August 2, 2012

Dwarven City of the Black Mountains - Level 3

This is a 5 Level dungeon and former dwarven city. It has over 155 rooms. I'm not sure how long ago it was written but it is for 1E. My dungeon design has come along way since those early days, but the overall design still makes for a good layout of a dwarven city...even if the actual encounters don't work. I think the original design was that a dragon had taken over the city and allowed various denizens to inhabit it as well. I'll be posting the entire dungeon over the course of the week.




Level 3
92) Stairs to Level 1, #13.
93) stairs to Level 2, #35.
94) Miner's Room. Each chest contains nothing.
95) In this room is an insane Dwarf- 4 who hides behind his chest and when discovered he will beg the characters to take him along. His name is Drammontoedus. He carries only a dagger but will fight unless someone tries to take his 33 pp at which point he will run back to his room. Due to his insanity he won't be able to tell any of the party anything about the dungeon.
96) A 7HD Protein Polymorph- 23 is here with 2000 gp, 4000 ep. The Protein Polymorph is in the form of 2 gargoyles. Both gargoyles will attack (roll only one "to hit") and if one hits they will turn into a blob and surround the creature.
97) 7 Quaggoths- 10, 5, 10, 9, 5, 10, 9, 200 pp, 22 gems, potion (invulnerability), Dagger +5, Dagger of Venom.
98) 26 Troglodytes- 8, 10, 4, 8, 11, 14, 7, 10, 12, 4 , 12, 6, 4, 16, 7, 14, 4000 ep, 1000 gp, 7 gems, Bag of Tricks, Boots of Striding & Springing, Shield +2.
99) Pentardos- 23 an evil M-U is here. AC 7. 10th Level. His spells are:
1st- identify, write, shield, tenser's floating disk;
2nd- web, rope trick, detect invisibility, continual light;
3rd- protection from good 10' radius, rust, gust of wind;
4th- polymorph self, fear;
5th- hold monster, cone of cold.
He has made 2 Scarecrows- 14, 22. he also has 400 gp, Potion (healing), Ring (mammal control), Dagger +4, ring (protection+3, Brooch of Shielding.
100) 3 Cockatrices- 19, 29, 24, 5000 ep, 1000 gp, 3 gems, 1 jewelry. one cockatrice is under the bed, another is under the chair and the third is on the treasure. 2 statues aer in the room.
101) A Flail Snail with 4 Tentacles- 3, 7, 4, 8.
102) 3 Shadows- 19, 10, 12 are hiding in the shadows. Also in the room is 20000 sp.
103) 3 Umber Hulks- 39, 42, 36, 2000 gp, 50 pp.
104) 10 Gnolls- 7, 4, 6, 7, 8, 8, 6, 7, 12, 11, 5000 cp, 4 jewelry, potion (gaseous form), Potion (delusion), Potion (animal control-reptile-fish), Potion (oil of etherealness), Potion (philter of love), Potion (healing).
105) 1 Ettercap- 20. He has a tripwire which is only 10% noticeable. The Ettercap is faking that he is asleep.
106) 11 Ghouls- 9, 10, 10, 7, 2, 10, 16, 4, 11, 13, 14, 8000 ep, 3 jewelry.
107) Frost Man- 23, 5000 sp.
108) 2 Shockers- 3, 7.
109) 4 Gargoyles- 26, 26, 24, 11, 1000 sp, 2000 ep, 1 jewelry, 2000 cp.
110) 3 Minotaurs- 34, 34, 31, 6 gems, 3000 sp.
111) A Nightmare- 31 and Spectre= 34, 4 gems, 4000 gp, Potion (poison), 3 Javelins of lightning.
112) There is a chest with 10 gems, 5 jewelry, Scroll (1st- shocking grasp; 2nd- stinking cloud; 5th monster summoning III; 6th- part water; 7th- powerword (stun)). potion (diminution), Platemail +2. Once the chest is open a Guardian Daemon- 25 in the form of a large black cat jumps out.
113) 13 Doppelgangers- 15, 24, 22x11, 3000 ep, 10 gems, 10 jewelry, Dust of Disappearance, Sword +2 Giant Slayer, Scroll (protection from undead). The Doppelgangers will assume the form of a fighter or thief, etc (never a magic using class) and attack that person. Each Doppelganger will pick a different person as much as possible.
114) 5 Skulks- 5, 7, 8, 11, 6, 5000 sp, 7 gems, 3 jewelry. The skulks will attack while the party is diving the money. if the party set a watch while counting, the Skulks will wait and then follow the party.
115) Trapper- 48, 5000 gp, 100 pp, Wand of Magic Detection, Chainmail +2, Sword -2 Cursed, Scroll (protection from devils).
116) 18 Ogrillons- 7, 9, 3, 4, 12, 4, 5, 13x11, 5000 sp, 2000 gp, 3 gems.
117) A Chimera- 43, 5000 gp, 7 gems.
118) Storeroom. Contains 34 Flinds- 9, 17, 17, 16, 15, 8, 5, 15, 10, 11, 8, 7, 12, 11x21, 200 pp, 2000 cp, 2000 sp, 13 gems, 6 jewelry.
