Post by Admin on Sept 6, 2017 23:15:18 GMT
** CASTLE LOUNGEHAWK **
A. PRICE:
Free.
B. CREDITS
I've made the utmost attempt to credit the original authors in the room descriptions themselves.
The unsung hero is Gary Gygax: his work from the Dungeon Masters Guide and Greyhawk supplement was used extensively, esp. for the Upper Levels.
If I have missed anyone, please let me know!
C. THANKS
A big thanks to all of the many and varied contributors, for their many and varied ideas!
D. PREFACE
This is a light-hearted killer monty haul dungeon.
Castle Loungehawk is very much in the spirit of WG7 Castle Greyhawk; in fact, there are interconnections between the two dungeons.
This one is meant for humorous enjoyment, and, it is, at times: The Mother of All Silly Dungeons.
E. CHARACTERS
DMs, warn your players in advance that character deaths and TPKs are a virtual guarantee.
If a character dies, just generate another from Appendix I: Pregens.
F. MONSTERS
Roll 2d6 when a monster is encountered.
2-6: monster attacks
7: monster does nothing
8-12: monster is friendly
G. WANDERING MONSTERS
Check every 1 hour, 1 in 6 chance for a wandering monster.
H. MONSTERS, NUMBER APPEARING
Monsters should have their level number (I-X) indicated.
Balance the number appearing to the TPL (total party level).
I. RUMORS
1. The Throne of the Gods is located in the Underworld below Castle Loungehawk!
2. Not all of the monsters in the Underworld are hostile. In fact, most aren't. Some mysterious force keeps them nice.
J. QUESTS
1. Find the Teeth of Dahlver-Nar
2. Rescue the Princess (Princess Leia)
K. WARNING
Note that due to the nature of some of the jokes, Castle Loungehawk is PG-16, at least!
L. NON-MAGICAL TREASURE
Double the amount of treasure.
The reason for this is to provide the PCs with sufficient XP.
M. MAGIC ITEMS
House rule: identify fully reveals everything about an item.
L. TRAINING
Characters level up automatically.
If they find a training room, they can trade in treasure for XP, on a 1to1 ratio.
Training at these magical places is instantaneous.
01. STORAGE ROOM
Hobgoblins (I). 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.
Morning star + Field plate: HP9
Lucern hammer: HP2
Long sword & Spear: HP3
Long sword & Morning star: HP3
Long sword & Morning star: HP9
Hook fauchard: HP8
XP: 20+2/HP
02. 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.
4 pools are in the four corners of the room.
NE: Turns gold into platinum (one-time only).
SE: Turns gold into platinum (one-time only).
SW: 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).
NW: Turns gold into platinum (one-time only).
03. CLASSROOM
Mayan jermlaine, part of the MS-52 gang.
Symbiotic door. Damage inflicted upon the door is inflicted on the one damaging it.
The air is steamy in here.
04. 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.
There is a statue of the goddess Sekhmet here.
05. 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.
06. TROPHY ROOM
There is a face on the east wall that shoots fiery beams from it's eyes (1d6 damage to a random party member, once per turn).
A brown bear paladin, wearing a top hat. Performs marriage ceremonies.
A cloud giant.
There is a hassock here.
A stuffed boar's head is on the ceiling.
07. WATER CLOSET
Orcs. There is a friendly brownie here, who is a prisoner of the orcs.
However, it is no brownie: it is a Mayan jermlaine (part of the MS-52 gang) 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.
08. 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.
09. TRAINING ROOM
Mr. Badger, held hostage by kobolds!
The eastern secret door only opens for druids.
There is a stirring/mixing rod here.
010. 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.
011. KENNEL
Mayan jermlaine (part of the MS-52 gang).
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.
012. 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.
013. CREMATORIUM
There is a hole in the floor, that emits smoke.
The hole is the entrance to a spiraling slide, which connects to Area 493.
Azer. 2000 sp + a wrought gold earring (900 gp) + a book (see below) + a deck of many things, in stone containers.
A painted hand on the ceiling points west.
Distorted Humor: a 666 page spellbook, it can only be read forward. on each page is a random spell, the MU can cast it or turn the next page. However, there is a 1 in 100 chance that each page will take your soul.
014. PRISON
Killmoulis in the northern alcove.
Quickfloor (35.23).
A jug of milk is on the floor.
015. BATH
Snyads (left).
A pit with contact poison on the bottom.
There is a strong moaning wind here.
016. VESTIBULE
Hill dwarves.
1000 cp + 2000 sp + ring of bickering and discord in small wooden chests.
There is a heavy manure smell here.
017. HALL
5 giant rats. 3 Mayan jermlaine (part of the MS-52 gang) 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.
017a. 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)
018. 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.
Two mules are here (they have saddlebags).
019. 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.
020. CRYPT
This is the Crypt of a Wizard.
38 gp
A map of level 19, clearly noted as such
1-6 base 100 gp gems
1-6 base 30,000 gp pieces of jewelry
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.
The floor's size and shape are inconsistent with those of the room (i.e., square peg in a round hole). (Dragon 115)
021. 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.
022. 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.
023. 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.
023a. 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.
023b. 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.
023c. Intestine. A symbiotic secret door leads to the appendix.
The words "Appendix A" are scrawled on the wall.
There is a cup here.
023d. Rectum.
A rear troll (wearing a smock) lives here.
A ring of bickering and discord is found among the shit.
024. 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.
Tooth of Dahlver-Nar (#20: Know alignment when held and ordered - 1 time/day)
025. 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
14. Staind - It's Been Awhile
15. Elvis Presley - Island of Love
16. Astronomy Domine - Pink Floyd
17. Terrapin Station - Grateful Dead
18. Room Full of Mirrors - Jimi Hendrix
19. Break on Through - The Doors
20. Number of the Beast - Iron Maiden
21. Hell Bent for Leather Armor - Judas Cleric
22. Minstrel in the Gallery - Jethro Tull
23. Rats in the Cellar - Aerosmith
24. Patience - Guns and Roses
25. Far Across The Land, by Eurielle & Ryan Louder
26. Scarecrow, by Ministry
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.
026. 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).
027. THE ROOM OF REJECTED IDEAS (THE WORKSHOP) (Distorted Humor, Vondan)
Weakness gas
There is a slight breeze here.
There is an Easter Island Head of Evil Elvis, here.
There is a book on the table in this room, with notes such as:
"axe-wielding trannies",
"drug-themed levels",
etc.
028. DRESSING ROOM
Teleport, to just outside of Room 23a. (The Mouth Room)
There is an earthy smell here.
Tooth of Dahlver-Nar (#27: Possessor immune to fear)
029. DINING-ROOM
Stream
There is a torch stub here.
Butter, mushies, cayenne, bacon, cream and optionally onion. (Great Quenda)
Tooth of Dahlver-Nar (#2: weapon damage is +2 HP), hidden in the mushies!
030. 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)
www.taleswithmorals.com/
(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.
031. 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:
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)
Asronomy Domine, by Pink Floyd
Wind in the Willows
At the Mountains of Madness, HPL Omnibus #1
The Cult of the Fisting Minotaurs (Dragonspipe)
There is also a slot on the wall, for returns (books are sent to the Library of Thoth, on the Plane of Concordant Opposition).
LIBRARY ENCOUNTERS D6 (By Dragonspipe)
1 - Very Smelly Man, asleep and snoring loudly. reeks of urine. he is a 6th level thief, and is 25% likely to wake up and will attempt to pickpocket one of the PC's. He has a dagger, +2, and 35cp.
2 - Cultist. There is a (pick color) robed person who immediately zeroes in on one of the PC's, and begins talking constantly about a cult of (d4) 1- Squid 2 - Ferrets 3 - Mushrooms 4 - Cleanliness. The Cultist is a level 3 Cleric, and may be run as the DM sees fit, perhaps joining the party, attacking them, or whatever.
3 - Folk Song Day! there is a group of three folksingers in the library today, singing. Any PC that stops to listen is 50% likely to learn Useful Lore about the Megadungeon. (reveal something about one of the unexplored rooms to the Player)
4 - Masturbator. While looking around an isolated part of the library, one of the PC's will see a humanoid (DM choice) that is masturbating. The humanoid will be male, and of normal Hit Dice for their species.
5 - Ghost Librarian! Suddenly it feels like you have passed through a very cold breeze. An echoing voice says to the party's magic-user, "YOU! YOU DID NOT RETURN THE LORD OF THE RINGS, FIRST EDITION!" This is a case of mistaken identity, but the Ghost Librarian is certain the PC is the offender. It is unlikely, but possible, to reason with the Ghost. The late fee demanded is 4,000gp. Excellent role-playing may mitigate the situation. Otherwise, the Ghost will attack. (GHOST LIBRARIAN: HD 4 AC: 2 hp: 32 #att: 1 D: 1-6, save vs. Fear or Flee for 1d6 rounds.)
6 - Taco Vendor. Just outside the library door, a Taco Vendor with food cart has set up. The tacos are 5sp/each, and are quite delicious. The Vendor is also quite knowledgable about the general area of the Dungeon, and can relate to the PC's where the worst areas are to avoid IF the Vendor likes the PC being spoken to. (roleplay and reaction rolls)
There is a 25% chance that the Goblin Library Bus arrives. The GLB transports books between the various libraries. (saunatonttu)
The library bus is haunted by a poltergeist, the spirit of a demented high school book monitor: he attempts to strangle you if you try to leave the room with a book. (PapersAndPaychecks)
032. COURT
Ogre on a locked chest, containing 100 gp and 8 Stage V ID cards.
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.
033. 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.
034. MEDITATION CHAMBER
A door which only opens to characters of Neutral alignment.
There is a tank (container) here.
A bloated blowfish is inside the tank.
035. 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.
036. BESTIARY
Corroding gas
There is a decanter of endless water, here.
037. 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.
038. 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.
039. 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.
Dragonspipe: bikini of defense, bra of defense. both chainmail artefacts that bestow low AC. used together they give a base AC of -3
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.
040. COURT
The stairs here (down to level 2), turn into a slide when stepped on.
There is a strong moaning wind here.
There is a mosaic on the floor.
041. BOUDOIR
Snyad transvestites (left)
The well here sings: it casts suggestions through it's lyrics.
The floor is covered in gasoline.
A torch is on one of the walls.
(cf. Cat People, by David Bowie)
There is a dank, mouldy smell here.
There is brown mold on the ceiling.
042. 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.
043. 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.
You heard me before, yet you hear me again, but then I die, until you call me again. What am I?
The answer is: An echo.
The treasure is in Area #78, under a loose flagstone.
There are cracks in the wall of this room.
There is a Lugey Dragon here, whose breath weapon is green slime. (Mobad)
044. 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.
045. VESTIBULE
2 Mites (second from left)
100 pp + 1000 sp, loose.
There is a hamper, here.
046a. FALLEN PALADIN (by Dragonspipe)
This room is full of splintered, smashed furniture, broken glass, and torn tapestries half-hanging from the walls. In one corner of the room lays a human male in plate mail armor. This is Galon Hawkney, a paralyzed paladin who has fallen, and cannot get up. He became injured while battling 2 ogres who are beginning to argue in the next room. The ogres think they killed the paladin, but he is not dead. (He is 2nd level, and has 1hp remaining. S 14 I 15 W 14 D 16 CON 10 CHA 17)
The players can of course heal the Paladin, but they cannot restore his spine without a Restoration or Heal spell (or similar divine intervention). Galon became trapped in the dungeon when entering through a portal. Since his legs cannot be healed, he will ask for an honorable death. He wears normal Plate Mail, and has a bastard sword & shield. In a pouch he has 20pp.
046b. OGRE LAIR (by Dragonspipe)
Two Ogres (Crudge & Bippy) are arguing here about whether or not to season the Fallen Paladin for cooking. If they notice the PCâs, they will set aside their differences and attack. The Ogre Lair includes two large bunks, a few crude cupboards, a kettle, and there is a natural flume 6â wide leading to the surface of Toronto, Canada. The Ogresâ treasure include 100sp, a gourmet selection of seasoning, cast iron pots and pans, and two scrolls: one is cursed and causes Insanity, the other is a clerical scroll of Restoration.
047. 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.
048. 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.
049. 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.
050. 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.
051. CORRIDOR
Chasm, 190' deep. There is a jumping point that is 7' across.
A sign here says: Area 51.
There is a grey alien wearing a toga, at the other side of the chasm.
052. 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.)
Knowledge: "Sometimes it is better to wait, than to fight. Only half of the monsters in this dungeon are assholes."
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.
053. 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.
There is a quenda here.
054. PASSAGE
Poison gas trap.
There is a tin of green tea here.
055. 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.
056. 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.
057. 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).
Gate key to Gehenna: a bag of garbage.
There is a well of many worlds in this room.
The air is clear here.
058. CORRIDOR
False stairs, down.
There are sticks on the stairs.
One of them is The Stick of Truth.
059. STABLE
Two orcs, drinking beer.
Tooth of Dahlver-Nar, in the bottom of one of the tankards! (#1: speak with plants, 7/week)
The secret door in this room resists opening from the west side.
There is a thumping sound in this room.
060. VAULT
Empty room.
There is a sideboard here.
Runes are carved into the floor (these are Common tongue runes).
They read: This is one of several Vaults. Treasure that you place here will be safe.
061. 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 (potion of ESP); and
11) give some bonus to experience or abilities
There is an offertory container here.
062. TORTURE CHAMBER
Pygmies inside a dead elephant.
3 webbirds and 3 norkers are here.
There are thumbscrews here.
063. 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.
Graffiti is on the walls, such as: "Larry wuz hear" "Smell my sh!t" "there are no atheists in fox holes" or "got a large and smelly." (Jame Rowe)
"Lorena gave me the clap." (Dragonspipe / Jame Rowe)
064. 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.
065. 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.
066. REFECTORY
The door to the east is intelligent and malign. It tells anyone within 10 feet to "Fuck Off".
There is a tunic here.
067. 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.
068a. 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.
068b. CORRIDOR
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 here.
069. WAITING ROOM
There is a column in the center of this room. Anyone who touches it is polymorphed into a random Level II monster (eg. a snow elf skirmisher: fighter/thief).
There is a slight damp breeze here. (cf. zephyr)
The walls are painted with motifs of couples in the "69" position.
070. 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." (To lower the force field, one must fuck a shrieker).
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.)
071. BANQUET HALL
7 Mayan jermlaine (part of the MS-52 gang), eating shriekers and orc bacon in a sauce. (saunatonttu)
The air is clear here.
072. 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, 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.
073. PASSAGE
There is a circle of light here, on the wall.
It is a gate to a tesseract.
There is a ringing sound here.
074. PASSAGE
There is a bench here.
A sheet ghoul is draped over the bench.
It will animate and attack, if anyone approaches within 10'.
075. PASSAGE
There is a prayer rug here, that has a verse from the Quran, written on it (Quran, 9:5).
The chimney here leads up 1 level, to the ruins above.
076. 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
There is a member of the Kossuthian faction here, in the middle of a pyromantic ritual.
Distorted Humor: Name: Jamis Flagstaff Class: Cleric STR 8 DEX 11 INT 10 WIS 17 CON 7 CHR 16 HP: 2 ST: 14 Ho: 19 AC: 5 Gold: 16 Equipment: Holy Symbol (wood) Mace Chain Mail Backpack Bedroll Flint and steel Rope (50') 2 large sacks 12 torches 10 foot pole
There is a suit of padded (gambeson) armor -6 here.
Yes, minus fucking six. That gives you a base AC of 14.
077. 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)
078. PASSAGE
Trap door down 2 levels (to level 4).
079. 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 (a ring, silver with gems: worth 5,000 gp).
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.
Tooth of Dahlver-Nar (#26: User causes hostility towards himself in all mammals within 6”)
080. 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.
Floor appears solid, but is similar to a trampoline when stepped upon. (Dragon 115)
081. 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).
In the vaulted chamber, there is a dog driving a BBQ mech. (saunatonttu)
082. 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: 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.
083. STAIRS
Stairs lead up to a dead end.
There is a castor oil bush here, at the top of the stairs.
There is a glowing circle of light on the wall of the dead end.
This is a gate to WG7, Level 1: Against the Little Guys.
084. CHIMNEY
There is a slight damp breeze here.
This is a chimney that goes down 2 levels, to level 4.
"There is a statue of the Three Stooges here. If the party hangs around for too long, the statue will attempt to poke out eyes: save vs. paralyzation or get blinded, on a successful hit. The trick here is to get in between them, and, then, duck at the right moment." (The statue: AC0, HP33, THACO 14, D1 + save or blindness). (Note that there was a "Three-Headed Troll" miniature, done by Ral Partha). (Thanks: Nagora, Sauna)
085. 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.
086. CHANTRY
The air is steamy near the floor, here.
The god Raiden is here.
He gives a Tooth of Dahlver-Nar (#5: wearer immune to magic missiles) to the party!
As well, he admonishes the party to: "Never give up."
The stairs lead up to level 1.
087. 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
088. 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)
089. 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.
Magic spade belonging to the Mole King (a scepter of station, provides a + on digging).
Helmet belonging to the Mole King (has a light spell, like a directed lantern).
Mindy the Mole Queen's Clawed Gloves (the claws can dig and fight).
Mindy the Mole Queen's Tiara (+2 bonus to Charisma)
(Vondan)
090. 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).
091. 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.
092. PASSAGE
7 giant fire beetles are here.
Gate to Gehenna (requires key).
093. PASSAGE.
Sleep gas trap.
094. 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.
095. PASSAGE.
There are linen (drawers) here.
12 norkers lurk around the corner!
096. 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.
097. 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)
098. COURT
There is a bottle of aspargus juice here.
There is a gate to the Border Ethereal here.
Judas Cleric, on level 3, is able to cure you from the jazz-induced shattered psyche. (Sauna)
099. 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 and extinct hominids.
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)
* jeddart staff (Scottish version of a glaive) (Great Quenda)
* brogit staff (for those peasants who couldn't afford a spear) (Great Quenda)
* Ka-Bar
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)
* gambeson
* lamellar (AC8)
Note that all of the polearms do d10 damage.
(Thanks: saunatonttu)
Floor appears solid, but is similar to a trampoline when stepped upon. (Dragon 115)
101. OFFICE
There is dust on the floor, here.
There is a desk with a strange device on it. There is a copy of Liber Office, here.
Radish, the red slaad. He faces off against a large Finn with a woolly hat (it looks like a fox, and, allows it's wearer to change into a fox 3/day, as per druid's shapechange) and a noif.
There is 1000 sp under a loose flagstone.
There is a small coffer here; inside are pellets.
2 nupperibo.
Sword +1, +4 vs. reptiles (Wyrmbane - OSRIC) that talks nonsense.
(Thanks: saunatonttu)
102. THRONE ROOM
Blood drips from the ceiling, here.
There are 3000 cp in 3 metal urns. Touching any of the metal urns delivers a shock for 3-18 HP damage.
103. PASSAGE
There is a squealing sound, here.
There are 8 normal squirrels, here.
103a. THE TEMPLE OF EVIL ELVIS (saunatonttu, osrgamer, Mr. Reaper, Vondan, Distorted Humor, Jame Rowe)
50% off weddings (performed by the Ceremony: Marriage) spell, here.
A casino (the house ALWAYS wins).
There is a paladin here, that offers to lay on hands (10 gp per hit point). The paladin gropes the recipient of the healing.
The paladin has a magic rockability guitar, that functions as the equivalent Instrument of the Bards.
There are also a bunch of axe wielding Lisa Marie Presleys here, too.
And raving Riley Keoughs
.
There is a statue of Elemental Elvis here, which starts shaking it's hips.
The hip shaking causes some kind of a negative effect on females (1-25 faint, 26-50 Tasha's uncontrollable hideous screaming, 51-75 feeblemind, 76-00 emotion: rage).
It conjures Elvis Elementals and hound dogs. (1/round).
Roll d5 to determine the Elvis Elemental type:
1. Fire Elvis Elemental (special ability: cast Burning Love, 1/round)
2. Earth Elvis Elemental
3. Water Elvis Elemental
4. Air Elvis Elemental
5. BaconBananaJellyPeanutButterLoaf Elvis Elemental
Note that the Elvis Elementals are also avatars of Evil Elvis (treat them as Demigods with AC0 and 100 HP)
There is a scroll of Summon Hound Dog, here (material component: Blue Suede Shoes).
There is also a scroll of Protection from Elvis, 10' radius here (protects one from sweaty towels).
There is also a scroll of Dispelvis (turns away any undead created by Evil Elvis, probably undead roadies).
There is a scroll of Evil Elvis's Irrestible Dance.
The scrolls are all autographed by Evil Elvis, himself.
There is a Brazier of Commanding Fire Elvis Elementals, with a pile of charcoal at the side.
There is also an idol of Evil Elvis here, on a table with a single chair. It is animated, and plays chess with whoever sits down.
There is a offertory container here. Those that make an offering receive a boon (under 100 gp: a bless spell that lasts for one day).
There is a large bell here (ringing it summons an avatar of Evil Elvis).
There is an altar here (those who make the proper sacrifice gain the ability to cast a randomly granted cleric spell, once).
Also, there is some Hairgel of Evil Elvis here: it gives you a +1 to charisma, but turns your aliignment to a random evil, lasts 1 day. each tin of Hair jell has 1d12+4 applications. The effect lasts 1 day + 1d6 hours +1 extra hour each use. (1000 GP, 3000 XP).
Also, there is a Girdle of Inpersination. Anyone who wears it will insist they are evil evis and dress like evil evis and sing his holy songs like I am just a hellhound...
There is a container of Elvuudes, here. They each heal 1 point of damage, but there is a 10% chance of the character becoming addicted.
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
104. GALLERY
There is a shelf on the gallery above.
9 wood elves are on the gallery.
105. SINKING ROOM (THRONE ROOM)
This room appears to sink down 1 level.
While it does this, the doors lock for 2-12 turns.
There is an arch in the center of the room: anyone who walks through this has their sex changed.
6 killmoulis.
Under a loose stone in the floor is a huge chest containing 3000 cp and 3000 sp.
The air is still here.
There is a circle of light here on the floor: it is a gate to the Enclave of the Douchelords (Area 881).
106. SOLAR
There is a rack, here.
Floor is metallic and gives off echoes when walked upon with hard boots (such as Doc Martens) or metal-shod feet. (Dragon 115).
Magic runes on the secret door to the west: å.
Magic runes on the secret door to the north: ¨öb z<'.
(saunatonttu).
107. TRAINING ROOM.
There is a piece of chalk, here.
There is a pillar made of styrofoam, here.
Characters can train in this room. A sign on the wall, above a slot, reads: insert treasure for training (gems, jewelery, and magic items are accepted, too).
Those who do can level up, if they have requisite GP and XP.
Training costs 1000 gp per current level.
108. STORAGE ROOM.
There are some stalks in a pottery jar, here.
An anomaly. Contents of a torn bag of holding (Mike Bachini).
A tapestry that gives out counterfeit gems.
109. BARRACKS
There is some yarn, here.
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 demnd 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. (Gary)
(In total, 106 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.) (wikipedia)
* Brown bear (dumps a bowl of porridge on the characters head)
* Bison (appears with 3000 sp)
* Camel, Wild (FP)
* Cougar (A)
* Elephant, African (Loxodont) (FP)
* Giraffe (A)
* Gorilla (gives the party the finger)
* Hippopotamus (FP)
* Hyena (laughs at the party)
* Kangaroo (A)
* Lion (will attack unless the thorn in his paw is removed)
* Monkey (climbs onto someone's back, and stays there until killed. removing the monkey will result in the monkey climbing on the character's back, again)
* Rhinoceros (FP)
* Seal (A)
* Sheep (FP)
* Tiger (A)
* Zebra (FP)
Unless noted, the animals function as one-time figurines of wondrous power (FP), or, they attack (A).
There is also a potion of fire breath here. This potion allows the imbiber to cast changestaff, once.
109a. GALLERY
There is a warship named Satan, here. (osrgamer)
110. ANTECHAMBER
There is a smock, here.
This feature will exist when the party first enters the
place, but thereafter it will appear and disappear on a
random basis an a 1 in 20 chance for either.
It will alternately do one of the following: change sex,
enlarge/reduce to giant/brownie size (assuming man
size upon entry), or teleport the individual to an area
where gems grow on plants (#198). Those within the arch when
it disappears are trapped until it reappears again, and
exiting does not cause any of its functions to operate.
111. STAIRS
Stairs lead up to a dead end.
There is a buckle on the top step. (silver and gems: 3000 gp).
112. GREAT HALL
There is a bottle of ginger beer (Bundaberg: acts as a Philter of Love) here, inside of a crate.
The crate telekinetically takes an item in hand, from a random character, once per round.
113. SEWER SUB-LEVEL.
There is some garlic at the top of the steps leading down.
Everything beyond this point is part of a sewer sub-level. (Grodog)
Make a disease and parasitic infestation check for anyone entering the sewage (5% chance for each).
A 3' walkway is on both sides of all passages, and, on all sides of all rooms.
114. STUDY
There is a clanking sound, here.
The study is a 10' square island that rises from the muck of the sewage.
14 rot grubs inside a dark elf corpse.
Potion of speed in the dark elf's large belt pouch.
115. ARENA
There is an alembic here.
A fighting area with a nilbog champion. (saunatonttu)
Bubbles float about the room.
116. CHAPEL TO ARAWN
There is a pottery jar here. Inside are cinders, with a Tooth of Dahlver Nar (#4: pass without trace, 1/day) among the cinders!
A slide at the bottom of the pit in the center of the room leads to a 20'x20' room with 7 goblins.
They are torturing Snow White.
117. CLASS-ROOM
There is an ozone smell here.
There is a large iron chest of distorted height, here.
A Ring of Three Wishes is inside the chest.
(note to self: ask Distorted Humor for some ideas, here)
There is a blackboard on the southern wall of each of the 10' alcoves to the south.
The western blackboard is a physics blackboard.
The eastern blackboard is a math blackboard.
118. GALLERY
The air is clear here.
A 10' wide gallery, 10' above the floor, runs along the walls of this 40'x60' chamber.
10 Mayan jermlaine (I) (part of the MS-52 gang) are atop the balcony, and, they will attack the party with missile weapons.
HP: 2112, 3443, 24
XP: 7 +1 / HP (Total: 96)
Stairs up to the gallery are in the southeast corner.
A single human skull rests in the center of this room.
119. CHASM
There is a wax blob (candle stub) here, on the far side of the 180' deep chasm.
This area is an area of lesser gravity: characters can jump twice as far as normal.
120. PEN
This 10x10 room is a pig-pen (there is a pig here).
There is an altar to Dagda, here.
Those who make the proper sacrifice (spilt wine) gain a random cleric spell of levels 0-7 (d8-1).
Under the altar is an area protected by a force field (contact = 3d6 damage), which guards a bag of holding with 300 pp.
There are levers behind the altars.
The effects of the levers:
1) locks into place (step 1 of lowering the force field / lowers the force field)
2) Zuggtmoy is summoned (Jame Rowe)
3) lose a point from a random ability score
4) the character shits his pants
5) one of the character's magic items disappears at random
6) lose all currently memorized spells
7) a raving priestess of Tharizdun is summoned: she tries to convert the character (Jame Rowe)
8) teleported to the Demonweb (random location: see Q1). after 1 round, the character is teleported back.
9) if male, penis size is reduced to 1"
10) locks into place (step 1 of lowering the force field / lowers the force field).
Note that lowering the force field will open a gate (now permanent, 2-way), to Area #247.
The levers disappear, and the 8' wide gate is centered on the north wall.
Sections of the floor are removed: they serve as viewing portals to other planes of existence.
a = The 2nd Heaven.
b = The 4th Hell.
121. GARBAGE ROOM
There is a clanking sound here.
A shaft with iron rungs leads down to level 4.
A mirror of opposition rises from the floor, near the north wall, when this room is entered.
10 giant rats.
A huge chest (disguised to appear as a bed): 3000 sp + rope of entanglement.
"Garbage Disposal" - inside the room is a small trapdoor, and inside is a 15x15 room under the main room. If you look carefully, you will see a G Cube, as this is used for garbage dispsal..." (Distorted Humor)
122. GREAT HALL
6 larvae.
Jim Morrison is here.
122a. BUFFET
There is a buffet here. Items on the buffet include: fried chicken wings, chow mein, fried rice, goat roti, hot & sour soup, chicken balls, and steamed broccoli.
123. GUARDROOM
There are bells here.
1 sub-adult coiled dragon (6 HD: 24 hp) + 8 jaculi (1, 4, 1, 5, 2, 2, 3, 5) (they will not let anyone pass).
wand of lightning bolts and petrification (90 charges: petrification costs 2 charges).
124. BESTIARY
There are stocks here.
In cages, there are a: squirrel, rat, quenda, empty (formerly: domestic cat), and poisonous snake.
This room is also a creepy kids secret hideaway (Mike Bachini).
Eric Cartman and his three friends are here, eating Kenny's corpse (they are quite lost, and they ran out of food).
They are seeking the Stick of Truth, but Kenny died when he opened the cage with the cat. (The domestic cat killed him.)
"BAD KITTY!"
"OH MY GOD: THEY KILLED KENNY!"
125. VESTIBULE
There is a decanter of endless water here, at the bottom of the (40' deep) pit at the bottom of the chute from above.
126. COURT
2 carnivorous apes.
An iron trunk containing human skins.
There is a greed-producing mosaic on the floor.
127. LOUNGE
There are drapes, here.
There is a trivet here.
11 giant toads.
1000 gp, 400 pp in a small wooden chest.
Pit, 10' deep with spikes, 3 in 6 to fall in.
128. ENTRY-ROOM
400 pp + a cloak of poisonouness + a gem (blue quartz: touching this teleports the party to Area #113) contained in pottery jars, that appear as a statue of Talona.
Touching the permanent illusion enables one to see the pottery jars.
129. ROOM
An armband (platinum with gems: worth 4000 gp).
A great bas-relief face which if looked upon will cause the beholder to save versus magic or else
be turned into a wart on its face. (see A. Merritt's FACE IN THE
ABYSS for a good example).
A tapestry on the wall is an advertisement for The Bookstore.
Those who touch it are magically transported to The Bookstore.
130. SERAGLIO
Serrano ham, prepared by an i-talian kobold male prostitute. He has a short sword && a spear. (saunatonttu)
He charges 20 cp for his services.
The ham is kept in a box that talks in poetry & rhymes, eg.
On top of the box is Boccob's Blessed Book.
Yeah, best to keep it simple,
Do not become a pimple.
Do not look at the face of doom,
If you are wise, you will choose another room.
Do not wear the cloak
If you don't want to croak
In the room of lounging toads
There are four mysterious roads
To the north, two are certain doom
Be careful how you choose your room.
131. ROOM
Garlic.
A ring of bickering and discord.
132. GAME ROOM
There is a cold current of air here.
Bast and Horus are playing a game of Monopoly here.
They are both totally naked.
Tooth of Dahlver-Nar (#21: User shrinks 0.25' each time primary power is used).
The door to the south is intelligent and malign.
There is a stone face in the center of the north wall.
The stone face conceals a secret door that always swings open to the left, giving egress to a chamber (132a) guarded by a basilisk.
However, if a hidden stud is found (1%) chance, then the secret door will pivot to the right and allow entry to a chamber (132b) containing a magical fountain.
See the article in Dragon #34 for details of the magic fountain.
133. BEDROOM
There is a dank, mouldy smell in this room. (However, this smell is overpowered by the stench of the two pseudo-ghasts).
There is brown mold under the bed. (The brown mold is dormant, but will activate if anyone searches under the bed).
Pseudo-ghasts (IV) are fucking on the bed. (This grants the party one free surprise round).
There is 400 pp, and 3000 ep under the bed.
134. HALL OF GAMBLING
The air here is misted.
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!)
See Appendix F of the DMG for details of some of the common games played here.
Craps: 15 +1 arrows (120 GP each)
Horse: 13 +1 sling bullets (120 GP each)
Knucklebones: ring of shocking grasp (actually: a ring of delusion) (2000 GP)
Slot Variant: throwing axe +1 (1750 GP)
Zowie Slot Variant: girdle of many pouches (10,000 GP)
Dice Racing: man-sized leather armor +1 (12,500 GP)
In-Between: oil of fiery burning (4000 GP)
Twenty-One: short sword of quickness (+2) (8000 GP)
High-Low: Keoghtom's ointment (10,000 GP)
The god Norebo is here.
135. AVIARY
There is 50' of rotten rope, here.
There are a couple of budgies here, as well as a parrot, a fighting cock, and, a webbird.
Sir Galahad is here.
If talked to, he asks the party if they would like to hold his cock.
"Would you like to hold my cock?"
"It's a fine cock, I am rather proud of it!"
etc. etc. etc.
136. BARRACKS
A rustling sound can be heard.
There is a fire in this room.
Those who touch it (including putting it out) have their class changed.
137. DEL THACO
There is a quilt here.
There are 4 giant bubbles floating about this room.
The slightest touch will explode them, causing 4d6 damage.
(Each one causes 4d6 damage to the person touching it).
The first bubble contains an azurite worth 10 gp.
138. WELL
There is a bell here. (It has 4 strange glyphs: a comprehend languages will reveal that it spells the word "Taco").
The well is a wishing well: if a single coin is tossed in, one can make a wish. (This can only happen once, per character).
Giant worker honey bees (III).
1000 gp + 4,000 copper in bags.
139. RECEPTION ROOM
There is a dead human skeleton behind the reception desk.
There is a skeleton key here (acts as a chime of opening, with 4 charges).
There is a barrel of oil here.
Webbirds (I) + Shadow Mastiff (IV)
Large sacks: 4000 sp + 3000 ep
Anyone touching the large sacks will fall down a trapdoor, to Level 5.
There is a statue of a Confederate general (General Lee) which has 1-8 different actions it performs 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,
5. give a rhyming clue to a treasure,
6. emit a loud screeching noise,
7. pursue and attack,
8. offer a false map.
4. Meaningless poem:
frogs on logs,
eating dogs
hogs in bogs,
eating frogs
grogs will be eaten by nilbogs
5. Treasure clue:
Love letters conceal a hidden treasure!
7. Pursue and attack:
Treat the statue as a stone guardian, if it decides to attack.
8. False map:
The false map can be generated via the donjon site (keep it small).
140. PASSAGE
There is a tween (I) here.
There is a clay vial here: it contains a potion of water breathing (400 XP).
Roll d%:
1-50: the floor casts a random spell.
51-00: objects that are on the floor blink to random locations.
141. PASSAGE
Huge pedipalps (II).
The husks of fire beetles are here, long dead. The light glands no longer function.
142. ROOM
There is an orc with a pecan pie here; he is armed with a chopper.
He also possesses the Crystal of the Ebon Flame.
4 x I = web (1/day), clairaudience (when touched to the ear), find traps (3/day), possessor immune to fear
2 x II = +2 to armor class of possessor or AC 0 (whichever is better), dimension door (2/day)
1 x III = User must eat and drink 6 times the normal amount due to the item’s drain upon him or her
I x IV = User becomes berserk and attacks creatures within 20' randomly (check each round) for 5-20 rounds
I x V = Prismatic Spray (1/day)
VI = User cannot touch or be touched by any (even magical) metal; metal simply passes through his or her body as if it did not exist and has no effect
143. ROOM
Tooth of Dahlver-Nar! (#3: Yelling becomes necessary to invoke spells with verbal components)
Slippers of spider climbing.
There are shrubberies that move across the floor.
144. WORKSHOP
Young adult green dragon (V).
Black Pool of Sorrow: Anyone who drinks/falls in will mope and wants to listen to The Cure and gets -1 to avoid surprise, cause his eyes are on his shoes. (saunatonttu)
Wrought gold pendant (worth 500 gp) on a pedestal in the center of the pool.
