, all in the down position. When they are lifted to up, the following happens:
1. The force field in the southern part of the room is lowered.
2. -1d4 HP.
3. Temporary loss of 1 from a random ability score.
4. You go bald.
5. Random disease.
6. Permanent loss of 1 from a random ability score.
Against the center of the south wall, protected by a force field (that does d4 damage per touch), is 1000 cp and 1000 sp and mushroom stalks, in pottery jars. These jars appear as a pile of vomit.
23c. Intestine. A symbiotic secret door leads to the appendix.
The words "Appendix A" are scrawled on the wall.
There is a cup here.
23d. Rectum.
A rear troll (wearing a smock) lives here.
A ring of bickering and discord is found among the shit.
24. SHRINE TO YOG-SOTHOTH
Toll booth. A rather grumpy and sweaty ogre is here, demanding a toll from all who pass.
The ogre has a finely crafted armband of wrought gold (worth 1,800 gp).
The corridor beyond the toll booth is always free of wandering monsters.
25. AUDIENCE CHAMBER
A jukebox is here. However, the songs that it plays are always random.
1. Lounge Jazz
2. Solar Angels, by Judas Cleric
3. Informer, by Snow
4. Becoming a Legend, by John Dreamer
5. André Rieu - Conquest of Paradise (Live at the Amsterdam Arena)
6. André Rieu - O Fortuna (Carl Orff - Carmina Burana)
7. Heavy Metal Hokey Pokey by Psychostick
8. Floor Jansen - Phantom of the Opera feat. Marco Hietala (fan-made)
9. Nicole Scherzinger - Phantom Of The Opera (Royal Variety Performance - December 14)
10. Phantom of the Opera, by Iron Maiden
11. Game of Thrones - The Rains of Castamere cover by Grissini Project
12. STEVE HACKETT - Wolflight (OFFICIAL VIDEO)
13. Melvins - Going Blind
There is a waterskin (full) here. The water is tainted, though. Without a spell to remedy this, any who drink of the water take 1 HP of damage in 1 hour.
26. WELL
A hobbit, tripping out on ergot (rye smut).
He has a half-eaten loaf of rye bread in his backpack.
There is water in the well. However, the water is tainted (cf. WSG.60).
27. WORKSHOP
Weakness gas
There is a slight breeze here.
28. DRESSING ROOM
Teleport, to just outside of Room 23a. (The Mouth Room)
There is an earthy smell here.
29. DINING-ROOM
Stream
There is a torch stub here.
Butter, mushies, cayenne, bacon, cream and optionally onion. (Great Quenda)
30. BATH
A box of animal crackers (Aesop's brand) which will spring to life when grasped; for example,
*1. a bear might dump a bowl of porridge on the player's head, (the porridge has cinnamon on it, too!)
*2. a giant fox might demnd a bunch of grapes or else he'll attack,
*3. 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. (Gary)
*4. a dog, which licks the wounds of the most wounded party member: as cure serious wounds
*5. a possum, which just plays dead
*6. a wolfbat, which offers to join the party
*7. a blackfooted tree-rat, which follows the party wherever they go
*8. a quenda, which only eats, breeds, and sleeps (Great Quenda)
*9. a cat, that barfs on your foot
*10. an ant, that asks someone to eat him (doing so results in a +1 STR)
*11. a grasshopper, that offers to teach a martial art
*12. an ass (the ass is actually a human that has been polymorphed by the goddess Isis)
*13. a lapdog (named Fluffy, he asks to join the party)
*14. a charger (A)
*15. a fly (exactly as the ebon fly figurine of wondrous power)
*16. a finch (sings sweetly)
*17. frog (this is a poisonous frog, as per the MM)
*18. camel, wild (spits, and refuses to move unless the character has Animal Handling / Teamster, or equivalent). (comes with a free pack of Camel cigarrettes).
*19. cock (sings songs by the Revolting Cocks)
*20. crow (extremely intelligent, it offers useful advice)
*21. dog, war (becomes a loyal addition to the party)
*22. wolf (joins the party as an ally, but attacks on the second combat)
*23. horse (heavy) (FP)
*24. stag (appears with naked women and a lot of alcohol)
*25. jay (appears with a baseball bat, a baseball cap, and a hot dog)
*26. nightingale (powers as Ehlissa's Marvellous Nightingale)
*27. boar (wild) (bores the players with boring talk)
*28. mouse (appears with some Swiss cheese)
*29. serpent (appears with a pomegranate)
*30. donkey (appears with a naked woman... 'nuff said!)
