Room 99) rough hewn from stone: about 210’ x 20’ x 7’ and on map 2E -1( about 29,400 cubic feet) empty
Room 100) 40’ x 10’ x 10’
6 bugbears large weapons morning stars s,m 2d4+1, Large 1d6+2 hpspears 1d8+1 hp. requires at least Str 18 to use. From the ‘strong monster’
article in Dragon magazine.
also room 100 duplicated on dh 2d -2
Room 101) 10’ x 90’ x 10’
Room 102) 50’ x 20’ x 20’ – 80’ x 40’ x 20’ – 20’ x 20’ x 20’
9 bugbears large weapons: long swords s,m 1d8+1; Large 1d12 +11 bugbear leader
all have spears as room 100
Chest 1: 2’ x 4’ x 2’
lid closed, hasp open, lock on floor. First opener 3 Magic Missles
25 square CP ( If taken to Trillolara, recognized as made by original builders of Dwarf Home and will be bought as colletor’s items worth 50 gp each
Chest 2: 2’ x 4’ x 2’
appears wooden with metal binding, but has a metal liner contains an Ochre Jelly
Chest 3: 2’ x 4’ x 2’
locked, key is in pool of Wine, west side, 1 foot below surface;
if this key isn’t used there is only a 20 percent chance to open it
and the acid vials not break, destroying the goods inside. Pouring less than
2 gallons of water on the acid will cause a 3d4 hp explosion for 10’ radius.
350 pp, Dagger +2, one 500 gp gem
South corner is a brick enclosed water well. 10’ x 10’ x 3’ deep, 2’ thick walls.
The water is cold and will replenish, then stop flowing.
If the walls are broken, the doors to rooms 302 and 303 will slam shut
and the room will fill with water and stay that way until all within are dead.
The well walls will then reform and the water drains back out of the room.
There are signs of flooding along the ceiling.
The key in the well fits the lock to room 103 and the door in corridor CG.
Pool of Wine: a rough stone wall surrounds a red liquid.
Take a sip or drink: 60 percent chance drink will intoxicate,
roll 4d6 vs. Constitution.
If make SR, drinker becomes slightly woozy.
If fail, the number over the drinker’s Constitution is the number
of hours the intoxication lasts. -2 to hit/-3 to dexterity, loud talking.
Any previous intoxicated character will be 90 percent chance drunk again.
After a second time a character gets intoxicated form this liquid, loses 1 point of Constitution.
The 9 barrels contain food.
Room 103) 30’ x 70’ x 20’ ( 42,000)
20 giant ratschest 4’ x 4’ x 4’
contains: 200 gp, 400 ep
East secret door: is locked, key in room 102.
other Secret Door: Knock or Dispel Magic at 9th level
Room 104) 36’ x 20’ x 20’ empty
Secret door: push in center of door
Room 105) 4’ x 6’ x 10’
15 centipedesWest secret door: Knock or Dispel Magic at 5th level
Room 106) 20’ x 20’ x 30’ ( 12,000)
30 giant ratssack on floor: 100 pp
Room 108) 50’ x 10’ x 10’ and on on map 2E 1
South secret door: Knock or Dispel Magic vs. 10th18 large spiders
small chest: 250 gp, 500 sp
Room 287) 10’ x 40’ x 10’ empty
Room 301) 10’ x 60’ x 20’ ( 12,000 cubic feet)
7 bugbears large weapons: long swords s,m 1d8+1; Large 1d12+1 hp( must be Str 18 or better to use)
chest: 2’ x 4’ x 2’
contains a block of platinum weighing 100 gp weight
Its worth 5,000 gp as a curiosity as the block is smooth on all 6
sides. If anyone cuts from it, its value drops to 500 gp, its metal
worth. Don’t mess with it, haven’t you ever seen a museum road show ?!
Room 302) 60’ x 10’ x 30’
15 giant ratssack on map floor 50 gp
Comments
Commenting is closed for this article.