145. MEDITATION CHAMBER
Grimlocks (II).
Periapt of proof against poison, Zagyg's spell component case, Tooth of Dahlver-Nar (#9: possessor loses interest in sex).
There is a bowl of porridge here.
146. CONTROL ROOM
Two levers on the sourth wall are in the 'down' position. They lift the nearby portculli (to the northeast and to the south).
Small coffers, containing 1000 gp.
There is an invisible box in the center of the room: it contains some garlic.
147. RED BUTTON
Lava elves (See: Dragon Dice).
There is a strong wind here (as per gust of wind).
Distorted Humor: "Red button" - the room is bare except for a red button, which signs in many languages that say "DO NOT PRESS THIS BUTTON"
Distorted Humor: if pressed, it places a portable hole inside a bag of holding, and everyone within 10 feet of the button is gone
saunatonttu: that's quite mean
Distorted Humor: did say it was evil
* If all three buttons are pushed, then the secret door in the green button room is opened.
There is a false statue here. (It is actually a stone guardian, that will attack, if it is touched).
148. YELLOW BUTTON
There is a strong smell of urine in this room.
"Yellow button: the room is bare except for a yellow button, which signs in many languages that say "DO NOT PRESS THIS BUTTON"
saunatonttu: i would prefer something really humiliating instead
saunatonttu: and then mockery as a followup
Distorted Humor: "Genderbending"
saunatonttu: like something humiliating happens, and then Acerack pops in and says "I TOLD YOU NOT TO PRESS IT!"
* If all three buttons are pushed, then the secret door in the green button room is opened.
Bags in the center of the room are protected by a force field (they contain 3000 ep).
Touching the force field causes 4d6 damage.
On another wall are 4 buttons and 4 switches.
1. Lose 1000 XP.
2. Your skin turns green.
3. Lose 1 point off of a random ability score.
4. Gain 1 point to a random ability score.
1. A randomly determined magic item becomes non-magical.
2. Your arms turn into tentacles (two attacks for 1d8 damage each).
3. You get polymorphed into a quenda.
4. Gain 1000 XP.
Each time a button is pressed, or a switch is flicked, there is a 20% chance of the force field being lowered.
149. GREEN BUTTON
The air is steamy here.
Distorted Humor: Inside the room is a green button that has big signs that say "Do not press this button " in many languges
Pressing the green button will reverse the effects of the last button pushed.
The door to the west only opens for monsters.
* If all three buttons are pushed, then the secret door in the green button room is opened.
150. STUDY
There is dampness on the ceiling.
There is a smoking jacket here, a globe with a bottle of brandy, two padded chairs, a mounted skeleton (such as that used for anatomy purposes), a stuffed blink dog (which looks like a normal dog, unless one speaks blink dog), maps (one of Faerun, one of Greyhawk, one of Krynn, one of the world of Presposia), two padded chairs, and shelves with books. The books are mostly scholarly in nature, including Origin of the Species (by Darwin), The Rise of the Humanoids, The Mystery of the Denisovians, A Compendium of Blink Dogs, The Decline of Western Civilization (by Dick Klein), and, Early Theories of Kobold Development. (osrgamer, prespos)
Secret door on the north wall: This door opens easily, but as the
first character enters, the door slams in
his face (take 1 hp damage with a broken
nose). (Dragon 115)
There is a member of the Kossuthian faction here, slowly burning books, page by page, over a small fire. His name is Dewey.
151. PASSAGE
A chanting sound can be heard here.
Gnolls (II).
* Battle Axe
* Couteaux de Breche
* Great Bow
* Military Fork
152. ROOM
There is a closet (wardrobe) here.
Huge pedipalps (II).
Inside the closet is a device which has 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; (slide down to level 5)
9) give various treasures; (4000 cp, 4000 cp, 1000 gp, etc.)
10) give a magic item (cloak of the bat); and
11) give some bonus to experience (+4000 xp) or abilities
12) gain a level
There is a quokka here.
153. WORKROOM
There is an idol of the goddess Hecate here: it enrages anyone who touches it, causing them to attack their companions (using the idol as a blunt weapon), for 2-12 rounds.
There is a tapestry here, depicting a Polish death metal band decapitating hostages. It disappears if touched.
There is a table with various gemcutter's tools, here.
154. LIBRARY
Iron trunk: 4000 sp, a pair of iron boots, and a Tooth of Dahlver-Nar (#24: +2 to armor class of possessor or AC 0, whichever is better)
There are 3 shelves on the north wall, 4 each on the eastern and western walls, and 1 on the southern wall.
North wall, 1: elvish poetry, in Baklunish.(40 scrolls)
North wall, 2: historical records. Hidden among them is a scroll of protection from electricity. (40 scrolls)
North wall, 3: accountant records (columns of numbers). (100 scrolls)
Eastern wall, 1: historical records (30 scrolls). Book: A History of Elephant Barding.
Eastern wall, 2: historical records (80 scrolls)
Eastern wall, 3: historical records (40 scrolls)
Eastern wall, 4: historical records (90 scrolls). Book: An Overview of Orcish Sports.
Southern wall, 1: historical records (40 scrolls). Book: Necroscope, by Brian Lumley.
Western wall, 1: historical records (30 scrolls)
Western wall, 2: historical records. Hidden among them is a cursed scroll. The reader is polymorphed into a monster of equal level, which attacks any creature nearby. (10 scrolls)
Western wall, 3: elvish poetry, in elvish (40 scrolls)
Western wall, 4: love letters, in common (10 scrolls). There is a secret door behind this shelf.
Ed Greenwood works here, at the desk in the center of the room.
There is a 25% chance that the Goblin Library Bus arrives. The GLB transports books between the various libraries. (saunatonttu)
The library bus is haunted by a poltergeist, the spirit of a demented high school book monitor: he attempts to strangle you if you try to leave the room with a book. (PapersAndPaychecks)
154a. SECRET ROOM
Bookas (I).
8000 cp, 400 pp in small chests. A gas is released when one of the chests is opened, but it's only effect is to obscure vision.
There is a beaker here.
155. HALL OF GAMBLING
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!)
The god Hermes is here, and he invites the party to try their hand at one or more games of chance.
Craps: Ring of protection +1 (10,000 GP)
Horse: Oil of impact, 5 applications (5,000 GP)
Knucklebones: Scroll of protection from paralyzation (7,500 GP)
Slot Variant: Battle axe +1 (2,500 GP)
Zowie Slot Variant: Potion of plant control (350 GP)
Dice Racing: Mystery scroll (a curse scroll that infects one with a form of speed leprosy, that is fatal in 2-8 turns, unless cured) (1,000 GP)
In Between: Knife +1 (350 GP)
Twenty-One: Potion of Fire Resistance (400 GP)
High-Low: Dagger +2, +3 vs. creatures larger than man-sized (2,000 GP)
A pedestal hovers in the center of this room, 10' off the floor.
On the pedestal is a small coffer, containing a white powder (cocaine).
156. PASSAGE
A small bush which hurls nuts at the party.
The bush is AC7, 24 HP. It hurls 4 nuts per round, each doing 1 point of damage.
There is a masher here.
157. HALL
There is a linen undershirt here.
As well, there is a Death Machine from the GAMMA WORLD setting. (See page 59 of the GW 2e book).
Basically, AC1, HP637, 2 attacks for 25d6 damage.
The Death Machine won't attack anyone wearing one of the Stage V I.D. cards, found above in room #32.
Gate key to the Happy Hunting Grounds: a tomahawk.
158. HALL (Vondan)
A giant hall with the shelves on the walls lined with drums.
There is a dias in the center of the room, with a gong behind it.
Here is a Death Knight Bard on a leopard with one arm, who fights with a gong hammer.
On the dais is a silver pin with gems (worth 11,000 gp due to the presence of an exceptional stone).
159. CISTERN
There is some shellfish here (giant crayfish in drawn butter).
As well, there is the illusion of a statue of Evil Elvis. It's base hides 1000 gp in small coffers.
160. PASSAGE (Vondan)
There is a bag of pumpkin seeds (baked with worcestershire sauce and salted) in the boat.
In the space between the two rivers are:
Giant wolverine (IV).
Coiled dragon (Y) (IV).
The stairway to the north goes up 1 level, and, then, down 2 levels (to level 5).
The stairway down is a collapsing stairway: those on it must make a dex check, or suffer 1d3 damage when they impact on the level below.
The floor here is a giant mirrored service.
161. COURT
There are huge pedipalps (II) here.
They are currently battlnig a giant igauna, and his druid master.
In the center of the room is a gate that leads to Level 2 of WG7 Castle Greyhawk (It's My Party and I'll Die If I Want To). The gate appears as a circle of light on the floor.
The air still here.
162. ABOLETH POOL
An aboleth dwells in the pool of the center of this room. Those who submerge themselves in the pool are sent to a matching pool, on an aboleth island (use atherton's adventure as a template).
400 pp and a potion of permanent alignment change are contained in a pottery jar, here.
There is a dank, mouldy smell here.
Brown mold covers the western wall of this room.
Gate to the Happy Hunting Grounds (requires gate key).
The gate is a section of worked stone, with an arch.
At the center of the gate is the symbol for the Happy Hunting Grounds.
163. CAVERN
The air is steamy here, with the steam emanating from the sinkhole.
The sinkhole in this room leads deep into the Underdark, connecting with a tunnel about 30' down. Use atherton's underdark adventure as a base for the area, which can be expanded upon if the DM so wishes.
This room is the lair of a silver dragon.
There is a massive astrolabe in the western section of this cavern.
There are some volts (II) here that will attack the party (the silver dragon ignores the volts).
The dragon's hoard:
18,000 cp
10,000 gp
ring (ivory, 500 gp)
idol of Evil Elvis (silver with gems, 6000 gp)
necklace (wrought gold, 1200 gp)
belt (gold with gems, 8000 gp)
anklet (wrought gold, 1100 gp)
medallion (ivory, 900 gp)
chain (wrought gold, 1000 gp)
necklace (pearl, 1600 gp)
medallion (wrought gold, 1300 gp)
earring (wrought gold, 900 gp)
crown (gold with gems, 7000 gp)
scroll with snake charm
4000 sp in bags
3000 gp in bags
a mirror of singing (the mirror sings songs by Evil Elvis)
164. ARENA
This is a mind flayer arena.
Those who choose to fight in the arena fight against a randomly determined monster of their own level, in a 1on1 battle.
Those that win get 4,000 gp.
Those that interfere are attacked by the mind flayers, of which there are 4.
There is a stone arch over the exit to the west. Those that walk through this arch have their Intelligence increased by 1, once.
Brown mold (the common variety) covers the walls of this cavern.
165. PRIVY
There is a fire vent that activates when anyone sits on the toilet, here.
There is a trickle of water that runs across the floor to this room.
165a. STAIRS
Space distortion stairs, which seem longer than they actually are.
Approaching footsteps can be heard.
166. TEMPLE OF DRUAGA
There is a firkin ('quarter-barrel') here. It is labelled "Pabst Blue Ribbon": anyone who drinks this beer has a 50% - CON chance of contracting severe diarrhea (double water rations, -1 to everything: this lasts for 24 hours).
There is a pit with spikes near the relative center of the room.
There is also a well, with water and a bucket. Those that drink from this well gain +1 Wisdom, once.
167. CAVERN
The Throne of the Gods is at the center of the North wall.
The person who sits on the Throne will gain a magic item (ring mail +2), but will be subject to the Throne's malevolent effect (sex change).
Note that all of the following powers need a command word/gesture to take effect.
The command words are written on the Throne itself, in Enochian (comprehend languages is probably needed to translate).
Sex: Minor Malevolent Power: Sex change
Fear: Minor Benign Power: Possessor immune to fear
Porcupine: Side Effect: Lycanthropy. The wearer becomes a wereporcupine. Transformation in porcu-form occurs with a 50% chance every time the recipient is in combat.
Gas: Mnor Benign Power: Possessor immune to gas of any type
Darkness: Minor Benign Power: Darkness (5', 10', or 15‘ radius) - 3 times/day
Prime Power: Shades - 2 times/day
Teleport: Major Benign Power: Teleport without Error, 4 times/day
Wind: Major Benign Power: Wind walk - 1 time/day
Magic: Minor Malevolent Power: Saving throws vs. magic are at -1
Life: Major Malevolent Power: The throne contains the life force of a former user (Fats Domino), and this life force is exchanged with the person sitting on the throne.
Life: Major Malevolent Power: The throne contains the life force of a former user (Natalie Portman), and this life force is exchanged with the person sitting on the trhone.
Fire: Prime Power: Total fire/heat resistance for all creatures within 20' of the recipient of the Prime Power:
Treasure: Side Effect: Mineral treasure (metal or gems) that the recipient takes is reduced by 80% in value (coins disappear, gems degrade).
The effects are permanent, either granting a permanent ability or disability.
However, the effect occurs only once, causing the corresponding word to fade away.
Note that beneficial powers are not tied to baneful effects, as is sometimes thte case for artifacts.
(Certain divination spells may be helpful in this situation!)
There is a pool in the center of the room.
A giant ant lion (VI) is here.
Pottery jars: 3000 ep + scroll of protection from lycanthropes.
The door to the south only opens for monsters.
It has a sign on it, reading: MONSTERS ONLY.
168. CAVERN
There is a rack here.
There is the Princess Leia, on the rack!
169. KITCHEN
A tiny Roman army, with war machines. (Vondan)
Fridge (contents)
An ivory scroll tube here: it contains a clerical scroll with cure blindness, cure disease, detect lie, speak with plants, neutralize poison, find the path, and blade barrier.
A 2-liter bottle of soda (Mountain Dew: acts as a potion of water breathing, 4 doses).
A helm turned upside down, filled with BBQ sauce. (Vondan)
Note that this room moves, once every turn:
169A is the first position
169B is the second position
169C is the third position
After 169C, the room goes back to 169B, and, then to 169A, and then back to 169B, etc. etc.
So, basically, the room goes back and forth.
The door in the west wall only opens when the room is in the C position.
The door in the north wall leads to 3 different places, depending on the position of the room.
A painting (the cover of the MM2) is on the south wall; touching it releases 4,000 gp.
170. LIBRARY
There is an ivory trunk containing bonsai treant splinters, here.
The spiked floor moves forcing a Dex check to any who stand upon it.
Failure means falling on the spikes: 1d3 damage.
North wall shelf: scrolls (about dwarvish armor making; only understandable by dwarves) (90) + full map of level 19 (clearly labelled as such) + Lament, by Hans Cummings
West wall shelf: scrolls (elvish love letters) (50) + Salvation, by Hans Cummings
Pressing a button on the north wall causes the floor to stop moving for 6 turns.
171. KENNEL
There is cooking oil (for fuel) here.
There are war dogs (II) here.
Snyads (I).
Bags contain 4000 sp, 400 pp, 4000 (counterfeit) cp.
(snyads = left)
172. TEMPLE OF THE GREATFUL DEAD (Mr. Reaper)
There is no room to this ceiling. The priests wear tie-dye robes.
There is a tie-die doublet here.
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
There is a 6HD Anhkheg (VI) here, eating random hippies.
The secret doors to the west are a series of synchronized one-way doors. (Grodog)
Terrapin Station is being played here, over the screams of dying hippies.
173. HALL OF MIRRORS
There is an armband here (gold with gems: 8,000 gp)
Grue, Harginn (IV).
(top = harginn)
West wall: Mirror of Opposition
East wall: Mirror of Mental Prowess
North wall (Optional): Use a Mirror from Dragon magazine...
174. THRONE ROOM
A statue of Gary Gygax sits on the throne.
The statue rolls dice.
There is a steak & kidney pie with mushrooms & truffles here.
175. TRAINING ROOM
There is some chaulmoogra oil here.
The south door is wizard locked by a 14th level magic-user.
Characters can train to gain levels here.
A holographic teacher appears, and, offers training.
176. EXERCISE ROOM
The air is still and hot here.
Huge chest: 3000 ep.
There is a small fountain here.
2 drinks (after 2 drinks, the fountain becomes non-magical), 3 effects per drink:
* spellcasting characters gain 3 extra spell levels (this is a permanent effect)
* gain 50 gp
* the character is under a quest spell, to find Boccob's Blessed Book (located in Room #130)
Characters can train to increase STR and/or CON here.
There is a one-time increase of 1-10% to both scores.
177. ROOM
There is a dank, mouldy smell here.
A statue with a missing penis. If the stone dick is found and replaced, the statue turns back to it's original form and serves the person.
The trapdoor (in plain sight), leads to Area 202 on Level 5.
178. SPY ROOM (grodog)
There are four sticks here.
Vortices (II).
Metal urns: oil of timelessness, 4000 cp.
Spiral steps lead up to Level 1.
There is a human shaped indentation on the floor, with spy holes that slide back.
This allows the mysterious master of the treasure room to spy on the treasure room, below (Level 5, 179).
179. TREASURE ROOM (grodog)
There is a splashing sound here.
Orcs are fighting a Huge Pedipalps that have wandered in through the gate.
Treasure (in bags):
5000 sp; 1,250 gp; 500 pp; 3750 ep.
There is an altar to Nyarlathotep here.
Sacrificing a human at the altar will grant a random cleric spell, that can be used once.
There is a gate here (2-way, opens once per day, for 1 hour) that leads to a random room of the dungeon.
Note that the orcs are both guardians of the treasure, and, adventurers, themselves.
They serve a mysterious master who spies on them from above (see Area 178).
180. PASSAGE
Garlic bread golem. (saunatonttu)
The floor of this passage is covered in mosaics.
Here, gravity is twice normal.
The floor here gravitates between a solid and semi-solid state (see Transmute Rock to Mud, for details of the latter).
There is a 50% chance for either, when the party enters the passage.
181. TEA-ROOM
Gravity is reversed on this room.
All of the following is on the 'ceiling'.
There is a column in the center of this room.
Behind a finely crafted wooden door with a simple iron latch is a tearoom run by a well-dressed alligator-man. He sports a smoking jacket and a pair of black trousers, and lounges in an overstuffed leather chair. He offers a seat at to all comers, and a silver samovar steams invitingly on a nearby table that is piled with oatcakes, fruit, cheese, and ham. If the party accepts his invitation, he whiles away their time with slightly melancholy tales of home, before he was transformed into his current shape by a wicked witch who resented his beauty and wit. Those PC's failing a save vs charm will be deeply moved by his case and will take a vow to help him restore his humanity by finding a book of charms hidden deep in the dungeon and guarded by a horrid lizard and two clever magic-using kobolds. (by Mogo_the_Mighty)
There is a large sack here.
182. PASSAGE
There is a vestry here, where the passage dead-ends.
Las Vegas Elvis suits are on pegs on the wall, and there is a small desk and chair here. (saunatonttu)
Wolves (II) are around the corner.
183.HAREM
Giant fire beetles (I).
Honey badgers.
Kobold females, provocatively dressed, and, lounging around on pillows.
The fire beetles and honey badgers are pets and protectors of the kobolds.
There are (iron) boots here.
Iron trunk, blade scything across the inside: 6,000 ep.
184. DRESSING ROOM
There is a chamberpot here.
Ghasts (IV).
The mirrored ceiling gives a +1 Charisma to anyone who touches it.
(The whole ceiling radiates magic).
There is a bottle of salad dressing here (Blue Cheese, to go with the bad ghast smell).
(thanks: Mr. Reaper)
185. SERAGLIO
There is a rust-colored liquid here, contained in a vial.
It is oily and phosphorescent, and has an acidic taste.
It is a potion of healing.
Very young cloud dragon.
186. CHAMBER
There is a brush here.
Land Urchins (III).
4000 sp, 1000 gp.
There is an illusion of an apparatus here.
Those who touch/enter the illusion have their minds switched with the nearest sentient being (save vs. magic).
187. OBSERVATORY
Note that the north wall does NOT connect to 56 on the map.
There is no door on the north wall.
The passage slants down to the west.
Juju zombies (III).
One of the juju zombies wears a banqueting tunic, worth 10 gp (weight: 1#).
There is an interactive holograph of the cosmos here, like in the movie Prometheus.
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. (Gary)
187a. ELEVATOR ROOM
Giant pedipalp (IV).
Firefriend (II).
The air is still here.
187b. SECRET TREASURE ROOM
Lizard men (II)
Hiawatha is here.
When Hiawatha goes to 10HP or less, he tags in Sir Lancelot who starts with an elbowdrop off the top turnbuckle (saunatonttu)
14,000 sp in metal urns.
7,000 sp + potion of water breathing: loose.
There is a smoke smell here, since the room is filled with smoke. (Refer to the DSG for the effects of smoke).
188. TRAINING ROOM
4th level dwarf thief (CN: S10, I18, W10, D16, C13, CH14) (AC6, HP18) (leather and short sword) (Wrought silver and gold necklace worth 600 gp)
4th level cleric (LN: S15, I15, W16, D13, C9, CH14) (AC2, HP21) (plate, large shield, and footman's mace) (CLWx5, HPx4)
1st level fighter henchmen (LN: S16, I11, W10, D9, C14, CH7) (AC6, HP10) (scale, medium shield, and long sword)
1st level fighter henchmen (N: S12, I7, W16, D11, C8, CH12) (AC5, HP5) (chain, medium shield, and long sword)
1st level fighter henchmen (CN: S16, I9, W10, D7, C7, CH8) (AC6, HP8) (scale, medium shield, and long sword)
1st level fighter henchmen (N: S17, I12, W16, D13, C6, CH13) (AC6, HP4) (chain, medium shield, and long sword)
1st level magic-user henchmen (N: S7, I16, W11, D9, C10, CH11) (AC10, HP4) (sleep)
1st level elf magic-user henchmen (CN: S14, I15, W12, D10, C6, CH8) (AC10, HP1) (magic missile)
1st level magic-user henchmen (N: S12, I16, W10, D8, C16, CH14) (AC10, HP6) (magic missile) (potion of fire resistance, potion of speed)
Small coffers: 3000 ep, 4000 sp.
This is a room of respite: no wandering monsters will be encountered here.
The air is clear here.
189. THE BELL ROOM (Great Quenda, saunatonttu)
The bell summons gibberlings (wearing Liverpool jerseys), who come in through the door in the left wall.
Rot grubs infest the corpse of an imp wearing a Liverpool jersey.
Beside the imp, there is the corpse of a killmouils, wearing a Patriots jersey. (It too is infested with rot grubs).
Invisible stone container: armband (wrought platinum: 1,500 gp), goblet (silver with gems: 3000 gp), brooch (gold with gems: 6000 gp), belt (ivory: 800 gp), chamomile tea, ring of fire resistance.
This is a room of respite: no wandering monsters will be encountered here.
190. WORKSHOP
Stone penis (see Area 177).
There is a broken bottle of vodak here.
This is the lair of the Gibberlings (all of whom wear Liverpool jerseys), who may have been summoned by the bell trap (see Area #189, above).
There are Blink Dogs (IV) here as well. If the party has not previously fought the Gibberlings, then the Blink Dogs are fighting the Gibberlings.
The door to the south:
Type #4: Every third time this type of
door is opened and closed, it upon closing
casts a silence 15 radius upon the back(s)
of any creature(s) who have passed through
it, the central focus of this spell being 15
from the frame of the door.
(Dragon 106, Ed Greenwood)
191. PASSAGE
Dire wolf (III).
192. REFECTORY
There is a fireplace and wood here. (Refer to the WSG for the temperature effects of fires).
Someone has left milk and cookies here.
There is a 40' deep pit in this room.
When something hits bottom of
pit, a horizontal portcullis slides
out, separating party from victim(s).
(Dragon #115)
There are dilithium crystals here.
193. TORTURE CHAMBER
Lizard men (II) (HP: 12, 16, 12).
Behind a loose stone in the wall, there is 8000 sp, and a Tooth of Dahlver-Nar (#22: ESP (30’) - 3 times/day)
A column near the center of this room changes the alignment of anyone who touches it, to a random alignment (save vs. magic applies).
There are iron boots and bastinadoes here.
There are unholy writings here: a copy of the Satanic Bible, by Anton LaVey.
194. FUNGI GARDEN
The fungi is edible and safe.
Note that there are some psilocybin mushrooms growing here, as well.
A gnerdy gnome girl who is a giant hunter in a rabbit skin hat with the ears on. (Vondan)
There are fetters here.
195. ROCKY HORROR PICTURE SHOW ROOM (osrgamer)
Hobbits (I).
Mud-men (II).
The hobbits and mud-men are facing the north wall, watching the Rocky Horror Picture Show.
There is a pivotting fire here, that keeps everybody warm.
In the 10x10 secret room to the west, there is a carafe, and metal urns containing 4000 sp and 800 pp.
There are are two invisible mods here: Matthew- and Papers & Paychecks! They watch and listen; all you hear in the room is the scratching of their quill pens on parchment... (Vondan)
196. STORE
This is a magic shop, that has 10 items for sale.
When items are bought, they are replaced by another random magic item, with the sale price being twice the listed GP value in the DMG.
All sales are final, and some items may not be what they appear.
The keeper of the shop, Tvashtri (demigod of artifice and science) warns any potential customers of this.
- Dust of Illusion (13 pinches: 200 gp/pinch)
- Spear +4 (50,000 gp)
- Wand of Polymorphing (89 charges) (50,000 gp)
- Longsword +1 (actually a Cursed Longsword +1) (4,000 gp)
- Ring of Protection +2 (24,000)
- Ring of Telekinesis (actually a Ring of Contrariness) (20,000 gp)
- Clerical Scroll of Light (600 gp)
- Scroll of Protection from Electricity (15,000 gp)
- Gem of Insight (6,000 gp)
- Sword +1, Flame Tongue:
+2 vs. regenerating creatures
+3 vs. cold-using, inflammable, or avian creatures
+4 vs. undead (9,000 gp)
Under a loose stone in the floor, in bags (one of the a bag of holding, weight limit: 250 pounds), there is 3750 ep.
There is a sign here: "Level 5 is awaiting a service pack update, we apologize for any system incompatibility. The entrance to Level 6 is somewhere on Level 1." (dragonspipe)
Northeastern door: This tightly fitting door only opens in
toward its room. It has no knobs or handles
on the other side of the door, so when
closed, the only way to leave the room is
to smash the door. (Dragon #115).
197. SECRET ROOM
There is an almond tree here: those that eat even a single almond have their dexterity permanently reduced by 1.
There is a discarded heroin needle, here.
198. LOUNGE
There are drapes here.
Gems grow on flowers, here.
There are 10 flowers that contain gems.
The gems are: spinel (500), rhodocrosite (10), smoky quartz (50), aquamarine (500), banded agate (10), onyx (200), blue agate (10), malachite (13), jet (200), chrysoberyl (100).
(Watering the flowers will cause more gems to grow).
Waterskin.
Umpleby (V).
199. PASSAGE
Linen (undershirt).
Marysuegoyle (V).
(saunatonttu)
There is a gate to Level 3 of WG7 Castle Greyhawk here (Too Many Cooks).
200- CAVERN
Spined devil (IV).
Headband (fillet) (silver with gems (incl. an exceptional stone); 11,000 gp).
There is an intelligent fire here, that asks riddles.
eg. What is sharp, pointy, and, in your back? (saunatonttu)
200a. DOOR
Secret door to the north: This warm door is red hot. Those who
are foolish enough to touch it take 1-6 to
1-20 hp damage. (Dragon #115)
The air is still here.
The floor here is divided into sections of varying heights.
201. CHAMBER
The room is filled with salt (see A3 for an example of this).
Fire mephit (III).
Pottery jars: 5000 sp, 1250 gp.
There is a couch here: anyone who sits on it loses 1 point of wisdom.
There are potatos on the couch.
There is a bag of weed on the couch.
202. CHAMBER
A splintering sound can be heard.
Cyclopskin (III).
Stone containers: 5000 cp, 5000 sp.
There is a trap door in the ceiling, that leads to Area 177 on Level 4.
203. PASSAGE
There is a dank, mouldy smell here.
Juju zombies (III) are at the crossroads.
204. TEMPLE TO ENLIL
The air is clear here.
* Altar: those who sacrifice 1000 or more in gems at the altar gain the ability to cast a random cleric spell, once. The sacrifice can be made once per month, per person.
a) Stone offertory container (atop the altar: This is where the gems must be placed).
b) Idol of Enlil (atop the altar): the height is distorted, appearing as 2' tall. The actual height of the idol is 1'.
c) Invisible idol of Enlil (atop the altar).
* Thurible.
* Kneeling bench.
a) Chime of Hunger (atop the kneeling bench).
* Shrine to Enlil
a) Silver holy symbol of Enlil.
b) Gold holy symbol of Enlil.
Above all of the entrances/exits to this room (within the room), there is written a name, in Sumerian cuneiform: "MELECHESH"
205. LIBRARY
There is a dagger hilt here.
There is an old Pan Lung (Coiled Dragon: VI) here.
There is a 25% chance that the Goblin Library Bus arrives. The GLB transports books between the various libraries. (saunatonttu)
The library bus is haunted by a poltergeist, the spirit of a demented high school book monitor: he attempts to strangle you if you try to leave the room with a book. (PapersAndPaychecks)
Shelf #1:
SRD (Stabbing Reference Document): A tome. Reading it, if you are a hobbit or a thief, gives permanent +1 to dagger attacks. If you are some other class, you take 1 more damage from all dagger attacks. (saunatonttu)
Tome of the Caterpillar: a book that goes into much detail about the life cycle, internal organs, and feeding habits of the Northern Caterpillar. if taken to a sage he will say it is complete bumkus. It taken to a alcamist they will try to buy it, as it is secretly a tome on making potions. (Distorted Humor)
Historical Records (90 scrolls).
Shelf #2:
Dwarvish armor making: only understandable by armorers who speak Dwarvish (100 scrolls).
Shelf #3:
Elvish poetry, in Common tongue runes (40 scrolls).
206. STABLE
Gate to Pandemonium (requires Key): this is an archway in the center of the room.
There is a hising sound here.
There are 2 mules here, with saddlebags. The saddlebags are filled with droogs (roll on the random d100 droog table).
206a. POOL
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).
207. DEAD END
This entire section of 10' floor is a dead end.
After 1 turn, any standing on the floor are teleported to Area 196.
There is a Rug of Welcome here.
208. CHAMBER
There is a Brazier of Commanding Fire Elementals, here.
There are soul besh (skeeters) here. (They are flightless giant mosquitoes: see page 51 of the 2nd. Ed. GAMMA WORLD book).
AC8, 10d4 hp each. (Count these as level IV creatures, for the purposes of balancing the encounter).
The tapestry depicts a lily pond, with a giant frog in the center. Hiding behind the trees are two strange two-headed humanoids, one to the left, one to the right. The left humanoid carries a M1 rifle. The right humanoid carries a Ka-Bar and a STOP sign shield. (Great Quenda)
There are 1,250 gp in pottery jars. Among the gold pieces are goldbugs (II).
209. CHAMBER
There is an iron maiden here.
There is a sign here: "We apologize that Level 5 sucked. Hopefully, Level 6 will be better." (saunatonttu)
Baba Yaga's Hut is here.
210. LOUNGE
This is the Lounge for the Dungeon Club. (saunatonttu)
There is saffron here.
The south wall that plays games here. (Candy Crush, Pogo Piddle, etc.) (Mr. Reaper)
The north wall plays Another Brick in the Wall (Part 1 and Part 2). (Great Quenda)
See Area 11 for details about the Dungeon Club.
211. SECRET CHAMBER
There is an altar to Satan here. Of course, there is a nubile virgin on the altar, here, just waiting to get sacrificed. (saunatonttu)
There is a small coffer with an oily liquid inside (hash oil).
There is an old brass dragon here.
There is an adult blue dragon here.
(He is legendary for his trick-shots; he will always attempt to bounce his lightning breath off of the walls. Base him on Fast Eddy, from The Color of Money). (saunatonttu, osrgamer)
Large sacks contain 600 pp and a scroll with read magic.
There is also a vending machine here, like a soft-drink vending machine, where one can buy healing potions of differing strengths. (Timothy Harman)
212. PASSAGE
There is a wig here.
Falling bars block the passage after the party passes this point.
Tooth of Dahlver-Nar (#31: Comprehend Languages)
213. BARRACKS (saunatonttu, Dragonspipe)
A haunted elf, wearing a pinafore playing piano, that does lounge jazz
It will shatter your psyche if you fail a death ray save after 2-8 rounds.
There are killer frogs (II) here.
There are broken windows here, garbage strewn all over the place, and the smell of cat piss is heavy in the air.
214. SECRET ROOM
Pottery jars, containing:
A belt (gold with gems: worth 4000 gp)
A scroll of protection from possession
600 pp
6000 cp
There is an idol to Zong here (the god of bad manners). (osrgamer)
215. SNAKES && LADDERS ROOM
There is some raspberry jam here.
There is a 60' deep pit here.
Anyone touching the bottom activates a portcullis which covers the mouth of the pit, trapping those within the pit.
Many kinds of snakes (asp, black mamba, etc.) can be seen slithering about.
There are ladders up against the walls.
216. TORTURE CHAMBER
Pincer, boots (iron), straw, whips, rack, oubliette (pit), rack, boots (iron), oil (barrel of), cage, stool.
The air is still here.
Bullywugs (I).
Pottery jars: gems & 6000 cp.
* black pearl (500)
* lapis lazuli (10)
* chalcedony (10)
* zircon (50)
* spinel (60)
* banded agate (10)
* malachite (10)
* azurite (10)
* chrysoberyl (100)
* zircon (60)
* banded agate (13)
* alexandrite (500)
* tourmaline (200)
* star ruby (1000)
There is a well here, with a distorted circumference.
It appears to be 5' across, when it is actually 10' across.
The unwary might fall down the 60' well...
217. PASSAGE
There is a dank, mouldy smell here.
There is a lightning bolt trap here (6d6 damage to all in the passageway, activated when the party is halfway down).
218. BARRACKS
The air is misted, here.
There is a retriever (VIII) here.
There is a refuse pit here, containing an otyugh.
There is a shifting pedestal here.
(The cubby hole under the original position of the pedestal is empty).
Stairs lead down to area 251 on Level 7.
219. WORKROOM
There is some fluelin here.
220. STAIRS
A slam can be heard when the party reaches the bottom of the stairs.
These stairs lead down to a dead end.
221. ROOM
There is a wall basin and font here.
The wall directs the party to drink from the basin, then, to find a room on the 4th level of the dungeon.
This room (#187) contains a holograph of the cosmos, and, it is one of the entrances to the 9th level.
222. ROOM (Mobad, Vondan)
There is dampness on the walls, here.
There is the illusion of a tooth here: all those that touch it lose 1 point of Dexterity.
There is a Tooth of Dahlver-Nar here (#6: detect invisibility when held and ordered)
There is clover here.
There is a Sea Hag here. She is being chased by Popeye.
This room serves as the Hag's hidey-hole.
A pool in the room leads to an underground ocean.
Dive deep enough into the pool, and, you are transported to an underground ocean.
Any hit 5 or more above will drag the character into the pool, where they will be drowned by the Water Weird that inhabits it.
Only after the water weird is killed, may the pool be entered safely.
223. TRAINING ROOM (10x10 room)
There is a wooden holy symbol of Susanowo (a bokken) here.
The door to the west 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)
224. SECRET ROOM
There is a whip here.
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. (Gary)
225. PASSAGE
There is a balance and weights here (worth 80 gp)
There are berserkers around the corner!
226. PASSAGE
There is a stone container full of bones, here.
There is a gas vent here: the gas adds 1-6 points of strength (as strength spell) to all fighters in party for 1 to 10 hours.
(This only occurs once).
227. PASSAGE
There is 50' of rope here.