*31. dolphin (just flops around and drowns)
*32. hawk (small) (this is the sacred hawk of Castle Loungehawk!)
Unless otherwise noted, the animals function as as one-time figurine of wondrous power (FP), or, they attack (A).
Aesop's Fables (Vondan)
(Note that I didn't have time to read all of the fables. Noted effects can be changed to better reflect a fable).
There is a knocking sound in here.
31. LIBRARY.
A painting (The Mona Lisa) that delivers an electrical shock for 2d6 if the person touching it is carrying any magic items.
There is a padded chair here.
There are 10 shelves for each 10' section of wall.
There are 7 10' sections, going clockwise from the entrance.
95% of the contents of each shelf are scrolls, 4% books, and 1% tomes.
Examples of books and tomes:
1.
History of Castle Greyhawk. (book)
History of Zagyg's Castle (book)
History of Castle Waterdeep (book)
A copy of Traveller 5th edition, which causes 1d4 damage, if used as a weapon. (book)
A traveling spellbook (Mordenkainen's disjunction, time stop, charm person, spiritwrack), rebound with the cover of Ulysses, by James Joyce, thus making it immune to bookworms. (tome)
There is also a slot on the wall, for returns (books are sent to the Library of Thoth, on the Plane of Concordant Opposition).
32. COURT
Ogre on a locked chest, containing 100 gp.
Fear gas is released whenever anyone enters the chamber from the east.
This large room is filled with trees: anyone who eats the fruit from the trees must save vs. spell, or fall asleep for 2d4 turns.
There is a votive light here.
33. DIVINATION-ROOM
A scything blade trap guards the entrance to this room.
+1 silver short sword, gargoyle, steps to level 2. The gargoyle, at first, appears to only be a statue on a low plinth. The silver short sword is hanging on the far wall.
There are torches here.
34. MEDITATION CHAMBER
A door which only opens to characters of Neutral alignment.
There is a tank (container) here.
35. VAULT
An Australian druid, with many animal friends.
Pedestal
This short, thick cylinder has six knobs in the shape of
flowers. Atop the pedestal lies a strangely wrought crown (worth 8000 gp),
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, ("bring the scepter, which lies in gold" - a reference to Area 22)
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. (see Level 4)
Bark chips cover the floor of this area.
36. BESTIARY
Corroding gas
There is a decanter of endless water, here.
37. CLASSROOM
250 gp + a ring of bickering and discord + bucknard's everfull purse, inside of pottery jars.
There is a magic pool in this room.
Will, on a one-time only basis, add (1-3) or subtract (4-6) from one characteristic of all who stand within it:
1 = STR
2 = INT
3 = WIS
4 = DEX
5 = CON
6 = CHA
(add or subtract from 1-3 points, checking for each character as to addition or subtraction, characteristic,
and amount).
There are two blackboards in the room, on the southern wall.
One for Common, one for biology.
38. BESTIARY
Bowlers.
This room shifts 2 squares to the west, and then back again to the position noted on the map.
If the real world hour is even, then it has shifted to the west, and, is unaccessible.
If the real world hour is odd, then it is in the location shown on the map.
There is a silver decanter (set with gems) worth 6000 gp here.
39. STUDY
Bookworms.
Weakness Gas.
Bracers which cause their wearer to immediately shrink to a minimus, requiring a Growth Potion to restore normal size once again.
An NPC wizard is here: he is a clone of Nenius (cf. Chateau Frootloop, by Giant Quenda).
There is meal (grain) here, in a bin.
40. COURT
The stairs here (down to level 2), turn into a slide when stepped on.
There is a strong moaning wind here.
41. BOUDOIR
Snyads (left)
The well here sings: it casts suggestions through it's lyrics.
There is a dank, mouldy smell here.
42. HALL
A magical fountain.
2 drinks, 3 effects per drink.
