Monday, July 31, 2023

7-31 Red Wasteland


 

The purpose this large room may have once served is now lost to time. There are faded murals painted on the walls, although it’s difficult to tell just what they portrayed beyond some sort of market scene. The floor here is covered with a reddish, gritty dust.

Monsters: 6 Rust Monsters

Treasure: None

Sunday, July 30, 2023

7-30 The Chime of Feasting

 

This chamber is largely empty, save for dozens of wind chimes suspended from the ceiling throughout the room.

  • The chimes are silent, at least until the door is opened. Opening the door will cause a breeze that stirs the chimes to ring. The room is shaped in such a way as to ensure that all of the chimes go off whenever a vigorous movement is made within the room. Of the dozens of metal and glass chimes suspended in the room, one is a chime of hunger, which requires a save vs. spells, with characters failing it being overcome with hunger, enough to begin to eat their supplies immediately.

Monsters: None

Treasure: None


Saturday, July 29, 2023

7-29 Hall of Blades


 

This nondescript room appears to be a widened hall that might once have served as a meeting place. The walls are pleasantly bland, although there are iron hooks affixed every five feet along the east and west walls, about five foot up.

  • The floor in the central 20’ portion of this room is illusory. It conceals a pit that descends twenty feet onto a series of sharp, rusted iron blades. Anyone falling within It takes appropriate falling damage, plus may be hit by up to 1d8 blades, each of which does an additional 1d8 damage. Characters so wounded also have a chance equal to the damage they take from the blades to contract a disease from the rusty metal.
  • The treasure in this room is scatterd about the bottom of the pit, along with some bones and broken weapons.

Monsters: None

Treasure: 8,000 sp, 1,500 gp, shield +3

Friday, July 28, 2023

7-28 An Eerie Unquiet


 

The walls of this chamber are painted with murals depicting hundrds upon hundreds of people crowded against the walls, staring in at those within the chamber. These persons are mostly elves, with a few humans, but run the gamut from children to elders, from the rich to the poor.

  • Characters must save vs. spells when they enter the room and each hour they spend within the room. A failure inflicts a sense of unease that lasts for 24 hours, penalizing any morale checks or saves against fear by 2 points.

Monsters: None

Treasure: None

Thursday, July 27, 2023

7-27 Dead Silence


 

This curious side chamber has bones and dust littered across the ground, along with scraps of clothing and a few discarded backpacks. The walls are decorated with mosaics, the colorful tiles depicting a dozen or so praying monks in red robes, surrounding the room along the walls.

  • Anyone who enters this chamber must save vs. spells or begin to choke. They are rendered unable to talk, and begin to take 1d6 damage per round, until a dispel magic or remove curse is applied. Every full turn, they may make another saving throw to attempt to shake off the curse. If someone remains within the room, they must repeat the initial save every 5 rounds or be afflicted by the choking curse.
  • The treasure is scattered among a few bags and backpacks among the remains on the floor.

Monsters: None

Treasure: 12,000 sp, 1,500 gp, 3 gems (10 gp, 2 x 50 gp)

Wednesday, July 26, 2023

7-26 Rough Stone Hall

 

This wide hall looks to have been roughly finished. It lacks the smooth stone and murals that line so many of the rooms in this complex.

Monsters: None

Treasure: None


Tuesday, July 25, 2023

7-25 Drowning Pool

 


This room is decorated with paintings of soldiers about the walls, each one standing over an enemy, posed in victory over their bodies. Columns surround a pool in the center of the chamber. Within the pool are animated chains, that seem to move as if serpents entranced by an unseen snake charmer.

  • Any character moving within the columns of the room runs the risk of being struck at by those chains. A character doing so will be attacked as if by a 3 HD monster, and if struck, must immediately make an open doors check or be pulled into the pool and held under water. Each round, a character may make an open doors check to pull free, or to pull another free.

Monsters: None

Treasure: None

Monday, July 24, 2023

7-24 Dusty Secret Room


 This dusty hidden chamber has clearly not been touched in some time. A few old, worn chairs are stacked against the west wall, and a lone chest sits in the southwest corner.

  • Treasure is in the chest. The chest has a simple lock.