There is a gas vent here: the gas adds 1-6 points of strength (as strength spell) to all fighters in party for 1 to 10 hours.
(This only occurs once).
228. PASSAGE
There is some hose here.
There are giant bats (I) here.
229. ROOM
A gate to the Abyss (see Q1 Queen of the Demonweb Pits) (requires Gate Key).
Death dogs (II).
Huge chest, containing: 600 pp & 4500 ep.
A magic lantern that projects shadows when no one is there: and none when there is. (Giant Quenda)
A medallion (silver and gems: worth 6000 gp).
There is a plate of mutton here.
Mayaheine (Greyhawk demi-goddes of Protection, Justice and Valor) is here.
Spiral stairs lead down to Level 7.
230. WELL
The two doors to the west are false doors.
There is a mosaic in the center of the south wall: the first one to touch it receives 6 darts +2.
The air is still here.
231. TRAINING ROOM
There is a well in the center of this room.
This room that has a vanishing point. Be stupid enough to walk far enough towards it, like 1d1000 feet and pop out of existence. (saunatonttu)
Characters can train here, to level up.
The door to the north is a false door.
There is a magical fountain, here.
One drink can be taken, then the fountain loses it's magical properties.
The person who drinks from this fountain loses 1 gem, should he possess any gems.
Determine the lost gem at random.
There is a metallic smell here.
232. CLASSROOM (10x10 room)
There is a very young red dragon here.
The air is clear here.
233. SALON
A control room.
A lever on the west wall raises the portcullis at 233a.
There is a blunt javelin head, here.
There are some French aristocrats && sages here, in lead paint, discussing various topics: art, politics, music, literature, and science.
They wear waistcoats and wigs, and have fake beauty marks.
They have lead-poisoned brains, rotten teeth, and lice crawling in their wigs. (combatmedic)
There is a jar of makeup powder here, containing arsenic. Those that apply the powder suffer a -1 Intelligence (permanent).
233a. PORTCULLIS
This portcullis is raised by the level in 233.
There is a sneezing sound, here.
234. PRISON (10x10 room) (Jame Rowe)
There is a low table, here.
On the table is an idol of Murlynd here. It suggests that one frees the prisoner in the 5x5 cage in the center of the room.
The prisoner is a female gnome-hobbit crossbreed (ie. a hobgnome).
235. REFECTORY (10x10 room)
There is a font here.
This room fills with poison gas.
In the southeastern 5x5 corner, there is a dead kobold, a former cafeteria worker.
Available foods: pizza, milk, cheeseburgers, apples, bananas.
236.THE LEADEN CATHEDRAL (Grodog)
There are torches here.
The cathedral is built with lead: those in the cathedral are 85% immune to non-deital scrying.
There is a mini-vaults lining in each 10' section of wall. Each contains an item.
Each of the vaults is guarded or warded in some way.
The vaulted ceiling is 40' above, supported by flying buttresses.
Note that all of these vaults are locked.
a. Explosive Runes. Elixir of Health.
b. Spears released from the wall. Keoghtom's Ointment.
c. Appears empty, one must successfully detect for secret doors here. Long Sword +3, Frost Brand: +6 vs. fire-using/dwelling creatures
d. A trapdoor down to Level 8 opens. Boots of Striding and Springing.
e. Contact poison. Scroll with Scare and Caligarde's Claw.
f. Illusion of a blank wall. A thief must successfully disbelieve the illusion in order to pick the lock. Mace of Disruption.
g. Spear released from the wall. Gloves of thievery.
h. Spring darts fire from the wall. Hammer +2.
i. A very young mist dragon is summoned. Scroll of Protection from Illusions.
j. Contact poison. Studded Leather +1.
k. Appears empty, one must successfully detect for secret doors here. Long Sword +3.
Two levers are in the middle of the floor. They open the portculli to the north.
237. ARMORY
There is a beaker here.
There are 3 moving walls in this room.
Invisible stalker, Doppleganger.
* Military pick +1
* Shillelagh
* Darts +3 (6)
* Swagger stick
* Chain mail +2 (man-sized)
* Tiger Tank (Great Quenda)
* Full plate armor +4 (man-sized)
* Broad sword +1, Cursed (LG, detect gems, kind, and number in a 0.5” radius, communicates via semi-empathy)
* Broad sword, "Final Word" type
* Cursed backbiter normal fork: prevents one from eating; allows one to consume the flesh of those that one slays; this leads to artifact-level ghoulification (Ettin of Hexen)
238. CHAMBER
Vault key for area #85.
There is a bag full of gelatin here.
Stairs down to Level 9.
239. PASSAGE
There is some unguent here.
There is a 180' deep chasm here.
There is a jump point, 6' across.
(This is not clear on the map: there appears to be a point where both sides touch. This is the jump point.)
The door to the west is a falling door: those that open it take 1 HP of crushing damage as the door falls on them.
There is only a blank stone wall, beyond the door.
Further south of the north chasm, there are two more chasms, almost identical to the first.
Middle chasm: 170' deep, jump point 8' across.
Southern chasm: 200' deep. No jump point (20' across).
240. PASSAGE
There are some trousers here.
Luck Eater (III).
Huge Spiders (III).
241. CHANTRY
While the room appears as 10x10 on the map, it is actually under a powerful variant of the distance distortion spell, so that it is in effect 30x30: this will throw meticulous map-makes off. Note that the entire room radiates magic.
A continuous chanting can be heard in this room (this has the effect of a chant spell, for all of those in the room).
There is a young silver dragon (IV) and a greater basilisk (VII) here, locked in mortal combat!
The silver dragon's treasure is contained in an invisible large wooden chest:
* 1750 gp
* clasp (wrought gold: worth 900 gp).
* Zagyg's spell component case
If the party helps her to defeat the basilisk, she will give the clasp and the case to the party, as a token of her appreciation.
The door to the north is 7' above the floor.
242. ARMORY
There are onions here.
The seven sacred pole arms are here:
* Pole axe
* Sparth
* Bill-hook
* Jeddart stave
* Brogit staff
* Lochaber axe
* Halberd
(Great Quenda)
In addition, there is a foon-guisarme, here. (osrgamer)
In addition, there are the following magic items:
* Buckler +1
* Broad Sword +2, Giant Slayer
* Footman's Flail +1
There is a chain mail hauberk here, as well.
Small coffer: MU scroll in an ivory case (fumble, fire shield, clairvoyance, precipitation, flame shroud).
Rainbow furred, demon possessed bugbear (Sauna)
Altar
There is an altar to Tyche in the center of the west wall.
Touching this feature without uttering the name of the
deity to which it is dedicated will alternately do the
following:
1-2 age the character 10 years,
3-4 animate his or her weapons for 4 rounds and cause them to attack their owner (cf. Sword of Dancing), or
5-6 cause cancellation (as the rod) to drain his or her most powerful magic item of all of its dweomer.
If the deity's name is uttered when
the altar is touched, then characters of neutral alignment
will have a wish granted if it is made within the turn;
characters of other alignment will have a geas laid upon
them to go and slay a monster who is inimical to the
deity, but upon successful completion of this duty they
too will be granted a wish.
(Gary Gygax)
The monster that is inimical to the deity is the Luck Eater, in room #240.
There is another Luck Eater in room #287, should the first one be already slain.
Once a month, characters can make a libation upon the altar.
Doing so grants a random cleric spell, which can be used once.
Even non-clerics can receive this boon!
243. PASSAGE
There is a bottle of balsamic vinegar here.
Pyrolisk (IV).
244. REFECTORY (10x10 room)
There is a strong wind here.
A great bas-relief face which if looked upon will either bestow some worthwhile
knowledge or increase to the beholder or else cause him to save versus magic or lese
be turned into a wart on its face or something similar (see A. Merritt's FACE IN THE
ABYSS for a good example. (by Gary Gygax)
Everyone rolls a d6.
1-2 = Worthwhile knowledge is bestowed (a way to find the 8th level)
3-4 = A random ability score is increased by 1
5-6 = Save vs. magic, or be turned into a stone wart!
245. ROOM (10x10)
There is a high hard leather boot here.
There is a killer mimic, in arch form, in the center of the room. It attacks!
246. TEMPLE OF THYRM
The air is steamy here, yet it is bitterly cold (apply WSG cold effects, as if the temperature was 0 degrees F).
Stirges (II).
Huge chests: 10,500 ep.
For each round spent in this room, there is a 50% chance of a pentadrone(s) (V) teleporting into the room.
This only happens once.
Stand, tripod, statue, idol, offertory containers (2), unholy writings, screen.
247. LABORATORY
There is a dank, mouldy smell here.
On a table: a ladle, mortar & pestle, 2 flasks (see below), vial, candle (tallow), candlestick.
There is a stool at the table.
Greater basilisk.
Flasks:
Thor's mead: acts as a healing potion, and gives +2 damage when throwing hammers or beer steins. (Great Quenda)
Thor's beer: acts as a healing potion, and gives +2 damage when throwing hammers or beer steints. (Great Quenda)
Chute down 1 level (cannot be ascended in any manner).
248. ROOM (10x10)
A scrabbling noise can be heard here.
Corroding gas trap (1 point of damage upon entering, and, every round thereafter).
After 10 points of damage, start making item saves.
Note that the continuing damage can also interfere with spellcasting.
Metal urns, with secret compartments. 7000 cp and 1750 gp are hidden in the secret compartments.
Note that the length of the urns is magically distorted.
249. CHAMBER
There is a desk here.
250. ROOM
There are candlesticks here.
There is a gate to (early 80s) NYC here.
251. ROOM
There is a brazier of sleep smoke here.
Stairs lead up to area 218 on Level 6.
252. GARBAGE COMPACTOR ROOM
This is like the garbage compactor room from Star Wars, complete with a tentacle beast (an otyugh).
The players have 20 rounds to get out, or they will be squished!
There is a piece of chalk here.
There is a stone container, under a loose stone in the floor, which contains 1750 gp.
A gate (2-way) to Chateau Frootloop, by Giant Quenda.
253. ALCOVE
There is a 6-headed hydra, here.
It blocks the way (see Area 252).
Murlynd's spoon.
254. PASSAGE
There is an adult bronze dragon here (Lorena).
There is a 50% chance that she will be encountered in human form, and a 15% chance that she has the clap.
She has magical, Earth golf-clubs.
She will tell the party that the clubs were enchanted in Thay; she thinks they came from a place named Dearly Born, Illy-no-ice.
There is a 10% chance (add CHA modifier + level) that she will ask to accompany the party.
There is a 10% chance (add CHA modifier + level) that she will try to perform crazy dentistry on the party.
(Jame Rowe)
255. LAIR OF THE PIXIE MASTER
See Area 479.
There is a large sack full of a greasy substance here. It smells awful.
Trap: anyone entering this room is subjected to a cream pie attack every round. The cream pies come from out of nowhere, and, have a THACO of 15. If one hits, a loud voice proclaims: "GOTCHA!".
There is a 10% chance per hit that a wandering monster arrives, to investigate the noise. (Harold Hankins)
There are a few minor artifacts in this room, such as:
The Teats of Shami-Amourae: these fake breasts provide a +2 to Comeliness, should they be donned. However, every hour there is a 50% chance the wearer will become CE, and change sexes (M to F and F to M), regardless of gender. The chance to switch happens every hour, regardless of repeats. (Jame Rowe)
The Great Teats of Mammooshala (Dragonspipe)
The Balls of Babaganoush (Dragonspipe)
256. CHAMBER
Tooth of Dahlver-Nar (#21: clairvoyance). This tooth is guarded by a female Russian sniper from WW1, with a Mosin Nagant rifle and 3d8 reloads (The sniper has a 15% chance of understanding the dentists).
This chamber is a high tech dentists office, including two dentists. They are studying the Tooth (neither understands magic). Both the sniper and the dentist have a 25% chance to understand one of the languages spoken by the party. (Jame Rowe)
A kobold (Meepo) with a 19th century shotgun is one of the patients here. He tries to shoot anyone who enters the room.
Meepo wears a pendant (silver with gems: worth 5,000 gp).
257. WINDING CORRIDOR ENCOUNTER: DICKBENDER (by Dragonspipe)
This is a long, zigzagged corridor. The wall surface here is absolutely smooth, and purple, and it glows with a soft light. At the midpoint of the corridor, there is a king sized bed , with an almost-naked woman upon it, writhing in lust at the PCâs.
The bed and woman are an Improved Phantasmal Force + Audible Glamor, and in their place there is actually a 4-armed monster: the dreaded Dickbender. This creature is a metallic automaton of unknown origin, programmed to project illusions, and attack unsuspecting people in their genitals. It is an agile, powerful robot, capable of causing instant, terrible death. Anyone grabbed unawares by the Dickbender must Save vs. Petrification or die. Even if the save is made, 2d6 damage results. A bent dick can be cured with a heal spell, or a paladin's Lay on Hands.
DICKBENDER: HD: 5+1 HP: 40 AC: 0 MV: 10â #att: 4 D: 2-8 special attack: dickbend: on an attack roll of 20, the PC is grabbed in the genitals for 2-12pts of damage and must Save vs. Petrification or suffer disfigurement. (if male, dick bent, roll a d100 to determine angle)
The Dickbender carries no treasure, but it does bear the marking: Zarkon Illusions and Amusement Co.
258. ANTECHAMBER
There is some white vinegar here.
There is a mirror here that talks and casts spells. (Roll for a random cleric spell, should one touch the mirror).
There is a pool in the center of the room.
259. CELL
The 10x10 room to the west is a cell (one can peer through the barred window in the door).
There is a mirror here that casts a suggestion spell on those that touch it.
There is a cold current of air here.
260. SOLAR
There is a dank, mouldy smell here.
There is a painting (The Scream, by Van Gogh) here, which has an unusual texture. It feels like one is touching water, should one touch the painting.
Pottery jars: 5250 ep.
261. DORMITORY
The air is clear here.
There is an otyugh refuse pit to the north.
There is a terra-cotta army soldiers line the walls of this room.
When the party gets to the center of the room, skeletons emerge from their terra-cotta coverings, and ATTACK!
(Mobad)
262. PANTRY
Those who enter this room suffer the effects of fatigue if they make their saving throw. Those who fail their saving throw suffer from the effects of exhaustion. (cf. WSG)
There is dust on the floor, here.
Movanic deva (IX).
Old white dragon (VI)
Small coffers: 7000 sp, 700 pp.
An illusion of a beholder slowly spins in the air.
263. TOILET
There is some hose here.
264. RESTROOM (Great Quenda)
There is an air elemental for a hand-dryer.
There is a slithering sound here.
There is a mosaic here; it's height is distorted.
265. SHRINE TO HUEY
This area is a huge cave, with the shrine being located in the western portion of the cave.
Inside the shrine are two symbols (one iron, one woooden), Robes of the Archmagi, and an idol.
The idol points toward the western exit from the cave.
The stairs to the south (down to level 9) have a 1-way door at the bottom.
There is a keg of mead here.
266. ORC BROTHEL
Ogre bouncer
(Chris107)
There is a trunk here.
There is a character party, here:
* human monk
* human death master
* human liar (illusionist/assassin)
* human acrobat
* human fighter
* human archer-ranger
There is an invisible monadic deva (IX) here.
(The invisibility is akin to improved invisibility).
267. ENTRY-ROOM
There is an offertory container here.
This room is a sinking room, which leads down to Level 8.
The entry door on this level will lock, and, the exit door only becomes accessible at the end of the descent.
There is a vagabond (II) here.
As well, there are iron urns here. If the room is in the down position, a trap door (leading to Level 9!) opens in front of the urns, if any of the urns are touched.
The urns themselves contain 7000 sp and 700 pp.
268. PASSAGE
There is a strappado here.
Wererats (III) + Ettercaps (IV) are around the corner.
269. WAITING ROOM
There is a beaker here.
Rothe (I).
Small sacks: 7000 cp + 700 pp.
A varrdig grue (IV? VI?) directs the rothe.
(left = varrdig)
270. MEDITATION ROOM (10 x 10 room)
A very sombre room with a palpable level of airborne dust. Within that room is a solitary hatch, and in that hatch is a MEENLOCK lair. (Ettin of Hexen)
There is a wooden chest, containing toothpaste, here.
Dopplegangers (V).
Giant bumblebees (V). Each time they hit, they drain 1 point of CON, permanently.
Incense of meditation is here, with a bas-relief of the Buddha upon the wall.
271. ANTECHAMBER
There is a basket here.
Yuan-ti (VI).
Pottery jars: 700 pp + ring of shocking grasp.
The secret door to the north only opens for assassins.
272. ROOM (10x10)
Dancing girls and a banquet of food. they are actually animated skeletons disguised through illusion and food is also an illusion.
They absolutely do not attack the party and if illusions are dispelled they keep acting like dancing girls, who run and cower when / if attacked. (Sean Liddle)
There is a cloak of protection +4 here.
273. OBSERVATORY
A fireplace that moves.
Wolverine (III) + Son of Kyuss (IV).
Stone containers (spring darts fire from the top of one of the containers): 7000 sp + 1750 gp + a tiara (silver with gems, worth 4000 gp).
274. MEDITATION CHAMBER
A lich riding a bulette. (Mr. Reaper)
There are onions here.
There is a tapestry here, depicting the Buddha.
275. PASSAGE
A fireplace: the (medium) fire gives off poisonous smoke. (Use the rules in the DSG).
Attempting to put out the fire will just create more smoke! (In this case, it will fully dissipate in 10 rounds, though).
There is beth root (lamb's quarters) on the lintel.
276. GAME ROOM
7-headed pyrohydra.
Large iron chest: 7000 cp + 7000 sp.
There are vines here that entangle (as per the spell).
The air is still and warm here.
There are two tables here: one of them has decks of Magic cards, the other (a sandtable) has Warhammer miniatures on it.
277. TRAINING ROOM
There is a stale, fetid odor here.
Slime Creature (V).
Once the Slime Creature(s) is(are) destroyed, a holographic teacher (Yoda) appears!
Characters may train to gain levels in this room, for 1000 gp. This takes a number of days equal to: 20-INT.
For 100 gp, a character can improve an ability score by 1%. This takes 1 day.
There is a scroll of Create Coffee here.
There is a gate to the Lair of Prespos (Iriaebor, Forgotten Realms) here.
278. WORKSHOP
The air is misted here.
There is a fire vent in this room, above the western door. (4d6 damage, save for half)
Other than that, this room is quite cold. There is an old Oriental man growing eyeballs, here.
There is an intelligent machine here, a touch-screen laptop.
(It only has 4 hours of battery life left).
The AI will answer questions to the best of it's ability.
279. BARRACKS
Bunk-beds line the walls here.
There is a high soft boot here, next to a dead animorphic cat with a Musketeer hat. (Vondan)
All of the doors resist opening from the inside of the room.
A knock spell, or, dealing 50 points of damage to a door, will open the door.
In the latter case, breaking down the door, make a wandering monster check (1 in 6).
There is a Lawyer here. He accosts the PCs, threatening them with litigation, if any of the characters are not BtB.
(For example, |"You can't be a dwarf magic-user, that is against the law!" He quotes from an arcane tome.
280. CHAMBER
There is a tapping sound here.
Equipment Vending Chest (by Donald Pyle)
Forgot the equipment vending chest. Torches and oil are common items, along with rope and iron door spikes. Vended items are always of lowest quality tho. Faster burning torches and oil at twice to four times the price. The further in you get the higher the price. I also have a success chart for vending chests. Just like vending machines sometimes they fail to give product. Or give the wrong selection. Often times the most desirable selection is "sold out". I even have a very small chance of running into the vendor that stocks the chests. He is a greedy old coot that can be bribed to reveal the trap locations. Sometimes accurate sometimes not.
A fireplace. Those that put their hand inside the fire have their Dexterity permanently increased by 1.
281. PRIVY
There is a desk here.
There is a giant solifugid (V) here.
Those that it bites gain a permanent +1 to Wisdom.
(This effect can only happen once per PC).
282. STAIRS
Stairs here lead up to a dead end.
There is a lamp at the top of the stairs.
283. WAITING ROOM
There is a rack here.
There is an appearing wall here (a 20' wall appears in the center of the room).
Jaculi (I).
Under a loose stone in the floor:
Iron trunks, containing 14,000 sp + dully noif.
There are two levers, in the down position, flanking the southern archway.
Raising these levels raises the secret doors in 284, just to the south.
saunatonttu: dully noif is actually magical
saunatonttu: it cannot really hurt anyone, but if you carve hard enough for long enough a time, you can get through anything
saunatonttu: of course super hard material will take ludicrous amounts of time
284. BATH
The air is still here.
Ettercaps (IV)
They have platinum spikes growing out of their backs (700 pp worth in total).
285. CIRCULAR ROOM (by Mogo)
There is an ozone smell here.
The glossy wooden door has a brass knocker on the center of it. The knocker is shaped like cat's head. The door is unlocked and swings inward silently.
In the center of the 30' diameter circular room is a large braided rug with a silver basin atop a 3' rough granite pedestal.
Around the edge of the room is a 1' wide shelf about 3' high. The shelf is littered with small porcelain figurines of animals, children, and small vehicles (boats, carts, etc). All of the figurines are eminently breakable and nothing apparently happens when they are broken. If one is broken in the basin, however, and water mixed with the porcelain dust, the mixture congeals and will become a random gemstone 90% of the time and a random monster (man-sized or smaller) 10% of the time. This can only be done once per day.
Example gem: 2000 gp emerald amethyst.
Example monster: shadow mastiff (IV).
286. PASSAGE
The air is hazy here (dust).
There are monster zombies, around the corner. (III).
287. CHAMBER
Luck Eater (III)
There is a sheet of parrchment (a sheet of smallness) here.
There is an arch above the stairs (that lead to level 9).
Anyone who passes under this arch must save vs. magic, or become enraged, attacking fellow companions.
288. RESISTING DOOR
This door takes a bend bars / lift gates check to open.
There is a stone container with pellets here behind the door, at the crossroads.
289. PASSAGE
There is a scarecrow (IV) around the corner.
There is a beater around the corner.
290. ROOM (10'x10')
There is a frock here.
The small (10' by 10' room) has a door at each end (the northern door is secret and the southern door is a false door).
The walls are made of wooden paneling and are lined with wooden pegs. On one of the pegs hangs a battered leather bag. Inside the bag, wrapped in leaves, is a slab of portable soup. It is turtle soup. (by Mogo)
291. ROOM (10'x10')
Dretch (IV).
There is a pin here (wrought gold: worth 1,100 gp).
+0 Battle Axe of Out of It: This cursed item causes warning devices to fail and alertness to wane, thus ESP doesn't work,
secret doors are missed, slanting passages go undetected, and so forth.
292. CHAMBER
There is a waterskin here (full).
There is a strange machine here: anyone who touches it must save vs. poison or die!
There is an angry guy with a remote controlling the machine. (Ettin)
293. ROOM (10' by 10')
There is salt here.
There is a pool here.
There is a sleep-inducing room (as a symbol of sleep), with a horn of Valhalla in plain sight.
One round after the door is opened, a very young silver dragon is teleported into Room 279.
Note that this 11 HD dragon does not speak. (Grodog)
294. GALLERY
There is a broken pole (5') here.
This room is an art gallery.
(Paintings include Starry Night, the Last Supper, American Gothic, and, a Jackson Pollock painting). (Freddy, Subaltari)
There is a 3D chessboard here, of value to The Collector (a Timelord), who is in Room #930. (Peter duBois)
295. ONE-WAY PASSAGE
There is a ringing sound here.
Those who go North down this passage may not head back South!
296. TEMPLE OF SET
Brazier, incense burner, brazier of commanding fire elementals, candle (tallow), offertory container.
Lenard Lakofka: You also have the Munster movie where you pull the right overhanging pull cord or you go flying out.
297. GREAT HALL
There is a Tooth of Dahlver-Nar here (#8: know alignment when held and ordered, 1/day).
Gate key (Pandemonium gate)
There is a grindstone here.
Anyone who walks through the western arch permanently loses 1 point of STR.
298. ROOM
There is an offertory container here.
There is a pool here.
There is a very old brass dragon here.
Huge chest: 7000 cp + scroll with giant insect + 700 pp + 1750 gp.
The brass dragon is currently fighting an anhkheg (6 HD)!
299. ROOM (10' x 10')
There are bastinadoes here.
This room sinks down to Level 8.
There is a pit fiend (IX) 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 (a earring, wrought silver and gold: worth 5,000 gp).
Otherwise, each time it is touched there are equal chances for either form to exist. (Gary)
(The item is currently in jar form).
300- TROPHY ROOM
There is a dish here.
Furniture which is animated to trip, confine, and smother (rugs and carpets) or
move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries
and wall hangings). (Ours is known as the "Living Room".) (Gary)
Fireplace && wood, bench, trunk, couch, blanket.
Rug of smothering, large table, box (large), pallet, tun.
There are the heads of various animals (boar, stag, etc.) mounted on the walls, about 10' off of the floor.
(The ceiling is 20' in height).
301. BEDROOM
Large sack: crystals (crystal meth).
The steep natural tunnel to the north leads to the Underdark (use The Lands of Deepearth, from the DSG).
In the center of this room, there is a circle of light. This is a 2-way gate to the Great Bazaar in Sigil.
302. CAVE
There is a statue of Steve here, the mysterious controller of Castle Loungehawk.
He can be found on Sub-level 8A: The Infrastructure Sub-Level, or, in his lair, in Room 1000.
At the entrance to the north 'alcove', there is another statue, this one of a gigantopithecus. If it is unstoned it is a gigantopithecus (see Dragon 137)
Tinderbox (with flint & steel).
The column near the eastern end of this cave radiates anti-magic in a 20' radius.
303. ROOM
There is some dijon mustard here.
Pyrolisks (IV, HP: 20, 25).
Small wooden chests (one of them has contact poison):
* 8000 sp
* malachite (10)
* garnet (volet) (100)
* moonstone (200)
* obsidian (100)
* malachite (11)
* lapis lazuli (10)
* tiger eye (10)
* onyx (50)
* star rose quartz (50)
* peridot (chrysolite) (500)
* aquamarine (1000)
* peridot (chrysolite) (300)
* aquamarine (1000)
* rhodochrosite (5)
* tiger eye (10)
* topaz (500)
* eye agate (50)
* peridot (chrysolite) (500)
* zircon (50)
304. MEDITATION CHAMBER
Medallion of ESP (gold with gems, worth 2000 gp).
There is a statue of the Buddha, here.
There is incense of meditation, here.
The stairs to the west lead down to Sub-level 8A: The infrastructure level.
This level controls and maintains Castle Loungehawk.
305. ROBING ROOM
There is venison here.
Sussurus (VI: 33 HP)
Large iron chest:
8000 sp
Plate mail +3
Hanging on pegs on the walls.
Robe of Useful Items.
Robe of the Archmagi.
306. KITCHEN
There is balsamic vinegar here.
The floor of the kitchen is a Quickfloor (see Dragon 35.23).
307. SOLAR
The air is still here.
There is a half-elf sorceress here, with her two servants, a half-orc and a human. (Jame Rowe)
This room dispenses a magic item: Boccob's blessed book.
This only happens once per party.
308. PASSAGE
Gate key to Arcadia.
There is an earthy smell here.
Berserkers (I).
309. WORKROOM
The air is foggy near the floor here.
Chute down 1 level (cannot be ascended by any means). (Vondan)
Giant pedipalps (IV).
309. COBWEB COLLECTION CHAMBER
There are wall scratchings here.
Cobweb collection chamber
In this room, series of cobwebs hang in nicely ordered rows.
One of the cobwebs is a cobweb of inconspicuousness.
These cobwebs were ordered by a drow who lives on Sub-level 8A: The Infrastructure Level
(Kjato Ragfoot)
310. VESTIBULE
There is a rustling sound here.
311.CHAMBER/ROOM
There is a low table here.
312. CHAMBER/ROOM
The party will need Mickey Mouse hats in order to infiltrate this room, should any worshipers be there.
Rat statue room. None Rat priests touching it without first filling the tarnished Silver offertory plate will cause it to assume the form of an angry rat swarm which will attack the offenders. HD 6 HTK 33. Does 1-6 HP/round automatic damage to any within 10'. (Chris 107)
There is a font here.
313. PANTRY
Alice and the Sinister Squad are here. (vondan)
There is a jar here.
314. CELL
There is a strappado here.
315. BEDROOM
There is blinding powder here. (Kept in a large belt pouch)
Blinding powder (pair) (legality: var., var. - *, PHBR2.103: 100, strapping)
316. SOLAR
There is a spigot here.
317. CHAMBER/ROOM
There are sandals here.
321. AVIARY
Locket (gold with gems, worth 3,000 gp)
saunatonttu: pres, an ogre named Butcher (english) and a wererat named Villain (french)
322. EXERCISE ROOM
There is some tea here.
323. WORKSHOP
325. CHAMBER/ROOM
Arioch.
326. TROPHY ROOM
Tooth of Dahlver-Nar (#18: grants Infravision)
327. WHACK 'O MOLE (dragonspipe)
Ankhegs, bulettes, hobbits.
329.
A gargoyle with a box of box of Bastard Ale.
There are 10 cans to the box, with each of them functioning as a potion.
1. invulnerability
2. clairaudience
3. levitation
4. clairaudience
5. invulnerability
6. healing
7. dwarf control
8. heroism
9. life (elixir of life)
10. life (elixir of life)
334.
Gate to Hell (requires key).
336.
The Wu-Tang Clan (osrgamer)
339.
The Left Nut of Veca: gives +1 CON. May have other powers as well. (Dragonspipe)
341.
pres, knight templar sublevel, shaped like a cross. the long bit has tombs of regular knights, the three short parts tombs of lords. skeleton warriors and wights!
pres, they were cursed cause they dabbled in satanism and khaos magick
(saunatonttu)
346.
Gate key to Nirvana (a Nirvana T-shirt).
Mogo_the_Mighty: "Adventure Hooks" Level 7 pirate. STR 14 IN 14 WIS 12 DEX 14 CON 18 CHA 14
Vondan: DH look upthe artist or story that image of Vasalina is fromthere are 20 in that set it was an ilistrated Babyoga
Mogo_the_Mighty: Adventure Hooks is a grizzled pirate who looks to be more than 70 years old, but is tougher than a Bullshark. His skin is tanned so dark that he almost looks black, and his tattoos are indistinct blue blobs. His white hair is cropped close and is patchy in places, and his yellow teeth are hard and sharp. His hook arm (left hand) is always at the ready, and his right hand will always have either a battered tin cup full of grog or a belaying pin at all times.
Distorted Humor: thanks von...
Distorted Humor: have to run for a bit, later gents...dang real life interuptuing
Distorted Humor: gents and ladies
Mogo_the_Mighty: Hooks is a master storyteller and has 4 levels as a bard. His instrument is a bosun's whistle
Mogo_the_Mighty: By DH
8:14pm 2017-9-14 Distorted Humor Has exited the room
Mogo_the_Mighty: Hooks wears a leather vest and tarry breeches, and goes barefoot almost all the time. His +2 cutlass is known as "Sandbox" and has slain many a scurvy dog.
Mogo_the_Mighty: Oops, I have him too many 14's. DEX 12
Mogo_the_Mighty: Hooks has about a score of stories of how he lost his hand. Nobody knows the true one, but his favorite one of late is a tale involving a succubus, a xorn, and a chest full of Orcish gold
348.
There is a Tooth of Dahlver-Nar here (#7: User has short-duration super charismatic effect upon creatures of
the same basic alignment - evil, good, neutral (chaotic, lawful,
true) - so that they will willingly oin and serve the character for 1-
4, 2-8, or 3-12 turns (depending upon how exact the alignment
match is); thereafter the effect of the dweomer wears off and the
creature will no longer serve due to realization of the enchantment
and fear of it (and hostility is possible).
This is quite a powerful tooth: allow creatures a save vs. magic to avoid it's effects.
352. A donkey with elf ears. (subaltari)
346. STAINED STAN'S STANDING STAIND STAND (Mr. Reaper, Jame Rowe)
Stan sells Staind CDs here. He caters to the Greatful Dead cult, in return for them tie-dying his clothes.
He chants "Dye Dye Dye", from time to time.
351. THE PEARLS & DUNG ROOM (Great Quenda, saunatonttu)
Maybe some kind of a puzzle.
353.
There are 2-12 Stanists here. (saunatonttu)
355. TEMPLE OF VELSHAROON
This is the HQ of the Velsharoonian faction.
357.
Gate key to Concordant Opposition: a symbol of a spoked wheel.
358.
There are Mickey Mouse hats here.
360.
Gate to Arcadia (requires key)
364. Here is a gate (2-way) to a beach. It is a rather nice beach, with sea caves and the wreck of a schooner.
There is a scroll of Keanu's Deadly Wipe-Out, here. The scroll is actually a beach towel.
There are surf elves, giant crabs, and crab-men here, all enjoying the Sun.
Everything the characters say gets an echo effect.
A completely insane fish-man surfer is intent on destroying the beachside community, with a tsunami spell, just to ride that last wave.
The surf elves offer the PCs a reward (a Horn of the Tritons), if they can kill the insane fish-man.
366.
Gate to Nirvana (requires key).
371. BREWERY (Dragonspipe)
yes need a large chamber for the Brewery, preferably multiple exits and fairly near access to elevator/stairs etc. to deliver to lower levels
i'm going to populate it with mostly low HD creatures, but a LOT of them
also considering placing a Tim Kask
376.
An 8th level prostitute, a failed geisha. (Vondan)
385. Here is a bar where all the patrons are sea mammals. The bartender is a walrus in a tuxedo with black tusks. His name is Chumly Derby. The maitre'd is a penguin named Tennessee.
386. a room with the severed heads of every single driver who has won the NASCAR races
388.
Gate to Concordant Opposition (requires key).
389. Ettin of Hexen: in prespos's dungeon, there's a room that jiggles slightly, angering the party dwarfs.
Ettin of Hexen: the longest the room dwells within, the greater the jiggling, until it becomes a bangin' hot swingin pad
Ettin of Hexen: and bitches fall from the ceiling
Ettin of Hexen: at which point the dwarfs, they grudge-nod
Ettin of Hexen: for the sloping passage detection panned out
392. THE BUMBLEBEE POST: A post office room, staffed by bugbears. They sell various postcards, of various dungeon views & dignitaries. These can be posted to loved ones, on the surface.
The postmen are quicklings. Several huddle around a small fire, waiting for delivery jobs. "They stamp their little feet to keep warm. They are all equipped with black and yellow stripes woolen socks." - Chris107
391.
392.
Alternate World Gate (see AC4).
The Toe of Vecna is here. This item grants +20% to Move Silently. It may have other powers as well. (Dragonspipe)
393. This room is the lair of an elderly giant bumblebee named Doris, who takes care of overseas mail delivery.
397.
Gate key to Hell: a pitchfork that has been used to stab a paladin, at least once. (saunatonttu)
400-
402. The pen that can't be lost, stolen, or "permanently loaned," but is also poor quality. But it never runs out of ink! Note that the only way to get rid of it is to freely give it - "You need a pen? Here, take mine!" (Jame Rowe)
408.
A trapper named Mattress Girl. This one is combination doppleganger/trapper. (Mobad)
Mobad: It will always have a humanoid and mattress component.
Mobad: Whether ambulating as a humanoid with a mattress under her arm or as a humanoid standing on the mattress as a lure.
415. CAMEL PISS BAR (Distorted Humor)
Sells camel Piss , roll a 1d20, on a 20, it heals all your aliments. For 1 day after you have a -1 to your charisma since your breath smells of camel piss.
420. HYDROPONICS LAB
Here, there are a few stoned victims of a basilisk. (osrgamer, Dragonspipe)
There are PVC tubes with plants popping out them, rows of HPS (High Pressure Sodium) lights above them.