1 positive, 2 negative.
commune.
teleportation to a random area of the dungeon + lose 1 gem.
The air is steamy near the floor.
43. SITTING ROOM
Fountain.
This feature is a beautiful work of onyx and jet black stone.
A grinning gargoyle and a lovely nymph are depicted,
the former with an open mouth, the latter with a
pitcher. As soon as the party enters, the gargoyle will ask
a riddle, and if it is not answered (correctly) it will spray poison
upon the group (save or dead). If answered, the nymph
will then recite a poem which is a clue to a special
treasure.
The treasure is in Area #78, under a loose flagstone.
There are cracks in the wall of this room.
44. CLOSET
1 Gay Duodrone.
250 gp + 1000 cp in metal urns, hidden under a heap of trash.
The first person to open this door
simply cannot go through it. Some unusual
force (perhaps antipathy) holds him back.
There is a tinkling sound in this room.
45. VESTIBULE
2 Mites (second from left)
100 pp + 1000 sp, loose.
There is a hamper, here.
46. DORMITORY
A lengthy corridor 20' wide, at the end of which is a 20' square room (the dormitory) which, upon being
entered, slides backward with an imperceptible motion, so that when it is left from its
opposite side the party is actually traversing a section of the same 20' corridor
again. This process can be repeated with one or more additional rooms in series.
There is a tripod in the dormitory.
47. CLASS-ROOM
Sinking room, down to level 2. The southern door locks after entering, for 24 hours. After 24 hours, the room returns to level 1.
There is a 10' deep pit in the northeast corner: In the pit is a potion of fire resistance.
There is a chair with straps, here.
48. GREAT HALL
There is a tapestry on the northern wall.
This section of wall pivots both ways, revealing a 10x10 cubicle.
The party members are the ones depicted on the tapestry!
Inside the cubicle is the Tarot of Many Things, on a low table covered by a cloth.
There is a ladle here.
49. CHAPEL TO DEMETER
Goblins, handing out flyers for the monster-free corridor (see Area 24).
750 ep, loose.
There is a talking pit in the southeast corner. It offers a wish (only once!) for each character that jumps into the pit.
However, the wish granted is the opposite of that which is wished for...
There are chunks, inside of a bag of holding, here.
50. WORKSHOP
A Lapplander with a bamboo bazooka that shoots out knives.
All who enter this room must save vs. spells, or suffer a random curse (see Dragon 77).
There is a lich's phylactery here.
51. CORRIDOR
Chasm, 190' deep. There is a jumping point that is 7' across.
A sign here says: Area 51.
There is a toga on the other side of the chasm.
52. PEN
A great bas-relief face which if looked upon will bestows some worthwhile knowledge to the beholder.
(see A. Merritt's FACE IN THE ABYSS for a good example.)
A wishing well which gives fulfillment of wishes according to the value of the item tossed
within it. The well is inhabited by rot grubs. As well, there are two large wooden chests, containing 1000 sp and 1000 cp. A trapdoor opens in front of the chests, depositing those who open them into level 2.
There is a pot of soup (gazpacho), here.
53. STUDY
A treasure protected by a force field. The force fields will give damage (1d6) 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.
1. ability score loss (1 point from a random ability).
2. polymorph to a random level 1 creature.
3. energy drain (1 level).
4. sex change.
5. alignment change.
6. lowers the force field.
The treasure is 750 ep, plus the complete schematics of a space ship, written in priestly writing.
Magical items are forged and constructed here. The smiths are greater cyclopses (4 of them).
For a red dragon's hoard, they will trade any of the following items (an (x) indicates that the item does not work.
1. girdle of storm giant strength (x).
2. eyes of the eagle.
3. field plate +6 (x).
4. Stormbringer.
5. The Invulnerable Coat of Arnd.
6. Vondan's Marvellous Can Opener.
7. flame tongue sword (x).
8. frost brand sword (x).
9. The Knife of Sauna.
10. The Rock of Giant Quenda.
There is a bottle of balsamic vinegar here.
54. STUDY
Poison gas trap.
There is a tin of green tea here.
55. WAITING ROOM
Rot grubs (6).
1000 cp & 1000 sp (loose).
An illusion of a wizard is here; it resists all attempts at dispelling it.
