Level 2
30) Stairs to Level 1, #24.
31) Sentry Post. Empty.
32) Stairs to level 3, #93. 10 Gnolls- 5, 16, 9, 15, 7, 3,
12, 9, 11, 4, 7000 cp, Potion (water breathing), Potion (extra-healing), Potion
(philter of persuasion), Potion (delusion), Potion (sweet water). If in trouble
one will try to run to room #43.
33) Swinging Doors.
34) New Construction.
35) Stairs to Level 4, #137.
36) Gem Cutter's Rooms. Each room will have an uncut gem on
a table and there is a 50% that there are two such gems in the room. In the
chest there is 3-36 pp.
37) A Tween- 8 without a host is standing here looking for a
new host.
38) A Gorbel - (See Fiend Folio) is looking for prey.
39) Gem Cutter's Room. 15 Ogrillon- 9, 13, 15, 14, 9, 7, 11,
2, 7, 9, 9, 8, 10, 13, 11, 1000 cp, 1000 sp, 2000 gp, 4 jewelry.
40) 2 Cockatrices- 21, 11, 5000 gp, Potion (speed), Manual
of Puissant Skill at Arms, Rug of Welcome.
41) 17 Gibberlings- 3, 3, 3, 2, 8, 4, 4, 7, 5, 2, 8, 1, 2,
4, 7, 7, 7, 5000 sp, 2000 gp.
42) 7 Flumps- 12, 6, 9, 10, 9, 13, 8 are floating here.
43) 8 Flinds- 19, 12, 11, 11, 7, 13, 7, 19, 10 gems, 10
jewelry, 100 pp, 2000ep, Vacuous Grimoire, Wand of Wonder. If in trouble one
will try to run to room #32.
44) 10 Kobolds- 4, 2, 4, 3, 1, 2, 3, 4, 2, 3.
45) Master Miner's Rooms. In each chest there will be 2-24
pp.
46) 5 Wererats- 9, 21, 19, 11, 11, 2 gems, 1000 sp, 2
jewelry.
47) A party of adventurers are walking west. See the chart
in the DM Guide, page 63, to see how they react (add 10% to the roll):
Monk
(Castard)- Level 6- HP 16, AC 15, #AT 3/2, Dam 2-8/weapon, Align LG, Ring
(mammal control), Javelin +2, Ring (protection +1), 60 gp.
Fighter (Bardon)-
Level 10- HP 64, AC 2, #AT 3/2, Dam weapon, Align CN, Potion (extra-healing),
Potion (polymorph self), Mace +1, Sword +1, 1000gp.
Fighter
(Trappond)- Level 7- HP 39, AC 4, #AT 3/2, Dam weapon, Align N, 1050 gp.
Thief
(Purtron)- Level 11- HP 47, AC 4, #AT 1, Dam weapon x4, Align NE, Ring
(protection +1), 4 Bolts +2, Dagger +3, Bracers of Defense (AC 4), Cloak
(elvenkind), 1100 gp.
Fighter
(Campton)- Level 8- HP 52, AC 2, #AT 3/2, Dam weapon, Align NG, Cloak of
Displacement, 960 gp.
4
Men-at-Arms- 2, 3, 6, 5.
48) 7 Ghouls- 10, 10, 8, 7, 3, 8, 5, 3000 cp, 3 gems, Scroll
(1st- find familiar; 2nd- fools gold, levitate, knock; 8th- permanency).
49) An Iron Cobra- 8 is guarding a chest which contains Ring
(mammal control), Potion (healing), Scroll (protection from magic), Ring
(invisibility), Scroll (2nd- detect evil; 4th- monster summoning II; 7th- duo dimension),
1050 gp. To deactivate the Cobra the word is "down" and to reactivate
the word is "up". The chest has a Fire Trap on it.
Each round check (50%) if the Cobra's master appears. The
Cobra's master (Burcardon) is a 15th Level M-U. His alignment is LE. His AC is
9. These are his spells:
1st- magic missile, mending, message, protection from
good, shocking grasp;
2nd- ray of enfeeblement, darkness 15' radius, detect
invisible, levitate, magic mouth;
3rd- invisibility 10' radius, hold person, protection
from normal missiles, fly, infravision;
4th- monster summoning II x 2, minor globe,
ice storm, fire trap;
5th- passwall, mordenkainen's faithful hound, stone
shape, hold monster, wall of iron;
6th- control weather, monster summoning IV;
7th- limited wish.
50) 6 Giant Bats- 3, 1, 1, 2, 2, 3, in the dung there is 1
Rotgrub- 1.
51) 5 Dire Corbies- 9, 10, 9, 9, 9, 15 gems.
52) 2 Leucrotta- 27, 24, 2000 gp, 3 gems. One leucrotta will
be under the covers moaning in a female voice and when the party investigates
the second leucrotta will charge from under the table.
53) 1 Shrieker- Will attract #64.
54) 2 Shriekers- Will attract #56 & #63.
55) 13 Shadows- 16, 18, 16x11, 3000 sp, 1000 gp, potion
(healing), Ring (delusion, Tome of Leadership and Influence.
56) 2 gas Spores-1 each.
57) Grell- 23. 2 gems, 4000 gp.