The plants are intelligent cannabis plants.
422.
Tooth of Dahlver-Nar (#10: Light - 7 times/week)
423.
Trap door, with a ladder underneath. (Entrance to the level below). (Vondan)
424. Mayan jermlaines are here. There is a 15 foot tall pyramid in the center of the room. The jermlaine, which have jaguar steeds will be surprised, as they are in the middle of a human sacrifice, slicing the heart out of a human, and washing the stones with his blood. (osrgamer)
Revise so that the human is still alive.
This is the central temple of the MS52 gang.
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
426.
Gate Key (Elysium).
433.
Tooth of Dahlver-Nar (#17: write, 1/day)
434. Entrance to the Carnie Sub-level. (saunatonttu)
438. THE ASS ROOM
Gate to Tarterus (requires Key).
446.
Gate key (Paradise).
A statue of Axl Rose tells the party: humming the intro to Paradise city is the gate key to Paradise.
(saunatonttu)
451.
Gate to Elysium (requires Gate Key)
453. There is a dead quickling in this room. As well, there is a post card in this room. "Dear Aunt Maud, Things here are all going well. Met up with two nice Goblins this morning. Thank you so much for knitting the chainmail scarf. See you soon. Dick the Butcher x" - Chris107
There is a folding boat in this room.
454. GREASE PIT DINER (Dragonspipe)
50s, Chromish, Teal
457. saunatonttu: ESPaniards
saunatonttu: pres, oo, psychic spaniards!
saunatonttu: with a bull that shoots mind blasts from its horns
prespos: OSSM
prespos: /roll d1000
prespos rolls 1d1000 and gets: 457
saunatonttu: lounge, a great place for inspiration
prespos: their leader: Manuel of the Planes?
saunatonttu: Yeah! Good old Manuel of the Planes
saunatonttu: who led a bunch of gringos to the city of brass, they are all dead now
Ettin of Hexen: when i squish my mullein into a cigarette tube, i'l be set
prespos: LOL
Ettin of Hexen: got Rogue Trader book, i like the Vincent Black Shadow and the generatable bikese
Ettin of Hexen: and the bestiary. and everything elese.
prespos: you guys were on fire earlier on, with all the great ideas
Ettin of Hexen: *sells tau for my squats8
saunatonttu: pres: "Llevé un grupo de gringos a la ciudad de bronce. Están todos muertos ahora"
saunatonttu: Etts, Vincent Black Shadow
prespos: perfect!
465.
pres, hm... dark elf moulin noir
saunatonttu: hm, a drow cabaree is actually good enough idea to fully develop
469.
Altar of Stan. (saunatonttu)
470.
479. STAN'S STAND (James Rowe)
Occult Cult Catering (including fruit)
Stan's caters to the various temples in Castle Loungehawk, who aren't always on the best of terms.
For a special fee, Stan's is more than happy to poison the food.
There is a dank corridor leading into a weirdly arid room. the floor sags, in the corner is a dead Otyugh in an alcove. those moving it aside will find a shitter underneath.
in the shitter is a dead beltpunk guy who suffocated trying to eat a gem. the floor sags because it is a wooden prop. the bare dirt beneath has 6 coins standing upright, singly propping the floor in some noneuclidian display.
the otyugh is dead because the six coins were holding something worse at bay. his master yet weeps because it couldn't leave til it finished its duty. a bodak, cuz why not. the otyugh's master was a pixie. those finding the pixie will be gifted six arrowheads of slaying (because he's a badass). (by Ettin)
480.
483.
Gate key: Acheron (a rusty WW2 helmet).
484. saunatonttu: a very old, senile goblin, who gives cryptic hints about the dungeon level below, 50% chance he just completely misremembers and gives bad intel
saunatonttu: he wears a candle on his head
Gate key: Tarterus.
493. This room is directly connected to 13. Crematorium, via the smokestack.
Anyone entering this room takes 4d6 fire/heat damage, per round.
The floor is filled with ashes.
494.
Gate to Paradise (requires key).
496. FIRE ELEMENT ROOM (Jame Rowe)
497. Elminster
499. Gate to Acheron (requires key).
500-
520. HALLWAY
There is a trap here that spews green slime gobs down the hallway.
523.
Ettin of Hexen: a room you walk into is 20x20. in the corner is a trio of goblins playing cards (strip poker) in the other corner is a treasure chest...
Ettin of Hexen: containing a smaller version of the room
prespos: whoah!
Ettin of Hexen: with a series of tiny bisques gawking at the chest therein with three deaed goblins arranged throughout
prespos: that is very cool
prespos: /roll d1000
prespos rolls 1d1000 and gets: 523
Ettin of Hexen: those dealing themselves into the strip poker will find themselves likely outmatched, but the main goblin will shit out a 500gp value diamond at the end of the game regardless
prespos: /draw
prespos draws 1 card: |3♥|
Ettin of Hexen: the treasure chest, of course, contains something indicating a secret room
prespos: hey, gay goblins?
524.
526.
Lord Sock: A one-armed Def Knight who punishes bad guys with his drum stick. He is mounted on a Def Leopard. (osrgamer)
532.
The erotic idol of Ath: made of Ebony, carved crudely by a quenda with a dully noif. This is the gate key for the Limbo gate in room 566. (saunatonttu)
537.
Distorted Humor: "Crystal room" - Inside the room is a crystal on a pedastal, a clock showing 30 seconds, and a red button. If the crystal is removed, the doors to the room shut, and the clock starts to count down by magic mouth. If the button is pressed, it is reset to 30 seconds. Even placing the cyrstal back on the mount will not stop the clock. when the clock reaches zero, the doors open.
Distorted Humor: The crystal is a magical item - it is a floating latern that burns oil twice as fast, but does not require someone to hold it
547. TEMPLE OF GRATEFUL FATE (Jame Rowe)
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
548.
Adventuring party.
538. GAME ROOM
pres, put goblins (black) and kobolds (white) dressed up as chess pieces into the game room
541. Red dragon, with treasure.
559. In this room, there is a half-orc named Brugus (19 STR), a timber framer with a 4x4 great club with nails and a bag of bricks. (Vondan)
564. TEMPLE OF OSIRIS
This is the HQ of the Osirian Faction.
566. TOILET
This is the Limbo gate. The erotic idol of Ath, if carried by anyone in the party, opens a gate to Limbo.
567. SHRINE OF THE SUCCUBUS (Mobad, Vondan)
The succubus is disguised as a harem girl.
Mobad: She lies dormant/ethereal in the area, and some trigger summons her.
Mobad: Perhaps blood spilling on her altar from a fight nearby.
Mobad: She wields the Buttocks of Sweet Sweet Lovin'.
Mobad: Her opening salvo is shakin' her goodies / charming one or more party members.
There is a Water Priest here, with a magic oar for a club.
569. Mushu, the Ferret Goddess. She appears as a normal ferret.
575.
istorted humor: I had a idea, a interdemensioanl inn...you can draw a door on a wall and enter....and you have X amount of chalk before you have to obtain more
570. MINI-GOLF COURSE (dragonspipe)
This is a series of 18 interconnected 20x20 rooms.
There are go-karts here.
Quiver of Ehlonna.
574.
"Here, emerging from the wall, there is a viking ship with some very confused Hawaiians on it. Emerging from the other wall is an outrigger, with some very confused Vikings on it!" (saunatonttu, osrgamer)
576.
Two trolls here, by the names of Hurr and Durr (saunatonttu).
578. BOOKSTORE (Dragonspipe)
This is an 80â x 40â room , with a central staircase leading up to a second tier that is 40â x 20â. The entire room is full of bookshelves, interspersed with comfortable chairs. Along the east wall is a coffee bar / cafe. Various kinds of humanoid dungeon-dwellers can be seen here, reading, drinking coffee, and conversing. A wide variety of books can be found, all of them for sale between 2-20gp. The coffee is 2gp/cup. Somehow, it is understood that the Bookstore is a non-combat zone. Even chaotic and opposed forces sit peacefully here. No magical scrolls are for sale here, but there are numerous books on magic theory. Reading one of these can grant a PC the skill of Spellcraft, if applicable to your system. The reason the monsters do not conflict in this room relates to deeper mysteries of the Castle, and who(m) controls it. There will be banners on the walls of the Bookstore suggesting who this may be.
591.
Giant Quenda: a knife which telescopes into a 21 foot long pike Pres
593. A room full of old Atari ET games (Distorted Humor)
600-
saunatonttu: pres, also, some hashasheens from abu stabi need to enter the dunjon
saunatonttu: hm, i have some silly ideas today
prespos: thanks!
Tooth of Dahlver-Nar (#30: Ultravision)
602.
Tooth of Dahlver-Nar (#16: Possessor immune to disease)
614. THACO BELL (Dragonspipe)
2% chance of bowel instability.
618. i.somethingawful.com/u/elpintogrande/jan12/unknown/lab.gif
630.
Gray goose golem. (Mr. Reaper, osrgamer)
632. Gate to Olympus (requires Gate Key)
633. A cat (CN/CE) who is a complete asshole.
635. A room of good mind flayers who don't speak common (Galadrin).
640.
Beach. (Giant Quenda)
642.
Distorted Humor: I am not a good mapmaker, so I borrow/beg for maps
Distorted Humor: have to get ready for work soon, but came across a idea for a semi-artifact item...though I need a better name then "Scroll of Wonder"
Distorted Humor: A scroll that has say, 1d12+4 uses , and after a ritual taking one turn, you can do one of three things
Distorted Humor: using it like "communion" and get three yes or no answers from the gods, but it must be truthful. Ask a specific question about the past, and the scroll will write the answer on itself, or ask a question on the future, and it will give the most likely outcome, and change itself till the event happens
atherton: Presw, take note
Distorted Humor: Perhaps wit ha side effect that the questioner is blind for X number of turns for for using it.
Distorted Humor: but "scroll of wonder" is a sucky name
Distorted Humor: Off to shower
Distorted Humor: later gents
646.
A mummified corpse with an Atlantlean sword. (Mobad)
650.
The Wang of Vecna: The wang gives you wang rot in 1d4 turns, Save vs. Petrification or lose penis, permanently. The wang may have other powers, as well. (Dragonspipe)
654.
Tofu elemental. (osrgamer)
660.
Gate to Gladsheim (requires key).
Gate Key (Gladsheim gate): a drinking horn.
663.
A creepy drow merchant who sells magic items. (Mark Andrew Packard).
1. Pipes of the Sewers (17,000 GP)
2. horseshoes of a zephyr
3. a scroll of Tasha's uncontrollable hideous laughter
4. 12 arrows +1
5. scroll of protection from magic (ivory case)
6. tome of understanding
7. potion of ventriloquism
8. dagger +2
9. hammer +1
10. a scroll (protection from cantrips, shatter, The Simbul's synostodweomer)
664.
saunatonttu: void giants are summoned by gathering 2-20 old, grouchy men into one room. the collective negative energy emitting from their bitter brains will open a rift to the negative energy plane, from which a void giant emerges
saunatonttu: everyone present will age 2d20 years and get even more grouchy
atherton: thats really good Sauna
atherton: I'm saving that
saunatonttu: material component - lemon
osrgamer: does is trigger system shock rolls
osrgamer: or arguments about whether aging causing system shock rolls
saunatonttu: i think heart attack risk is pretty given
atherton: I might call that the gorog Sauna
saunatonttu: ath
12:41pm 2017-9-17 havard Has entered the room
atherton: Hi Harvard
saunatonttu: havard, hey
havard: Hello! Atherton, Sauna, everyone
osrgamer: morning!
havard: Hello OSR
prespos: hi Havard
havard: Prespos
prespos: >sauna: add in the void giant / gorog?
saunatonttu: pres, sure
saunatonttu: pres, remember the Lemon to trigger the bitterness
saunatonttu: take 2-20 angry old men, squeeze juice from the lemon and let the bitterness open the rift
atherton: The spirit of the gorog can only be summoned by a circle of grogs.
saunatonttu: from time to time I wonder if Loungesourcing is a good idea afterall?
atherton: its bit mixed
prespos: hehe :lemon:
atherton: pearls and dung both
prespos: /roll d1000
665. THE TEA PARTY
There is a tea party going on here. Some of the guests include American Libertarians. (Dragonspipe, Great Quenda)
Hanging out here is an otyugh, with a teacup in his tentacle. He wears a mad hatter's hat.
There is also a duckbunny here, too.
(saunatonttu)
666.
Distorted Humor: a 666 hp Balrog
Distorted Humor: "The Beast" - Inside the room is a simple mirror if anyone looks into the mirror, they will start to see a demon emerging from the mirror. Unless all flee it will exit the mirror at theend of the turn. It is "The Beast", a 666 hp Balrog who now unleashed.
Every turn, there is a -666% chance that Malcadon carpet-bombs the room.
LET HIM WHO HATH UNDERSTANDING RECKON THE NUMBER OF THE BEAST... FOR IT IS A HUMAN NUMBER... IT'S NUMBER IS 666
667.
Tooth of Dahlver-Nar (#31: Possessor immune to fear)
669.
Here is a nap monster. It makes you nap for 2-12 turns. Otherwise, it is completely harmless, invisible, and neutral. (Great Quenda)
671. A book of charms is here. It is guarded by a horrible lizard and two magic-using kobolds. (See Area 181).
676. COMPLETELY SERIOUS ROOM (saunatonttu, Mr. Reaper)
No jokes allowed here. Anyone attempting comedy will be smited by a paladin without a sense of humour.
The paladin acts like the Monty Python military guy.
He has a Holy Avenjerk Sword, which doubles as a grogstick. It is +1, +3 vs. fun, and, +5 vs. gnomes.
The 10' circle projected by the Sword has the effect of My Lawn, which functions as a protetion from evil vs. against anyone younger than the paladin.
There is always neatly trimmed grass in this area.
677.
The Knee of Vecna: this item provides +1 Dex. It may have other powers as well. (Dragonspipe)
679. A spinning skull is here.
saunatonttu: pres. the skull speaks in a random alignment tongue each rotation. giving warnings about the <thing> in room <number>
680.
Killer Robots, by Jame Rowe
This is an underwater area, the lair of a morkoth. He has a bunch of water resistant paintings/murals. (Freddy)
681. KARAOKE ROOM (Great Quenda, saunatonttu)
Here there is a harpy that sings Bohemian Rhapsody.
684.
Gate Key (Olympus): an olive branch.
688.(Vondan, Zebediah, the sorcerer)
A meat-based sorcerer (a carnimancer: base all of the spells on South American BBQ recipes).
eg. Gut Entanglement (level 6)
695.
saunatonttu: pres: put a pikey trying to sell the PCs a däg nearby!
700-
Here is a kobold voodoo doll maker, named Mego.
There is a 50% chance that the voodoo doll maker will take a liking or disliking to the party.
His spells take the form of acting out skits with the figures.
(Vondan, Jame Rowe)
702. Teleporter: This sends one to a random room of the dungeon (roll d1000).
"Here, gnome clowns are having an orgy, with a ringmaster cracking a whip, and oompah circus music blaring." (Dragonspipe)
711. 7/11 (Jame Rowe)
Rations are for sale here (slurpees and hot gods).
As well, crappy magic items (use the table from Dragon 73).
penthat cant be lost or stolen, wont run out of ink and writes poorly, and if you break the tip it may flood the room. (5 gp, on special!)
712.
Tooth of Dahlver-Nar (#28: dispel magic upon command- 2 times/day )
718. MENTZER MANOR (dragonspipe)
You see a 60'x20' room which houses the lobby of a low-cost dungeon housing unit. Centered on the wall opposite you is a 20' long countertop, behind which are several desks. One human female stands behind this area, dressed in busines attire, wearing a permanent, distorted smile. There are two exits on either side of the desk/counter/sign-in area.
**************************************************************************************
The woman is a FLESH GOLEM, 7HD. AC:8 #ATT:2 D:2-12/2-12 XP: 1500? INT: low
Her program is to sign people in to one-room Studio domiciles in Mentzer Manor, for 500gp. The lobby looks shabby, with paneled walls, a musty smell, and a large, dirty aquarium along one wall. There is a faint smell of urine and vomit. The Golem will attack anyone who attempts to force open the elevator doors, which will not open without flipping a switch underneath one of the desks.
The elevators lead to units 1-47(east), and 48-95(west). Each side of the building is a tower, and each tower is 47 storeys tall. They exist in a pocket universe, and the view from the windows is an endless, grey cloudy expanse, as well as a view of the opposite tower 47' away. The elevator is programmed to never return to a floor that has a current tenant on the books, thus trapping them until escape, insanity and/or death ensues. Each unit is however stocked with 2 weeks food, has running water, and a working toilet and shower. There is also a microwave oven, one-cup coffee maker, and small TV which picks up TVLAND and CNN reporting the OJ Simpson chase in an endless loop.
The elevator doors at each level are very difficult to force open.
Adventurers exploring the Studios will find in each room: (d100)
01-10% empty
11-22% single male, insane . d6: 1-megalomaniac 2-homicidal maniac 3-catatonic 4-delusional 5-schizoid 6-hysterical
23%-29% 1-4 cultists
30%-31% time traveller
32%-36% single male, sane
37%-42% single female, sane
43%-45% 1d6 grognards, playing a game. room smells of fat guys, pizza, farts, and mountain dew.
46%-56% single female, insane. d6: 1-megalomaniac 2-homicidal maniac 3-catatonic 4-delusional 5-schizoid 6-hysterical
57%-77% dead body d2: 1-male 2-female
78%-82% 1-4 Trolls, per MM
83% 2d6 alligators (enraged)
84%-88% 1-6 people having sex
89%-93% gnomes
94%-96% 1-6 lower HD demons (5-7HD)
97%-98% alien control module. full of strange machinery. 10% likely to have 1-8 grey aliens working on the machines.
99% warp module. destroying this will destroy the entire Mentzer Manor, and kill anyone inside who fails a Save vs. Death. The warp module emits radiation that will randomly increase or decrease PC stats by 1 per turn. 1-6 for S,I,W,D,CON,CHA.
100% Hunter Thompson, with a typewriter. If attacked it will be discovered that this is a robot Hunter Thompson, and can reappear on other floors. HD: 4+4 AC: 7 #att:1 D:d6 special attack: verbal assault, save vs. spell or be stunned for one round. Hunter has 1000gp in coin, and in the room are 3 magic items:
longword +1, +3 vs. regenerating creatures (Trollbane - OSRIC)
oil of slipperiness
scroll of protection from magic
Dragonspipe: that's better
724.
There is a troll here.
726.
There is a crystal skull demilich riding in a gelatinous cube, here. Also, the demilich's iron golem manservant is inside the cube.
(saunatonttu)
728.
Donald Pyle In my big dungeon i have designated "rest areas" that promise no wandering monsters if a posted amount of gold is deposited in the slot. With vending chests. Some supply food, some supply weapons like arrows, some even supply single use magic like scrolls and potions. A few are traps tho. LoL All at premium prices of course.
Donald Pyle I also have a new race called the dungeonites. They provide a hotel of sorts. You pay to enter, 24hrs get a warm bed, shower, with total protection from any interuptions. Additional services like healing and armor/weapon repair. A merchant shop and magic supply. When your done you leave thru the same door and continue on. They are a race that has learned to profit from the service of adventurers with a great reputation and great service they are very trustworthy and true nutral so the will serve anyone just the same. Curiously enough the area is just a door. Entry inside is huge but takes up no space on the map. Just the door. All establishments are identical except items for sale. Those are always tailored to the party and adventure. Expensive to be sure but worth the price. Merchants will buy gems and items. A book of credit is always available so characters can cash in items and not cary them or gold around and then buy whats needed later. If a dungeonite hotel is available at that location, and is vacant. Yes they have a no vacancy sign. Bad behavior gets you 86ed for life.its a fun idea but not always a convenient one. I often put them in places where the party dont yet need them. Forcing a long back track or to push on till they find one. Kind of like roadside rest areas. Never one when you realy need it.
Tooth of Dahlver-Nar (#29: Weight loss of 5-30 pounds)
731.
Tooth of Dahlver Nar (#13: Pass without trace - 1 time/day)
736.
Tooth of Dahlver-Nar (#15: Ventriloquism upon command - 3 times/day)
737.
Ozzy Osbourne is here.
754. STABLE
Pack turtles are here. They move slow, but they have good AC.
742.
Tooth of Dahlver-Nar (#12: Speak with plants - 7 times/week).
747. (osrgamer)
There is the ruins of a 747 jet here.
Nearby, there is a Spirit dragon (Shen lung) that challenges the party to a game of Chinese checkers.
762. www.lomion.de/cmm/golechia.php
768. (Sauna, Freddy)
pres, a leprechaun, who will gamble you for double or nothing... if he loses more than X, he runs :smiley:
pres, the escape route leads over a pit trap, that does not trigger on something Small (game mechanics small) but does for man sized or bigger (revise to: Tiny)
so the pursuing players probably fall, and the leprechaun is "he he"
769.
saunatonttu: pres, put a bar into the dungeon. and a gnome that mocks the bugbear bouncer
779. TEMPLE OF KOSSUTH
This is the HQ of the Kossuthian faction.
It is also the HQ of the Neptune society.
A subrace of humans, Burnlings, are found here.
They exist to find dead bodies and remate them.
They are armed with shovels, and, dressed in dark business suits.
There are 2d6 Burnlings, here.
They are immune to fire, but when they are killed (0 HP, not -10), they spontaneously combust.
(Distorted Humor)
There is an oven here.
781.
An aspis drone (Donald Trump), and an aspis cow (Ivanka Trump) (osrgamer)
782. TOILET
A mimic toilet and a urine weird. (saunatonttu)
792.
saunatonttu: oh, the dungeon needs a portal to castle three draculas you end up in the version of 1-2: the ugly 3-4: the classy 5-6 teh ghey dracula
800- SHIT PIT (osrgamer)
Goblins.
801.
Donald Pyle In my big dungeon i have designated "rest areas" that promise no wandering monsters if a posted amount of gold is deposited in the slot. With vending chests. Some supply food, some supply weapons like arrows, some even supply single use magic like scrolls and potions. A few are traps tho. LoL All at premium prices of course.
Donald Pyle I also have a new race called the dungeonites. They provide a hotel of sorts. You pay to enter, 24hrs get a warm bed, shower, with total protection from any interuptions. Additional services like healing and armor/weapon repair. A merchant shop and magic supply. When your done you leave thru the same door and continue on. They are a race that has learned to profit from the service of adventurers with a great reputation and great service they are very trustworthy and true nutral so the will serve anyone just the same. Curiously enough the area is just a door. Entry inside is huge but takes up no space on the map. Just the door. All establishments are identical except items for sale. Those are always tailored to the party and adventure. Expensive to be sure but worth the price. Merchants will buy gems and items. A book of credit is always available so characters can cash in items and not cary them or gold around and then buy whats needed later. If a dungeonite hotel is available at that location, and is vacant. Yes they have a no vacancy sign. Bad behavior gets you 86ed for life.its a fun idea but not always a convenient one. I often put them in places where the party dont yet need them. Forcing a long back track or to push on till they find one. Kind of like roadside rest areas. Never one when you realy need it.
802. PENNY ARCADE (Dragonspipe)
805.
Tooth of Dahlver-Nar (#23: Adds 1 point to possessor’s major attribute)
808.
Here is a protein polymorph, disguised as one of Sauna's protein shakes. (Great Quenda)
809.
Blue whale (Giant Quenda)
813.
A lich with a Cudgel of the Magi. (Mobad)
815.
Green slaadi pimp, with a fez! (saunatonttu)
He wears a wrought gold chain.
3 magickal books, on 3 lecterns, each with 3 different effects - Chris107
826.
Tooth of Dahlver-Nar (#14: Lycanthropy. The wearer becomes a werebear. Transformation in were-form occurs with a 50% chance every time the recipient is in combat. )
832. FART CHAMBER (Dragonspipe)
835. THACO BELL (Dragonspipe)
2% chance of bowel instability.
840.
Here is The Original Bottle City, by Rob Kuntz.
841.
The Rat Pack: a gang of wererats in suits.
842.
pres, from the stupid ideas department: a tinker gnome with a "machine" that holds PDFs of spell scrolls (saunatonttu)
853. "Ayer room with several pillars standing just out of the water. A skelington 'Blinks' onto a random pillar each round. There is only one door opposite and it can only be reached via the pillars or by swimming. The water contains a crocodill" - Chris
846. THACO BELL (Dragonspipe)
2% chance of bowel instability.
orig00.deviantart.net/3aec/f/2017/232/b/0/shubby_again_by_zero_mostel-dbkrzt7.png
847.
a MU scroll with pyrotechnics, in a bone scroll case
848. TRAP
Donald Pyle In my big dungeon i have designated "rest areas" that promise no wandering monsters if a posted amount of gold is deposited in the slot. With vending chests. Some supply food, some supply weapons like arrows, some even supply single use magic like scrolls and potions. A few are traps tho. LoL All at premium prices of course.
Donald Pyle I also have a new race called the dungeonites. They provide a hotel of sorts. You pay to enter, 24hrs get a warm bed, shower, with total protection from any interuptions. Additional services like healing and armor/weapon repair. A merchant shop and magic supply. When your done you leave thru the same door and continue on. They are a race that has learned to profit from the service of adventurers with a great reputation and great service they are very trustworthy and true nutral so the will serve anyone just the same. Curiously enough the area is just a door. Entry inside is huge but takes up no space on the map. Just the door. All establishments are identical except items for sale. Those are always tailored to the party and adventure. Expensive to be sure but worth the price. Merchants will buy gems and items. A book of credit is always available so characters can cash in items and not cary them or gold around and then buy whats needed later. If a dungeonite hotel is available at that location, and is vacant. Yes they have a no vacancy sign. Bad behavior gets you 86ed for life.its a fun idea but not always a convenient one. I often put them in places where the party dont yet need them. Forcing a long back track or to push on till they find one. Kind of like roadside rest areas. Never one when you realy need it.
849. There are some French otyughs, here.
854. Ettin of Hexen: prespos a room with a decrepit library in it. each book crumbles leaving only one page behind
Ettin of Hexen: and the book when assembled is a really long-winded cooking book/political tract
(The book is worth a pretty penny for an eccentric in town).
860. Coral elves, in a grotto.
863.
Tooth of Dahlver-Nar (#11: Cure light wounds- 7 times/week)
866. Zombie pixie fairies (Galadrin).
868. Tooth of Dahlver-Nar (#19: grants Web. 1/day)
872. "Disco Inferno" - inside the room is a rotating mirrored ball, and as the PC enter disco music plays. If the players do not dance, flames shoot out every other round, causing 1d12 damage (save for half) (Distorted Humor)
Giant Lounge Lizards are here. (osrgamer)
879. TRAP
Donald Pyle In my big dungeon i have designated "rest areas" that promise no wandering monsters if a posted amount of gold is deposited in the slot. With vending chests. Some supply food, some supply weapons like arrows, some even supply single use magic like scrolls and potions. A few are traps tho. LoL All at premium prices of course.
Donald Pyle I also have a new race called the dungeonites. They provide a hotel of sorts. You pay to enter, 24hrs get a warm bed, shower, with total protection from any interuptions. Additional services like healing and armor/weapon repair. A merchant shop and magic supply. When your done you leave thru the same door and continue on. They are a race that has learned to profit from the service of adventurers with a great reputation and great service they are very trustworthy and true nutral so the will serve anyone just the same. Curiously enough the area is just a door. Entry inside is huge but takes up no space on the map. Just the door. All establishments are identical except items for sale. Those are always tailored to the party and adventure. Expensive to be sure but worth the price. Merchants will buy gems and items. A book of credit is always available so characters can cash in items and not cary them or gold around and then buy whats needed later. If a dungeonite hotel is available at that location, and is vacant. Yes they have a no vacancy sign. Bad behavior gets you 86ed for life.its a fun idea but not always a convenient one. I often put them in places where the party dont yet need them. Forcing a long back track or to push on till they find one. Kind of like roadside rest areas. Never one when you realy need it.
881. ENCLAVE OF THE DOUCHELORDS
This is a large, circular room, containing exits in numerous directions. The room is dimly lit, and in its center rises a 30â tall rock formation closely resembling a douche bulb and hose, and it is spattering liquid and mist at random intervals. Around the Giant Douche stand five apparently human males in plate armor. They wield the following weapons: Two-handed sword (North), Two-handed axe (East), Longsword/Shortsword (Southeast), 3-headed Flail (Southwest), Hammer & Shield (West)
The nearest warrior to the entrance the party arrives from turns to them and says something like:
âAll who enter here shall face our steel! Tread no further!â And the other warriors turn to face the party as well. If the party member entering the chamber is invisible or otherwise concealed, the warriors have a 33% chance per round of detecting the character, and the same thing will happen as above. (The warriors will then be able to track that character and will be -4 to attack them) The Douchelords will attack immediately any who enter their Enclave. They are automatons, incapable of conversing.
The Douchelords are immune to all mind-affecting spells and effects.
DOUCHELORD 1: HD: 7 hp: 60 AC: 0 #att: 2 D: 1d10+3/3d6+3 + 1d6 fire
treasure: two-handed sword +2, firebrand , plate mail +2, potion of extra healing
DOUCHELORD 2: HD: 8 hp: 66 AC: 1 #att: 2 D: 1d12+4
treasure: two-handed axe +1, plate mail +1, 3 potions of extra healing
DOUCHELORD 3: HD: 6 hp: 57 AC: -3 #att: 5/2 D: 1d8+2/1d12+2, 1d6+2/1d8+2
treasure: longsword +1, shortsword +1, plate mail +3, gauntlets of dexterity, 2 potions of speed, ring of dimension door (9 charges)
DOUCHELORD 4: HD: 4 hp: 39 AC: -1 #att: 2 D:
treasure: flail+3 frostbrand (+ 3 to damage + d6 cold) plate mail +1, shield +2
DOUCHELORD 5: HD: 9 hp: 84 AC: -5 #att: 2 D: d4+4 + d6 electrical
treasure: warhammer of bolts +2 (note: electrical bolts can also be fired at a range of 30/60/100 doing d6 damage), plate mail +3, shield +2, manual of Strength, manual of Constitution, manual of Dexterity, case of extra large condoms
By Dragonspipe
There is also a rock formation here, known as Hanging Rock. Female characters that touch it are teleported to a random room of the dungeon. (Distorted Humor)
884.
Tooth of Dahlver-Nar (#25: Possessor need neither eat nor drink for up to 1 week)
899. DISINTEGRATION CHAMBER (by Dragonspipe)
This is a medium sized chamber, made entirely of black stone. A low (66hz) hum permeates the room. In the center is a white dais, upon which rests a black book.
There are six deadly traps â very well disguised pressure plates. Stepping on one of these will cause a 4â poison dart to shoot from the ceiling , and will strike without error. Any PC hit with a dart must Save vs. Poison (with a +3 bonus), or die.
The book itself is not trapped. It is closed, and has black covers, and black pages. Anyone who opens the book who is not a magic-user will see nothing but plain, black pages with nothing on them. Moving the book from the dais will cause it to gradually âphase outâ, and will disappear entirely when brought 10â from the dais.
A magic-user who inspects the book while on the dais will clearly see on the cover , âHigh Magickâ. They will be able to see a Introduction that gives a bio on a long-dead archmage, a few sections on magick theory, symbolism, and language. The rest of the book appears to be spells, and requires a Read Magic spell to comprehend. The spells present are: improved invisibility, fireball, stoneskin, cloudkill, conjure fire elemental, and demon summoning I, II, III.
At the end of the book, however , there is another section, not written in magic script, entitled âSupreme Ultimateâ. A brief section describes an âUltimate Powerâ. Upon reading this section, the 66hz will seem to get much louder, and above that , a powerful voice says âWe find you worthy of the Highest Magic. Will you rule this dungeon, and the world around it? Answer yes or no.â
If the PC answers âyesâ, they are hit with a searing beam of radiation. This will destroy all clothing and items the character is wearing. They must make a Saving Throw vs. Death Ray, or die.
If the PC answers ânoâ, the book vanishes, leaving in its place copies of scrolls of the spells mentioned above. The scrolls can be taken from the dais without vanishing.
900-
902. STABLE
There are 2 War Turtles here.
Pilot the turle, blow stuff up.
(Dragonspipe)
903.
Dire squirrels running on a 10' wheel power a trap. (Vondan)
Megadeth Knight (fighter/bard). (Jame Rowe)
917.
Sex Machine (Mr. Reaper, saunatonttu)
James Brownbot, a lich-cyborg that does splits. He is infested with brown mold, to which he is immune.
921.
Gate key (Heaven).
930.
The Collector (a Timelord).
932.
Gate key (Hades): an obol, the coin traditionally placed over the eyes of the dead.
936.
Gate (requires the key found in Area 832) to Heaven.
A stairway leads up to a stone arch set into the wall.
942. zero-mostel.deviantart.com/art/2nd-Cthagua-700024781
965.
Gate to EX1.
969.
There are linoleum pillars in this room. (saunatonttu)
975. Trannysaurus (Mr. Reaper)
976. zero-mostel.deviantart.com/art/Shub-700024080
982.
Gate to Hades (requires key).
984.
A Lone Wolf (unique thief, as per PHBR2).
Altar of Seitan. (osrgamer)
994. TEMPLE OF MERCYFUL DEATH (saunatonttu)
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
996. SOUP NIGGURATH (saunatonttu, Chris107, Distorted Humor)
There is a baby-eating dingo, here.
Ensure that there is a sheet phantom in one of the bedrooms (Chris107)
997. (by Distorted Humor)
Pres, In a room is detailed silver inlay artwork. It is artwork of some sort of unsettling religious ritual and writing. It would take 6 turns to pry the silver off the walls using a hammer and chisle (making a lot of noise.) the silver has a 2,000 gp melt value. If sold as art, it may gain the attention of cultist...
999. THACO BELL (Dragonspipe)
1000. THE LAIR OF STEVE
This is the lair of Steve, the mysterious controller of the dungeon.
Sir B'rate is here: this paladin berates everyone.
okay, does Sir B'rate end up in the last room of the dungeon? "Whaat took you slowpokes so long. I was already here!" ,he says, foot on the chest of the dead demigod ruler of the dungeon
He can berate the Party and then open a portal outside.
all NPCs present take 1d6 morale (or % something how it works in AD&D?) damage from the berating :smiley:
(Sauna)
Note to readers: I have nothing against Steve: this is just how things worked out, randomly.
Level 8
There is a Minotaur Temple, here.
There is a gate to Level 4 (There's No Place Like Up!) of Castle Greyhawk, here.
APPENDIX I: PREGEN TEMPLATES
1. Woody Harrelson (half-wood elf barbarian cleric)
2. atherton (human pulpitationist of Ramman: cleric/illusionist)
3. osrgamer (human cleric of Osiris)
4. Mobad (crab hengeyokai yakuza)
5. Ettin of Hexen (bamboo spirit folk fantra: CN)
6. Mr. Reaper (aaracokra fantra: CN)
7. saunatonttu (mixed hobbit shukenja)
8. barbarian
9. druid
Woody Harrelson
Half-wood elf barbarian cleric.
S15
C15
D14
I10
W9
resistance to sleep and charm
infravision
detect secret/concealed doors
hide in natural surroundings, leadership,
survival, outdoor craft, tracking, first
aid, suprised only 1 in 10
tribal legend lore (50%)
barbarian tertiary abilities
make poisons
turn undead (must make a tribal noisemaker with bless and ceremony: consecrate)
any non-lawful alignment
hand axe
knife
may use magic-user, druid, and cleric spells
1 cleric spell + wisdom bonus
must defeat nemesis spirit to rise in level
Medicine One (4500 XP for next level)
10 HP
A. PRICE:
Free.