At the bottom of the pit in the southwest corner is a slide that takes one to a 10'x10' room, containing 6 skeletons.
The air is still and warm here.
56. DINING-ROOM
A passage which slants down one level to a set of stairs which lead to a door to an
elevator room which goes down one or two levels. The exit from the elevator room is
another down-slanting passage at the base of which is a slide down. In this way no
less than five levels will be descended while the party believes that only two have been
descended.
* 1. Slanting passage to level 2. At the top of the stairs are webbirds and 100 pp and chainmail +1, in metal urns.
* 2. Stairs down
* 3. Elevator room. The room is sentient and asks the PCs questions.
* 4. Slanting passage
* 5. Slide
There is a dank, mouldy smell here.
57. PANTRY
Statues which have 1-4 different actions they perform when approached
within 20'. Options are
1. do nothing,
2. point in a random direction,
3. point towards the nearest treasure,
4. recite a meaningless poem,
give a rhyming clue to a treasure,
emit a loud screeching noise,
pursue and attack,
offer a real or false map, etc.
A secret door that randomly acts, and releases a magic item: a broadsword +4.
3 nupperibo and 6 norkers guard pottery jars that contain 1000 cp. (One of the jars is trapped with explosive runes).
There is a well of many worlds in this room.
The air is clear here.
58. CORRIDOR
False stairs, down.
There are sticks on the stairs.
One of them is The Stick of Truth.
59. STABLE
Two orcs, drinking beer
The secret door in this room resists opening from the west side.
There is a thumping sound in this room.
60. VAULT
Empty room.
There is a sideboard here.
61. DRESSING ROOM
An elf with particularly puny arms and very long legs. His cloak is as black as a raven's wing. (7, 9, 12, 17, 12, 13)
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
There is an offertory container here.
62. TORTURE CHAMBER
Pygmies inside a dead elephant.
3 webbirds and 3 norkers are here.
There are thumbscrews here.
63. TOILET
A continual light spell has been cast
on both sides of this door for the adventurers convenience.
There is a piece of chalk, here.
64. PRISON
There are palm trees in this huge cavern, with drop goats lurking in the palm trees.
There is a pottery jar here, which contains citric acid.
65. CLASS-ROOM
8 piercers & 10 mites (2nd from left).
1500 ep & 2000 cp & a tray in huge chests, disguised as a garbage heap by illusion.
There is a tree in the center of the room: anyone who eats of the fruit of this tree has their sex changed!
Note that the branches of this tree conceal the piercers, above.
66. REFECTORY
The door to the east is intelligent and malign. It tells anyone within 10 feet to "Fuck Off".
There is a tunic here.
67. HALL
Pteranodon.
There is a pillar in the center of the room, that seems like it is 10' wide. This is a distortion: it is only 5' wide.
A pendant (gold with gems) worth 3000 gp is here.
68. SOLAR
Orc with a whip, and a belt pouch.
Inside the pouch is the key to the vault in Area 94.
The goddess Chalchiuhtlicue is here.
There are caltrops in front of the door to the west.
There is an ochre jelly here.
69. WAITING ROOM
There is a column in the center of this room. Anyone who touches it is polymorphed into a random Level 2 monster.
There is a slight damp breeze here.
70. RECEPTION CHAMBER.
Shriekers & Yellow Mold
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 random 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,
The hint on the scroll is: "Drop thy pants, and insert thy main member."
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.
The trap door leads down to Level 7.
There is an earthy smell here.
Under a loose flagstone, hidden by the mold, is 1500 ep, a potion of flying, a potion of red herring (causes the imbiber to see some sort of an illusion), && a scroll of wall of text (Mu2: a failed save means you start reading (if literate), save every round after that to shake the effect off. Walking through it, it can give your brain an overload of info (treat as a feeblemind) and the effects of one of the magical books/tomes/manuals in the DMG. As a side-effect, the character now knows the entire DMG (or a random book), by heart, like some kind of an idiot savant.)
71. BANQUET HALL
7 jermlaine, eating shriekers and orc bacon in a sauce. (saunatonttu)
The air is clear here.