Monsters: None

Treasure: 2000 sp, 3000 gp, 3 gems (10 gp, 50 gp, 500 gp)

Sunday, July 23, 2023

7-23 The Once Barracks


 

Many years ago this was possibly a barracks or guard room. The walls are ismple and plain, there are small niches here and there in the wall where belongings might be kept, and two closets or storerooms are at the far end of the room, their doors long removed.

Monsters: 2 Basilisks

Treasure: potion of speed, scroll (ventriloquism, detect evil, polymorph others, confusion, contact higher plane), scroll of protection from elementals, chainmail +1, sword +1

Saturday, July 22, 2023

7-22 A Dome of Light


 

This round chamber has a tall, domed stone ceiling. The walls and the ceiling glow with an intense light and heat, enough that it is actually somewhat difficult to look upward, as if staring at the sun.

  • Anyone who remains in this room longer than 1 round begins to take damage from the heat and radiance. After the first round, damage begins to accrue, accumulating 1d4 heat damage per round, so 1d4 on the 2nd round a character is within the room, 2d4 on the 3rd, and so on. Furthermore, if the character is wearing metal armor, the armor remains hot, and will continue to do damage even after the character leaves the room, doing 1d4 less damage each round until none remain.

Monsters: None

Treasure: None

Friday, July 21, 2023

7-21 Room of Images


 

This room would appear plain were it not for the images forming upon the walls. They are painted as if to portray an extension of the room into a much larger stone chamber on all sides.

  • Characters who pass the midpoint of this room in either direction will find a painted image of themselves beginning to walk along their path within the images on the wall. If a character passes from one side of the room to the other, they get the benefit of a mirror image spell until the images are destroyed. A character may only receive this effect once per day.

Monsters: None

Treasure: None

Thursday, July 20, 2023

7-20 Lion’s Juncture


 

This otherwise plain room has a large mural dominating the eastern wall, depicting an ornate lion facing out to the west, with teeth and claws bared.

Monsters: None

Treasure: None

Wednesday, July 19, 2023

7-19 Four Swordsmen


 

The room has statues of four elven swordsmen, one in each corner. Each one holds a pair of stone blades out, as if ready to attack.

  • While not golems, the floor about each of these statues is set with various pressure plates. There is a 1 in 6 chance of any character triggering a statue when moving adjacent to it, which causes it to swivel and swing its swords in an arc, making an attack roll against each adjacent individual as a 2 HD monster, dealing 1d8 damage on a hit.

Monsters: None

Treasure: None

Tuesday, July 18, 2023

7-18 An Out of the Way Pantry


 

This chamber is dimly lit by the glow of enchanted images of torches, which flicker from within murals along the walls. The murals themselves simply depict the underground pantry of some distant building, with arches and rows of shelves and crates.

Monsters: 1 troll, 2 warp beasts

Treasure: None

Monday, July 17, 2023

7-17 Meditation Chamber


 

This quiet room has a certain peaceful aura about it. The walls are painted to resemble a swirling void of gray clouds, while a soft light glows from the stones of the roof.

  • Any spellcaster, divine or arcane, who rests within this room for one hour may refresh their spells per day as if they had taken a full rest. They may only do this once per day.

Monsters: None

Treasure: None

Sunday, July 16, 2023

7-16 Tomb of Old Withers


 

The ceiling of this stone chamber is domed, and supported by four ornate columns, each one carved with a strange series of hieroglyphs. The wall on the east side of the room is painted with murals that depict a scene of battle, with strangely clad warriors riding chariots after a series of men on foot, in an arid land.

Monsters: Old Withers (Mummy, max HP, casts as 5th level cleric), 4 Mummies

Treasure: 1,000 gp, 4 gems (2 x 10 gp, 100 gp, 500 gp)

Saturday, July 15, 2023

7-15 An Old Tomb


 

This quiet place seems peaceful. A stone sarcophagus sits upon a raised dais against the west wall.

  • The sarcophagus contains the treasure, as well as the bone golem, which will not attack unless disturbed.