B. CREDITS
I've made the utmost attempt to credit the original authors in the room descriptions themselves.
The unsung hero is Gary Gygax: his work from the Dungeon Masters Guide and Greyhawk supplement was used extensively, esp. for the Upper Levels.
If I have missed anyone, please let me know!
C. THANKS
A big thanks to all of the many and varied contributors, for their many and varied ideas!
D. PREFACE
This is a light-hearted killer monty haul dungeon.
Castle Loungehawk is very much in the spirit of WG7 Castle Greyhawk; in fact, there are interconnections between the two dungeons.
This one is meant for humorous enjoyment, and, it is, at times: The Mother of All Silly Dungeons.
E. CHARACTERS
DMs, warn your players in advance that character deaths and TPKs are a virtual guarantee.
If a character dies, just generate another from Appendix I: Pregens.
F. MONSTERS
Roll 2d6 when a monster is encountered.
2-6: monster attacks
7: monster does nothing
8-12: monster is friendly
G. WANDERING MONSTERS
Check every 1 hour, 1 in 6 chance for a wandering monster.
H. MONSTERS, NUMBER APPEARING
Monsters should have their level number (I-X) indicated.
Balance the number appearing to the TPL (total party level).
I. RUMORS
1. The Throne of the Gods is located in the Underworld below Castle Loungehawk!
2. Not all of the monsters in the Underworld are hostile. In fact, most aren't. Some mysterious force keeps them nice.
J. QUESTS
1. Find the Teeth of Dahlver-Nar
2. Rescue the Princess (Princess Leia)
K. WARNING
Note that due to the nature of some of the jokes, Castle Loungehawk is PG-16, at least!
L. NON-MAGICAL TREASURE
Double the amount of treasure.
The reason for this is to provide the PCs with sufficient XP.
M. MAGIC ITEMS
House rule: identify fully reveals everything about an item.
L. TRAINING
Characters level up automatically.
If they find a training room, they can trade in treasure for XP, on a 1to1 ratio.
Training at these magical places is instantaneous.
01. STORAGE ROOM
Hobgoblins (I). 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.
Morning star + Field plate: HP9
Lucern hammer: HP2
Long sword & Spear: HP3
Long sword & Morning star: HP3
Long sword & Morning star: HP9
Hook fauchard: HP8
XP: 20+2/HP
02. 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.
4 pools are in the four corners of the room.
NE: Turns gold into platinum (one-time only).
SE: Turns gold into platinum (one-time only).
SW: 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).
NW: Turns gold into platinum (one-time only).
03. CLASSROOM
Mayan jermlaine, part of the MS-52 gang.
Symbiotic door. Damage inflicted upon the door is inflicted on the one damaging it.
The air is steamy in here.
04. 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.
There is a statue of the goddess Sekhmet here.
05. 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.
06. TROPHY ROOM
There is a face on the east wall that shoots fiery beams from it's eyes (1d6 damage to a random party member, once per turn).
A brown bear paladin, wearing a top hat. Performs marriage ceremonies.
A cloud giant.
There is a hassock here.
A stuffed boar's head is on the ceiling.
07. WATER CLOSET
Orcs. There is a friendly brownie here, who is a prisoner of the orcs.
However, it is no brownie: it is a Mayan jermlaine (part of the MS-52 gang) 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.
08. 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.
09. TRAINING ROOM
Mr. Badger, held hostage by kobolds!
The eastern secret door only opens for druids.
There is a stirring/mixing rod here.
010. 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.
011. KENNEL
Mayan jermlaine (part of the MS-52 gang).
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.
012. 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.
013. CREMATORIUM
There is a hole in the floor, that emits smoke.
The hole is the entrance to a spiraling slide, which connects to Area 493.
Azer. 2000 sp + a wrought gold earring (900 gp) + a book (see below) + a deck of many things, in stone containers.
A painted hand on the ceiling points west.
Distorted Humor: a 666 page spellbook, it can only be read forward. on each page is a random spell, the MU can cast it or turn the next page. However, there is a 1 in 100 chance that each page will take your soul.
014. PRISON
Killmoulis in the northern alcove.
Quickfloor (35.23).
A jug of milk is on the floor.
015. BATH
Snyads (left).
A pit with contact poison on the bottom.
There is a strong moaning wind here.
016. VESTIBULE
Hill dwarves.
1000 cp + 2000 sp + ring of bickering and discord in small wooden chests.
There is a heavy manure smell here.
017. HALL
5 giant rats. 3 Mayan jermlaine (part of the MS-52 gang) 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.
017a. 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)
018. 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.
Two mules are here (they have saddlebags).
019. 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.
020. CRYPT
This is the Crypt of a Wizard.
38 gp
A map of level 19, clearly noted as such
1-6 base 100 gp gems
1-6 base 30,000 gp pieces of jewelry
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.
The floor's size and shape are inconsistent with those of the room (i.e., square peg in a round hole). (Dragon 115)
021. 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.
022. 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.
023. 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.
023a. 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.
023b. 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.
023c. Intestine. A symbiotic secret door leads to the appendix.
The words "Appendix A" are scrawled on the wall.
There is a cup here.
023d. Rectum.
A rear troll (wearing a smock) lives here.
A ring of bickering and discord is found among the shit.
024. 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.
Tooth of Dahlver-Nar (#20: Know alignment when held and ordered - 1 time/day)
025. 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
14. Staind - It's Been Awhile
15. Elvis Presley - Island of Love
16. Astronomy Domine - Pink Floyd
17. Terrapin Station - Grateful Dead
18. Room Full of Mirrors - Jimi Hendrix
19. Break on Through - The Doors
20. Number of the Beast - Iron Maiden
21. Hell Bent for Leather Armor - Judas Cleric
22. Minstrel in the Gallery - Jethro Tull
23. Rats in the Cellar - Aerosmith
24. Patience - Guns and Roses
25. Far Across The Land, by Eurielle & Ryan Louder
26. Scarecrow, by Ministry
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.
026. 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).
027. THE ROOM OF REJECTED IDEAS (THE WORKSHOP) (Distorted Humor, Vondan)
Weakness gas
There is a slight breeze here.
There is an Easter Island Head of Evil Elvis, here.
There is a book on the table in this room, with notes such as:
"axe-wielding trannies",
"drug-themed levels",
etc.
028. DRESSING ROOM
Teleport, to just outside of Room 23a. (The Mouth Room)
There is an earthy smell here.
Tooth of Dahlver-Nar (#27: Possessor immune to fear)
029. DINING-ROOM
Stream
There is a torch stub here.
Butter, mushies, cayenne, bacon, cream and optionally onion. (Great Quenda)
Tooth of Dahlver-Nar (#2: weapon damage is +2 HP), hidden in the mushies!
030. 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)
www.taleswithmorals.com/
(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.
031. 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:
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)
Asronomy Domine, by Pink Floyd
Wind in the Willows
At the Mountains of Madness, HPL Omnibus #1
The Cult of the Fisting Minotaurs (Dragonspipe)
There is also a slot on the wall, for returns (books are sent to the Library of Thoth, on the Plane of Concordant Opposition).
LIBRARY ENCOUNTERS D6 (By Dragonspipe)
1 - Very Smelly Man, asleep and snoring loudly. reeks of urine. he is a 6th level thief, and is 25% likely to wake up and will attempt to pickpocket one of the PC's. He has a dagger, +2, and 35cp.
2 - Cultist. There is a (pick color) robed person who immediately zeroes in on one of the PC's, and begins talking constantly about a cult of (d4) 1- Squid 2 - Ferrets 3 - Mushrooms 4 - Cleanliness. The Cultist is a level 3 Cleric, and may be run as the DM sees fit, perhaps joining the party, attacking them, or whatever.
3 - Folk Song Day! there is a group of three folksingers in the library today, singing. Any PC that stops to listen is 50% likely to learn Useful Lore about the Megadungeon. (reveal something about one of the unexplored rooms to the Player)
4 - Masturbator. While looking around an isolated part of the library, one of the PC's will see a humanoid (DM choice) that is masturbating. The humanoid will be male, and of normal Hit Dice for their species.
5 - Ghost Librarian! Suddenly it feels like you have passed through a very cold breeze. An echoing voice says to the party's magic-user, "YOU! YOU DID NOT RETURN THE LORD OF THE RINGS, FIRST EDITION!" This is a case of mistaken identity, but the Ghost Librarian is certain the PC is the offender. It is unlikely, but possible, to reason with the Ghost. The late fee demanded is 4,000gp. Excellent role-playing may mitigate the situation. Otherwise, the Ghost will attack. (GHOST LIBRARIAN: HD 4 AC: 2 hp: 32 #att: 1 D: 1-6, save vs. Fear or Flee for 1d6 rounds.)
6 - Taco Vendor. Just outside the library door, a Taco Vendor with food cart has set up. The tacos are 5sp/each, and are quite delicious. The Vendor is also quite knowledgable about the general area of the Dungeon, and can relate to the PC's where the worst areas are to avoid IF the Vendor likes the PC being spoken to. (roleplay and reaction rolls)
There is a 25% chance that the Goblin Library Bus arrives. The GLB transports books between the various libraries. (saunatonttu)
The library bus is haunted by a poltergeist, the spirit of a demented high school book monitor: he attempts to strangle you if you try to leave the room with a book. (PapersAndPaychecks)
032. COURT
Ogre on a locked chest, containing 100 gp and 8 Stage V ID cards.
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.
033. 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.
034. MEDITATION CHAMBER
A door which only opens to characters of Neutral alignment.
There is a tank (container) here.
A bloated blowfish is inside the tank.
035. 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.
036. BESTIARY
Corroding gas
There is a decanter of endless water, here.
037. 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.
038. 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.
039. 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.
Dragonspipe: bikini of defense, bra of defense. both chainmail artefacts that bestow low AC. used together they give a base AC of -3
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.
040. COURT
The stairs here (down to level 2), turn into a slide when stepped on.
There is a strong moaning wind here.
There is a mosaic on the floor.
041. BOUDOIR
Snyad transvestites (left)
The well here sings: it casts suggestions through it's lyrics.
The floor is covered in gasoline.
A torch is on one of the walls.
(cf. Cat People, by David Bowie)
There is a dank, mouldy smell here.
There is brown mold on the ceiling.
042. 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.
043. 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.
You heard me before, yet you hear me again, but then I die, until you call me again. What am I?
The answer is: An echo.
The treasure is in Area #78, under a loose flagstone.
There are cracks in the wall of this room.
There is a Lugey Dragon here, whose breath weapon is green slime. (Mobad)
044. 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.
045. VESTIBULE
2 Mites (second from left)
100 pp + 1000 sp, loose.
There is a hamper, here.
046a. FALLEN PALADIN (by Dragonspipe)
This room is full of splintered, smashed furniture, broken glass, and torn tapestries half-hanging from the walls. In one corner of the room lays a human male in plate mail armor. This is Galon Hawkney, a paralyzed paladin who has fallen, and cannot get up. He became injured while battling 2 ogres who are beginning to argue in the next room. The ogres think they killed the paladin, but he is not dead. (He is 2nd level, and has 1hp remaining. S 14 I 15 W 14 D 16 CON 10 CHA 17)
The players can of course heal the Paladin, but they cannot restore his spine without a Restoration or Heal spell (or similar divine intervention). Galon became trapped in the dungeon when entering through a portal. Since his legs cannot be healed, he will ask for an honorable death. He wears normal Plate Mail, and has a bastard sword & shield. In a pouch he has 20pp.
046b. OGRE LAIR (by Dragonspipe)
Two Ogres (Crudge & Bippy) are arguing here about whether or not to season the Fallen Paladin for cooking. If they notice the PCâs, they will set aside their differences and attack. The Ogre Lair includes two large bunks, a few crude cupboards, a kettle, and there is a natural flume 6â wide leading to the surface of Toronto, Canada. The Ogresâ treasure include 100sp, a gourmet selection of seasoning, cast iron pots and pans, and two scrolls: one is cursed and causes Insanity, the other is a clerical scroll of Restoration.
047. 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.
048. 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.
049. 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.
050. 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.
051. CORRIDOR
Chasm, 190' deep. There is a jumping point that is 7' across.
A sign here says: Area 51.
There is a grey alien wearing a toga, at the other side of the chasm.
052. 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.)
Knowledge: "Sometimes it is better to wait, than to fight. Only half of the monsters in this dungeon are assholes."
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.
053. 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.
There is a quenda here.
054. PASSAGE
Poison gas trap.
There is a tin of green tea here.
055. 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.
056. 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.
057. 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).
Gate key to Gehenna: a bag of garbage.
There is a well of many worlds in this room.
The air is clear here.
058. CORRIDOR
False stairs, down.
There are sticks on the stairs.
One of them is The Stick of Truth.
059. STABLE
Two orcs, drinking beer.
Tooth of Dahlver-Nar, in the bottom of one of the tankards! (#1: speak with plants, 7/week)
The secret door in this room resists opening from the west side.
There is a thumping sound in this room.
060. VAULT
Empty room.
There is a sideboard here.
Runes are carved into the floor (these are Common tongue runes).
They read: This is one of several Vaults. Treasure that you place here will be safe.
061. 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 (potion of ESP); and
11) give some bonus to experience or abilities
There is an offertory container here.
062. TORTURE CHAMBER
Pygmies inside a dead elephant.
3 webbirds and 3 norkers are here.
There are thumbscrews here.
063. 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.
Graffiti is on the walls, such as: "Larry wuz hear" "Smell my sh!t" "there are no atheists in fox holes" or "got a large and smelly." (Jame Rowe)
"Lorena gave me the clap." (Dragonspipe / Jame Rowe)
064. 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.
065. 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.
066. REFECTORY
The door to the east is intelligent and malign. It tells anyone within 10 feet to "Fuck Off".
There is a tunic here.
067. 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.
068a. 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.
068b. CORRIDOR
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 here.
069. WAITING ROOM
There is a column in the center of this room. Anyone who touches it is polymorphed into a random Level II monster (eg. a snow elf skirmisher: fighter/thief).
There is a slight damp breeze here. (cf. zephyr)
The walls are painted with motifs of couples in the "69" position.
070. 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." (To lower the force field, one must fuck a shrieker).
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.)
071. BANQUET HALL
7 Mayan jermlaine (part of the MS-52 gang), eating shriekers and orc bacon in a sauce. (saunatonttu)
The air is clear here.
072. 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, 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.
073. PASSAGE
There is a circle of light here, on the wall.
It is a gate to a tesseract.
There is a ringing sound here.
074. PASSAGE
There is a bench here.
A sheet ghoul is draped over the bench.
It will animate and attack, if anyone approaches within 10'.
075. PASSAGE
There is a prayer rug here, that has a verse from the Quran, written on it (Quran, 9:5).
The chimney here leads up 1 level, to the ruins above.
076. 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
There is a member of the Kossuthian faction here, in the middle of a pyromantic ritual.
Distorted Humor: Name: Jamis Flagstaff Class: Cleric STR 8 DEX 11 INT 10 WIS 17 CON 7 CHR 16 HP: 2 ST: 14 Ho: 19 AC: 5 Gold: 16 Equipment: Holy Symbol (wood) Mace Chain Mail Backpack Bedroll Flint and steel Rope (50') 2 large sacks 12 torches 10 foot pole
There is a suit of padded (gambeson) armor -6 here.
Yes, minus fucking six. That gives you a base AC of 14.
077. 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)
078. PASSAGE
Trap door down 2 levels (to level 4).
079. 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 (a ring, silver with gems: worth 5,000 gp).
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.
Tooth of Dahlver-Nar (#26: User causes hostility towards himself in all mammals within 6”)
080. 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.
Floor appears solid, but is similar to a trampoline when stepped upon. (Dragon 115)
081. 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).
In the vaulted chamber, there is a dog driving a BBQ mech. (saunatonttu)
082. 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: 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.
083. STAIRS
Stairs lead up to a dead end.
There is a castor oil bush here, at the top of the stairs.
There is a glowing circle of light on the wall of the dead end.
This is a gate to WG7, Level 1: Against the Little Guys.
084. CHIMNEY
There is a slight damp breeze here.
This is a chimney that goes down 2 levels, to level 4.
"There is a statue of the Three Stooges here. If the party hangs around for too long, the statue will attempt to poke out eyes: save vs. paralyzation or get blinded, on a successful hit. The trick here is to get in between them, and, then, duck at the right moment." (The statue: AC0, HP33, THACO 14, D1 + save or blindness). (Note that there was a "Three-Headed Troll" miniature, done by Ral Partha). (Thanks: Nagora, Sauna)
085. 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.
086. CHANTRY
The air is steamy near the floor, here.
The god Raiden is here.
He gives a Tooth of Dahlver-Nar (#5: wearer immune to magic missiles) to the party!
As well, he admonishes the party to: "Never give up."
The stairs lead up to level 1.
087. 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
088. 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)
089. 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.
Magic spade belonging to the Mole King (a scepter of station, provides a + on digging).
Helmet belonging to the Mole King (has a light spell, like a directed lantern).
Mindy the Mole Queen's Clawed Gloves (the claws can dig and fight).
Mindy the Mole Queen's Tiara (+2 bonus to Charisma)
(Vondan)
090. 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).
091. 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.
092. PASSAGE
7 giant fire beetles are here.
Gate to Gehenna (requires key).
093. PASSAGE.
Sleep gas trap.
094. 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.
095. PASSAGE.
There are linen (drawers) here.
12 norkers lurk around the corner!
096. 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.
097. 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)
098. COURT
There is a bottle of aspargus juice here.
There is a gate to the Border Ethereal here.
Judas Cleric, on level 3, is able to cure you from the jazz-induced shattered psyche. (Sauna)
099. 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 and extinct hominids.
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)
* jeddart staff (Scottish version of a glaive) (Great Quenda)
* brogit staff (for those peasants who couldn't afford a spear) (Great Quenda)
* Ka-Bar
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)
* gambeson
* lamellar (AC8)
Note that all of the polearms do d10 damage.
(Thanks: saunatonttu)
Floor appears solid, but is similar to a trampoline when stepped upon. (Dragon 115)
101. OFFICE
There is dust on the floor, here.
There is a desk with a strange device on it. There is a copy of Liber Office, here.
Radish, the red slaad. He faces off against a large Finn with a woolly hat (it looks like a fox, and, allows it's wearer to change into a fox 3/day, as per druid's shapechange) and a noif.
There is 1000 sp under a loose flagstone.
There is a small coffer here; inside are pellets.
2 nupperibo.
Sword +1, +4 vs. reptiles (Wyrmbane - OSRIC) that talks nonsense.
(Thanks: saunatonttu)
102. THRONE ROOM
Blood drips from the ceiling, here.
There are 3000 cp in 3 metal urns. Touching any of the metal urns delivers a shock for 3-18 HP damage.
103. PASSAGE
There is a squealing sound, here.
There are 8 normal squirrels, here.
103a. THE TEMPLE OF EVIL ELVIS (saunatonttu, osrgamer, Mr. Reaper, Vondan, Distorted Humor, Jame Rowe)
50% off weddings (performed by the Ceremony: Marriage) spell, here.
A casino (the house ALWAYS wins).
There is a paladin here, that offers to lay on hands (10 gp per hit point). The paladin gropes the recipient of the healing.
The paladin has a magic rockability guitar, that functions as the equivalent Instrument of the Bards.
There are also a bunch of axe wielding Lisa Marie Presleys here, too.
And raving Riley Keoughs
.
There is a statue of Elemental Elvis here, which starts shaking it's hips.
The hip shaking causes some kind of a negative effect on females (1-25 faint, 26-50 Tasha's uncontrollable hideous screaming, 51-75 feeblemind, 76-00 emotion: rage).
It conjures Elvis Elementals and hound dogs. (1/round).
Roll d5 to determine the Elvis Elemental type:
1. Fire Elvis Elemental (special ability: cast Burning Love, 1/round)
2. Earth Elvis Elemental
3. Water Elvis Elemental
4. Air Elvis Elemental
5. BaconBananaJellyPeanutButterLoaf Elvis Elemental
Note that the Elvis Elementals are also avatars of Evil Elvis (treat them as Demigods with AC0 and 100 HP)
There is a scroll of Summon Hound Dog, here (material component: Blue Suede Shoes).
There is also a scroll of Protection from Elvis, 10' radius here (protects one from sweaty towels).
There is also a scroll of Dispelvis (turns away any undead created by Evil Elvis, probably undead roadies).
There is a scroll of Evil Elvis's Irrestible Dance.
The scrolls are all autographed by Evil Elvis, himself.
There is a Brazier of Commanding Fire Elvis Elementals, with a pile of charcoal at the side.
There is also an idol of Evil Elvis here, on a table with a single chair. It is animated, and plays chess with whoever sits down.
There is a offertory container here. Those that make an offering receive a boon (under 100 gp: a bless spell that lasts for one day).
There is a large bell here (ringing it summons an avatar of Evil Elvis).
There is an altar here (those who make the proper sacrifice gain the ability to cast a randomly granted cleric spell, once).
Also, there is some Hairgel of Evil Elvis here: it gives you a +1 to charisma, but turns your aliignment to a random evil, lasts 1 day. each tin of Hair jell has 1d12+4 applications. The effect lasts 1 day + 1d6 hours +1 extra hour each use. (1000 GP, 3000 XP).
Also, there is a Girdle of Inpersination. Anyone who wears it will insist they are evil evis and dress like evil evis and sing his holy songs like I am just a hellhound...
There is a container of Elvuudes, here. They each heal 1 point of damage, but there is a 10% chance of the character becoming addicted.
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
104. GALLERY
There is a shelf on the gallery above.
9 wood elves are on the gallery.
105. SINKING ROOM (THRONE ROOM)
This room appears to sink down 1 level.
While it does this, the doors lock for 2-12 turns.
There is an arch in the center of the room: anyone who walks through this has their sex changed.
6 killmoulis.
Under a loose stone in the floor is a huge chest containing 3000 cp and 3000 sp.
The air is still here.
There is a circle of light here on the floor: it is a gate to the Enclave of the Douchelords (Area 881).
106. SOLAR
There is a rack, here.
Floor is metallic and gives off echoes when walked upon with hard boots (such as Doc Martens) or metal-shod feet. (Dragon 115).
Magic runes on the secret door to the west: å.
Magic runes on the secret door to the north: ¨öb z<'.
(saunatonttu).
107. TRAINING ROOM.
There is a piece of chalk, here.
There is a pillar made of styrofoam, here.
Characters can train in this room. A sign on the wall, above a slot, reads: insert treasure for training (gems, jewelery, and magic items are accepted, too).
Those who do can level up, if they have requisite GP and XP.
Training costs 1000 gp per current level.
108. STORAGE ROOM.
There are some stalks in a pottery jar, here.
An anomaly. Contents of a torn bag of holding (Mike Bachini).
A tapestry that gives out counterfeit gems.
109. BARRACKS
There is some yarn, here.
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 demnd 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. (Gary)
(In total, 106 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.) (wikipedia)
* Brown bear (dumps a bowl of porridge on the characters head)
* Bison (appears with 3000 sp)
* Camel, Wild (FP)
* Cougar (A)
* Elephant, African (Loxodont) (FP)
* Giraffe (A)
* Gorilla (gives the party the finger)
* Hippopotamus (FP)
* Hyena (laughs at the party)
* Kangaroo (A)
* Lion (will attack unless the thorn in his paw is removed)
* Monkey (climbs onto someone's back, and stays there until killed. removing the monkey will result in the monkey climbing on the character's back, again)
* Rhinoceros (FP)
* Seal (A)
* Sheep (FP)
* Tiger (A)
* Zebra (FP)
Unless noted, the animals function as one-time figurines of wondrous power (FP), or, they attack (A).
There is also a potion of fire breath here. This potion allows the imbiber to cast changestaff, once.
109a. GALLERY
There is a warship named Satan, here. (osrgamer)
110. ANTECHAMBER
There is a smock, here.
This feature will exist when the party first enters the
place, but thereafter it will appear and disappear on a
random basis an a 1 in 20 chance for either.
It will alternately do one of the following: change sex,
enlarge/reduce to giant/brownie size (assuming man
size upon entry), or teleport the individual to an area
where gems grow on plants (#198). Those within the arch when
it disappears are trapped until it reappears again, and
exiting does not cause any of its functions to operate.
111. STAIRS
Stairs lead up to a dead end.
There is a buckle on the top step. (silver and gems: 3000 gp).
112. GREAT HALL
There is a bottle of ginger beer (Bundaberg: acts as a Philter of Love) here, inside of a crate.
The crate telekinetically takes an item in hand, from a random character, once per round.
113. SEWER SUB-LEVEL.
There is some garlic at the top of the steps leading down.
Everything beyond this point is part of a sewer sub-level. (Grodog)
Make a disease and parasitic infestation check for anyone entering the sewage (5% chance for each).
A 3' walkway is on both sides of all passages, and, on all sides of all rooms.
114. STUDY
There is a clanking sound, here.
The study is a 10' square island that rises from the muck of the sewage.
14 rot grubs inside a dark elf corpse.
Potion of speed in the dark elf's large belt pouch.
115. ARENA
There is an alembic here.
A fighting area with a nilbog champion. (saunatonttu)
Bubbles float about the room.
116. CHAPEL TO ARAWN
There is a pottery jar here. Inside are cinders, with a Tooth of Dahlver Nar (#4: pass without trace, 1/day) among the cinders!
A slide at the bottom of the pit in the center of the room leads to a 20'x20' room with 7 goblins.
They are torturing Snow White.
117. CLASS-ROOM
There is an ozone smell here.
There is a large iron chest of distorted height, here.
A Ring of Three Wishes is inside the chest.
(note to self: ask Distorted Humor for some ideas, here)
There is a blackboard on the southern wall of each of the 10' alcoves to the south.
The western blackboard is a physics blackboard.
The eastern blackboard is a math blackboard.
118. GALLERY
The air is clear here.
A 10' wide gallery, 10' above the floor, runs along the walls of this 40'x60' chamber.
10 Mayan jermlaine (I) (part of the MS-52 gang) are atop the balcony, and, they will attack the party with missile weapons.
HP: 2112, 3443, 24
XP: 7 +1 / HP (Total: 96)
Stairs up to the gallery are in the southeast corner.
A single human skull rests in the center of this room.
119. CHASM
There is a wax blob (candle stub) here, on the far side of the 180' deep chasm.
This area is an area of lesser gravity: characters can jump twice as far as normal.
120. PEN
This 10x10 room is a pig-pen (there is a pig here).
There is an altar to Dagda, here.
Those who make the proper sacrifice (spilt wine) gain a random cleric spell of levels 0-7 (d8-1).
Under the altar is an area protected by a force field (contact = 3d6 damage), which guards a bag of holding with 300 pp.
There are levers behind the altars.
The effects of the levers:
1) locks into place (step 1 of lowering the force field / lowers the force field)
2) Zuggtmoy is summoned (Jame Rowe)
3) lose a point from a random ability score
4) the character shits his pants
5) one of the character's magic items disappears at random
6) lose all currently memorized spells
7) a raving priestess of Tharizdun is summoned: she tries to convert the character (Jame Rowe)
8) teleported to the Demonweb (random location: see Q1). after 1 round, the character is teleported back.
9) if male, penis size is reduced to 1"
10) locks into place (step 1 of lowering the force field / lowers the force field).
Note that lowering the force field will open a gate (now permanent, 2-way), to Area #247.
The levers disappear, and the 8' wide gate is centered on the north wall.
Sections of the floor are removed: they serve as viewing portals to other planes of existence.
a = The 2nd Heaven.
b = The 4th Hell.
121. GARBAGE ROOM
There is a clanking sound here.
A shaft with iron rungs leads down to level 4.
A mirror of opposition rises from the floor, near the north wall, when this room is entered.
10 giant rats.
A huge chest (disguised to appear as a bed): 3000 sp + rope of entanglement.
"Garbage Disposal" - inside the room is a small trapdoor, and inside is a 15x15 room under the main room. If you look carefully, you will see a G Cube, as this is used for garbage dispsal..." (Distorted Humor)
122. GREAT HALL
6 larvae.
Jim Morrison is here.
122a. BUFFET
There is a buffet here. Items on the buffet include: fried chicken wings, chow mein, fried rice, goat roti, hot & sour soup, chicken balls, and steamed broccoli.
123. GUARDROOM
There are bells here.
1 sub-adult coiled dragon (6 HD: 24 hp) + 8 jaculi (1, 4, 1, 5, 2, 2, 3, 5) (they will not let anyone pass).
wand of lightning bolts and petrification (90 charges: petrification costs 2 charges).
124. BESTIARY
There are stocks here.
In cages, there are a: squirrel, rat, quenda, empty (formerly: domestic cat), and poisonous snake.
This room is also a creepy kids secret hideaway (Mike Bachini).
Eric Cartman and his three friends are here, eating Kenny's corpse (they are quite lost, and they ran out of food).
They are seeking the Stick of Truth, but Kenny died when he opened the cage with the cat. (The domestic cat killed him.)
"BAD KITTY!"
"OH MY GOD: THEY KILLED KENNY!"
125. VESTIBULE
There is a decanter of endless water here, at the bottom of the (40' deep) pit at the bottom of the chute from above.
126. COURT
2 carnivorous apes.
An iron trunk containing human skins.
There is a greed-producing mosaic on the floor.
127. LOUNGE
There are drapes, here.
There is a trivet here.
11 giant toads.
1000 gp, 400 pp in a small wooden chest.
Pit, 10' deep with spikes, 3 in 6 to fall in.
128. ENTRY-ROOM
400 pp + a cloak of poisonouness + a gem (blue quartz: touching this teleports the party to Area #113) contained in pottery jars, that appear as a statue of Talona.
Touching the permanent illusion enables one to see the pottery jars.
129. ROOM
An armband (platinum with gems: worth 4000 gp).
A great bas-relief face which if looked upon will cause the beholder to save versus magic or else
be turned into a wart on its face. (see A. Merritt's FACE IN THE
ABYSS for a good example).
A tapestry on the wall is an advertisement for The Bookstore.
Those who touch it are magically transported to The Bookstore.
130. SERAGLIO
Serrano ham, prepared by an i-talian kobold male prostitute. He has a short sword && a spear. (saunatonttu)
He charges 20 cp for his services.
The ham is kept in a box that talks in poetry & rhymes, eg.
On top of the box is Boccob's Blessed Book.
Yeah, best to keep it simple,
Do not become a pimple.
Do not look at the face of doom,
If you are wise, you will choose another room.
Do not wear the cloak
If you don't want to croak
In the room of lounging toads
There are four mysterious roads
To the north, two are certain doom
Be careful how you choose your room.
131. ROOM
Garlic.
A ring of bickering and discord.
132. GAME ROOM
There is a cold current of air here.
Bast and Horus are playing a game of Monopoly here.
They are both totally naked.
Tooth of Dahlver-Nar (#21: User shrinks 0.25' each time primary power is used).
The door to the south is intelligent and malign.
There is a stone face in the center of the north wall.
The stone face conceals a secret door that always swings open to the left, giving egress to a chamber (132a) guarded by a basilisk.
However, if a hidden stud is found (1%) chance, then the secret door will pivot to the right and allow entry to a chamber (132b) containing a magical fountain.
See the article in Dragon #34 for details of the magic fountain.
133. BEDROOM
There is a dank, mouldy smell in this room. (However, this smell is overpowered by the stench of the two pseudo-ghasts).
There is brown mold under the bed. (The brown mold is dormant, but will activate if anyone searches under the bed).
Pseudo-ghasts (IV) are fucking on the bed. (This grants the party one free surprise round).
There is 400 pp, and 3000 ep under the bed.
134. HALL OF GAMBLING
The air here is misted.
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!)
See Appendix F of the DMG for details of some of the common games played here.
Craps: 15 +1 arrows (120 GP each)
Horse: 13 +1 sling bullets (120 GP each)
Knucklebones: ring of shocking grasp (actually: a ring of delusion) (2000 GP)
Slot Variant: throwing axe +1 (1750 GP)
Zowie Slot Variant: girdle of many pouches (10,000 GP)
Dice Racing: man-sized leather armor +1 (12,500 GP)
In-Between: oil of fiery burning (4000 GP)
Twenty-One: short sword of quickness (+2) (8000 GP)
High-Low: Keoghtom's ointment (10,000 GP)
The god Norebo is here.
135. AVIARY
There is 50' of rotten rope, here.
There are a couple of budgies here, as well as a parrot, a fighting cock, and, a webbird.
Sir Galahad is here.
If talked to, he asks the party if they would like to hold his cock.
"Would you like to hold my cock?"
"It's a fine cock, I am rather proud of it!"
etc. etc. etc.
136. BARRACKS
A rustling sound can be heard.
There is a fire in this room.
Those who touch it (including putting it out) have their class changed.
137. DEL THACO
There is a quilt here.
There are 4 giant bubbles floating about this room.
The slightest touch will explode them, causing 4d6 damage.
(Each one causes 4d6 damage to the person touching it).
The first bubble contains an azurite worth 10 gp.
138. WELL
There is a bell here. (It has 4 strange glyphs: a comprehend languages will reveal that it spells the word "Taco").
The well is a wishing well: if a single coin is tossed in, one can make a wish. (This can only happen once, per character).
Giant worker honey bees (III).
1000 gp + 4,000 copper in bags.
139. RECEPTION ROOM
There is a dead human skeleton behind the reception desk.
There is a skeleton key here (acts as a chime of opening, with 4 charges).
There is a barrel of oil here.
Webbirds (I) + Shadow Mastiff (IV)
Large sacks: 4000 sp + 3000 ep
Anyone touching the large sacks will fall down a trapdoor, to Level 5.
There is a statue of a Confederate general (General Lee) which has 1-8 different actions it performs 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,
5. give a rhyming clue to a treasure,
6. emit a loud screeching noise,
7. pursue and attack,
8. offer a false map.
4. Meaningless poem:
frogs on logs,
eating dogs
hogs in bogs,
eating frogs
grogs will be eaten by nilbogs
5. Treasure clue:
Love letters conceal a hidden treasure!
7. Pursue and attack:
Treat the statue as a stone guardian, if it decides to attack.
8. False map:
The false map can be generated via the donjon site (keep it small).
140. PASSAGE
There is a tween (I) here.
There is a clay vial here: it contains a potion of water breathing (400 XP).
Roll d%:
1-50: the floor casts a random spell.
51-00: objects that are on the floor blink to random locations.
141. PASSAGE
Huge pedipalps (II).
The husks of fire beetles are here, long dead. The light glands no longer function.
142. ROOM
There is an orc with a pecan pie here; he is armed with a chopper.
He also possesses the Crystal of the Ebon Flame.
4 x I = web (1/day), clairaudience (when touched to the ear), find traps (3/day), possessor immune to fear
2 x II = +2 to armor class of possessor or AC 0 (whichever is better), dimension door (2/day)
1 x III = User must eat and drink 6 times the normal amount due to the item’s drain upon him or her
I x IV = User becomes berserk and attacks creatures within 20' randomly (check each round) for 5-20 rounds
I x V = Prismatic Spray (1/day)
VI = User cannot touch or be touched by any (even magical) metal; metal simply passes through his or her body as if it did not exist and has no effect
143. ROOM
Tooth of Dahlver-Nar! (#3: Yelling becomes necessary to invoke spells with verbal components)
Slippers of spider climbing.
There are shrubberies that move across the floor.
144. WORKSHOP
Young adult green dragon (V).
Black Pool of Sorrow: Anyone who drinks/falls in will mope and wants to listen to The Cure and gets -1 to avoid surprise, cause his eyes are on his shoes. (saunatonttu)
Wrought gold pendant (worth 500 gp) on a pedestal in the center of the pool.