119) Entrance to the mining area. The ceilings are supported u wooden beams in the mine shafts. Normally there is only a 5% chance in every 5 rounds of a cave-in, but during a fight there is a 10% chance n every 3 rounds. If a cave-in occurs all will suffer 2-24 hit points damage; it will take 1 turn to dig back out and there is a 5% chance that no one will be able to dig out.
120) Ore chute to Level . Sealed with debris.
121) A party of adventurers are walking north. See the chart in the DM Guide, page 63, to see how they react:
            Fighter (Soretan)- Level 7- HP 44, AC 4, #AT 3/2, Dam weapon, Align CN. Ring (protection +1), 2 Javelin +2, Dust of Appearance. 980 gp.
            M-U (Uincapton)- Level 6- HP 12, AC 9, #AT 1, Dam special, Align LG. Ring (protection +2), Scroll (4th- ice storm), potion (speed). 360 gp. Spells: 1st- read magic, write, protection from evil, find familiar; 2nd- flash, levitate; 3rd- permanent disk, suggestion.
            M-U (Raptorrian)- Level 11- HP 28, AC 8, #AT 1, Dam special, Align CN. Potion (animal control-mammals), Potion (levitation), Dagger +5, Staff of Striking (27), Cloak of Elvenkind, Cloak of Displacement. 880 gp. Spells: 1st- nystul's magic aura, jump, push, comprehend languages; 2nd- shatter, rope trick, air mirror, flash; 3rd- flame arrow, protection from normal missiles, feign death, infravision; 4th- hallucinatory terrain, remove curse, fumble; 5th- teleport, cone of cold, monster summoning III.
            Fighter (Pommertran)- Level 11- HP 61, AC 4, #AT 3/2, Dam weapon, Align N. Dagger +7, Potion (healing), Potion (fire resistance), Brooch of Shielding, 3 Javelins of lightning.
            Monk (Trasputos)- Level 7- HP 20, AC 2, #AT 3/2, Dam 3-9, Align LE. Ring (protection +3), Crossbow of Speed. 63 gp.
            4 Men-at-Arms- 4, 3, 4, 6.
122) 10 Piercers- 1HD- 7, 7, 8; 2HD- 10; 3HD- 8; 4HD- 18, 19, 10, 13, 21.
123) 6 Wights- 22, 18, 22, 23, 18, 20, 4000 ep, 2000 gp, 5 gems.
124) 2 Stone Giants- 49, 44 and 2 Cave Bears- 37, 33, 1000 ep, 7000 sp, 2000 gp, 6 gems.
125) 5 Giant Trolls- 45, 40, 43, 35, 31, 7000 cp, 3000 sp, 5 gems, 3 jewelry.
126) Empty Cavern.
127) A Lawful Evil Magic-User is walking north. Aerdinnodi- Level 13- HP 36, AC 8. He has a Potion (healing), Potion (extra-healing), Potion (polymorph self), Potion (Fire resistance), potion (speed), Staff of Striking (54), Scroll (3rd- water breathing; 4th- plant growth; 5th- passwall), Boots of Speed, Potion (oil of etherealness). 260gp. His spells are:
1st- read magic, magic missile, shield, identify, frost fingers;
2nd- wizard lock, flash, knock, esp, rope trick;
3rd- lightning bolt, suggestion, protection from good 10' radius, dispel magic, phantasmal force;
4th- dimension door, minor globe of invulnerability,
polymorph self, wall of fire;
5th- conjure elemental, passwall, teleport, wall of force;
6th- disintegrate, death spell.
With him is a Hellcat- 35 and 3 7th Level Fighters:
            Fingophlos- HP 70, AC 3, #AT 3/2, Dam weapon, Align LE. Hammer +2, 490 gp.
            Pa-perastor- HP 70, AC 2, #AT 3/2, Dam weapon, Align LN. Mace +1, Potion (invulnerability), Sword +1, 3 javelins of Lightning, 630 gp.
            Watterressu- HP 70, AC 2, #AT 3/2, Dam weapon, Align CE. Javelin +2, Ring (mammal control), Mace +1, 770 gp.
128) A Vortex- 10.
129) 4 Carrion Crawlers- 15, 6, 17, 15, 4000 cp, 4000 ep, 2000 gp.
130) 19 Ogres- 24, 21, 21, 21, 17, 26, 20, 13, 20x11 and 5 females- 12, 11, 18, 13, 18 and 5 young- 3, 1, 1, 1, 1, 7 gems, 1000 cp, 3760 gp, 3 jewelry.
131) A Nycadaemon- 90, 30 gems, Potion (healing). his name is Adimar but he calls himself "Skull Crusher".
132) Rubble seals the entrance to Adimar. it will take 1 hour to dig through in which time Adimar will be ready.
133) 5 Wraiths- 26, 22, 20, 27, 27, 12000 sp, 2000 gp, 4 gems.
134) A Retriever- 43 is looking for the Nycadaemon "Skull Crusher" (Adimar). the Retriever also has 1000 gp, 26 gems, 12 jewelry, Periapt of Health, Sword +2, Scroll (1st- hold person; 2nd- web; 3rd- suggestion; 4th- ice storm; 5th- acid rain; 7th- powerword (stun); 8th- polymorph any object).
135) Tunnel to Module D1-"Descent into the Depths of the earth". Use the first passage at a a steady decline, Then use encounter D3. From there use the second then third passage. Then take out the module="Caverns and Warrens of the Troglodytes" in Module D1. From there the only way out is the way they came in.
136) 4 Xorn- 31, 42, 40, 33, 2000 ep, 20 gems, 6000 gp, Potion (sweet water), scarab of Protection.

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