This is Part 3 of 3 for the first level of my mega-dungeon project Tharzad-Dul.
Room Descriptions
19. Defaced Statue
This room contains a defaced statue. A
monument to some forgotten dwarven hero.
Monsters: 4 vipers hide
near or on the statue. They will try to surprise attack anyone
searching near or on the statue.
Viper: HD 1d6hp; AC 5[14]; Atk 1
bite (1hp + poison); Move 18; Save 18; CL/XP 2/30; Special: Lethal
poison (+2 save).
Treasure: Behind a loose
stone at the base of the statue is a stash of treasure worth 360 gp.
20. The Viper Pit
This room is a
shrine to the vile god the Father Hydra. Sacrifices are offered to by
throwing victims into the 10 x 10 x 10 foot deep pit. The snakes then
kill, devour, and take this unholy communion to their living god
deeper in the mountain where they are in turned devoured by Father
Hydra.
Monsters: Currently there
are 2 vipers and 1 cobra in the pit. They get in an out through
numerous holes and cracks in the floor and walls. More 1d4 snakes
will arrive every minute someone is in the pit, or there is a ritual
about to begin.
Viper: HD 1d6hp; AC 5[14]; Atk 1
bite (1hp + poison); Move 18; Save 18; CL/XP 2/30; Special: Lethal
poison (+2 save).
Cobra: HD 1; AC 5[14]; Atk 1 bite
(1hp + poison); Move 16; Save 17; CL/XP 3/60; Special: Lethal poison.
Treasure: There are a
number of golden idols representing a hydra with snake
heads,candelabra’s, and other religious paraphernalia worth a total
of 360 gp
21. Rat Larder
This room contains broken furniture and
other debris. All along the wall opposite of the door are the corpses
of rats that have been spiked into the wall. Some of them still
squirm and squeal in agony as the life bleeds out of them.
Monsters: None
Treasure: None
22. Old Barracks
These rooms once served as barracks for
the dwarven soldiers that manned the fortress. Now they lie empty,
save for the broken remnants of the rooms contents
Monsters: None
Treasure: None
23. The Cultist Camp
This is the main encampment for the
cultists exploring the dungeon. Here they sleep, do further research,
and prepare and eat their meals.
Monsters: If the cultists
are not in Room 16, they will be found here, along with 6 others who
are permanently stationed here.
Human
Cultist: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP
1/15; Special: None.
Treasure: The cultists
have a collection of 180 gp worth of trinkets and gold between them
here.
24. High Priest's Bedroom
The leader of this expedition is
located here. He reports to his superiors in the city of Kossuth via
a magical hand mirror made from a polished and ornately decorated
dragon scale. He's been demanding that the cult send in
reinforcements because they have been experiencing more difficulty
than expected in dealing with the dungeons denizens. He also realizes
that its only a mater of time until the truce he helped broker will
soon collapse. The priest would be more than willing to hire a group
of adventurers to solve this situation.
Monsters: The High Priest
is found here most often.
High
Priest of Mem'Dathou: HD 3; AC 7[12]; Atk 1 Staff of Blasting (1d8);
Move 12; Save 13; CL/XP 4/120; Special: Spells, Charm
Person x 1, Sleep x 1, Mirror Image x1
Treasure:
The high priest magical mirror is worth 360 gp and can be used to
communicate with any other magical mirror. The mirror gives the
possessor a telepathic alert when someone wishes to communicate with
them.
25. Research Station
This is wear the priests have been
studying some of the more obscure relics. In particular they are
trying to decipher the location of the Vrillium deposits that they
know must exist further below,
Monsters: At any one time
there are 3 priests here.
Priest
of Mem'Dathou: HD 2; AC 5[14]; Atk 1 Mace (1d8); Move 12; Save 17;
CL/XP 3/60; Special: Spells, inflict light wounds
x 1
Treasure: There are 540
gp worth of dwarven artifacts here.
26. The Desecrated Chapel
This once was a chapel dedicated to the
dwarven gods. It has been re-sanctified as a temple to the cult's
God, Mem'Dathou. The cult's priests have been using a ritual granted
to them through their God to use this area to create skeleton
warriors to bolster their forces.