145. MEDITATION CHAMBER
Grimlocks (II).
Periapt of proof against poison, Zagyg's spell component case, Tooth of Dahlver-Nar (#9: possessor loses interest in sex).
There is a bowl of porridge here.
146. CONTROL ROOM
Two levers on the sourth wall are in the 'down' position. They lift the nearby portculli (to the northeast and to the south).
Small coffers, containing 1000 gp.
There is an invisible box in the center of the room: it contains some garlic.
147. RED BUTTON
Lava elves (See: Dragon Dice).
There is a strong wind here (as per gust of wind).
Distorted Humor: "Red button" - the room is bare except for a red button, which signs in many languages that say "DO NOT PRESS THIS BUTTON"
Distorted Humor: if pressed, it places a portable hole inside a bag of holding, and everyone within 10 feet of the button is gone
saunatonttu: that's quite mean
Distorted Humor: did say it was evil
* If all three buttons are pushed, then the secret door in the green button room is opened.
There is a false statue here. (It is actually a stone guardian, that will attack, if it is touched).
148. YELLOW BUTTON
There is a strong smell of urine in this room.
"Yellow button: the room is bare except for a yellow button, which signs in many languages that say "DO NOT PRESS THIS BUTTON"
saunatonttu: i would prefer something really humiliating instead
saunatonttu: and then mockery as a followup
Distorted Humor: "Genderbending"
saunatonttu: like something humiliating happens, and then Acerack pops in and says "I TOLD YOU NOT TO PRESS IT!"
* If all three buttons are pushed, then the secret door in the green button room is opened.
Bags in the center of the room are protected by a force field (they contain 3000 ep).
Touching the force field causes 4d6 damage.
On another wall are 4 buttons and 4 switches.
1. Lose 1000 XP.
2. Your skin turns green.
3. Lose 1 point off of a random ability score.
4. Gain 1 point to a random ability score.
1. A randomly determined magic item becomes non-magical.
2. Your arms turn into tentacles (two attacks for 1d8 damage each).
3. You get polymorphed into a quenda.
4. Gain 1000 XP.
Each time a button is pressed, or a switch is flicked, there is a 20% chance of the force field being lowered.
149. GREEN BUTTON
The air is steamy here.
Distorted Humor: Inside the room is a green button that has big signs that say "Do not press this button " in many languges
Pressing the green button will reverse the effects of the last button pushed.
The door to the west only opens for monsters.
* If all three buttons are pushed, then the secret door in the green button room is opened.
150. STUDY
There is dampness on the ceiling.
There is a smoking jacket here, a globe with a bottle of brandy, two padded chairs, a mounted skeleton (such as that used for anatomy purposes), a stuffed blink dog (which looks like a normal dog, unless one speaks blink dog), maps (one of Faerun, one of Greyhawk, one of Krynn, one of the world of Presposia), two padded chairs, and shelves with books. The books are mostly scholarly in nature, including Origin of the Species (by Darwin), The Rise of the Humanoids, The Mystery of the Denisovians, A Compendium of Blink Dogs, The Decline of Western Civilization (by Dick Klein), and, Early Theories of Kobold Development. (osrgamer, prespos)
Secret door on the north wall: This door opens easily, but as the
first character enters, the door slams in
his face (take 1 hp damage with a broken
nose). (Dragon 115)
There is a member of the Kossuthian faction here, slowly burning books, page by page, over a small fire. His name is Dewey.
151. PASSAGE
A chanting sound can be heard here.
Gnolls (II).
* Battle Axe
* Couteaux de Breche
* Great Bow
* Military Fork
152. ROOM
There is a closet (wardrobe) here.
Huge pedipalps (II).
Inside the closet is a device which has 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; (slide down to level 5)
9) give various treasures; (4000 cp, 4000 cp, 1000 gp, etc.)
10) give a magic item (cloak of the bat); and
11) give some bonus to experience (+4000 xp) or abilities
12) gain a level
There is a quokka here.
153. WORKROOM
There is an idol of the goddess Hecate here: it enrages anyone who touches it, causing them to attack their companions (using the idol as a blunt weapon), for 2-12 rounds.
There is a tapestry here, depicting a Polish death metal band decapitating hostages. It disappears if touched.
There is a table with various gemcutter's tools, here.
154. LIBRARY
Iron trunk: 4000 sp, a pair of iron boots, and a Tooth of Dahlver-Nar (#24: +2 to armor class of possessor or AC 0, whichever is better)
There are 3 shelves on the north wall, 4 each on the eastern and western walls, and 1 on the southern wall.
North wall, 1: elvish poetry, in Baklunish.(40 scrolls)
North wall, 2: historical records. Hidden among them is a scroll of protection from electricity. (40 scrolls)
North wall, 3: accountant records (columns of numbers). (100 scrolls)
Eastern wall, 1: historical records (30 scrolls). Book: A History of Elephant Barding.
Eastern wall, 2: historical records (80 scrolls)
Eastern wall, 3: historical records (40 scrolls)
Eastern wall, 4: historical records (90 scrolls). Book: An Overview of Orcish Sports.
Southern wall, 1: historical records (40 scrolls). Book: Necroscope, by Brian Lumley.
Western wall, 1: historical records (30 scrolls)
Western wall, 2: historical records. Hidden among them is a cursed scroll. The reader is polymorphed into a monster of equal level, which attacks any creature nearby. (10 scrolls)
Western wall, 3: elvish poetry, in elvish (40 scrolls)
Western wall, 4: love letters, in common (10 scrolls). There is a secret door behind this shelf.
Ed Greenwood works here, at the desk in the center of the room.
There is a 25% chance that the Goblin Library Bus arrives. The GLB transports books between the various libraries. (saunatonttu)
The library bus is haunted by a poltergeist, the spirit of a demented high school book monitor: he attempts to strangle you if you try to leave the room with a book. (PapersAndPaychecks)
154a. SECRET ROOM
Bookas (I).
8000 cp, 400 pp in small chests. A gas is released when one of the chests is opened, but it's only effect is to obscure vision.
There is a beaker here.
155. HALL OF GAMBLING
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!)
The god Hermes is here, and he invites the party to try their hand at one or more games of chance.
Craps: Ring of protection +1 (10,000 GP)
Horse: Oil of impact, 5 applications (5,000 GP)
Knucklebones: Scroll of protection from paralyzation (7,500 GP)
Slot Variant: Battle axe +1 (2,500 GP)
Zowie Slot Variant: Potion of plant control (350 GP)
Dice Racing: Mystery scroll (a curse scroll that infects one with a form of speed leprosy, that is fatal in 2-8 turns, unless cured) (1,000 GP)
In Between: Knife +1 (350 GP)
Twenty-One: Potion of Fire Resistance (400 GP)
High-Low: Dagger +2, +3 vs. creatures larger than man-sized (2,000 GP)
A pedestal hovers in the center of this room, 10' off the floor.
On the pedestal is a small coffer, containing a white powder (cocaine).
156. PASSAGE
A small bush which hurls nuts at the party.
The bush is AC7, 24 HP. It hurls 4 nuts per round, each doing 1 point of damage.
There is a masher here.
157. HALL
There is a linen undershirt here.
As well, there is a Death Machine from the GAMMA WORLD setting. (See page 59 of the GW 2e book).
Basically, AC1, HP637, 2 attacks for 25d6 damage.
The Death Machine won't attack anyone wearing one of the Stage V I.D. cards, found above in room #32.
Gate key to the Happy Hunting Grounds: a tomahawk.
158. HALL (Vondan)
A giant hall with the shelves on the walls lined with drums.
There is a dias in the center of the room, with a gong behind it.
Here is a Death Knight Bard on a leopard with one arm, who fights with a gong hammer.
On the dais is a silver pin with gems (worth 11,000 gp due to the presence of an exceptional stone).
159. CISTERN
There is some shellfish here (giant crayfish in drawn butter).
As well, there is the illusion of a statue of Evil Elvis. It's base hides 1000 gp in small coffers.
160. PASSAGE (Vondan)
There is a bag of pumpkin seeds (baked with worcestershire sauce and salted) in the boat.
In the space between the two rivers are:
Giant wolverine (IV).
Coiled dragon (Y) (IV).
The stairway to the north goes up 1 level, and, then, down 2 levels (to level 5).
The stairway down is a collapsing stairway: those on it must make a dex check, or suffer 1d3 damage when they impact on the level below.
The floor here is a giant mirrored service.
161. COURT
There are huge pedipalps (II) here.
They are currently battlnig a giant igauna, and his druid master.
In the center of the room is a gate that leads to Level 2 of WG7 Castle Greyhawk (It's My Party and I'll Die If I Want To). The gate appears as a circle of light on the floor.
The air still here.
162. ABOLETH POOL
An aboleth dwells in the pool of the center of this room. Those who submerge themselves in the pool are sent to a matching pool, on an aboleth island (use atherton's adventure as a template).
400 pp and a potion of permanent alignment change are contained in a pottery jar, here.
There is a dank, mouldy smell here.
Brown mold covers the western wall of this room.
Gate to the Happy Hunting Grounds (requires gate key).
The gate is a section of worked stone, with an arch.
At the center of the gate is the symbol for the Happy Hunting Grounds.
163. CAVERN
The air is steamy here, with the steam emanating from the sinkhole.
The sinkhole in this room leads deep into the Underdark, connecting with a tunnel about 30' down. Use atherton's underdark adventure as a base for the area, which can be expanded upon if the DM so wishes.
This room is the lair of a silver dragon.
There is a massive astrolabe in the western section of this cavern.
There are some volts (II) here that will attack the party (the silver dragon ignores the volts).
The dragon's hoard:
18,000 cp
10,000 gp
ring (ivory, 500 gp)
idol of Evil Elvis (silver with gems, 6000 gp)
necklace (wrought gold, 1200 gp)
belt (gold with gems, 8000 gp)
anklet (wrought gold, 1100 gp)
medallion (ivory, 900 gp)
chain (wrought gold, 1000 gp)
necklace (pearl, 1600 gp)
medallion (wrought gold, 1300 gp)
earring (wrought gold, 900 gp)
crown (gold with gems, 7000 gp)
scroll with snake charm
4000 sp in bags
3000 gp in bags
a mirror of singing (the mirror sings songs by Evil Elvis)
164. ARENA
This is a mind flayer arena.
Those who choose to fight in the arena fight against a randomly determined monster of their own level, in a 1on1 battle.
Those that win get 4,000 gp.
Those that interfere are attacked by the mind flayers, of which there are 4.
There is a stone arch over the exit to the west. Those that walk through this arch have their Intelligence increased by 1, once.
Brown mold (the common variety) covers the walls of this cavern.
165. PRIVY
There is a fire vent that activates when anyone sits on the toilet, here.
There is a trickle of water that runs across the floor to this room.
165a. STAIRS
Space distortion stairs, which seem longer than they actually are.
Approaching footsteps can be heard.
166. TEMPLE OF DRUAGA
There is a firkin ('quarter-barrel') here. It is labelled "Pabst Blue Ribbon": anyone who drinks this beer has a 50% - CON chance of contracting severe diarrhea (double water rations, -1 to everything: this lasts for 24 hours).
There is a pit with spikes near the relative center of the room.
There is also a well, with water and a bucket. Those that drink from this well gain +1 Wisdom, once.
167. CAVERN
The Throne of the Gods is at the center of the North wall.
The person who sits on the Throne will gain a magic item (ring mail +2), but will be subject to the Throne's malevolent effect (sex change).
Note that all of the following powers need a command word/gesture to take effect.
The command words are written on the Throne itself, in Enochian (comprehend languages is probably needed to translate).
Sex: Minor Malevolent Power: Sex change
Fear: Minor Benign Power: Possessor immune to fear
Porcupine: Side Effect: Lycanthropy. The wearer becomes a wereporcupine. Transformation in porcu-form occurs with a 50% chance every time the recipient is in combat.
Gas: Mnor Benign Power: Possessor immune to gas of any type
Darkness: Minor Benign Power: Darkness (5', 10', or 15‘ radius) - 3 times/day
Prime Power: Shades - 2 times/day
Teleport: Major Benign Power: Teleport without Error, 4 times/day
Wind: Major Benign Power: Wind walk - 1 time/day
Magic: Minor Malevolent Power: Saving throws vs. magic are at -1
Life: Major Malevolent Power: The throne contains the life force of a former user (Fats Domino), and this life force is exchanged with the person sitting on the throne.
Life: Major Malevolent Power: The throne contains the life force of a former user (Natalie Portman), and this life force is exchanged with the person sitting on the trhone.
Fire: Prime Power: Total fire/heat resistance for all creatures within 20' of the recipient of the Prime Power:
Treasure: Side Effect: Mineral treasure (metal or gems) that the recipient takes is reduced by 80% in value (coins disappear, gems degrade).
The effects are permanent, either granting a permanent ability or disability.
However, the effect occurs only once, causing the corresponding word to fade away.
Note that beneficial powers are not tied to baneful effects, as is sometimes thte case for artifacts.
(Certain divination spells may be helpful in this situation!)
There is a pool in the center of the room.
A giant ant lion (VI) is here.
Pottery jars: 3000 ep + scroll of protection from lycanthropes.
The door to the south only opens for monsters.
It has a sign on it, reading: MONSTERS ONLY.
168. CAVERN
There is a rack here.
There is the Princess Leia, on the rack!
169. KITCHEN
A tiny Roman army, with war machines. (Vondan)
Fridge (contents)
An ivory scroll tube here: it contains a clerical scroll with cure blindness, cure disease, detect lie, speak with plants, neutralize poison, find the path, and blade barrier.
A 2-liter bottle of soda (Mountain Dew: acts as a potion of water breathing, 4 doses).
A helm turned upside down, filled with BBQ sauce. (Vondan)
Note that this room moves, once every turn:
169A is the first position
169B is the second position
169C is the third position
After 169C, the room goes back to 169B, and, then to 169A, and then back to 169B, etc. etc.
So, basically, the room goes back and forth.
The door in the west wall only opens when the room is in the C position.
The door in the north wall leads to 3 different places, depending on the position of the room.
A painting (the cover of the MM2) is on the south wall; touching it releases 4,000 gp.
170. LIBRARY
There is an ivory trunk containing bonsai treant splinters, here.
The spiked floor moves forcing a Dex check to any who stand upon it.
Failure means falling on the spikes: 1d3 damage.
North wall shelf: scrolls (about dwarvish armor making; only understandable by dwarves) (90) + full map of level 19 (clearly labelled as such) + Lament, by Hans Cummings
West wall shelf: scrolls (elvish love letters) (50) + Salvation, by Hans Cummings
Pressing a button on the north wall causes the floor to stop moving for 6 turns.
171. KENNEL
There is cooking oil (for fuel) here.
There are war dogs (II) here.
Snyads (I).
Bags contain 4000 sp, 400 pp, 4000 (counterfeit) cp.
(snyads = left)
172. TEMPLE OF THE GREATFUL DEAD (Mr. Reaper)
There is no room to this ceiling. The priests wear tie-dye robes.
There is a tie-die doublet here.
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
There is a 6HD Anhkheg (VI) here, eating random hippies.
The secret doors to the west are a series of synchronized one-way doors. (Grodog)
Terrapin Station is being played here, over the screams of dying hippies.
173. HALL OF MIRRORS
There is an armband here (gold with gems: 8,000 gp)
Grue, Harginn (IV).
(top = harginn)
West wall: Mirror of Opposition
East wall: Mirror of Mental Prowess
North wall (Optional): Use a Mirror from Dragon magazine...
174. THRONE ROOM
A statue of Gary Gygax sits on the throne.
The statue rolls dice.
There is a steak & kidney pie with mushrooms & truffles here.
175. TRAINING ROOM
There is some chaulmoogra oil here.
The south door is wizard locked by a 14th level magic-user.
Characters can train to gain levels here.
A holographic teacher appears, and, offers training.
176. EXERCISE ROOM
The air is still and hot here.
Huge chest: 3000 ep.
There is a small fountain here.
2 drinks (after 2 drinks, the fountain becomes non-magical), 3 effects per drink:
* spellcasting characters gain 3 extra spell levels (this is a permanent effect)
* gain 50 gp
* the character is under a quest spell, to find Boccob's Blessed Book (located in Room #130)
Characters can train to increase STR and/or CON here.
There is a one-time increase of 1-10% to both scores.
177. ROOM
There is a dank, mouldy smell here.
A statue with a missing penis. If the stone dick is found and replaced, the statue turns back to it's original form and serves the person.
The trapdoor (in plain sight), leads to Area 202 on Level 5.
178. SPY ROOM (grodog)
There are four sticks here.
Vortices (II).
Metal urns: oil of timelessness, 4000 cp.
Spiral steps lead up to Level 1.
There is a human shaped indentation on the floor, with spy holes that slide back.
This allows the mysterious master of the treasure room to spy on the treasure room, below (Level 5, 179).
179. TREASURE ROOM (grodog)
There is a splashing sound here.
Orcs are fighting a Huge Pedipalps that have wandered in through the gate.
Treasure (in bags):
5000 sp; 1,250 gp; 500 pp; 3750 ep.
There is an altar to Nyarlathotep here.
Sacrificing a human at the altar will grant a random cleric spell, that can be used once.
There is a gate here (2-way, opens once per day, for 1 hour) that leads to a random room of the dungeon.
Note that the orcs are both guardians of the treasure, and, adventurers, themselves.
They serve a mysterious master who spies on them from above (see Area 178).
180. PASSAGE
Garlic bread golem. (saunatonttu)
The floor of this passage is covered in mosaics.
Here, gravity is twice normal.
The floor here gravitates between a solid and semi-solid state (see Transmute Rock to Mud, for details of the latter).
There is a 50% chance for either, when the party enters the passage.
181. TEA-ROOM
Gravity is reversed on this room.
All of the following is on the 'ceiling'.
There is a column in the center of this room.
Behind a finely crafted wooden door with a simple iron latch is a tearoom run by a well-dressed alligator-man. He sports a smoking jacket and a pair of black trousers, and lounges in an overstuffed leather chair. He offers a seat at to all comers, and a silver samovar steams invitingly on a nearby table that is piled with oatcakes, fruit, cheese, and ham. If the party accepts his invitation, he whiles away their time with slightly melancholy tales of home, before he was transformed into his current shape by a wicked witch who resented his beauty and wit. Those PC's failing a save vs charm will be deeply moved by his case and will take a vow to help him restore his humanity by finding a book of charms hidden deep in the dungeon and guarded by a horrid lizard and two clever magic-using kobolds. (by Mogo_the_Mighty)
There is a large sack here.
182. PASSAGE
There is a vestry here, where the passage dead-ends.
Las Vegas Elvis suits are on pegs on the wall, and there is a small desk and chair here. (saunatonttu)
Wolves (II) are around the corner.
183.HAREM
Giant fire beetles (I).
Honey badgers.
Kobold females, provocatively dressed, and, lounging around on pillows.
The fire beetles and honey badgers are pets and protectors of the kobolds.
There are (iron) boots here.
Iron trunk, blade scything across the inside: 6,000 ep.
184. DRESSING ROOM
There is a chamberpot here.
Ghasts (IV).
The mirrored ceiling gives a +1 Charisma to anyone who touches it.
(The whole ceiling radiates magic).
There is a bottle of salad dressing here (Blue Cheese, to go with the bad ghast smell).
(thanks: Mr. Reaper)
185. SERAGLIO
There is a rust-colored liquid here, contained in a vial.
It is oily and phosphorescent, and has an acidic taste.
It is a potion of healing.
Very young cloud dragon.
186. CHAMBER
There is a brush here.
Land Urchins (III).
4000 sp, 1000 gp.
There is an illusion of an apparatus here.
Those who touch/enter the illusion have their minds switched with the nearest sentient being (save vs. magic).
187. OBSERVATORY
Note that the north wall does NOT connect to 56 on the map.
There is no door on the north wall.
The passage slants down to the west.
Juju zombies (III).
One of the juju zombies wears a banqueting tunic, worth 10 gp (weight: 1#).
There is an interactive holograph of the cosmos here, like in the movie Prometheus.
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. (Gary)
187a. ELEVATOR ROOM
Giant pedipalp (IV).
Firefriend (II).
The air is still here.
187b. SECRET TREASURE ROOM
Lizard men (II)
Hiawatha is here.
When Hiawatha goes to 10HP or less, he tags in Sir Lancelot who starts with an elbowdrop off the top turnbuckle (saunatonttu)
14,000 sp in metal urns.
7,000 sp + potion of water breathing: loose.
There is a smoke smell here, since the room is filled with smoke. (Refer to the DSG for the effects of smoke).
188. TRAINING ROOM
4th level dwarf thief (CN: S10, I18, W10, D16, C13, CH14) (AC6, HP18) (leather and short sword) (Wrought silver and gold necklace worth 600 gp)
4th level cleric (LN: S15, I15, W16, D13, C9, CH14) (AC2, HP21) (plate, large shield, and footman's mace) (CLWx5, HPx4)
1st level fighter henchmen (LN: S16, I11, W10, D9, C14, CH7) (AC6, HP10) (scale, medium shield, and long sword)
1st level fighter henchmen (N: S12, I7, W16, D11, C8, CH12) (AC5, HP5) (chain, medium shield, and long sword)
1st level fighter henchmen (CN: S16, I9, W10, D7, C7, CH8) (AC6, HP8) (scale, medium shield, and long sword)
1st level fighter henchmen (N: S17, I12, W16, D13, C6, CH13) (AC6, HP4) (chain, medium shield, and long sword)
1st level magic-user henchmen (N: S7, I16, W11, D9, C10, CH11) (AC10, HP4) (sleep)
1st level elf magic-user henchmen (CN: S14, I15, W12, D10, C6, CH8) (AC10, HP1) (magic missile)
1st level magic-user henchmen (N: S12, I16, W10, D8, C16, CH14) (AC10, HP6) (magic missile) (potion of fire resistance, potion of speed)
Small coffers: 3000 ep, 4000 sp.
This is a room of respite: no wandering monsters will be encountered here.
The air is clear here.
189. THE BELL ROOM (Great Quenda, saunatonttu)
The bell summons gibberlings (wearing Liverpool jerseys), who come in through the door in the left wall.
Rot grubs infest the corpse of an imp wearing a Liverpool jersey.
Beside the imp, there is the corpse of a killmouils, wearing a Patriots jersey. (It too is infested with rot grubs).
Invisible stone container: armband (wrought platinum: 1,500 gp), goblet (silver with gems: 3000 gp), brooch (gold with gems: 6000 gp), belt (ivory: 800 gp), chamomile tea, ring of fire resistance.
This is a room of respite: no wandering monsters will be encountered here.
190. WORKSHOP
Stone penis (see Area 177).
There is a broken bottle of vodak here.
This is the lair of the Gibberlings (all of whom wear Liverpool jerseys), who may have been summoned by the bell trap (see Area #189, above).
There are Blink Dogs (IV) here as well. If the party has not previously fought the Gibberlings, then the Blink Dogs are fighting the Gibberlings.
The door to the south:
Type #4: Every third time this type of
door is opened and closed, it upon closing
casts a silence 15 radius upon the back(s)
of any creature(s) who have passed through
it, the central focus of this spell being 15
from the frame of the door.
(Dragon 106, Ed Greenwood)
191. PASSAGE
Dire wolf (III).
192. REFECTORY
There is a fireplace and wood here. (Refer to the WSG for the temperature effects of fires).
Someone has left milk and cookies here.
There is a 40' deep pit in this room.
When something hits bottom of
pit, a horizontal portcullis slides
out, separating party from victim(s).
(Dragon #115)
There are dilithium crystals here.
193. TORTURE CHAMBER
Lizard men (II) (HP: 12, 16, 12).
Behind a loose stone in the wall, there is 8000 sp, and a Tooth of Dahlver-Nar (#22: ESP (30’) - 3 times/day)
A column near the center of this room changes the alignment of anyone who touches it, to a random alignment (save vs. magic applies).
There are iron boots and bastinadoes here.
There are unholy writings here: a copy of the Satanic Bible, by Anton LaVey.
194. FUNGI GARDEN
The fungi is edible and safe.
Note that there are some psilocybin mushrooms growing here, as well.
A gnerdy gnome girl who is a giant hunter in a rabbit skin hat with the ears on. (Vondan)
There are fetters here.
195. ROCKY HORROR PICTURE SHOW ROOM (osrgamer)
Hobbits (I).
Mud-men (II).
The hobbits and mud-men are facing the north wall, watching the Rocky Horror Picture Show.
There is a pivotting fire here, that keeps everybody warm.
In the 10x10 secret room to the west, there is a carafe, and metal urns containing 4000 sp and 800 pp.
There are are two invisible mods here: Matthew- and Papers & Paychecks! They watch and listen; all you hear in the room is the scratching of their quill pens on parchment... (Vondan)
196. STORE
This is a magic shop, that has 10 items for sale.
When items are bought, they are replaced by another random magic item, with the sale price being twice the listed GP value in the DMG.
All sales are final, and some items may not be what they appear.
The keeper of the shop, Tvashtri (demigod of artifice and science) warns any potential customers of this.
- Dust of Illusion (13 pinches: 200 gp/pinch)
- Spear +4 (50,000 gp)
- Wand of Polymorphing (89 charges) (50,000 gp)
- Longsword +1 (actually a Cursed Longsword +1) (4,000 gp)
- Ring of Protection +2 (24,000)
- Ring of Telekinesis (actually a Ring of Contrariness) (20,000 gp)
- Clerical Scroll of Light (600 gp)
- Scroll of Protection from Electricity (15,000 gp)
- Gem of Insight (6,000 gp)
- Sword +1, Flame Tongue:
+2 vs. regenerating creatures
+3 vs. cold-using, inflammable, or avian creatures
+4 vs. undead (9,000 gp)
Under a loose stone in the floor, in bags (one of the a bag of holding, weight limit: 250 pounds), there is 3750 ep.
There is a sign here: "Level 5 is awaiting a service pack update, we apologize for any system incompatibility. The entrance to Level 6 is somewhere on Level 1." (dragonspipe)
Northeastern door: This tightly fitting door only opens in
toward its room. It has no knobs or handles
on the other side of the door, so when
closed, the only way to leave the room is
to smash the door. (Dragon #115).
197. SECRET ROOM
There is an almond tree here: those that eat even a single almond have their dexterity permanently reduced by 1.
There is a discarded heroin needle, here.
198. LOUNGE
There are drapes here.
Gems grow on flowers, here.
There are 10 flowers that contain gems.
The gems are: spinel (500), rhodocrosite (10), smoky quartz (50), aquamarine (500), banded agate (10), onyx (200), blue agate (10), malachite (13), jet (200), chrysoberyl (100).
(Watering the flowers will cause more gems to grow).
Waterskin.
Umpleby (V).
199. PASSAGE
Linen (undershirt).
Marysuegoyle (V).
(saunatonttu)
There is a gate to Level 3 of WG7 Castle Greyhawk here (Too Many Cooks).
200- CAVERN
Spined devil (IV).
Headband (fillet) (silver with gems (incl. an exceptional stone); 11,000 gp).
There is an intelligent fire here, that asks riddles.
eg. What is sharp, pointy, and, in your back? (saunatonttu)
200a. DOOR
Secret door to the north: This warm door is red hot. Those who
are foolish enough to touch it take 1-6 to
1-20 hp damage. (Dragon #115)
The air is still here.
The floor here is divided into sections of varying heights.
201. CHAMBER
The room is filled with salt (see A3 for an example of this).
Fire mephit (III).
Pottery jars: 5000 sp, 1250 gp.
There is a couch here: anyone who sits on it loses 1 point of wisdom.
There are potatos on the couch.
There is a bag of weed on the couch.
202. CHAMBER
A splintering sound can be heard.
Cyclopskin (III).
Stone containers: 5000 cp, 5000 sp.
There is a trap door in the ceiling, that leads to Area 177 on Level 4.
203. PASSAGE
There is a dank, mouldy smell here.
Juju zombies (III) are at the crossroads.
204. TEMPLE TO ENLIL
The air is clear here.
* Altar: those who sacrifice 1000 or more in gems at the altar gain the ability to cast a random cleric spell, once. The sacrifice can be made once per month, per person.
a) Stone offertory container (atop the altar: This is where the gems must be placed).
b) Idol of Enlil (atop the altar): the height is distorted, appearing as 2' tall. The actual height of the idol is 1'.
c) Invisible idol of Enlil (atop the altar).
* Thurible.
* Kneeling bench.
a) Chime of Hunger (atop the kneeling bench).
* Shrine to Enlil
a) Silver holy symbol of Enlil.
b) Gold holy symbol of Enlil.
Above all of the entrances/exits to this room (within the room), there is written a name, in Sumerian cuneiform: "MELECHESH"
205. LIBRARY
There is a dagger hilt here.
There is an old Pan Lung (Coiled Dragon: VI) here.
There is a 25% chance that the Goblin Library Bus arrives. The GLB transports books between the various libraries. (saunatonttu)
The library bus is haunted by a poltergeist, the spirit of a demented high school book monitor: he attempts to strangle you if you try to leave the room with a book. (PapersAndPaychecks)
Shelf #1:
SRD (Stabbing Reference Document): A tome. Reading it, if you are a hobbit or a thief, gives permanent +1 to dagger attacks. If you are some other class, you take 1 more damage from all dagger attacks. (saunatonttu)
Tome of the Caterpillar: a book that goes into much detail about the life cycle, internal organs, and feeding habits of the Northern Caterpillar. if taken to a sage he will say it is complete bumkus. It taken to a alcamist they will try to buy it, as it is secretly a tome on making potions. (Distorted Humor)
Historical Records (90 scrolls).
Shelf #2:
Dwarvish armor making: only understandable by armorers who speak Dwarvish (100 scrolls).
Shelf #3:
Elvish poetry, in Common tongue runes (40 scrolls).
206. STABLE
Gate to Pandemonium (requires Key): this is an archway in the center of the room.
There is a hising sound here.
There are 2 mules here, with saddlebags. The saddlebags are filled with droogs (roll on the random d100 droog table).
206a. POOL
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).
207. DEAD END
This entire section of 10' floor is a dead end.
After 1 turn, any standing on the floor are teleported to Area 196.
There is a Rug of Welcome here.
208. CHAMBER
There is a Brazier of Commanding Fire Elementals, here.
There are soul besh (skeeters) here. (They are flightless giant mosquitoes: see page 51 of the 2nd. Ed. GAMMA WORLD book).
AC8, 10d4 hp each. (Count these as level IV creatures, for the purposes of balancing the encounter).
The tapestry depicts a lily pond, with a giant frog in the center. Hiding behind the trees are two strange two-headed humanoids, one to the left, one to the right. The left humanoid carries a M1 rifle. The right humanoid carries a Ka-Bar and a STOP sign shield. (Great Quenda)
There are 1,250 gp in pottery jars. Among the gold pieces are goldbugs (II).
209. CHAMBER
There is an iron maiden here.
There is a sign here: "We apologize that Level 5 sucked. Hopefully, Level 6 will be better." (saunatonttu)
Baba Yaga's Hut is here.
210. LOUNGE
This is the Lounge for the Dungeon Club. (saunatonttu)
There is saffron here.
The south wall that plays games here. (Candy Crush, Pogo Piddle, etc.) (Mr. Reaper)
The north wall plays Another Brick in the Wall (Part 1 and Part 2). (Great Quenda)
See Area 11 for details about the Dungeon Club.
211. SECRET CHAMBER
There is an altar to Satan here. Of course, there is a nubile virgin on the altar, here, just waiting to get sacrificed. (saunatonttu)
There is a small coffer with an oily liquid inside (hash oil).
There is an old brass dragon here.
There is an adult blue dragon here.
(He is legendary for his trick-shots; he will always attempt to bounce his lightning breath off of the walls. Base him on Fast Eddy, from The Color of Money). (saunatonttu, osrgamer)
Large sacks contain 600 pp and a scroll with read magic.
There is also a vending machine here, like a soft-drink vending machine, where one can buy healing potions of differing strengths. (Timothy Harman)
212. PASSAGE
There is a wig here.
Falling bars block the passage after the party passes this point.
Tooth of Dahlver-Nar (#31: Comprehend Languages)
213. BARRACKS (saunatonttu, Dragonspipe)
A haunted elf, wearing a pinafore playing piano, that does lounge jazz
It will shatter your psyche if you fail a death ray save after 2-8 rounds.
There are killer frogs (II) here.
There are broken windows here, garbage strewn all over the place, and the smell of cat piss is heavy in the air.
214. SECRET ROOM
Pottery jars, containing:
A belt (gold with gems: worth 4000 gp)
A scroll of protection from possession
600 pp
6000 cp
There is an idol to Zong here (the god of bad manners). (osrgamer)
215. SNAKES && LADDERS ROOM
There is some raspberry jam here.
There is a 60' deep pit here.
Anyone touching the bottom activates a portcullis which covers the mouth of the pit, trapping those within the pit.
Many kinds of snakes (asp, black mamba, etc.) can be seen slithering about.
There are ladders up against the walls.
216. TORTURE CHAMBER
Pincer, boots (iron), straw, whips, rack, oubliette (pit), rack, boots (iron), oil (barrel of), cage, stool.
The air is still here.
Bullywugs (I).
Pottery jars: gems & 6000 cp.
* black pearl (500)
* lapis lazuli (10)
* chalcedony (10)
* zircon (50)
* spinel (60)
* banded agate (10)
* malachite (10)
* azurite (10)
* chrysoberyl (100)
* zircon (60)
* banded agate (13)
* alexandrite (500)
* tourmaline (200)
* star ruby (1000)
There is a well here, with a distorted circumference.
It appears to be 5' across, when it is actually 10' across.
The unwary might fall down the 60' well...
217. PASSAGE
There is a dank, mouldy smell here.
There is a lightning bolt trap here (6d6 damage to all in the passageway, activated when the party is halfway down).
218. BARRACKS
The air is misted, here.
There is a retriever (VIII) here.
There is a refuse pit here, containing an otyugh.
There is a shifting pedestal here.
(The cubby hole under the original position of the pedestal is empty).
Stairs lead down to area 251 on Level 7.
219. WORKROOM
There is some fluelin here.
220. STAIRS
A slam can be heard when the party reaches the bottom of the stairs.
These stairs lead down to a dead end.
221. ROOM
There is a wall basin and font here.
The wall directs the party to drink from the basin, then, to find a room on the 4th level of the dungeon.
This room (#187) contains a holograph of the cosmos, and, it is one of the entrances to the 9th level.
222. ROOM (Mobad, Vondan)
There is dampness on the walls, here.
There is the illusion of a tooth here: all those that touch it lose 1 point of Dexterity.
There is a Tooth of Dahlver-Nar here (#6: detect invisibility when held and ordered)
There is clover here.
There is a Sea Hag here. She is being chased by Popeye.
This room serves as the Hag's hidey-hole.
A pool in the room leads to an underground ocean.
Dive deep enough into the pool, and, you are transported to an underground ocean.
Any hit 5 or more above will drag the character into the pool, where they will be drowned by the Water Weird that inhabits it.
Only after the water weird is killed, may the pool be entered safely.
223. TRAINING ROOM (10x10 room)
There is a wooden holy symbol of Susanowo (a bokken) here.
The door to the west 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)
224. SECRET ROOM
There is a whip here.
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. (Gary)
225. PASSAGE
There is a balance and weights here (worth 80 gp)
There are berserkers around the corner!
226. PASSAGE
There is a stone container full of bones, here.
There is a gas vent here: the gas adds 1-6 points of strength (as strength spell) to all fighters in party for 1 to 10 hours.
(This only occurs once).
227. PASSAGE
There is 50' of rope here.
There is a gas vent here: the gas adds 1-6 points of strength (as strength spell) to all fighters in party for 1 to 10 hours.
