Map 1A -1, Level 01, Dwarf Home

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Room 1) 30’ × 60’ × 10’ ( 18,000 cubic feet )

The room has smooth walls, arched ceiling.

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.

5th shelf: 3 alcohol, 2 dried bees, 2 dried ants, 1 human blood, 2 clove, 2 nutmeg, 3 sulphur

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 )

secret door west end: open by turning sconce in hall counter clockwise.

4 giant centipedes

Room 4) 4’ × 6’ × 10’ ( 240 cubic feet ) empty

Secret door north end: open by placing fingers in the two 2” depressions just below wall sconce

Room 5) 8’ × 6’ × 10’ ( 480 cubic feet )

trap: 5 spears attack as 5 hit dice monster. They do 1d6 hit points each hit.

Room 6) 8’ × 36’ × 10’ storeroom ( 2,880 cubic feet )

Secret door: opened by pulling sconce on west wall in room 2 down.

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’

2 skeletons. armed with sword and have a shield

Room 8) 60’ × 10’ × 10’ ( 6,000 cubic feet)

teleport reception from area 1Ts to west of room 1. After 6 people are teleported here, a gelatinous cube appears at the north end of the room and moves south. Secret door north end, push on right side of door.

DM roll 1d6 for arrival position, on a 1 arrive in room 9.

Room 9) 10’ × 10’× 10’ ( 1,000 cubic feet ) empty

North door: normal push on left side

South door: pull handle

Room 10) 20’ × 10’ × 18’ – 10’ × 10’ × 18’ ( 5,400 cubic feet )

secret door: pull sconces down in hall, door opens inward

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 )

5 good dwarves in stasis. each is wearing a helm, chain mail, carrying an axe and a heavy crossbow. 20 quarrels and 5 silver quarrels each dwarf. One of the axes is +3. To release: Dispel Magic by 3rd or higher caster. If attacked, they will disappear and attackers take 1d6 hit points.

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 )

north secret door: female touch door slides into floor

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)

Three cone shaped cloudy areas on the table; one player pick one, the rest of the items vanish.

left: spear +1

middle: heavy crossbow + 1

right: sack 700 electrum pieces

Room 14) 10’ × 10’ × 14’ ( 1,400 cubic feet)

2 burglers/thieves Neutral Evil level 5. Long swords + 1 NE aligned. 3 Daggers each.

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’

Secret door: turn sconce left then right to open

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’

stairs lead to level 2, north end of room is open to hall.

no guard rail to prevent a fall down the stairs

Corridor M

secret doors: west side: pushv

east side: push up on door, about 7’ up the wall.

(between rooms 1 and 2)

Corridor M: 2 shriekers, used as a warning system by the kobolds in room 1




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