Monsters: Bone Golem

Treasure: 4,000 sp, 2,500 gp

Friday, July 14, 2023

7-14 Fortune’s Favor


 

This room is dominated by the statue of a winged woman in robes. She has her hands outstretched, facing to the room’s curtained entrance. In one hand, a stone coin is carved to rest in her palm. In the other, a pair of dice.

  • If a character touches this statue, roll 1d6: 1 = 1 point bonus to AC, 2 = +1 to hit rolls, 3 = +1 to saves, 4 = 1 point penalty to AC, 5 = -1 to hit rolls, 6 = -1 to saves. This effect lasts for 24 hours. An individual character may only be affected by this once per day.

Monsters: None

Treasure: None

Thursday, July 13, 2023

7-13 Monster Closets


 

The smell of blood and old meat suffuses this room, and the old stone walls are scored as if by heavy impacts or the rake of sharp claws. Bones litter the ground, scattered randomly. Rusted iron manacles are screwed into the stones of the north wall.

  • One of the manacles in the center of the chamber is actually a pull cord that opens a secret door to the north.

Monsters: 4 Trolls

Treasure: 8,000 sp, 2,000 gp

Wednesday, July 12, 2023

7-12 Bitterfrost’s Lair


 

What used to be a larger, carefully crafted hall has been carved out and partially collapsed, resulting in a large section of rough, broken stone terrain dominating the center of this chamber. The ceiling is somewhat high in that area, and the air is biting cold.

  • The stone floor in this room is covered with a thin layer of ice, and may make for uncertain footing.
  • Monsters: Bitterfrost (White Dragon)

Treasure: 38,000 sp, 56 gems (11 x 10 gp, 9 x 50 gp, 17 x 100 gp, 16 x 500 gp, 3 x 1000 gp), potion of clairvoyance, scroll of protection from elements, potion of polymorph self, chianmail +2, shield +1, intelligent sword +1, +3 vs dragons(lawful, Int 9, speaks: lawful, common, dwarf, dragon, elf), sword +1, flaming

Tuesday, July 11, 2023

7-11 Weathered Side Hall


 

This quiet chamber contains a recessed set of niches in the southern wall, each of which is occupied by a stone bench. The floor and walls here are in poor repair, with stone worn down and any indication of prior decoration long erased.

Monsters: None

Treasure: None

Monday, July 10, 2023

7-10 Under a Terrible Gaze


 

This ancient looking room has odd murals on the walls depicting some sort of underground prison. Facing the entrance to the room is a tall statue of an imperious looking man with his arms crossed, clad in flowing robes and staring at the door.

  • Those who gaze upon the statue must make a saving throw vs. spells or become enthralled (treat this as a charm spell, with all appropriate resistances). They will attempt to make their way across the room toward the statue. At the start of every round, the statue will emit heat rays from its eyes, striking toward any one person within the room, rolling to hit as if a 6 HD monster, and inflicting 4d6 fire damage on a strike.

Monsters: None

Treasure: None

Sunday, July 9, 2023

7-9 The Floor is Spikes


 

This chamber has smoothly polished walls and a high ceiling. The floor, however, is a different matter. Someone has hammered all manner of iron spikes and blades into very nearly every inch of the room. One can pick their way across with care, as long as one is dexterous enough, but any attempt to move with speed across the floor will necessarily result in exposure to sharp, jagged metal.

  • Characters with at least a 10 Dexterity can cross the room at a movement rate of 10’. Any attempt to move faster than this, or if a character does not have at least 10 Dexterity, will cause 1d6 damage for every 10’ moved. Monsters in the area know about this room’s nature, and sometimes wait nearby. Make an immediate encounter check any time this room is visited.

Monsters: None

Treasure: None

Saturday, July 8, 2023

7-8 The Bath


 

This ornate room seems to be a sort of bath. There is a steaming pool of water varying between two and four feet in depth in the middle of the room, while the walls are decorated with mosaics of a geomoetric design. A pair of changing alcoves are between the two entries to this room.

  • The changing rooms are magically supplied with warm towels and robes, which disappear if they are taken from this set of rooms. Clothes and armor left within the changing rooms for at least thirty minutes are cleaned and repaired by magic. This includes damage from unusual effects.
  • Relaxing in the bath for at least thirty minutes will heal a character for 1d4 hp per level. A character may only benefit from this bath once per day.