(This only occurs once).
228. PASSAGE
There is some hose here.
There are giant bats (I) here.
229. ROOM
A gate to the Abyss (see Q1 Queen of the Demonweb Pits) (requires Gate Key).
Death dogs (II).
Huge chest, containing: 600 pp & 4500 ep.
A magic lantern that projects shadows when no one is there: and none when there is. (Giant Quenda)
A medallion (silver and gems: worth 6000 gp).
There is a plate of mutton here.
Mayaheine (Greyhawk demi-goddes of Protection, Justice and Valor) is here.
Spiral stairs lead down to Level 7.
230. WELL
The two doors to the west are false doors.
There is a mosaic in the center of the south wall: the first one to touch it receives 6 darts +2.
The air is still here.
231. TRAINING ROOM
There is a well in the center of this room.
This room that has a vanishing point. Be stupid enough to walk far enough towards it, like 1d1000 feet and pop out of existence. (saunatonttu)
Characters can train here, to level up.
The door to the north is a false door.
There is a magical fountain, here.
One drink can be taken, then the fountain loses it's magical properties.
The person who drinks from this fountain loses 1 gem, should he possess any gems.
Determine the lost gem at random.
There is a metallic smell here.
232. CLASSROOM (10x10 room)
There is a very young red dragon here.
The air is clear here.
233. SALON
A control room.
A lever on the west wall raises the portcullis at 233a.
There is a blunt javelin head, here.
There are some French aristocrats && sages here, in lead paint, discussing various topics: art, politics, music, literature, and science.
They wear waistcoats and wigs, and have fake beauty marks.
They have lead-poisoned brains, rotten teeth, and lice crawling in their wigs. (combatmedic)
There is a jar of makeup powder here, containing arsenic. Those that apply the powder suffer a -1 Intelligence (permanent).
233a. PORTCULLIS
This portcullis is raised by the level in 233.
There is a sneezing sound, here.
234. PRISON (10x10 room) (Jame Rowe)
There is a low table, here.
On the table is an idol of Murlynd here. It suggests that one frees the prisoner in the 5x5 cage in the center of the room.
The prisoner is a female gnome-hobbit crossbreed (ie. a hobgnome).
235. REFECTORY (10x10 room)
There is a font here.
This room fills with poison gas.
In the southeastern 5x5 corner, there is a dead kobold, a former cafeteria worker.
Available foods: pizza, milk, cheeseburgers, apples, bananas.
236.THE LEADEN CATHEDRAL (Grodog)
There are torches here.
The cathedral is built with lead: those in the cathedral are 85% immune to non-deital scrying.
There is a mini-vaults lining in each 10' section of wall. Each contains an item.
Each of the vaults is guarded or warded in some way.
The vaulted ceiling is 40' above, supported by flying buttresses.
Note that all of these vaults are locked.
a. Explosive Runes. Elixir of Health.
b. Spears released from the wall. Keoghtom's Ointment.
c. Appears empty, one must successfully detect for secret doors here. Long Sword +3, Frost Brand: +6 vs. fire-using/dwelling creatures
d. A trapdoor down to Level 8 opens. Boots of Striding and Springing.
e. Contact poison. Scroll with Scare and Caligarde's Claw.
f. Illusion of a blank wall. A thief must successfully disbelieve the illusion in order to pick the lock. Mace of Disruption.
g. Spear released from the wall. Gloves of thievery.
h. Spring darts fire from the wall. Hammer +2.
i. A very young mist dragon is summoned. Scroll of Protection from Illusions.
j. Contact poison. Studded Leather +1.
k. Appears empty, one must successfully detect for secret doors here. Long Sword +3.
Two levers are in the middle of the floor. They open the portculli to the north.
237. ARMORY
There is a beaker here.
There are 3 moving walls in this room.
Invisible stalker, Doppleganger.
* Military pick +1
* Shillelagh
* Darts +3 (6)
* Swagger stick
* Chain mail +2 (man-sized)
* Tiger Tank (Great Quenda)
* Full plate armor +4 (man-sized)
* Broad sword +1, Cursed (LG, detect gems, kind, and number in a 0.5” radius, communicates via semi-empathy)
* Broad sword, "Final Word" type
* Cursed backbiter normal fork: prevents one from eating; allows one to consume the flesh of those that one slays; this leads to artifact-level ghoulification (Ettin of Hexen)
238. CHAMBER
Vault key for area #85.
There is a bag full of gelatin here.
Stairs down to Level 9.
239. PASSAGE
There is some unguent here.
There is a 180' deep chasm here.
There is a jump point, 6' across.
(This is not clear on the map: there appears to be a point where both sides touch. This is the jump point.)
The door to the west is a falling door: those that open it take 1 HP of crushing damage as the door falls on them.
There is only a blank stone wall, beyond the door.
Further south of the north chasm, there are two more chasms, almost identical to the first.
Middle chasm: 170' deep, jump point 8' across.
Southern chasm: 200' deep. No jump point (20' across).
240. PASSAGE
There are some trousers here.
Luck Eater (III).
Huge Spiders (III).
241. CHANTRY
While the room appears as 10x10 on the map, it is actually under a powerful variant of the distance distortion spell, so that it is in effect 30x30: this will throw meticulous map-makes off. Note that the entire room radiates magic.
A continuous chanting can be heard in this room (this has the effect of a chant spell, for all of those in the room).
There is a young silver dragon (IV) and a greater basilisk (VII) here, locked in mortal combat!
The silver dragon's treasure is contained in an invisible large wooden chest:
* 1750 gp
* clasp (wrought gold: worth 900 gp).
* Zagyg's spell component case
If the party helps her to defeat the basilisk, she will give the clasp and the case to the party, as a token of her appreciation.
The door to the north is 7' above the floor.
242. ARMORY
There are onions here.
The seven sacred pole arms are here:
* Pole axe
* Sparth
* Bill-hook
* Jeddart stave
* Brogit staff
* Lochaber axe
* Halberd
(Great Quenda)
In addition, there is a foon-guisarme, here. (osrgamer)
In addition, there are the following magic items:
* Buckler +1
* Broad Sword +2, Giant Slayer
* Footman's Flail +1
There is a chain mail hauberk here, as well.
Small coffer: MU scroll in an ivory case (fumble, fire shield, clairvoyance, precipitation, flame shroud).
Rainbow furred, demon possessed bugbear (Sauna)
Altar
There is an altar to Tyche in the center of the west wall.
Touching this feature without uttering the name of the
deity to which it is dedicated will alternately do the
following:
1-2 age the character 10 years,
3-4 animate his or her weapons for 4 rounds and cause them to attack their owner (cf. Sword of Dancing), or
5-6 cause cancellation (as the rod) to drain his or her most powerful magic item of all of its dweomer.
If the deity's name is uttered when
the altar is touched, then characters of neutral alignment
will have a wish granted if it is made within the turn;
characters of other alignment will have a geas laid upon
them to go and slay a monster who is inimical to the
deity, but upon successful completion of this duty they
too will be granted a wish.
(Gary Gygax)
The monster that is inimical to the deity is the Luck Eater, in room #240.
There is another Luck Eater in room #287, should the first one be already slain.
Once a month, characters can make a libation upon the altar.
Doing so grants a random cleric spell, which can be used once.
Even non-clerics can receive this boon!
243. PASSAGE
There is a bottle of balsamic vinegar here.
Pyrolisk (IV).
244. REFECTORY (10x10 room)
There is a strong wind here.
A great bas-relief face which if looked upon will either bestow some worthwhile
knowledge or increase to the beholder or else cause him to save versus magic or lese
be turned into a wart on its face or something similar (see A. Merritt's FACE IN THE
ABYSS for a good example. (by Gary Gygax)
Everyone rolls a d6.
1-2 = Worthwhile knowledge is bestowed (a way to find the 8th level)
3-4 = A random ability score is increased by 1
5-6 = Save vs. magic, or be turned into a stone wart!
245. ROOM (10x10)
There is a high hard leather boot here.
There is a killer mimic, in arch form, in the center of the room. It attacks!
246. TEMPLE OF THYRM
The air is steamy here, yet it is bitterly cold (apply WSG cold effects, as if the temperature was 0 degrees F).
Stirges (II).
Huge chests: 10,500 ep.
For each round spent in this room, there is a 50% chance of a pentadrone(s) (V) teleporting into the room.
This only happens once.
Stand, tripod, statue, idol, offertory containers (2), unholy writings, screen.
247. LABORATORY
There is a dank, mouldy smell here.
On a table: a ladle, mortar & pestle, 2 flasks (see below), vial, candle (tallow), candlestick.
There is a stool at the table.
Greater basilisk.
Flasks:
Thor's mead: acts as a healing potion, and gives +2 damage when throwing hammers or beer steins. (Great Quenda)
Thor's beer: acts as a healing potion, and gives +2 damage when throwing hammers or beer steints. (Great Quenda)
Chute down 1 level (cannot be ascended in any manner).
248. ROOM (10x10)
A scrabbling noise can be heard here.
Corroding gas trap (1 point of damage upon entering, and, every round thereafter).
After 10 points of damage, start making item saves.
Note that the continuing damage can also interfere with spellcasting.
Metal urns, with secret compartments. 7000 cp and 1750 gp are hidden in the secret compartments.
Note that the length of the urns is magically distorted.
249. CHAMBER
There is a desk here.
250. ROOM
There are candlesticks here.
There is a gate to (early 80s) NYC here.
251. ROOM
There is a brazier of sleep smoke here.
Stairs lead up to area 218 on Level 6.
252. GARBAGE COMPACTOR ROOM
This is like the garbage compactor room from Star Wars, complete with a tentacle beast (an otyugh).
The players have 20 rounds to get out, or they will be squished!
There is a piece of chalk here.
There is a stone container, under a loose stone in the floor, which contains 1750 gp.
A gate (2-way) to Chateau Frootloop, by Giant Quenda.
253. ALCOVE
There is a 6-headed hydra, here.
It blocks the way (see Area 252).
Murlynd's spoon.
254. PASSAGE
There is an adult bronze dragon here (Lorena).
There is a 50% chance that she will be encountered in human form, and a 15% chance that she has the clap.
She has magical, Earth golf-clubs.
She will tell the party that the clubs were enchanted in Thay; she thinks they came from a place named Dearly Born, Illy-no-ice.
There is a 10% chance (add CHA modifier + level) that she will ask to accompany the party.
There is a 10% chance (add CHA modifier + level) that she will try to perform crazy dentistry on the party.
(Jame Rowe)
255. LAIR OF THE PIXIE MASTER
See Area 479.
There is a large sack full of a greasy substance here. It smells awful.
Trap: anyone entering this room is subjected to a cream pie attack every round. The cream pies come from out of nowhere, and, have a THACO of 15. If one hits, a loud voice proclaims: "GOTCHA!".
There is a 10% chance per hit that a wandering monster arrives, to investigate the noise. (Harold Hankins)
There are a few minor artifacts in this room, such as:
The Teats of Shami-Amourae: these fake breasts provide a +2 to Comeliness, should they be donned. However, every hour there is a 50% chance the wearer will become CE, and change sexes (M to F and F to M), regardless of gender. The chance to switch happens every hour, regardless of repeats. (Jame Rowe)
The Great Teats of Mammooshala (Dragonspipe)
The Balls of Babaganoush (Dragonspipe)
256. CHAMBER
Tooth of Dahlver-Nar (#21: clairvoyance). This tooth is guarded by a female Russian sniper from WW1, with a Mosin Nagant rifle and 3d8 reloads (The sniper has a 15% chance of understanding the dentists).
This chamber is a high tech dentists office, including two dentists. They are studying the Tooth (neither understands magic). Both the sniper and the dentist have a 25% chance to understand one of the languages spoken by the party. (Jame Rowe)
A kobold (Meepo) with a 19th century shotgun is one of the patients here. He tries to shoot anyone who enters the room.
Meepo wears a pendant (silver with gems: worth 5,000 gp).
257. WINDING CORRIDOR ENCOUNTER: DICKBENDER (by Dragonspipe)
This is a long, zigzagged corridor. The wall surface here is absolutely smooth, and purple, and it glows with a soft light. At the midpoint of the corridor, there is a king sized bed , with an almost-naked woman upon it, writhing in lust at the PCâs.
The bed and woman are an Improved Phantasmal Force + Audible Glamor, and in their place there is actually a 4-armed monster: the dreaded Dickbender. This creature is a metallic automaton of unknown origin, programmed to project illusions, and attack unsuspecting people in their genitals. It is an agile, powerful robot, capable of causing instant, terrible death. Anyone grabbed unawares by the Dickbender must Save vs. Petrification or die. Even if the save is made, 2d6 damage results. A bent dick can be cured with a heal spell, or a paladin's Lay on Hands.
DICKBENDER: HD: 5+1 HP: 40 AC: 0 MV: 10â #att: 4 D: 2-8 special attack: dickbend: on an attack roll of 20, the PC is grabbed in the genitals for 2-12pts of damage and must Save vs. Petrification or suffer disfigurement. (if male, dick bent, roll a d100 to determine angle)
The Dickbender carries no treasure, but it does bear the marking: Zarkon Illusions and Amusement Co.
258. ANTECHAMBER
There is some white vinegar here.
There is a mirror here that talks and casts spells. (Roll for a random cleric spell, should one touch the mirror).
There is a pool in the center of the room.
259. CELL
The 10x10 room to the west is a cell (one can peer through the barred window in the door).
There is a mirror here that casts a suggestion spell on those that touch it.
There is a cold current of air here.
260. SOLAR
There is a dank, mouldy smell here.
There is a painting (The Scream, by Van Gogh) here, which has an unusual texture. It feels like one is touching water, should one touch the painting.
Pottery jars: 5250 ep.
261. DORMITORY
The air is clear here.
There is an otyugh refuse pit to the north.
There is a terra-cotta army soldiers line the walls of this room.
When the party gets to the center of the room, skeletons emerge from their terra-cotta coverings, and ATTACK!
(Mobad)
262. PANTRY
Those who enter this room suffer the effects of fatigue if they make their saving throw. Those who fail their saving throw suffer from the effects of exhaustion. (cf. WSG)
There is dust on the floor, here.
Movanic deva (IX).
Old white dragon (VI)
Small coffers: 7000 sp, 700 pp.
An illusion of a beholder slowly spins in the air.
263. TOILET
There is some hose here.
264. RESTROOM (Great Quenda)
There is an air elemental for a hand-dryer.
There is a slithering sound here.
There is a mosaic here; it's height is distorted.
265. SHRINE TO HUEY
This area is a huge cave, with the shrine being located in the western portion of the cave.
Inside the shrine are two symbols (one iron, one woooden), Robes of the Archmagi, and an idol.
The idol points toward the western exit from the cave.
The stairs to the south (down to level 9) have a 1-way door at the bottom.
There is a keg of mead here.
266. ORC BROTHEL
Ogre bouncer
(Chris107)
There is a trunk here.
There is a character party, here:
* human monk
* human death master
* human liar (illusionist/assassin)
* human acrobat
* human fighter
* human archer-ranger
There is an invisible monadic deva (IX) here.
(The invisibility is akin to improved invisibility).
267. ENTRY-ROOM
There is an offertory container here.
This room is a sinking room, which leads down to Level 8.
The entry door on this level will lock, and, the exit door only becomes accessible at the end of the descent.
There is a vagabond (II) here.
As well, there are iron urns here. If the room is in the down position, a trap door (leading to Level 9!) opens in front of the urns, if any of the urns are touched.
The urns themselves contain 7000 sp and 700 pp.
268. PASSAGE
There is a strappado here.
Wererats (III) + Ettercaps (IV) are around the corner.
269. WAITING ROOM
There is a beaker here.
Rothe (I).
Small sacks: 7000 cp + 700 pp.
A varrdig grue (IV? VI?) directs the rothe.
(left = varrdig)
270. MEDITATION ROOM (10 x 10 room)
A very sombre room with a palpable level of airborne dust. Within that room is a solitary hatch, and in that hatch is a MEENLOCK lair. (Ettin of Hexen)
There is a wooden chest, containing toothpaste, here.
Dopplegangers (V).
Giant bumblebees (V). Each time they hit, they drain 1 point of CON, permanently.
Incense of meditation is here, with a bas-relief of the Buddha upon the wall.
271. ANTECHAMBER
There is a basket here.
Yuan-ti (VI).
Pottery jars: 700 pp + ring of shocking grasp.
The secret door to the north only opens for assassins.
272. ROOM (10x10)
Dancing girls and a banquet of food. they are actually animated skeletons disguised through illusion and food is also an illusion.
They absolutely do not attack the party and if illusions are dispelled they keep acting like dancing girls, who run and cower when / if attacked. (Sean Liddle)
There is a cloak of protection +4 here.
273. OBSERVATORY
A fireplace that moves.
Wolverine (III) + Son of Kyuss (IV).
Stone containers (spring darts fire from the top of one of the containers): 7000 sp + 1750 gp + a tiara (silver with gems, worth 4000 gp).
274. MEDITATION CHAMBER
A lich riding a bulette. (Mr. Reaper)
There are onions here.
There is a tapestry here, depicting the Buddha.
275. PASSAGE
A fireplace: the (medium) fire gives off poisonous smoke. (Use the rules in the DSG).
Attempting to put out the fire will just create more smoke! (In this case, it will fully dissipate in 10 rounds, though).
There is beth root (lamb's quarters) on the lintel.
276. GAME ROOM
7-headed pyrohydra.
Large iron chest: 7000 cp + 7000 sp.
There are vines here that entangle (as per the spell).
The air is still and warm here.
There are two tables here: one of them has decks of Magic cards, the other (a sandtable) has Warhammer miniatures on it.
277. TRAINING ROOM
There is a stale, fetid odor here.
Slime Creature (V).
Once the Slime Creature(s) is(are) destroyed, a holographic teacher (Yoda) appears!
Characters may train to gain levels in this room, for 1000 gp. This takes a number of days equal to: 20-INT.
For 100 gp, a character can improve an ability score by 1%. This takes 1 day.
There is a scroll of Create Coffee here.
There is a gate to the Lair of Prespos (Iriaebor, Forgotten Realms) here.
278. WORKSHOP
The air is misted here.
There is a fire vent in this room, above the western door. (4d6 damage, save for half)
Other than that, this room is quite cold. There is an old Oriental man growing eyeballs, here.
There is an intelligent machine here, a touch-screen laptop.
(It only has 4 hours of battery life left).
The AI will answer questions to the best of it's ability.
279. BARRACKS
Bunk-beds line the walls here.
There is a high soft boot here, next to a dead animorphic cat with a Musketeer hat. (Vondan)
All of the doors resist opening from the inside of the room.
A knock spell, or, dealing 50 points of damage to a door, will open the door.
In the latter case, breaking down the door, make a wandering monster check (1 in 6).
There is a Lawyer here. He accosts the PCs, threatening them with litigation, if any of the characters are not BtB.
(For example, |"You can't be a dwarf magic-user, that is against the law!" He quotes from an arcane tome.
280. CHAMBER
There is a tapping sound here.
Equipment Vending Chest (by Donald Pyle)
Forgot the equipment vending chest. Torches and oil are common items, along with rope and iron door spikes. Vended items are always of lowest quality tho. Faster burning torches and oil at twice to four times the price. The further in you get the higher the price. I also have a success chart for vending chests. Just like vending machines sometimes they fail to give product. Or give the wrong selection. Often times the most desirable selection is "sold out". I even have a very small chance of running into the vendor that stocks the chests. He is a greedy old coot that can be bribed to reveal the trap locations. Sometimes accurate sometimes not.
A fireplace. Those that put their hand inside the fire have their Dexterity permanently increased by 1.
281. PRIVY
There is a desk here.
There is a giant solifugid (V) here.
Those that it bites gain a permanent +1 to Wisdom.
(This effect can only happen once per PC).
282. STAIRS
Stairs here lead up to a dead end.
There is a lamp at the top of the stairs.
283. WAITING ROOM
There is a rack here.
There is an appearing wall here (a 20' wall appears in the center of the room).
Jaculi (I).
Under a loose stone in the floor:
Iron trunks, containing 14,000 sp + dully noif.
There are two levers, in the down position, flanking the southern archway.
Raising these levels raises the secret doors in 284, just to the south.
saunatonttu: dully noif is actually magical
saunatonttu: it cannot really hurt anyone, but if you carve hard enough for long enough a time, you can get through anything
saunatonttu: of course super hard material will take ludicrous amounts of time
284. BATH
The air is still here.
Ettercaps (IV)
They have platinum spikes growing out of their backs (700 pp worth in total).
285. CIRCULAR ROOM (by Mogo)
There is an ozone smell here.
The glossy wooden door has a brass knocker on the center of it. The knocker is shaped like cat's head. The door is unlocked and swings inward silently.
In the center of the 30' diameter circular room is a large braided rug with a silver basin atop a 3' rough granite pedestal.
Around the edge of the room is a 1' wide shelf about 3' high. The shelf is littered with small porcelain figurines of animals, children, and small vehicles (boats, carts, etc). All of the figurines are eminently breakable and nothing apparently happens when they are broken. If one is broken in the basin, however, and water mixed with the porcelain dust, the mixture congeals and will become a random gemstone 90% of the time and a random monster (man-sized or smaller) 10% of the time. This can only be done once per day.
Example gem: 2000 gp emerald amethyst.
Example monster: shadow mastiff (IV).
286. PASSAGE
The air is hazy here (dust).
There are monster zombies, around the corner. (III).
287. CHAMBER
Luck Eater (III)
There is a sheet of parrchment (a sheet of smallness) here.
There is an arch above the stairs (that lead to level 9).
Anyone who passes under this arch must save vs. magic, or become enraged, attacking fellow companions.
288. RESISTING DOOR
This door takes a bend bars / lift gates check to open.
There is a stone container with pellets here behind the door, at the crossroads.
289. PASSAGE
There is a scarecrow (IV) around the corner.
There is a beater around the corner.
290. ROOM (10'x10')
There is a frock here.
The small (10' by 10' room) has a door at each end (the northern door is secret and the southern door is a false door).
The walls are made of wooden paneling and are lined with wooden pegs. On one of the pegs hangs a battered leather bag. Inside the bag, wrapped in leaves, is a slab of portable soup. It is turtle soup. (by Mogo)
291. ROOM (10'x10')
Dretch (IV).
There is a pin here (wrought gold: worth 1,100 gp).
+0 Battle Axe of Out of It: This cursed item causes warning devices to fail and alertness to wane, thus ESP doesn't work,
secret doors are missed, slanting passages go undetected, and so forth.
292. CHAMBER
There is a waterskin here (full).
There is a strange machine here: anyone who touches it must save vs. poison or die!
There is an angry guy with a remote controlling the machine. (Ettin)
293. ROOM (10' by 10')
There is salt here.
There is a pool here.
There is a sleep-inducing room (as a symbol of sleep), with a horn of Valhalla in plain sight.
One round after the door is opened, a very young silver dragon is teleported into Room 279.
Note that this 11 HD dragon does not speak. (Grodog)
294. GALLERY
There is a broken pole (5') here.
This room is an art gallery.
(Paintings include Starry Night, the Last Supper, American Gothic, and, a Jackson Pollock painting). (Freddy, Subaltari)
There is a 3D chessboard here, of value to The Collector (a Timelord), who is in Room #930. (Peter duBois)
295. ONE-WAY PASSAGE
There is a ringing sound here.
Those who go North down this passage may not head back South!
296. TEMPLE OF SET
Brazier, incense burner, brazier of commanding fire elementals, candle (tallow), offertory container.
Lenard Lakofka: You also have the Munster movie where you pull the right overhanging pull cord or you go flying out.
297. GREAT HALL
There is a Tooth of Dahlver-Nar here (#8: know alignment when held and ordered, 1/day).
Gate key (Pandemonium gate)
There is a grindstone here.
Anyone who walks through the western arch permanently loses 1 point of STR.
298. ROOM
There is an offertory container here.
There is a pool here.
There is a very old brass dragon here.
Huge chest: 7000 cp + scroll with giant insect + 700 pp + 1750 gp.
The brass dragon is currently fighting an anhkheg (6 HD)!
299. ROOM (10' x 10')
There are bastinadoes here.
This room sinks down to Level 8.
There is a pit fiend (IX) 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 (a earring, wrought silver and gold: worth 5,000 gp).
Otherwise, each time it is touched there are equal chances for either form to exist. (Gary)
(The item is currently in jar form).
300- TROPHY ROOM
There is a dish here.
Furniture which is animated to trip, confine, and smother (rugs and carpets) or
move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries
and wall hangings). (Ours is known as the "Living Room".) (Gary)
Fireplace && wood, bench, trunk, couch, blanket.
Rug of smothering, large table, box (large), pallet, tun.
There are the heads of various animals (boar, stag, etc.) mounted on the walls, about 10' off of the floor.
(The ceiling is 20' in height).
301. BEDROOM
Large sack: crystals (crystal meth).
The steep natural tunnel to the north leads to the Underdark (use The Lands of Deepearth, from the DSG).
In the center of this room, there is a circle of light. This is a 2-way gate to the Great Bazaar in Sigil.
302. CAVE
There is a statue of Steve here, the mysterious controller of Castle Loungehawk.
He can be found on Sub-level 8A: The Infrastructure Sub-Level, or, in his lair, in Room 1000.
At the entrance to the north 'alcove', there is another statue, this one of a gigantopithecus. If it is unstoned it is a gigantopithecus (see Dragon 137)
Tinderbox (with flint & steel).
The column near the eastern end of this cave radiates anti-magic in a 20' radius.
303. ROOM
There is some dijon mustard here.
Pyrolisks (IV, HP: 20, 25).
Small wooden chests (one of them has contact poison):
* 8000 sp
* malachite (10)
* garnet (volet) (100)
* moonstone (200)
* obsidian (100)
* malachite (11)
* lapis lazuli (10)
* tiger eye (10)
* onyx (50)
* star rose quartz (50)
* peridot (chrysolite) (500)
* aquamarine (1000)
* peridot (chrysolite) (300)
* aquamarine (1000)
* rhodochrosite (5)
* tiger eye (10)
* topaz (500)
* eye agate (50)
* peridot (chrysolite) (500)
* zircon (50)
304. MEDITATION CHAMBER
Medallion of ESP (gold with gems, worth 2000 gp).
There is a statue of the Buddha, here.
There is incense of meditation, here.
The stairs to the west lead down to Sub-level 8A: The infrastructure level.
This level controls and maintains Castle Loungehawk.
305. ROBING ROOM
There is venison here.
Sussurus (VI: 33 HP)
Large iron chest:
8000 sp
Plate mail +3
Hanging on pegs on the walls.
Robe of Useful Items.
Robe of the Archmagi.
306. KITCHEN
There is balsamic vinegar here.
The floor of the kitchen is a Quickfloor (see Dragon 35.23).
307. SOLAR
The air is still here.
There is a half-elf sorceress here, with her two servants, a half-orc and a human. (Jame Rowe)
This room dispenses a magic item: Boccob's blessed book.
This only happens once per party.
308. PASSAGE
Gate key to Arcadia.
There is an earthy smell here.
Berserkers (I).
309. WORKROOM
The air is foggy near the floor here.
Chute down 1 level (cannot be ascended by any means). (Vondan)
Giant pedipalps (IV).
309. COBWEB COLLECTION CHAMBER
There are wall scratchings here.
Cobweb collection chamber
In this room, series of cobwebs hang in nicely ordered rows.
One of the cobwebs is a cobweb of inconspicuousness.
These cobwebs were ordered by a drow who lives on Sub-level 8A: The Infrastructure Level
(Kjato Ragfoot)
310. VESTIBULE
There is a rustling sound here.
311.CHAMBER/ROOM
There is a low table here.
312. CHAMBER/ROOM
The party will need Mickey Mouse hats in order to infiltrate this room, should any worshipers be there.
Rat statue room. None Rat priests touching it without first filling the tarnished Silver offertory plate will cause it to assume the form of an angry rat swarm which will attack the offenders. HD 6 HTK 33. Does 1-6 HP/round automatic damage to any within 10'. (Chris 107)
There is a font here.
313. PANTRY
Alice and the Sinister Squad are here. (vondan)
There is a jar here.
314. CELL
There is a strappado here.
315. BEDROOM
There is blinding powder here. (Kept in a large belt pouch)
Blinding powder (pair) (legality: var., var. - *, PHBR2.103: 100, strapping)
316. SOLAR
There is a spigot here.
317. CHAMBER/ROOM
There are sandals here.
321. AVIARY
Locket (gold with gems, worth 3,000 gp)
saunatonttu: pres, an ogre named Butcher (english) and a wererat named Villain (french)
322. EXERCISE ROOM
There is some tea here.
323. WORKSHOP
325. CHAMBER/ROOM
Arioch.
326. TROPHY ROOM
Tooth of Dahlver-Nar (#18: grants Infravision)
327. WHACK 'O MOLE (dragonspipe)
Ankhegs, bulettes, hobbits.
329.
A gargoyle with a box of box of Bastard Ale.
There are 10 cans to the box, with each of them functioning as a potion.
1. invulnerability
2. clairaudience
3. levitation
4. clairaudience
5. invulnerability
6. healing
7. dwarf control
8. heroism
9. life (elixir of life)
10. life (elixir of life)
334.
Gate to Hell (requires key).
336.
The Wu-Tang Clan (osrgamer)
339.
The Left Nut of Veca: gives +1 CON. May have other powers as well. (Dragonspipe)
341.
pres, knight templar sublevel, shaped like a cross. the long bit has tombs of regular knights, the three short parts tombs of lords. skeleton warriors and wights!
pres, they were cursed cause they dabbled in satanism and khaos magick
(saunatonttu)
346.
Gate key to Nirvana (a Nirvana T-shirt).
Mogo_the_Mighty: "Adventure Hooks" Level 7 pirate. STR 14 IN 14 WIS 12 DEX 14 CON 18 CHA 14
Vondan: DH look upthe artist or story that image of Vasalina is fromthere are 20 in that set it was an ilistrated Babyoga
Mogo_the_Mighty: Adventure Hooks is a grizzled pirate who looks to be more than 70 years old, but is tougher than a Bullshark. His skin is tanned so dark that he almost looks black, and his tattoos are indistinct blue blobs. His white hair is cropped close and is patchy in places, and his yellow teeth are hard and sharp. His hook arm (left hand) is always at the ready, and his right hand will always have either a battered tin cup full of grog or a belaying pin at all times.
Distorted Humor: thanks von...
Distorted Humor: have to run for a bit, later gents...dang real life interuptuing
Distorted Humor: gents and ladies
Mogo_the_Mighty: Hooks is a master storyteller and has 4 levels as a bard. His instrument is a bosun's whistle
Mogo_the_Mighty: By DH
8:14pm 2017-9-14 Distorted Humor Has exited the room
Mogo_the_Mighty: Hooks wears a leather vest and tarry breeches, and goes barefoot almost all the time. His +2 cutlass is known as "Sandbox" and has slain many a scurvy dog.
Mogo_the_Mighty: Oops, I have him too many 14's. DEX 12
Mogo_the_Mighty: Hooks has about a score of stories of how he lost his hand. Nobody knows the true one, but his favorite one of late is a tale involving a succubus, a xorn, and a chest full of Orcish gold
348.
There is a Tooth of Dahlver-Nar here (#7: User has short-duration super charismatic effect upon creatures of
the same basic alignment - evil, good, neutral (chaotic, lawful,
true) - so that they will willingly oin and serve the character for 1-
4, 2-8, or 3-12 turns (depending upon how exact the alignment
match is); thereafter the effect of the dweomer wears off and the
creature will no longer serve due to realization of the enchantment
and fear of it (and hostility is possible).
This is quite a powerful tooth: allow creatures a save vs. magic to avoid it's effects.
352. A donkey with elf ears. (subaltari)
346. STAINED STAN'S STANDING STAIND STAND (Mr. Reaper, Jame Rowe)
Stan sells Staind CDs here. He caters to the Greatful Dead cult, in return for them tie-dying his clothes.
He chants "Dye Dye Dye", from time to time.
351. THE PEARLS & DUNG ROOM (Great Quenda, saunatonttu)
Maybe some kind of a puzzle.
353.
There are 2-12 Stanists here. (saunatonttu)
355. TEMPLE OF VELSHAROON
This is the HQ of the Velsharoonian faction.
357.
Gate key to Concordant Opposition: a symbol of a spoked wheel.
358.
There are Mickey Mouse hats here.
360.
Gate to Arcadia (requires key)
364. Here is a gate (2-way) to a beach. It is a rather nice beach, with sea caves and the wreck of a schooner.
There is a scroll of Keanu's Deadly Wipe-Out, here. The scroll is actually a beach towel.
There are surf elves, giant crabs, and crab-men here, all enjoying the Sun.
Everything the characters say gets an echo effect.
A completely insane fish-man surfer is intent on destroying the beachside community, with a tsunami spell, just to ride that last wave.
The surf elves offer the PCs a reward (a Horn of the Tritons), if they can kill the insane fish-man.
366.
Gate to Nirvana (requires key).
371. BREWERY (Dragonspipe)
yes need a large chamber for the Brewery, preferably multiple exits and fairly near access to elevator/stairs etc. to deliver to lower levels
i'm going to populate it with mostly low HD creatures, but a LOT of them
also considering placing a Tim Kask
376.
An 8th level prostitute, a failed geisha. (Vondan)
385. Here is a bar where all the patrons are sea mammals. The bartender is a walrus in a tuxedo with black tusks. His name is Chumly Derby. The maitre'd is a penguin named Tennessee.
386. a room with the severed heads of every single driver who has won the NASCAR races
388.
Gate to Concordant Opposition (requires key).
389. Ettin of Hexen: in prespos's dungeon, there's a room that jiggles slightly, angering the party dwarfs.
Ettin of Hexen: the longest the room dwells within, the greater the jiggling, until it becomes a bangin' hot swingin pad
Ettin of Hexen: and bitches fall from the ceiling
Ettin of Hexen: at which point the dwarfs, they grudge-nod
Ettin of Hexen: for the sloping passage detection panned out
392. THE BUMBLEBEE POST: A post office room, staffed by bugbears. They sell various postcards, of various dungeon views & dignitaries. These can be posted to loved ones, on the surface.
The postmen are quicklings. Several huddle around a small fire, waiting for delivery jobs. "They stamp their little feet to keep warm. They are all equipped with black and yellow stripes woolen socks." - Chris107
391.
392.
Alternate World Gate (see AC4).
The Toe of Vecna is here. This item grants +20% to Move Silently. It may have other powers as well. (Dragonspipe)
393. This room is the lair of an elderly giant bumblebee named Doris, who takes care of overseas mail delivery.
397.
Gate key to Hell: a pitchfork that has been used to stab a paladin, at least once. (saunatonttu)
400-
402. The pen that can't be lost, stolen, or "permanently loaned," but is also poor quality. But it never runs out of ink! Note that the only way to get rid of it is to freely give it - "You need a pen? Here, take mine!" (Jame Rowe)
408.
A trapper named Mattress Girl. This one is combination doppleganger/trapper. (Mobad)
Mobad: It will always have a humanoid and mattress component.
Mobad: Whether ambulating as a humanoid with a mattress under her arm or as a humanoid standing on the mattress as a lure.
415. CAMEL PISS BAR (Distorted Humor)
Sells camel Piss , roll a 1d20, on a 20, it heals all your aliments. For 1 day after you have a -1 to your charisma since your breath smells of camel piss.
420. HYDROPONICS LAB
Here, there are a few stoned victims of a basilisk. (osrgamer, Dragonspipe)
There are PVC tubes with plants popping out them, rows of HPS (High Pressure Sodium) lights above them.