72. TORTURE CHAMBER
7 bowlers. The bowlers wear bowling hats. There is a large sack on the floor. Under the large sack is a secret trap door that opens into a 5'x5' cubicle. In the cubicle is ring mail +2 and a wand of conjuration.
The room is filled with flowers with faces on them. They shout out a warning: "WATCH OUT FOR BOWLERS!" 2 orcs are here, playing shot put.
Someone is buried up to the neck in the earthern floor of this room, and, he is shouting for "HELP!".
Blood drips from the ceiling.
73. PASSAGE
There is a circle of light here, on the wall.
It is a gate to a tesseract.
There is a ringing sound here.
74. PASSAGE
There is a bench here.
A sheet ghoul is draped over the bench.
It will animate and attack, if anyone approaches within 10'.
75. PASSAGE
There is a prayer rug here.
The chimney here leads up 1 level, to the ruins above.
76. DIVINATION-ROOM
There is a huge pot here.
A potion of diminution is inside the pot.
The area around the pot is a maze-like design. Characters who drink the potion of diminution will be stuck inside the maze (cf. maze spell), should they drink it while standing on the bas-relief maze-like design on the floor.
Note that the casting of a divination spell while in the maze will reduce the time that it takes to find one's way out of the maze. (Divide the time by the level of the divination spell). (profligate)
A river bisects the room.
* This room allows clerics to cast divination, once per day.
* Diviners who memorize spells here gain bonus spells: 1 bonus spell for each spell level they can cast.
* Identify completely identifies an item, with no ill effects
77. DORMITORY
There is a stand here.
West door: The first person to open this door
simply cannot go through it. Some unusual
force (perhaps antipathy) holds him back. (Dragon 115)
78. PASSAGE
Trap door down 2 levels (to level 4).
79. HALL
There is a spool of thread here.
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. (Gary)
(The item is currently in jar form).
12 animal skeletons.
80. SITTING ROOM
There is a normal girdle of hill giant strength here.
There is a box here.
(Those who open the box lose 1 point of wisdom)
There are 9 carbuncles here.
81. STUDY.
The chamber is open at one end and has a vaulted roof. The stone walls ooze water and are stained with streaks of lime and (ordinary) green mold and slime. To the left and right are small passages, about 3' wide and 5' tall (arches). Ahead is a square hole about 2' square leading to a tunnel of the same dimensions stretching forward into the darkness. One the floor leading to the hole is a pair of iron rails set in the stone, about 3' wide. Scattered on the floor are the bones of rodents and husks of fire beetles and ordinary insects. Down the tunnel about 50' is an opening to another small room, made of the same material, but it is 30" square and has a 15' high flat ceiling.
It is the home of a giant spider and houses the remains of a fatally curious hobbit thief.
In the room with the spider are tools for mining and shaping stone, but they are old and decrepit. Among them, though, is a decent looking pick that, when cleaned up, is a +1 military pick. (Mogo_the_Mighty).
As well, there is a belt worth 4000 gp here (gold with gems), and a large diamond cut into the shape of an eye (see Area 90).
82. SOLAR
This is a one-way elevator room, down one level.
There is a solar here, eating pastries.
This feature is a beautiful work of onyx and jet black stone.
A grinning gargoyle and a lovely nymph are depicted,
the former with an open mouth, the latter with a
pitcher. As soon as the party enters, the gargoyle will ask
a riddle, and if it is not answered it will spray poison
upon the group (save or dead). If answered, the nymph
will then recite a poem which is a clue to a special
treasure. (Gary)
Riddle:
Question: I have existed for centuries, but last only a month. What am I?
Answer: The lunar cycle.
Poem:
Scrape the mold,
As you've been told,
And you will find gold
Area 70 is the location of the treasure.
83. STAIRS
Stairs lead up to a dead end.
There is a castor oil bush here, at the top of the stairs.
84. CHIMNEY
There is a slight damp breeze here.
This is a chimney that goes down 2 levels, to level 4.
85. VAULT
There is a stale, fetid smell here.
The steps to the north lead up to a slanting passage (stay on the same level).
5 normal squirrels + 5 scum creepers.
Large wooden chest: 2000 cp + 1000 gp + 200 pp.
This is a Vault room: there is a keyhole in the center of the west wall. If the key from Area 238 is used, then the wall disappears, revealing a 10x10 extradimensional space, where the characters can store items.
