Room 1) 30’ × 60’ × 10’ ( 18,000 cubic feet )
2 kobolds, armed with short swords. Four of them have light crossbows, 10 quarrels each. They have 4 sacks with a total of 100 electrum pieces. They are resting, but alert.
They work for Arlo Curfriend in room 99, level 1.
The stairs spiral in such a way that monsters and adventurers can be on the at the same time. They cannot attack each other except at the ends.
Room 2) 30’ × 60’ × 20’ ( 36,000 cubic feet )
On doors to room in CE, Orc, and Common is: ‘Friend of Kug the Lecher’.
Secret Door east wall opened by: second from bottom, stone roses on a column in the center of the south wall. Turn it clock-wise. There are 7 such roses. The other 6 stone roses do not move.
Cabinet east wall: 6 shelves; 6’3” tall, 12’ wide x 2’ deep. Each shelf area is 1 foot high.
top shelf: 3 jars salt, 2 dried fungus, 2 mushrooms, 2 white wine, 2 dill, 2 jars chives, 2 basil.
4th shelf: 1 dragon dung, 1 halfling blood, 3 pine sap, 5 Unholy water, 1 elf blood, 4 dwarf blood.
3rd shelf: 1 human bone powder, 3 dwarf blood, 1 mineral oil, 1 maple sap, 1 dragon blood dried, 1 jar of dried beetles
2nd shelf: 2 iron filings, 1 catnip, 1 oregano, 1 tin filings, 3 crushed pumice
bottom shelf: 1 white sand, 2 red vinegar, 2 cinnamon, 2 oak coal, 3 crushed pumice
Cabinet south wall: 6 shelves; 6’3” tall, 10’ wide x 2’ deep. Each shelf area is 1 foot high.
top: 2 jars honey, 3 lard, 1 hazelnuts, 2 raisins, 2 salt pork
5th: 1 rye flour, 2 whole peas, 6 dried mushrooms, 1 water
4th: 1 balance and weights, 4 beakers, 4 bowls, 1 elf skull, 2 tongs
3rd: 3 retorts, 3 mortar and pestle, 2 small oil lamps, 1 hourglass, 2 funnels
2nd: 10 candles, slim book obviously written in personal short hand, 1 small cage, 5 quill pens, 3 rolls parchment ( no writing)
1st: 2 wooden candle sticks, 2 ladels, 5 prisms, 3 tweezers, 6 empty vials, 2 incense burners
3 large jars under cabinet: left dried meat, middle wheat flour, right whole barley
1 small jar murkey grey liquid ( potion of sickness) even a sip will give sickness, noticed after 6 turns, stomach pain. Fighting and movement impossible for 1d4 hours. Loses effects 2 turns after being removed from room.
south table: on table; water clock, crucible, white chalk;
under table: water keg, jar of camphor, jar agaric,
jar peppermint, jar watercress
east table: on east wall above table: painting of sunburst ( red, green, orange)
deity to whom/which Sharg the magic-user sacrifices to.
On table alter: 2 votive candles (blue), sacrificial dagger, blood stains
If the painting is attacked, via Holy water, etc. it fires 3d6 lightning bolts at the party. Either pick a target randomly or it fires at the person trying to damage it.
North wall: 3 sleeping pads for the berserker guards. 3 waterskins
South wall: one sleeping pad for Sharg candle on candle stick
Sharg, Chaotic Evil m-u level 6. Dagger 1) +1 vs. man-sized, +2 vs. small; Dagger 2) +1 vs. large, +2 vs man-sized, +3 vs. small-sized
Gug, Lon, and Chite are Chaotic Evil berserkers as level one fighters. leather armour; each has a long sword and a dagger. One of the daggers is +2.
Room 3) 6’ × 4’ × 10’ ( 240 cubic feet )
4 giant centipedes
Room 4) 4’ × 6’ × 10’ ( 240 cubic feet ) empty
Room 5) 8’ × 6’ × 10’ ( 480 cubic feet )
Room 6) 8’ × 36’ × 10’ storeroom ( 2,880 cubic feet )
9 barrels: salt, rye flour ( small box deep inside it with 30 gold pieces inside.), salt pork, dried apples, salt pork, wheat flour, red wine, dried apples, raisins.
east end of room has a loose rock: under it is a sack with 700 copper pieces in it.
Room 7) 4’ × 6’ × 10’
Room 8) 60’ × 10’ × 10’ ( 6,000 cubic feet)
DM roll 1d6 for arrival position, on a 1 arrive in room 9.
Room 9) 10’ × 10’× 10’ ( 1,000 cubic feet ) empty
South door: pull handle
Room 10) 20’ × 10’ × 18’ – 10’ × 10’ × 18’ ( 5,400 cubic feet )
on south wall: 6 depressions 2 inches across 2 feet apart in a vertical line.
Put finger in 3rd depression from bottom. Secret door in west wall opens to room 11.
Room 11) 10’ × 20’ × 10’ ( 2,000 cubic feet )
Will accompany party on first level if asked, otherwise will give 500 gold pieces for the rescue, when the party returns to Dwarfbas.
Room 12) 8’ × 4’ × 10’ – 4’ × 6’ × 10’ – 14’ × 4’ × 10’ ( 1,120 cubic feet )
south secret door: 5 depressions in a square with one in the center. Pushing the center one will open the door.
Room 13) 24’ × 6’ × 10’ ( 1,440 cubic feet)
left: spear +1
middle: heavy crossbow + 1
right: sack 700 electrum pieces
Room 14) 10’ × 10’ × 14’ ( 1,400 cubic feet)
Sack 100 ep, 25 cp, 20 sp, one 15 gp gem
sack dried meat, sack bread, and sack apples, 2 water skins
They store the rest of their treasures in room 23. They toss in captives as a distractant to the sturges so the thieves can get to their treasures.
Room 119) 10’ × 6’ × 10’
treasure room of magic-user in room 2
3 skeletons shield and long sword
chest 1: 900 cp, blade trap for 1d4 damage
chest 2: 6 arrows +2
chest 3: Manual of Puissant Skill at Arms
chest 4: 400 sp
chest 5: empty
chest 6: carrion crawler
chest 1-5 are stacked on top of number 6
Room 120) 20’ × 20’ × 10’
no guard rail to prevent a fall down the stairs
Corridor M
secret doors: west side: pushv
(between rooms 1 and 2)
Corridor M: 2 shriekers, used as a warning system by the kobolds in room 1