Corridors are 10 feet high
Room 127) 40’ × 10’ × 15’ faint smell of apricots
pieces of armor, broken shields, crushed helms,chips of stone knocked out of walls.
East secret door: Ogre touch or Knock
Room 128) 60’ × 50’ × 15’ ( 45,000)
9 Ogres, giant hammer 2d4 +1 hp extra strength magazine article 7 barrels of human flesh, barrels are 4’ × 5’ high3 barrels of water
chest: 6’ × 6’ × 6’
7,000 cp; 6,000 sp; 5,000 ep; 4,000 gp; 800 pp;
four 100 gp gems; three 500 gp gems; two 1,000 gp jewelry ;
one 5,000 gp gem
Room 129) 30’ × 30’ × 30’ – 20’ × 30’ × 20’ - 30’ × 20’ × 30’ (57,000) trap
Originally a robing room for the temple.1 Necrophid[l]ius ( bad handwriting on original page, monster is
on page 67 of the Fiend Folio)
stone closet with 4 stone pegs on north wall
triangular block is a trap:
if moved a hissing sound is heard and the exit doors become locked by
3 steel bolts. ( 2 Knocks to remove)
After 5 minutes a greenish gas starts pouring into the room at
1000 cubic feet per minute ( gas fills room 129 in 57 minutes)
fill rooms 129 and room 130
if block is moved back, it will shatter and water starts pouring into
the room at 100 gallons per minute. If will come into the room from 100
wall and floor openings.
The water will not go beyond rooms 129, 130, and 134.
The gas is harmless, but the water can drown anyone in here.
Note that the doors exiting from room 130 can be opened,
but the water wont go out into rooms 131 and 133.
Room 130) 80’ × 90’ × 20’ Abbey of the Lesser of two Evils NE
Northwest secret door: push leftSouthwest secret door: push right
both doors are 2’ thick stone doors
Alter detects as evil and is bright red.
pillars are painted crimson, 4’ diameter and go from floor to ceiling
floors, walls, and ceiling are gray
no blood groove on alter
Unless alter desecrated, nothing will happen.
Any damage done to alter returns, one for one, to character doing damamge.
Alter will take 100 hit points before it falls apart.
Room 131) 10’ × 38’ × 10’
dust and numerous footprints, but so mixed and over troddenno useful information can be determined.
North secret door: Knock or evil touch
East secret door: Knock
Room 132) 26’ × 10’ × 7’ stops water and gas in room 129
two levers, 2’ of vertical travel for each slot in wall.at top of each lever slot, its says ‘OFF’ in Nomad.
The levers are in the down position.
left lever controls the non-toxic green gas, move lever up and gas goes back
into holding tanks
right lever controls the water, move lever up and water drains off to room 211 in map 15.
Room 133) 10’ × 38’ × 10’
dust and numerous footprints, but so mixed and over troddenno useful information can be determined.
South secret door: Knock or evil touch
East secret door: Knock
Room 134) 50’ × 20’ × 10’ ( 20,000) home to 3 Shadows
3 shadows live in the 3 coffins at the south end of the room ( former clerics)Northwest chest: locked: 6’ × 4’ × 4’ 700 pp; three 5,000 gp gems;
Scroll at 14th: 1) Detect Good, Light, 3) Cause Fear, 4) Command,
5) Resist Cold. Scroll at 15th: 1) Augury, 2) Find Traps, 3) Hold Person,
4) Know Alignment.
Scroll at 14th: 1) Continual Light, 2) Dispel Magic, 3) Feign Death,
4) Locate Object
Scroll at 18th: 1) Lower Water, 2) Remove Paralyzation,
3) Speak with Dead, 4) Prayer
Scroll at 16th: 1) Flame Strike, 2) Flame Strike, 3) Plane Shift,
4) Quest
Scroll at 14th: 1) Heal, 2) Part Water, 3) Stone Tell
Scroll at 20th: 1) Astral Spell, 2) Gate, 3) Resurrection
Northeast chest: locked: 6’ × 4’ × 4’
10,000 gp; 12,000 sp