86. CHANTRY
The air is steamy near the floor, here.
The god Raiden is here.
The stairs lead up to level 1.
87. THE DOME OF POETRY
The air is still here.
There is a 'magic mouth' on the domed ceiling that recites poetry and rhymes.
* Tyger, Tyger, by Blake.
* Over the Misty Mountains Cold, by Tolkien
88. PASSAGE
There are 5 bookworms here.
"There's a copy of Joyce's Ulysses here. The bookworms thought it tasted too pretentious and left it alone after one small bit." (Sauna)
89. PANTRY
Two orcs drinking beer.
One of them is sitting on a chair.
Statue with a small piece missing; if the missing portion is found and replaced, the
statue turns back to its original form and serves the person. The statue is a Lesser Cyclops with a missing
eye, which is a very large diamond held by a nearby monster. (Room #90)
If the eye is found and replaced the Cyclops will serve for a limited period of time (until the party leaves this level).
3 worker formians (right), guarding 2 small wooden chests (2000 cp & 1500 ep).
There is contact poison on the electrum coins.
90. GAME ROOM
There are holy writings, here.
A young bronze dragon is here: she challenges the party to a game of chess (see Dragon #70).
Her treasure is 500 gp & 2000 sp.
The 10' square immediately at the bottom of the stairs is actually Quickfloor! (see Dragon #35).
91. CORRIDOR
There is a "U" rack here.
There are 3 war dog minimals & 6 bookworms here.
They guard treasure: 2000 cp, 1500 ep, 2000 sp in bags.
Furthermore, a small coffer contains 500 gp. However, the coffer is locked, and there is a poisoned needle on the lock.
Anyone who falls into the pit in the southern part of the room is instantly transported to Area 42, on Level 1.
92. PASSAGE
7 giant fire beetles are here.
93. PASSAGE.
Sleep gas trap.
94. VAULT.
There is a bottle of St. Remy brandy here.
A key unlocks the vault (a 10x10 room), where the party can store treasure.
The key is found in Area 68.
Inside the vault is a large chest with a hidden compartment: inside the compartment is a large belt pouch of accessibility.
95. PASSAGE.
There are linen (drawers) here.
12 norkers lurk around the corner!
96. CELL.
Inside pottery jars: 4000 sp and a wrought gold bracelet (worth 1,500 gp).
Anyone who steps through the arch on the southern wall loses 1 point of STR (permanently).
There is a skeleton here, chained to the wall.
97. BANQUET HALL
6 shriekers.
2250 ep, 3000 sp (invisible).
There is a can of beer here (Creemore Lager, acts as an Elixir of Youth).
"{Giant Quenda}, I made another magical latern that will burn red, and takes blood (1 hp instead of a flask of oil) , designed in the shape of a skull, a nice cool magic item if a bit grim." (ask Distorted Humor for the full write-up for this item).
The god Raven is here, eating chanterelles, bacon, cream, onions, garlic. pasta sauce with ease. Once the shrieking shriekers are killed, Raven says: "Potatoes are for wankers. Come, sit down and enjoy dinner with me." (saunatonttu)
98. COURT
There is a bottle of aspargus juice here.
There is a gate to the Border Ethereal here.
99. PEN
There is an earthy smell, here.
100. ARMORY
The air is clear, here.
There is a talking well, here.
The well likes to talk about polearms and mushrooms.
There are several weapons here:
* short sword +1, Flame Tongue:
+2 vs. regenerating creatures
+3 vs. cold-using, inflammable, or avian creatures
+4 vs. undead (LN / detect precious metals, kind, and amount in a 2” radius / detect magic, in a 1“ radius / speaks orcish, LN)
* 8 arrows +2
* a knife of stabbing
* glaive (E)
* guisarme
* glaive-guisarme
* fork
* fauchard-fork
* military fork
* glaive-fork-fauchard-fork
* bec de corbin (E)
* fauchard (E)
Also, there is:
* full plate +1 (human-sized)
* leather armour that weakens your poison saves, but can release a stinking cloud once a day (you need to actually save against it yourself too)
Note that all of the polearms do d10 damage.
(Thanks: saunatonttu)