Monsters: There are 7
skeletons guarding the temple.
Skeleton: HD 1; AC 8[11] or 7[12]
with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move
12; Save 17; CL/XP 1/15; Special: None.
Treasure: The cult's holy
book, Mysteries of the Worm, is found here. It is worth 210 gp if the
seller can find a buyer crazy enough to want it. The cult is
fanatical about these books and will track down anyone who steals it
and exact the proper retribution in Mem'Dathou's name. Virtually no
one will buy this book in Kossuth, or the nearby villages since fear
of the cult is very high.
27. Old Mess Hall
This was the fortresses mess hall.
Stairs here lead down to the Farm Level (level 2).
Monsters: There are 7
serpent-men here. One of them has the key to the prison (Room 28).
Serpent-Man: HD 1; AC 6[13]; Atk 1
scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: None.
Treasure: The serpent-men
have a total of 210 gp worth of jewellery and coins on their person
divided between each them.
28. Serpent-men Prison
The serpent-men use this room as a
prison. The entrance to this room is locked.
Monsters: Two goblins and
a cultist of Mem'Dathou are shackled to the wall. They have been
replaced by shape changed serpent-men who are gathering information
in to aid in finally removing them from this level.
Trap: This room is
guarded by a Javelin trap.
Treasure: None
29. Torture Chamber
This room is filled with a variety of
torture instruments. A scarred table with manacles sits in the middle
of the room. A brazier filled with red hot coals and an iron poker
sit in the corner of the room. A dead and mutilated goblin lays
propped up in the corner.
Monsters: None
Treasure: None
30. Old Kitchen
This room was obviously once a kitchen
for the dwarven soldiers. Today little more can be found here but
broken pottery useless cooking implements and broken counters and
rotting cupboards. Searching this room will turn up a few gold teeth,
mouldy flour, and one jar of super hot spice.
Monsters: None
Treasure: None
31. Den of Snakes
This room has a number smelly cots.
Clearly the sleeping quarters of at least 10 creatures. There are a
number of large cracks in the walls. Amidst the debris in the room
can be found a yellowed human skull with black runes carved into it,
a piss pot, and a bunch of worn out and mundane adventurering gear.
Monsters: Hiding under
one of the cots is a Constrictor snake. It will attempt to grapple
and then squeeze the life out of anyone searching this room. If it is
wounded for a third of its hit points it will attempt to escape into
one of the cracks in the wall.
Constrictor: HD 2; AC 6[13]; Atk 1
constriction (1d3); Move 12; Save 16; CL/XP 2/30; Special:
Constriction.
Treasure: Scattered in
the different cots is a total of 90 gp.
32. Lavatory
This room is full of garbage and reeks
of sewage.
Monsters: None
Treasure: None
33. The Master's Room
This is the throne room of the Hooded
Master. He is the leader of the serpent-men on this level. The Hooded
One looks like a humanoid snake person, but with the hooded head of a
cobra. Like a select few of his type he can polymorph himself to
assume the identity and voice of another person or creature. He has
been charged by his superiors to gain control of this level and to
use this area as a base of operations to complete other missions in
the surrounding lands. Agents and spies in the city of Kossuth and
other neighbouring villages report to him. The room contains a
variety of stuffed beast, iron bars,
Monsters: Sitting at a
ornate table in a large throne like chair sits the “Hooded One”.
He is working on plans or 50% chance discussing various matters or
plans with x serpent-men. An Iron Cobra is coiled by the door to this
room waiting for a command to attack.
Iron Cobra: HD: 1+1 Armor Class: 1 [18] Atk: Bite (1d4 plus
poison) Saving Throw: 17 Special: Find target, poison, magic
resistance 10% Move: 15 Challenge Level/XP: 3/60
The Hooded Master: HD 4; AC 6[13];
Atk 2 scimitar (1d8); Move 12; Save 14; CL/XP 4/120; Special:
Polymorph Self, Hypnotizing Gaze: as Charm Person.
Treasure: The master has
a hidden cache of treasure hidden under a loose flagstone totalling
540 gp. In addition he has a bunch of notes listing, plans,
informants and other secrets all written in the ancient serpent-men
language.
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