
Room 19) 10’ × 10’ × 10’
2 lost berserkers, will attack out of frustration at being lostleather armor and two-handed swords
Room 20) 30’ × 10’ × 15’
carrion crawler wandered up from the depths in search of foodbroken sack on floor can be seen from door: 100 gp, one 1,210 gp gem ( about 5 coins and the gem have falen out of sack onto floor )
Room 21) 30’ × 10’ × 10’
7 large spiderssack on floor and loose coins: 120 cp, 72 sp, 42 ep, 42 gp, 6 pp
Room 22) 30’ × 110’ × 20’ ( 66,000 cubic feet) Room of Doors
I originally only allowed any one group to pick and open 3 doors, then the rest would vanishthey would have to leave Dwarf Home, and then return to open the other doors.
door A: 1d4 + 1 magic missle every time it is opened
door B: Cursed Spear of Backbiting +1 falls into hands of door opener
door C: sack 2,200 gp ( only once, door never reappears)
door D: sack 1,200 cp ( only once, door never reappears)
door E: Long sword -2 cursed ( only once, door never reappears)
door F: Wand of Enemy Detection ( only once, door never reappears)
( ivory, 2 inch in diameter green glass ball at one end,
wand is 1 foor long. to recharge: cast Know Alignment on a
1 per 1 basis. Command word “Is that one ?” there is a 10 percent
chance the opener will drop the wand if this is the first door opened.)
door G: Leather +1 ( druid runes on front ‘Shela the Proud” )
door H: 4 giant centipedes ( happens a total of 5 times )
door I: 1d12 damage ( always )
door J: Wand of Magic Missles ( a sky blue rod with a red metal ring on one end.
Its 1.5 feet long, Command word “That one !”, Has 9 charges. To recharge:
caster up to 7th level: 3 Magic missles for 1 charge, only fire 1 per melee
round. Caster/user 8th thru 10th level 2 Magic missles per charge, only fire
2 MM per melee round. Will hold a total of 21 charges.
( only once, door never reappears)
door K: sack 1,700 sp ( twice )
door L: 5 skeletons ( ten times )
door M: 2 fighters 5th level; plate +1 cursed, shield, foot soldier’s flails Dex 18 attack door opener ( only once, door never reappears)
door N: loose 1,800 sp ( twice )
door O: 2d6 damage, no save ( always )
door P: -1 to Strength ( DM roll percentile: 01-25 affect is permanent;
26-45 lasts for 1 year; 46-86 lasts for 6 months, 87-92 lasts 2 weeks;
93-99 lasts for 1 -day, 00 changes to -2 Strength permanent )
( always )
Room 23) 40’ × 10’ × 10’ ( 4,000)
a patrol of 9 orcs from room 33chain, shield, 2 have light crossbows and 15 bolts each, 5 have oil flasks
all 9 have long swords
Room 265) 10’ × 110’ × 20’
ramp leading down to level 3, passage Nslope is 45 degrees
after party is 60 feet down ramp, a gelatinous cube appears above them
on the ramp and follows at double speed
( The players in my campaign refused to go this way. I don’t blame them.)
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