58) 2 Garbugs, Violet- 15, 11, 4000 cp. They will be
hovering near the ceiling and then will attack.
59) 7 Hell Hounds- 25, 17, 11, 13, 30, 19, 18, 2000 ep, 2000
cp, 4 gems. They are 5HD creatures.
60) 16 Qullan- 13, 10, 10, 10, 5, 13x11, 600sp, 30 pp, 2
gems.
61) 2 Cockatrices- 24, 32, 6000 sp, 1000 gp, 5 gems. There
are 3 stone statues of men attacking. They are victims of the cockatrices.
62) Miner's Rooms. Each chest contains 2-5 pp.
63) Toilet. From the holes 5 Carrion Crawlers- 15, 17, 17,
7, 16 will attack. 3 crawlers for the top hole and two for the bottom hole.
littered around the area there is 6000 sp, 3000 ep, 6 gems, 1 jewelry.
64) A Giant Poisonous Snake- 23 is traveling west.
65) 2 Shambling Mounds- 32, 43, 3000 cp, 1000gp, 4 jewelry,
Potion (fire resistance), Eyes of Petrification.
66) A Lurker Above- 51 will attack if prodded or if at least
3 creatures enter the room. Also in the room is 5000 gp, 6000 sp.
67) A Sheet Phantom- 13 will drop from the ceiling (near the
door)and try to envelop a character. A lump is under the bedcovers.
68) Lair of an Apparition- 30. Also in the room is 4000 sp.
69) The Apparition will appear through the door when
characters are outside the door. Will attract #70.
70) A 10th Level M-U lives here. Darmattrus, HP 27, AC 7,
Alignment NG. He will attempt to parley if no immediate hostile action is
taken. He will offer to join the party. His spells are:
1st- mending, light, friends, identify;
2nd- scare, knock, rope trick, wizard lock;
3rd- haste, invisibility 10' radius, feign death;
4th- polymorph self, minor globe of invulnerability;
5th- phantom stalker, monster summoning III.
His Phantom Stalker- 24 will take all command quite
literally because he was conjured several weeks ago. The M-U has 300 gp, Potion
(speed), Potion (fire resistance). Scroll (2nd-forget; 4th-hallucinary
terrain), Ring (protection+1), Ring (protection +3), Scroll (2nd-scare; 5th-
feeblemind; 9th meteor swarm), Bag of Tricks.
71) 15 Ghasts- 25, 16, 21, 19, 14x11, 8000 cp, 3000 gp, 3000
pp, 9 jewelry, 12 gems, Potion (oil of etherealness), Potion (philter of
persuasiveness), potion (philter of love), Potion (extra-healing), Potion
(esp).
72) An Enveloper- 11, 8000 cp, 3 jewelry. The treasure is
littered around the bed.
73) 14 Wights- 27, 12, 21, 12x11, 6000 sp, 2 jewelry.
74) 12 Stirges- 5, 5, 6, 8, 2, 3, 7, 7, 2, 3, 6, 8, 8000 ep,
200 gp, 3 gems.
75) A Kamadan- 20 with 5 heads and 8000 sp, 1 jewelry, Sword
+4, scroll (2nd-detect invisibility; 3rd- invisibility 10' radius, monster
summoning I)
76) Mess Hall. 4 Wyvern- 33x4, 8000 sp, 6000 ep, Morning
Star +1, Boots of Speed.
77) Kitchen. There is nothing but moldy food stuffs in the
cabinets. On one of the tables is a jar labeled (in dwarf) "Garbage".
If this jar is opened a disgusting smell wuill escape and all failing their
saving throw vs poison will be to do nothing for 1-10 rounds.
78) Store Room. Contains 5 Hook Horrors- 24, 24, 27, 19, 26,
4000 sp. Also in the room are casks of potent wine (+10%) and crates of moldy
food.
79) Starting here you start to hear the Hook Horrors'
clacking.
80) Game Room.
81) Bath.
The bath water is now old and stagnant. 3 Blood Worms- 6, 36, 19, 9 gems.
82) Library/Lounge. For every 2 hours searching there is a 25%
chance of finding a magical book.
83) Museum. On the walls are paintings of dwarves doing
brave deeds. The east wall shows some dwarves holding off an attacking dragon
at the gates. The north wall shows a mound of treasure full of coins and all
types of other things. the south wall is all black except for a huge glowing
gem which is painted in the middle of the wall. The west wall shows a mountain
and a road dwindling away.
84) Storeroom. Contains a Coffer Corpse- 13, 6000 ep. There
are very old blood stains on the floor. Also in the room are mining utensils
(picks, etc).
85) Storeroom. Contains 4 huge Spiders- 15, 5, 12, 8, 3
gems, 96 cp, 24 pp, 40 gp. the spiders will rush out from behind some crates
they have built up.
86) M-U Room. Chest contains 1-12 pp.
87) M-U Workroom. Nothing of value.
88) M-U Room. 4 Manticore- 27x4, 5000 ep, 3 jewelry.
89) M-U Workroom. Nothing of value.
90) M-U Room. 4 Giant Trolls- 28x2, 35x2, 1000 ep, 3 gems, 2
jewelry, Shield +2.
91) M-U Workroom. a Potion (extra-healing), Potion
(polymorph self), Dagger +4.
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