The plants are intelligent cannabis plants.
422.
Tooth of Dahlver-Nar (#10: Light - 7 times/week)
423.
Trap door, with a ladder underneath. (Entrance to the level below). (Vondan)
424. Mayan jermlaines are here. There is a 15 foot tall pyramid in the center of the room. The jermlaine, which have jaguar steeds will be surprised, as they are in the middle of a human sacrifice, slicing the heart out of a human, and washing the stones with his blood. (osrgamer)
Revise so that the human is still alive.
This is the central temple of the MS52 gang.
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
426.
Gate Key (Elysium).
433.
Tooth of Dahlver-Nar (#17: write, 1/day)
434. Entrance to the Carnie Sub-level. (saunatonttu)
438. THE ASS ROOM
Gate to Tarterus (requires Key).
446.
Gate key (Paradise).
A statue of Axl Rose tells the party: humming the intro to Paradise city is the gate key to Paradise.
(saunatonttu)
451.
Gate to Elysium (requires Gate Key)
453. There is a dead quickling in this room. As well, there is a post card in this room. "Dear Aunt Maud, Things here are all going well. Met up with two nice Goblins this morning. Thank you so much for knitting the chainmail scarf. See you soon. Dick the Butcher x" - Chris107
There is a folding boat in this room.
454. GREASE PIT DINER (Dragonspipe)
50s, Chromish, Teal
457. saunatonttu: ESPaniards
saunatonttu: pres, oo, psychic spaniards!
saunatonttu: with a bull that shoots mind blasts from its horns
prespos: OSSM
prespos: /roll d1000
prespos rolls 1d1000 and gets: 457
saunatonttu: lounge, a great place for inspiration
prespos: their leader: Manuel of the Planes?
saunatonttu: Yeah! Good old Manuel of the Planes
saunatonttu: who led a bunch of gringos to the city of brass, they are all dead now
Ettin of Hexen: when i squish my mullein into a cigarette tube, i'l be set
prespos: LOL
Ettin of Hexen: got Rogue Trader book, i like the Vincent Black Shadow and the generatable bikese
Ettin of Hexen: and the bestiary. and everything elese.
prespos: you guys were on fire earlier on, with all the great ideas
Ettin of Hexen: *sells tau for my squats8
saunatonttu: pres: "Llevé un grupo de gringos a la ciudad de bronce. Están todos muertos ahora"
saunatonttu: Etts, Vincent Black Shadow
prespos: perfect!
465.
pres, hm... dark elf moulin noir
saunatonttu: hm, a drow cabaree is actually good enough idea to fully develop
469.
Altar of Stan. (saunatonttu)
470.
479. STAN'S STAND (James Rowe)
Occult Cult Catering (including fruit)
Stan's caters to the various temples in Castle Loungehawk, who aren't always on the best of terms.
For a special fee, Stan's is more than happy to poison the food.
There is a dank corridor leading into a weirdly arid room. the floor sags, in the corner is a dead Otyugh in an alcove. those moving it aside will find a shitter underneath.
in the shitter is a dead beltpunk guy who suffocated trying to eat a gem. the floor sags because it is a wooden prop. the bare dirt beneath has 6 coins standing upright, singly propping the floor in some noneuclidian display.
the otyugh is dead because the six coins were holding something worse at bay. his master yet weeps because it couldn't leave til it finished its duty. a bodak, cuz why not. the otyugh's master was a pixie. those finding the pixie will be gifted six arrowheads of slaying (because he's a badass). (by Ettin)
480.
483.
Gate key: Acheron (a rusty WW2 helmet).
484. saunatonttu: a very old, senile goblin, who gives cryptic hints about the dungeon level below, 50% chance he just completely misremembers and gives bad intel
saunatonttu: he wears a candle on his head
Gate key: Tarterus.
493. This room is directly connected to 13. Crematorium, via the smokestack.
Anyone entering this room takes 4d6 fire/heat damage, per round.
The floor is filled with ashes.
494.
Gate to Paradise (requires key).
496. FIRE ELEMENT ROOM (Jame Rowe)
497. Elminster
499. Gate to Acheron (requires key).
500-
520. HALLWAY
There is a trap here that spews green slime gobs down the hallway.
523.
Ettin of Hexen: a room you walk into is 20x20. in the corner is a trio of goblins playing cards (strip poker) in the other corner is a treasure chest...
Ettin of Hexen: containing a smaller version of the room
prespos: whoah!
Ettin of Hexen: with a series of tiny bisques gawking at the chest therein with three deaed goblins arranged throughout
prespos: that is very cool
prespos: /roll d1000
prespos rolls 1d1000 and gets: 523
Ettin of Hexen: those dealing themselves into the strip poker will find themselves likely outmatched, but the main goblin will shit out a 500gp value diamond at the end of the game regardless
prespos: /draw
prespos draws 1 card: |3♥|
Ettin of Hexen: the treasure chest, of course, contains something indicating a secret room
prespos: hey, gay goblins?
524.
526.
Lord Sock: A one-armed Def Knight who punishes bad guys with his drum stick. He is mounted on a Def Leopard. (osrgamer)
532.
The erotic idol of Ath: made of Ebony, carved crudely by a quenda with a dully noif. This is the gate key for the Limbo gate in room 566. (saunatonttu)
537.
Distorted Humor: "Crystal room" - Inside the room is a crystal on a pedastal, a clock showing 30 seconds, and a red button. If the crystal is removed, the doors to the room shut, and the clock starts to count down by magic mouth. If the button is pressed, it is reset to 30 seconds. Even placing the cyrstal back on the mount will not stop the clock. when the clock reaches zero, the doors open.
Distorted Humor: The crystal is a magical item - it is a floating latern that burns oil twice as fast, but does not require someone to hold it
547. TEMPLE OF GRATEFUL FATE (Jame Rowe)
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
548.
Adventuring party.
538. GAME ROOM
pres, put goblins (black) and kobolds (white) dressed up as chess pieces into the game room
541. Red dragon, with treasure.
559. In this room, there is a half-orc named Brugus (19 STR), a timber framer with a 4x4 great club with nails and a bag of bricks. (Vondan)
564. TEMPLE OF OSIRIS
This is the HQ of the Osirian Faction.
566. TOILET
This is the Limbo gate. The erotic idol of Ath, if carried by anyone in the party, opens a gate to Limbo.
567. SHRINE OF THE SUCCUBUS (Mobad, Vondan)
The succubus is disguised as a harem girl.
Mobad: She lies dormant/ethereal in the area, and some trigger summons her.
Mobad: Perhaps blood spilling on her altar from a fight nearby.
Mobad: She wields the Buttocks of Sweet Sweet Lovin'.
Mobad: Her opening salvo is shakin' her goodies / charming one or more party members.
There is a Water Priest here, with a magic oar for a club.
569. Mushu, the Ferret Goddess. She appears as a normal ferret.
575.
istorted humor: I had a idea, a interdemensioanl inn...you can draw a door on a wall and enter....and you have X amount of chalk before you have to obtain more
570. MINI-GOLF COURSE (dragonspipe)
This is a series of 18 interconnected 20x20 rooms.
There are go-karts here.
Quiver of Ehlonna.
574.
"Here, emerging from the wall, there is a viking ship with some very confused Hawaiians on it. Emerging from the other wall is an outrigger, with some very confused Vikings on it!" (saunatonttu, osrgamer)
576.
Two trolls here, by the names of Hurr and Durr (saunatonttu).
578. BOOKSTORE (Dragonspipe)
This is an 80â x 40â room , with a central staircase leading up to a second tier that is 40â x 20â. The entire room is full of bookshelves, interspersed with comfortable chairs. Along the east wall is a coffee bar / cafe. Various kinds of humanoid dungeon-dwellers can be seen here, reading, drinking coffee, and conversing. A wide variety of books can be found, all of them for sale between 2-20gp. The coffee is 2gp/cup. Somehow, it is understood that the Bookstore is a non-combat zone. Even chaotic and opposed forces sit peacefully here. No magical scrolls are for sale here, but there are numerous books on magic theory. Reading one of these can grant a PC the skill of Spellcraft, if applicable to your system. The reason the monsters do not conflict in this room relates to deeper mysteries of the Castle, and who(m) controls it. There will be banners on the walls of the Bookstore suggesting who this may be.
591.
Giant Quenda: a knife which telescopes into a 21 foot long pike Pres
593. A room full of old Atari ET games (Distorted Humor)
600-
saunatonttu: pres, also, some hashasheens from abu stabi need to enter the dunjon
saunatonttu: hm, i have some silly ideas today
prespos: thanks!
Tooth of Dahlver-Nar (#30: Ultravision)
602.
Tooth of Dahlver-Nar (#16: Possessor immune to disease)
614. THACO BELL (Dragonspipe)
2% chance of bowel instability.
618. i.somethingawful.com/u/elpintogrande/jan12/unknown/lab.gif
630.
Gray goose golem. (Mr. Reaper, osrgamer)
632. Gate to Olympus (requires Gate Key)
633. A cat (CN/CE) who is a complete asshole.
635. A room of good mind flayers who don't speak common (Galadrin).
640.
Beach. (Giant Quenda)
642.
Distorted Humor: I am not a good mapmaker, so I borrow/beg for maps
Distorted Humor: have to get ready for work soon, but came across a idea for a semi-artifact item...though I need a better name then "Scroll of Wonder"
Distorted Humor: A scroll that has say, 1d12+4 uses , and after a ritual taking one turn, you can do one of three things
Distorted Humor: using it like "communion" and get three yes or no answers from the gods, but it must be truthful. Ask a specific question about the past, and the scroll will write the answer on itself, or ask a question on the future, and it will give the most likely outcome, and change itself till the event happens
atherton: Presw, take note
Distorted Humor: Perhaps wit ha side effect that the questioner is blind for X number of turns for for using it.
Distorted Humor: but "scroll of wonder" is a sucky name
Distorted Humor: Off to shower
Distorted Humor: later gents
646.
A mummified corpse with an Atlantlean sword. (Mobad)
650.
The Wang of Vecna: The wang gives you wang rot in 1d4 turns, Save vs. Petrification or lose penis, permanently. The wang may have other powers, as well. (Dragonspipe)
654.
Tofu elemental. (osrgamer)
660.
Gate to Gladsheim (requires key).
Gate Key (Gladsheim gate): a drinking horn.
663.
A creepy drow merchant who sells magic items. (Mark Andrew Packard).
1. Pipes of the Sewers (17,000 GP)
2. horseshoes of a zephyr
3. a scroll of Tasha's uncontrollable hideous laughter
4. 12 arrows +1
5. scroll of protection from magic (ivory case)
6. tome of understanding
7. potion of ventriloquism
8. dagger +2
9. hammer +1
10. a scroll (protection from cantrips, shatter, The Simbul's synostodweomer)
664.
saunatonttu: void giants are summoned by gathering 2-20 old, grouchy men into one room. the collective negative energy emitting from their bitter brains will open a rift to the negative energy plane, from which a void giant emerges
saunatonttu: everyone present will age 2d20 years and get even more grouchy
atherton: thats really good Sauna
atherton: I'm saving that
saunatonttu: material component - lemon
osrgamer: does is trigger system shock rolls
osrgamer: or arguments about whether aging causing system shock rolls
saunatonttu: i think heart attack risk is pretty given
atherton: I might call that the gorog Sauna
saunatonttu: ath
12:41pm 2017-9-17 havard Has entered the room
atherton: Hi Harvard
saunatonttu: havard, hey
havard: Hello! Atherton, Sauna, everyone
osrgamer: morning!
havard: Hello OSR
prespos: hi Havard
havard: Prespos
prespos: >sauna: add in the void giant / gorog?
saunatonttu: pres, sure
saunatonttu: pres, remember the Lemon to trigger the bitterness
saunatonttu: take 2-20 angry old men, squeeze juice from the lemon and let the bitterness open the rift
atherton: The spirit of the gorog can only be summoned by a circle of grogs.
saunatonttu: from time to time I wonder if Loungesourcing is a good idea afterall?
atherton: its bit mixed
prespos: hehe :lemon:
atherton: pearls and dung both
prespos: /roll d1000
665. THE TEA PARTY
There is a tea party going on here. Some of the guests include American Libertarians. (Dragonspipe, Great Quenda)
Hanging out here is an otyugh, with a teacup in his tentacle. He wears a mad hatter's hat.
There is also a duckbunny here, too.
(saunatonttu)
666.
Distorted Humor: a 666 hp Balrog
Distorted Humor: "The Beast" - Inside the room is a simple mirror if anyone looks into the mirror, they will start to see a demon emerging from the mirror. Unless all flee it will exit the mirror at theend of the turn. It is "The Beast", a 666 hp Balrog who now unleashed.
Every turn, there is a -666% chance that Malcadon carpet-bombs the room.
LET HIM WHO HATH UNDERSTANDING RECKON THE NUMBER OF THE BEAST... FOR IT IS A HUMAN NUMBER... IT'S NUMBER IS 666
667.
Tooth of Dahlver-Nar (#31: Possessor immune to fear)
669.
Here is a nap monster. It makes you nap for 2-12 turns. Otherwise, it is completely harmless, invisible, and neutral. (Great Quenda)
671. A book of charms is here. It is guarded by a horrible lizard and two magic-using kobolds. (See Area 181).
676. COMPLETELY SERIOUS ROOM (saunatonttu, Mr. Reaper)
No jokes allowed here. Anyone attempting comedy will be smited by a paladin without a sense of humour.
The paladin acts like the Monty Python military guy.
He has a Holy Avenjerk Sword, which doubles as a grogstick. It is +1, +3 vs. fun, and, +5 vs. gnomes.
The 10' circle projected by the Sword has the effect of My Lawn, which functions as a protetion from evil vs. against anyone younger than the paladin.
There is always neatly trimmed grass in this area.
677.
The Knee of Vecna: this item provides +1 Dex. It may have other powers as well. (Dragonspipe)
679. A spinning skull is here.
saunatonttu: pres. the skull speaks in a random alignment tongue each rotation. giving warnings about the <thing> in room <number>
680.
Killer Robots, by Jame Rowe
This is an underwater area, the lair of a morkoth. He has a bunch of water resistant paintings/murals. (Freddy)
681. KARAOKE ROOM (Great Quenda, saunatonttu)
Here there is a harpy that sings Bohemian Rhapsody.
684.
Gate Key (Olympus): an olive branch.
688.(Vondan, Zebediah, the sorcerer)
A meat-based sorcerer (a carnimancer: base all of the spells on South American BBQ recipes).
eg. Gut Entanglement (level 6)
695.
saunatonttu: pres: put a pikey trying to sell the PCs a däg nearby!
700-
Here is a kobold voodoo doll maker, named Mego.
There is a 50% chance that the voodoo doll maker will take a liking or disliking to the party.
His spells take the form of acting out skits with the figures.
(Vondan, Jame Rowe)
702. Teleporter: This sends one to a random room of the dungeon (roll d1000).
"Here, gnome clowns are having an orgy, with a ringmaster cracking a whip, and oompah circus music blaring." (Dragonspipe)
711. 7/11 (Jame Rowe)
Rations are for sale here (slurpees and hot gods).
As well, crappy magic items (use the table from Dragon 73).
penthat cant be lost or stolen, wont run out of ink and writes poorly, and if you break the tip it may flood the room. (5 gp, on special!)
712.
Tooth of Dahlver-Nar (#28: dispel magic upon command- 2 times/day )
718. MENTZER MANOR (dragonspipe)
You see a 60'x20' room which houses the lobby of a low-cost dungeon housing unit. Centered on the wall opposite you is a 20' long countertop, behind which are several desks. One human female stands behind this area, dressed in busines attire, wearing a permanent, distorted smile. There are two exits on either side of the desk/counter/sign-in area.
**************************************************************************************
The woman is a FLESH GOLEM, 7HD. AC:8 #ATT:2 D:2-12/2-12 XP: 1500? INT: low
Her program is to sign people in to one-room Studio domiciles in Mentzer Manor, for 500gp. The lobby looks shabby, with paneled walls, a musty smell, and a large, dirty aquarium along one wall. There is a faint smell of urine and vomit. The Golem will attack anyone who attempts to force open the elevator doors, which will not open without flipping a switch underneath one of the desks.
The elevators lead to units 1-47(east), and 48-95(west). Each side of the building is a tower, and each tower is 47 storeys tall. They exist in a pocket universe, and the view from the windows is an endless, grey cloudy expanse, as well as a view of the opposite tower 47' away. The elevator is programmed to never return to a floor that has a current tenant on the books, thus trapping them until escape, insanity and/or death ensues. Each unit is however stocked with 2 weeks food, has running water, and a working toilet and shower. There is also a microwave oven, one-cup coffee maker, and small TV which picks up TVLAND and CNN reporting the OJ Simpson chase in an endless loop.
The elevator doors at each level are very difficult to force open.
Adventurers exploring the Studios will find in each room: (d100)
01-10% empty
11-22% single male, insane . d6: 1-megalomaniac 2-homicidal maniac 3-catatonic 4-delusional 5-schizoid 6-hysterical
23%-29% 1-4 cultists
30%-31% time traveller
32%-36% single male, sane
37%-42% single female, sane
43%-45% 1d6 grognards, playing a game. room smells of fat guys, pizza, farts, and mountain dew.
46%-56% single female, insane. d6: 1-megalomaniac 2-homicidal maniac 3-catatonic 4-delusional 5-schizoid 6-hysterical
57%-77% dead body d2: 1-male 2-female
78%-82% 1-4 Trolls, per MM
83% 2d6 alligators (enraged)
84%-88% 1-6 people having sex
89%-93% gnomes
94%-96% 1-6 lower HD demons (5-7HD)
97%-98% alien control module. full of strange machinery. 10% likely to have 1-8 grey aliens working on the machines.
99% warp module. destroying this will destroy the entire Mentzer Manor, and kill anyone inside who fails a Save vs. Death. The warp module emits radiation that will randomly increase or decrease PC stats by 1 per turn. 1-6 for S,I,W,D,CON,CHA.
100% Hunter Thompson, with a typewriter. If attacked it will be discovered that this is a robot Hunter Thompson, and can reappear on other floors. HD: 4+4 AC: 7 #att:1 D:d6 special attack: verbal assault, save vs. spell or be stunned for one round. Hunter has 1000gp in coin, and in the room are 3 magic items:
longword +1, +3 vs. regenerating creatures (Trollbane - OSRIC)
oil of slipperiness
scroll of protection from magic
Dragonspipe: that's better
724.
There is a troll here.
726.
There is a crystal skull demilich riding in a gelatinous cube, here. Also, the demilich's iron golem manservant is inside the cube.
(saunatonttu)
728.
Donald Pyle In my big dungeon i have designated "rest areas" that promise no wandering monsters if a posted amount of gold is deposited in the slot. With vending chests. Some supply food, some supply weapons like arrows, some even supply single use magic like scrolls and potions. A few are traps tho. LoL All at premium prices of course.
Donald Pyle I also have a new race called the dungeonites. They provide a hotel of sorts. You pay to enter, 24hrs get a warm bed, shower, with total protection from any interuptions. Additional services like healing and armor/weapon repair. A merchant shop and magic supply. When your done you leave thru the same door and continue on. They are a race that has learned to profit from the service of adventurers with a great reputation and great service they are very trustworthy and true nutral so the will serve anyone just the same. Curiously enough the area is just a door. Entry inside is huge but takes up no space on the map. Just the door. All establishments are identical except items for sale. Those are always tailored to the party and adventure. Expensive to be sure but worth the price. Merchants will buy gems and items. A book of credit is always available so characters can cash in items and not cary them or gold around and then buy whats needed later. If a dungeonite hotel is available at that location, and is vacant. Yes they have a no vacancy sign. Bad behavior gets you 86ed for life.its a fun idea but not always a convenient one. I often put them in places where the party dont yet need them. Forcing a long back track or to push on till they find one. Kind of like roadside rest areas. Never one when you realy need it.
Tooth of Dahlver-Nar (#29: Weight loss of 5-30 pounds)
731.
Tooth of Dahlver Nar (#13: Pass without trace - 1 time/day)
736.
Tooth of Dahlver-Nar (#15: Ventriloquism upon command - 3 times/day)
737.
Ozzy Osbourne is here.
754. STABLE
Pack turtles are here. They move slow, but they have good AC.
742.
Tooth of Dahlver-Nar (#12: Speak with plants - 7 times/week).
747. (osrgamer)
There is the ruins of a 747 jet here.
Nearby, there is a Spirit dragon (Shen lung) that challenges the party to a game of Chinese checkers.
762. www.lomion.de/cmm/golechia.php
768. (Sauna, Freddy)
pres, a leprechaun, who will gamble you for double or nothing... if he loses more than X, he runs :smiley:
pres, the escape route leads over a pit trap, that does not trigger on something Small (game mechanics small) but does for man sized or bigger (revise to: Tiny)
so the pursuing players probably fall, and the leprechaun is "he he"
769.
saunatonttu: pres, put a bar into the dungeon. and a gnome that mocks the bugbear bouncer
779. TEMPLE OF KOSSUTH
This is the HQ of the Kossuthian faction.
It is also the HQ of the Neptune society.
A subrace of humans, Burnlings, are found here.
They exist to find dead bodies and remate them.
They are armed with shovels, and, dressed in dark business suits.
There are 2d6 Burnlings, here.
They are immune to fire, but when they are killed (0 HP, not -10), they spontaneously combust.
(Distorted Humor)
There is an oven here.
781.
An aspis drone (Donald Trump), and an aspis cow (Ivanka Trump) (osrgamer)
782. TOILET
A mimic toilet and a urine weird. (saunatonttu)
792.
saunatonttu: oh, the dungeon needs a portal to castle three draculas you end up in the version of 1-2: the ugly 3-4: the classy 5-6 teh ghey dracula
800- SHIT PIT (osrgamer)
Goblins.
801.
Donald Pyle In my big dungeon i have designated "rest areas" that promise no wandering monsters if a posted amount of gold is deposited in the slot. With vending chests. Some supply food, some supply weapons like arrows, some even supply single use magic like scrolls and potions. A few are traps tho. LoL All at premium prices of course.
Donald Pyle I also have a new race called the dungeonites. They provide a hotel of sorts. You pay to enter, 24hrs get a warm bed, shower, with total protection from any interuptions. Additional services like healing and armor/weapon repair. A merchant shop and magic supply. When your done you leave thru the same door and continue on. They are a race that has learned to profit from the service of adventurers with a great reputation and great service they are very trustworthy and true nutral so the will serve anyone just the same. Curiously enough the area is just a door. Entry inside is huge but takes up no space on the map. Just the door. All establishments are identical except items for sale. Those are always tailored to the party and adventure. Expensive to be sure but worth the price. Merchants will buy gems and items. A book of credit is always available so characters can cash in items and not cary them or gold around and then buy whats needed later. If a dungeonite hotel is available at that location, and is vacant. Yes they have a no vacancy sign. Bad behavior gets you 86ed for life.its a fun idea but not always a convenient one. I often put them in places where the party dont yet need them. Forcing a long back track or to push on till they find one. Kind of like roadside rest areas. Never one when you realy need it.
802. PENNY ARCADE (Dragonspipe)
805.
Tooth of Dahlver-Nar (#23: Adds 1 point to possessor’s major attribute)
808.
Here is a protein polymorph, disguised as one of Sauna's protein shakes. (Great Quenda)
809.
Blue whale (Giant Quenda)
813.
A lich with a Cudgel of the Magi. (Mobad)
815.
Green slaadi pimp, with a fez! (saunatonttu)
He wears a wrought gold chain.
3 magickal books, on 3 lecterns, each with 3 different effects - Chris107
826.
Tooth of Dahlver-Nar (#14: Lycanthropy. The wearer becomes a werebear. Transformation in were-form occurs with a 50% chance every time the recipient is in combat. )
832. FART CHAMBER (Dragonspipe)
835. THACO BELL (Dragonspipe)
2% chance of bowel instability.
840.
Here is The Original Bottle City, by Rob Kuntz.
841.
The Rat Pack: a gang of wererats in suits.
842.
pres, from the stupid ideas department: a tinker gnome with a "machine" that holds PDFs of spell scrolls (saunatonttu)
853. "Ayer room with several pillars standing just out of the water. A skelington 'Blinks' onto a random pillar each round. There is only one door opposite and it can only be reached via the pillars or by swimming. The water contains a crocodill" - Chris
846. THACO BELL (Dragonspipe)
2% chance of bowel instability.
orig00.deviantart.net/3aec/f/2017/232/b/0/shubby_again_by_zero_mostel-dbkrzt7.png
847.
a MU scroll with pyrotechnics, in a bone scroll case
848. TRAP
Donald Pyle In my big dungeon i have designated "rest areas" that promise no wandering monsters if a posted amount of gold is deposited in the slot. With vending chests. Some supply food, some supply weapons like arrows, some even supply single use magic like scrolls and potions. A few are traps tho. LoL All at premium prices of course.
Donald Pyle I also have a new race called the dungeonites. They provide a hotel of sorts. You pay to enter, 24hrs get a warm bed, shower, with total protection from any interuptions. Additional services like healing and armor/weapon repair. A merchant shop and magic supply. When your done you leave thru the same door and continue on. They are a race that has learned to profit from the service of adventurers with a great reputation and great service they are very trustworthy and true nutral so the will serve anyone just the same. Curiously enough the area is just a door. Entry inside is huge but takes up no space on the map. Just the door. All establishments are identical except items for sale. Those are always tailored to the party and adventure. Expensive to be sure but worth the price. Merchants will buy gems and items. A book of credit is always available so characters can cash in items and not cary them or gold around and then buy whats needed later. If a dungeonite hotel is available at that location, and is vacant. Yes they have a no vacancy sign. Bad behavior gets you 86ed for life.its a fun idea but not always a convenient one. I often put them in places where the party dont yet need them. Forcing a long back track or to push on till they find one. Kind of like roadside rest areas. Never one when you realy need it.
849. There are some French otyughs, here.
854. Ettin of Hexen: prespos a room with a decrepit library in it. each book crumbles leaving only one page behind
Ettin of Hexen: and the book when assembled is a really long-winded cooking book/political tract
(The book is worth a pretty penny for an eccentric in town).
860. Coral elves, in a grotto.
863.
Tooth of Dahlver-Nar (#11: Cure light wounds- 7 times/week)
866. Zombie pixie fairies (Galadrin).
868. Tooth of Dahlver-Nar (#19: grants Web. 1/day)
872. "Disco Inferno" - inside the room is a rotating mirrored ball, and as the PC enter disco music plays. If the players do not dance, flames shoot out every other round, causing 1d12 damage (save for half) (Distorted Humor)
Giant Lounge Lizards are here. (osrgamer)
879. TRAP
Donald Pyle In my big dungeon i have designated "rest areas" that promise no wandering monsters if a posted amount of gold is deposited in the slot. With vending chests. Some supply food, some supply weapons like arrows, some even supply single use magic like scrolls and potions. A few are traps tho. LoL All at premium prices of course.
Donald Pyle I also have a new race called the dungeonites. They provide a hotel of sorts. You pay to enter, 24hrs get a warm bed, shower, with total protection from any interuptions. Additional services like healing and armor/weapon repair. A merchant shop and magic supply. When your done you leave thru the same door and continue on. They are a race that has learned to profit from the service of adventurers with a great reputation and great service they are very trustworthy and true nutral so the will serve anyone just the same. Curiously enough the area is just a door. Entry inside is huge but takes up no space on the map. Just the door. All establishments are identical except items for sale. Those are always tailored to the party and adventure. Expensive to be sure but worth the price. Merchants will buy gems and items. A book of credit is always available so characters can cash in items and not cary them or gold around and then buy whats needed later. If a dungeonite hotel is available at that location, and is vacant. Yes they have a no vacancy sign. Bad behavior gets you 86ed for life.its a fun idea but not always a convenient one. I often put them in places where the party dont yet need them. Forcing a long back track or to push on till they find one. Kind of like roadside rest areas. Never one when you realy need it.
881. ENCLAVE OF THE DOUCHELORDS
This is a large, circular room, containing exits in numerous directions. The room is dimly lit, and in its center rises a 30â tall rock formation closely resembling a douche bulb and hose, and it is spattering liquid and mist at random intervals. Around the Giant Douche stand five apparently human males in plate armor. They wield the following weapons: Two-handed sword (North), Two-handed axe (East), Longsword/Shortsword (Southeast), 3-headed Flail (Southwest), Hammer & Shield (West)
The nearest warrior to the entrance the party arrives from turns to them and says something like:
âAll who enter here shall face our steel! Tread no further!â And the other warriors turn to face the party as well. If the party member entering the chamber is invisible or otherwise concealed, the warriors have a 33% chance per round of detecting the character, and the same thing will happen as above. (The warriors will then be able to track that character and will be -4 to attack them) The Douchelords will attack immediately any who enter their Enclave. They are automatons, incapable of conversing.
The Douchelords are immune to all mind-affecting spells and effects.
DOUCHELORD 1: HD: 7 hp: 60 AC: 0 #att: 2 D: 1d10+3/3d6+3 + 1d6 fire
treasure: two-handed sword +2, firebrand , plate mail +2, potion of extra healing
DOUCHELORD 2: HD: 8 hp: 66 AC: 1 #att: 2 D: 1d12+4
treasure: two-handed axe +1, plate mail +1, 3 potions of extra healing
DOUCHELORD 3: HD: 6 hp: 57 AC: -3 #att: 5/2 D: 1d8+2/1d12+2, 1d6+2/1d8+2
treasure: longsword +1, shortsword +1, plate mail +3, gauntlets of dexterity, 2 potions of speed, ring of dimension door (9 charges)
DOUCHELORD 4: HD: 4 hp: 39 AC: -1 #att: 2 D:
treasure: flail+3 frostbrand (+ 3 to damage + d6 cold) plate mail +1, shield +2
DOUCHELORD 5: HD: 9 hp: 84 AC: -5 #att: 2 D: d4+4 + d6 electrical
treasure: warhammer of bolts +2 (note: electrical bolts can also be fired at a range of 30/60/100 doing d6 damage), plate mail +3, shield +2, manual of Strength, manual of Constitution, manual of Dexterity, case of extra large condoms
By Dragonspipe
There is also a rock formation here, known as Hanging Rock. Female characters that touch it are teleported to a random room of the dungeon. (Distorted Humor)
884.
Tooth of Dahlver-Nar (#25: Possessor need neither eat nor drink for up to 1 week)
899. DISINTEGRATION CHAMBER (by Dragonspipe)
This is a medium sized chamber, made entirely of black stone. A low (66hz) hum permeates the room. In the center is a white dais, upon which rests a black book.
There are six deadly traps â very well disguised pressure plates. Stepping on one of these will cause a 4â poison dart to shoot from the ceiling , and will strike without error. Any PC hit with a dart must Save vs. Poison (with a +3 bonus), or die.
The book itself is not trapped. It is closed, and has black covers, and black pages. Anyone who opens the book who is not a magic-user will see nothing but plain, black pages with nothing on them. Moving the book from the dais will cause it to gradually âphase outâ, and will disappear entirely when brought 10â from the dais.
A magic-user who inspects the book while on the dais will clearly see on the cover , âHigh Magickâ. They will be able to see a Introduction that gives a bio on a long-dead archmage, a few sections on magick theory, symbolism, and language. The rest of the book appears to be spells, and requires a Read Magic spell to comprehend. The spells present are: improved invisibility, fireball, stoneskin, cloudkill, conjure fire elemental, and demon summoning I, II, III.
At the end of the book, however , there is another section, not written in magic script, entitled âSupreme Ultimateâ. A brief section describes an âUltimate Powerâ. Upon reading this section, the 66hz will seem to get much louder, and above that , a powerful voice says âWe find you worthy of the Highest Magic. Will you rule this dungeon, and the world around it? Answer yes or no.â
If the PC answers âyesâ, they are hit with a searing beam of radiation. This will destroy all clothing and items the character is wearing. They must make a Saving Throw vs. Death Ray, or die.
If the PC answers ânoâ, the book vanishes, leaving in its place copies of scrolls of the spells mentioned above. The scrolls can be taken from the dais without vanishing.
900-
902. STABLE
There are 2 War Turtles here.
Pilot the turle, blow stuff up.
(Dragonspipe)
903.
Dire squirrels running on a 10' wheel power a trap. (Vondan)
Megadeth Knight (fighter/bard). (Jame Rowe)
917.
Sex Machine (Mr. Reaper, saunatonttu)
James Brownbot, a lich-cyborg that does splits. He is infested with brown mold, to which he is immune.
921.
Gate key (Heaven).
930.
The Collector (a Timelord).
932.
Gate key (Hades): an obol, the coin traditionally placed over the eyes of the dead.
936.
Gate (requires the key found in Area 832) to Heaven.
A stairway leads up to a stone arch set into the wall.
942. zero-mostel.deviantart.com/art/2nd-Cthagua-700024781
965.
Gate to EX1.
969.
There are linoleum pillars in this room. (saunatonttu)
975. Trannysaurus (Mr. Reaper)
976. zero-mostel.deviantart.com/art/Shub-700024080
982.
Gate to Hades (requires key).
984.
A Lone Wolf (unique thief, as per PHBR2).
Altar of Seitan. (osrgamer)
994. TEMPLE OF MERCYFUL DEATH (saunatonttu)
There is a 25% chance that someone from Stan's Stand shows up (see Area 479).
996. SOUP NIGGURATH (saunatonttu, Chris107, Distorted Humor)
There is a baby-eating dingo, here.
Ensure that there is a sheet phantom in one of the bedrooms (Chris107)
997. (by Distorted Humor)
Pres, In a room is detailed silver inlay artwork. It is artwork of some sort of unsettling religious ritual and writing. It would take 6 turns to pry the silver off the walls using a hammer and chisle (making a lot of noise.) the silver has a 2,000 gp melt value. If sold as art, it may gain the attention of cultist...
999. THACO BELL (Dragonspipe)
1000. THE LAIR OF STEVE
This is the lair of Steve, the mysterious controller of the dungeon.
Sir B'rate is here: this paladin berates everyone.
okay, does Sir B'rate end up in the last room of the dungeon? "Whaat took you slowpokes so long. I was already here!" ,he says, foot on the chest of the dead demigod ruler of the dungeon
He can berate the Party and then open a portal outside.
all NPCs present take 1d6 morale (or % something how it works in AD&D?) damage from the berating :smiley:
(Sauna)
Note to readers: I have nothing against Steve: this is just how things worked out, randomly.
Level 8
There is a Minotaur Temple, here.
There is a gate to Level 4 (There's No Place Like Up!) of Castle Greyhawk, here.
APPENDIX I: PREGEN TEMPLATES
1. Woody Harrelson (half-wood elf barbarian cleric)
2. atherton (human pulpitationist of Ramman: cleric/illusionist)
3. osrgamer (human cleric of Osiris)
4. Mobad (crab hengeyokai yakuza)
5. Ettin of Hexen (bamboo spirit folk fantra: CN)
6. Mr. Reaper (aaracokra fantra: CN)
7. saunatonttu (mixed hobbit shukenja)
8. barbarian
9. druid
Woody Harrelson
Half-wood elf barbarian cleric.
S15
C15
D14
I10
W9
resistance to sleep and charm
infravision
detect secret/concealed doors
hide in natural surroundings, leadership,
survival, outdoor craft, tracking, first
aid, suprised only 1 in 10
tribal legend lore (50%)
barbarian tertiary abilities
make poisons
turn undead (must make a tribal noisemaker with bless and ceremony: consecrate)
any non-lawful alignment
hand axe
knife
may use magic-user, druid, and cleric spells
1 cleric spell + wisdom bonus
must defeat nemesis spirit to rise in level
Medicine One (4500 XP for next level)
10 HP