Level 2
1 square = 10 feet
Doors are presumed to be 5 feet wide, made of wood banded with metal, and opened according to normal rules
Ceilings are 10 feet high
No light sources unless otherwise stated
Passages with an arrow or "to parts unknown" may lead to dead ends, lairs, secret entrances/exits, or sub-levels as the referee desires.
After being encountered the first time, "high traffic areas" have a 50% chance of a randomly determined monster(s) being present
2.1 South spiral staircase room
Connects to 1.21 and 3.1
The jermlaine in 2.4 have a 90% chance of hearing movement in/through here.
2.2 Fountain chamber
The faintly glowing water (no useful illumination) circulating through the central stone fountain will permanently reduce a drinker's Wis by 1d3 while giving him a permanent +1 hp. Only the first drink has an effect for any given entity.
2.3 3-way chamber
Empty. The jermlaine in 2.4 have a 70% chance of hearing movement in/through here.
2.4 Jermlaine warrens
This angled chamber is the lair of 22 foot-tall jermlaines (HD 1/2, 2 hp each, MV 15, AC 7, Al C; Att: 1d3; Special: 5-in-6 chance to surprise, 75% to remain undetected while attempting to be stealthy). Through extremely narrow crawlways (no chance for even a halfling to squeeze in), they have two warrens, a small eastern area and a larger western area (not mapped because it should be impossible for a party to enter). They are 75% likely to remain hidden and then attempt to set up woven hair triplines (4-in-6 chance to fall) once intruders have exited the chamber.
They will attempt to attack obviously weakened and wounded parties: If a battle goes south they will plead and beg for mercy, offering their "entire treasury" of 1000 cp.
In addition to the 1000 cp they may offer as a bribe, they have another 1000 cp, an apple-green gem (50 gp chrysprose) and a blue-green gem (50 gp zircon) in their eastern warrens and 500 gp, 2000 cp, a large olive-green gem (500 gp peridot), and a large violet gem (500 gp garnet) in the western warrens.
2.5 North rectangle chamber
Empty
2.6 Pit trap
10' deep, 3-in-6 chance to fail unless actively looking
2.7 Treasure chamber
A locked oaken chest contains 200 pp.
2.8 High traffic area
6 Orgillons (HD 2, 9 hp each, MV 12, AC 6, Al C; Att: punch 1d6+1 or by weapon +1; Special: Only speak ogre and alignment) are following the albino fire beetle at 2.9 as part of a totemic quest. They will not permit any to pass them but they have no problem with a party following them. Their treasure is: 6 gp; 4 gp; 8 gp; 8 gp; 4 gp; and 3 gp.
2.9 High traffic area
8 fire beetles (HD 1+2, 6 hp each, MV 12, AC 4, Al N; Att: bite 2d4; Special: 3 light glands, each illuminates 10' and lasts six days after removal) are currently resting here. One is an albino. If left undisturbed they will eventually pass through 2.10 and 2.11, before nesting in 2.12.
2.10 South strange chamber
Empty, but engraved on the south wall is a message in huge letters:
DESIRE SETS US INTO MOTION
2.11 North strange chamber
Empty, but engraved on the north wall is a message in huge letters:
WILL IS THE FINAL FORCE
2.12 Dead end chamber
Empty. 2-in-6 chance to hear activity from the mites in 2.14
2.13 Hallway room
Empty. 4-in-6 chance to hear activity from the mites in 2.14 and the mites have a 5-in-6 chance to hear entry into this room
2.14 Former refectory
22 mites (HD 1-1, two leaders with 7 hp, rest 3 hp each, MV 9, AC 8, Al C; Att: 1d3; Special: can't [?] speak) lair amid tables, chairs, and clay pots in varying states of disrepair. They are always ready to set up an ambush using the awkward corners and furniture of the room, but can't get into perfect position if they don't hear movement in 2.13. They eat captives and prisoners. They have a hoard of 2000 sp, scattered in amongst detritus and in random pots.
2.15 South rectangle chamber
Empty
2.16 Four-door Room
4 zombies (HD 2, 8 hp each, MV 6, AC 8, Al N; Att: 1d8; Special: always strike last, undead) each stand in a corner of this room, all wearing rotted leather armor and bearing rusted weapons. They will not attack those entering or exiting from the north or south doors. They will attack any who enter or exit the west or east doors. If one is attacked, they all respond in kind.
