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1) Entrance and Guard Post Chains and outer lock are broken. Doors are closed but show signs of being opened recently and frequently (spot 15 or search 10). Room is dusty and cobwebby with an obvious trail from the door to the stairs... A little too obvious. Search 12 = a heavy mace in good condition Search 20 = bits of bone and chain mail melted and fused by some sort of corrosive chemical. 2) Collapsed Tunnels Torch brackets shaped like dwarf-heads line the hallway. Stonework check revels west tunnel to have been collapsed intentionally. Listen 30 = a “plinking” sound like a toast of wine glasses. (This is Roderick Forkbeard dropping his empty invisibility potion bottle). 3) Welcoming Room / Trap Room Once lavish furnishings now lay in broken disarray, tapestries are covered with mold and a finely upholstered sofa is home to a colony of mushrooms. Search 15 = a small cobweb-covered decorative metal box in the SE corner of the room seems to have fallen from an overturned end table. Search 18 = the PC accidentally kicks a small empty glass vial a short distance. The label on it reads “invisibility” in Dwarven. Search the box 20 = the cobwebs are not natural they have been placed there intentionally. If left alone the two diseased Jermlaine hiding in a secret compartment in the box will wait until Roderick acts and then leave the box and try to help him if they can. Otherwise, they will pull a lever opening the box and releasing a cloud of sleeping gas, then run for their bolt-hole. Spot 18 to notice them. Monsters (Roderick Forkbeard) (Skitter Pox Diseased Jermlaine) Trap sleeping gas 4) Hall Trap A ballista is setup at X in chamber #5, if pursued Roderick will activate the ballista trap by means of a tripwire then go into a tuck-and-roll. He knows the trap is there and he is wearing Boots of Speed, so Roderick is in no danger of the trap. PCs behind him however are screwed. If not being chased, the dwarf will just fire the ballista at the first PC to come up the hall. Trap treat as spear trap DMG page 115. (CR 2; +12 ranged 1D8 / x3 crit) 5) Museum Monsters (Roderick Forkbeard) Treasure A small bronze statue of a dwarf thrusting a pike into a writhing carrion crawler-looking thing. The shaft of the pike is broken in the middle (unintentionally) as are some of the monster’s tentacles and a horn on the warrior’s helm. This sculpture has seen better days. There is something creepy about the statue. The base bears an inscription in Dwarven. “Far, far below the deepest delvings of the Dwarves the roots of the world are gnawed by nameless things. Even the Gods know them not, for they are older than the Gods.” 6) Collections 7) Roderick’s Bed Chamber 8) Crawl Space Monsters from either 12 or 25 will be drawn to the PCs crawling through the collapsed tunnel. 9) Bed Chamber 10) Bed Chamber Monsters (some will be drawn to any noise in 12) 11) Child’s Room The Treasure 12) Child’s Room Door stuck Monsters (some will be drawn to any noise in 10) 13) Office 14) Family Room Monsters Summoning Ooze (11HD) wrapped around chandelier + ?thoqqua 1D3? + ?fiendish dire gorilla? + ?small xorn? + ?hell hound? 15) Main Bed Chamber 16) Child’s Room monsters 17) Pantry / Root Cellar 18) Servant’s Chamber Monsters slime spiders 19) Sleeping Area monsters 20) Slime Pit Rubble making a slanting ramp 21) Cooking Area 22) Wine Cellar Monsters Vargouilles 23) Dining Area 24) Sloping Area 25) Family Room Monsters 50% chance of ooze priest (or gray oozes otherwise) 26) Bowling Ally Monsters Arcane Ooze incased in a mirror Ankheg in bowling trough 27) Bed Chamber Monsters Vargouilles in a closet. 28) Bath 29) Bed Chamber 30) Bed Chamber 31) Common Room / Shrine of Juiblex Large glass-lined acid cauldron (now empty but for dwarf bone shards) Vision of the ooze priest. 32) Ambush monsters 33) Hall of Slime Monsters ooze walkers 34) Ventilation Room 35) Great Hall Monsters stirges 36) Ambush / Trap 37) Main Guest Room 38) Toilets 1 empty 2 monsters giant centipede 3 treasure 4 empty 5 monsters ochre jelly 6 empty 39) Grate 40) Morgue Monsters 50% chance of ooze priest (or gray oozes otherwise) 41) Door 42) Reliquary 43) Crypt 44) Reliquary monsters 45) Crypt Abandoned vampire lair. A vampire once resided here but a group of adventurers adorned his coffin with garlic and holy symbols. The vampire has since moved on. Coffin flies buzz around the room. Plain pine coffins and one vanished cedar coffin with brass furniture and adorned with holy symbols and rotting garlic. Noise here may alert the monsters in 46. 46) Crypt Monsters 47) Slope Right-hand slope goes up to area 39. A puddle of grayish water has collected at the bottom of the slope. It drips slowly down the slope. 48) Body Mushrooms grow on a rotting human corpse. Disease Treasure 49) Cliff A once gentle slope has eroded and broken into a jagged cliff. A climb check of 22 is needed to get up or down this 20-foot drop. Failure means taking 1D8+2 damage. 50) Slime Web Monsters slime spiders