Monsters: None

Treasure: None

Friday, July 7, 2023

7-7 The Elevator


 

On the wall beside the door into this room is a button. If the elevator is on this floor, the door will be open. If it is not, then if the button is pushed, a glyph on the wall above it will glow softly, and after one round per floor it has to travel, the elevator will arrive, and the door will open.

  • Inside of the elevator, the numbers 6 to 9 are carved onto the wall. Touching one of the numbers will cause it to glow, and a horrible shudder will run through the room, as it noisily begins to move to the appropriate floor. The elevator may travel to levels 6, 7, 8, and 9.

Monsters: None

Treasure: None

Thursday, July 6, 2023

7-6 Forgotten Cells


 

Once an interrogation room, this chamber is cluttered with old wooden tables with iron restraints. An iron maiden in ill repair lies in one corner, among other ghastly instruments. A set of cells along the south wall look like they once held barred doors, but they no long remain.

Monsters: 4 Spectres

Treasure: 1,000 sp

Wednesday, July 5, 2023

7-5 Scuffed Floors and Scratched Walls


 

This room is hard to pin down. There’s old plaster on the walls with a few old tiles still stuck on, indicating the presence of mosaics at one point. Deep gouges score the walls, as if a beast had clawed the stone, while the floor itself bears cracks within the stone work and signs of deep wear.

Monsters: Wyvern

Treasure: 3,000 gp

Tuesday, July 4, 2023

7-4 Room of Two Chests


 

This is a relatively large, quiet room with a sturdy door, and a relatively low ceiling, being an arched ceiling only seven to nine foot high. At the south end of the room, two large stone chests are built into the floor, each one with fine hinges and a movable lid. On the wall above them is a painting of an elven skeleton, one skeletal claw outstretched to each chest.

  • Lifting the lid of either of these chests does trigger the first part of this trap, which is to close and lock the door leading into the room. The more deadly part of this trap isn’t triggered until someone tries the door. If the handle is tried without the lock being picked or opened first, it will come loose like a lever, and the room will begin to fill with a poison gas. The gas comes from little holes near the mouth of the painting of the elven skeleton on the wall. After 1d4 rounds of building up within the chamber, the gas will reach the level at which those breathing it in will have to make a save vs poison each round, or die. If the lock is successfully opened, using the handle will not trigger the second part of this trap.

Monsters: None

Treasure: 10,000 sp, 2000 gp in the eastern chest.

Monday, July 3, 2023

7-3 The Shimmering Stair


 

The walls of this room are painted to resemble a rainbow, stretching from the east, wrapping around the south wall, and descending to the west, over a grassy landscape. In the center, a low stone railing guards a stairway that descends to the floor below. Each of the steps is painted with a strange silvery substance, that shimmers as if covered with an oily sheen when exposed to light.

  • This substance has no effect or value.

Monsters: None

Treasure: None

Sunday, July 2, 2023

7-2 A Faded Tapestry


 

This chamber has a pair of corridors that open direct into its southern end. The southern wall of this room has a mural showing an ancient cityscape. The northern wall has a massive, faded tapestry suspended over the entire length of the wall, depicting the same city as the mosaic on the south wall, except this time overrun with an army. Buildings in the scene burn, and there’s depictions of elves fighting other elves.

Monsters: 2 Spectres

Treasure: None

Saturday, July 1, 2023

7-1 End of the Spiral


 A curved staircase descends from the floor above, into a large, well made chamber. With a high ceiling, there are doors to the south and west, while pillars of stone support the stairs on their descent. The eastern wall is painted to resemble a massive, snarling demon’s head, with a gaping mouth.

  • A stone painted over to resemble one of the demon’s teeth is able to be pressed, allowing a stone panel that takes up most of the demon’s mouth to slide aside, and offer access to the passage toward room 16.

Monsters: None

Treasure: None

12-31 The Treasury

  Herein lies a secure chamber, with what remains of the elflord’s treasure. Monsters: None Treasure: 30,000 sp, 6,000 gp, ring of wishes...