Room 1) 10’ x 70’ x 30’
can see all of room 4 while touching the corner from room 4, it looks like a stone all.
Room 2) 80’ x 90’ x 75’ – 10’ approximately 15’ x 10’ - 20’ x 50’ x 50’
glassteel stairs with glassteel door (door painted same color as walls)Wyvern
the stairs will block any missles
Room 3) 50’ x 50’ x 50’ ( 125,000 cubic feet)
false door 30’ up on North wall
Room 4) 30’ x 30’ x 30’
spiral staircase continues down to next level Secret Door: elf touch or ranger touch
Room 5) 30’ x 20’ x 15’
vertical glass cases contain 2 statues of Other women, NG opening the glass cases will return them to the living.chest contains all of their goods left to them:
2 long swords +3, Plate +2, leather +4
left: is a Cleric/Fighter right is a: fighter/thief
the Others and their gear detect as Good.
Sign on wall between the cases:
“What is stone was alive !
the forgotten Ones of Good,
to balance the free forgotton ones of evil !”
Room 6) 30’ x 40’ x 30’ – 10’ 30’ x 25’ dust
3 scarecrows ( Fiend Folio)Room 7) 20’ x 40’ x 10’ room of traps (8,000) (total 19,500 cubic feet)
A (10’ x 10’ x 10’)teleport to room 6
B (10’ x 20’ x 10’ (2,000) )
chest: Masochistic Fit
100 gold pieces
C ( 10’ x 10’ x 20’ )
Gelatinous cube in upper 10’ of room
D ( 10’ x 20’ x 10’ – 10’ x 10’ x 15’ ) (3,500 cubic feet)
teleports to room 2
E ( 20’ x 10’ x 15’) (3,000)
entrance causes illusion of giant hands coming out of the west wall.
Permanent Illusion at 18th level. 7 Hit dice, 1d10 hp/hand
Room 8) 40’ x 60’ x 50’ empty, dusty (120,000)
Room 9) curved walled room
on east wall: black cloaks with scowls showing under hoods ( detect as evil)on west wall: blue cloaks and smiles showing under hoods ( detect as good)
Room 10) 30’ x 30’ x 50’ ( 45,000)
2 statues of spotted lions (activate when characters walk into the room) steel chest: locked: -30 percentFireball 5d6 on lid top ( Dispel vs 5th level)
Long Sword +3 ; shimmer sheen cloth 10’ x 10’ (3,000 gp)
glows blue in a darkened room.
Wand of Detect Evil ( 10 charges)
“Who ?”
three 1,500 gp gems
Room 11) 50’ x 30’ x 10’ room of puzzles
a stone table runs the entire length of the South wall#1) poem on sheet of vellum:
“What is yellow, hairy, and
frowns for a grin ?” (answer: an orc)
#2) “When is it wetter outside,
than if it is raining ?” (answer: underwater)
if #3, #4, or #5 are picked up, the vellum vanishes
and a Wraith and a fountain appear at areas marked.
magic fountain: (in my campaign, I treated them as if a drink was a Limited Wish)
all drinks are Permanent
1) drinker gets three 500 gp gems
2) drinker can detect good
3) immune to illusions
4) lose one secend level spell
5) +2 lowest ability
6) character gets malaria
7) +500 XP
8) gain ability to talk to a medusa
9) 50 platinum pieces
10) mental block towards this dungeon’s exit. (cannot see it, notice it, etc.)
11) gain 2 spell levels
magic fountain vanishes after 11th drink
Room 12) 20’ x 10’ x 10’ – 10’ x 10’ x 10’ ( 3,000)
Ochre Jelly