2.17 Gas Pocket
A cloud of opaque but harmless gas seeps up from the floor, blocking all vision through and in the indicated area
2.18 Trap door
Leads down to level 4
2.19 High traffic area
When the party first arrives there will be a party of 16 orcs (HD 1, one leader with 8 hp, others 4 hp each, MV 9, AC 6, Al N; Att: varies/see below) here. The leader is notably larger; He is Uthak, a princeling of the Gray-Eye tribe. His father, King Gray-Eye, ordered him and his brother to find an albino creature and bring it back dead or alive, with the one who brings a prize back first securing succession to the throne. Uthak has 7 gp and is armed with an axe and a polearm. He is open to alliances and will remember any good or ill done to him. The rest of the orcs' armaments and treasures are:
3 gp, axe, polearm; 4 gp, axe, crossbow, 10 bolts; 4 gp, spear; 5 gp, axe, crossbow, 10 bolts;
6 gp, axe; 5 gp, spear; 6 gp, sword, spear; 4 gp, sword, spear;
1 gp, battleaxe, sword; 4 gp, sword, spear; and 6 gp, axe, polearm.
The orcs will eventually head south and toward 2.12 in their search.
2.20 Columned intersection
The black stone columns have vertical script on each of them:
D P C W
E faces south O faces east H faces west I faces north
S W A L
I E N L
R R C
E E
2.21 Gas Pocket
A cloud of opaque but harmless gas seeps up from the floor, blocking all vision through and in the indicated area
2.22 The awkward room
3 Bullywug outcasts (HD 1, see below for hp, MV 3//15, two AC 6 and one AC 7 [see below], Al C; Att: varies/see below; Special: +1 to hit after hopping) are lairing here. They are Gort (5 hp, armed with a glowing sword +1 and a beautiful golden shield -1 with a lion's face), Nurk (4 hp, armed with an axe +1 of dwarven make), and the albino Hee (8 hp). They are generally unfriendly but may be recruited as hangers-on for food and 10 gp each. They are very likely to betray the party, especially if their lives are at risk. They have no other treasure.
2.23 The Chapel
The pillars bear the same engravings as 1.1:
D P C W
E faces south O faces east H faces west I faces north
S W A L
I E N L
R R C
There is an empty altar here. On the north wall are four almost life-size figures carved of red stone; they are on tiered pedestals. First tier: A monkey-headed woman, centered; Second tier (1' above the first): A rabbit-head woman on the left and a bull-headed man on the right; Third tier (1' above the first): a tiger(?)-headed man, centered.
The statues, altar, and pillars all detect as evil but are otherwise inert.
2.24 North square room
Empty
2.25 North spiral stair case room
Connects to 3.2 and 4.2
2.26 Dead-end rectangle
Empty
2.27 Huge square room
Empty
2.28 Southwest square room
Empty
2.29 High traffic area
A generally indifferent train of 22 foot-tall jermlaines (HD 1/2, leader with 4 hp, rest 2 hp each, MV 15, AC 7, Al N; Att: 1d3;
Special: 5-in-6 chance to surprise, 75% to remain undetected while
attempting to be stealthy) are on their way to 2.4. Their leader, Eyes-of-gray, is a grandson of an ousted chieftain and seeks to reclaim the warrens; he is mounted on a loyal giant rat named Orc-Eater (HD 1/2, 4 hp, MV 12//6, AC 7, Al N; Att: bite 1d3+ 5% chance of disease). He is honest and is willing to part with most of the treasure in the warrens (although he will agree in ballpark figures) and/or his train's carried treasure in exchange for aid. Their treasure is 2 gems, one small and glassy blue-white (50 gp chalcedony), the other very small and striated green with dark green (10 gp malachite).
2.30 Norker toll route
A group of 12 Norkers (HD 1+2, 7 hp each, MV 9, AC 3, Al C; Att: bite 1d3 or club 1d6) have set up a small shakedown operation here, although there are usually (75%) 4 in this room at a time, with the other 8 in 2.33, which is also where they keep their treasure. The toll is 1 gp per person, adjusted based on if they think they can wring more out, and they will ask which door the party wishes to go through. If the eastern door is indicated, one will whistle then guffaw, a signal to the norkers in 2.33 to prepare an ambush; the others will brush off his actions as a joke.
2.31 Yellow-carpeted room
The "yellow carpet" that covers the floor is in fact yellow mold (on contact releases a cubic foot of deadly gas for 1d8 damage, save vs poison or die, destroyed by fire but otherwise immune to most damage).
2.32 Dead-end room
A humanoid skeleton with a a caved in skull is sprawled on the floor. Next to it is a message scrawled in chalk:
I'M SORRY
HE ATTACKED ME
☥ HAVE MERCY
2.33 Norker lair
The norkers in 2.30 keep their treasure here: 2000 sp separated into two small sacks of 200 sp each, one large sack of 800 sp, and two average sacks of 400 sp. There are usually 8 norkers (HD 1+2, 7 hp each, MV 9, AC 3, Al C; Att: bite 1d3 or club 1d6) here at any given time. There are many more empty sacks, some used as bedding.
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