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Dungeon Adventure Room Descriptions

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0% found this document useful (0 votes)
8 views5 pages

Dungeon Adventure Room Descriptions

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

(1) — Is an empty corridor. All corridors in this dungeon are 10 feet wide and 10 feet high.

Remember that at the end of 3 turns a wandering monster might appear — corridors are likely
places for this to happen.

(2) –An almost empty room with a 6 ft. tall stone statue in the center. There is a door in the
middle of each wall, north, south, east and west. The statue is facing the door by which the
party just entered.

Doors to this room always open from the outside, but at the same time the statue will rotate
on its base to face the opening door. Once it has been opened, the door starts to slowly shut,
activated by a powerful spring in the hinges — it will stay open to allow the party to enter. The
door opens outward into the corridor.

From inside the room all doors are firmly held shut except the one the statue is facing — that
door can be easily opened. To open any door, then, the statue must be rotated on its base (it
turns easily) until it faces the door. Then the door opens easily. Doors can not be forced open,
they are held by the equivalent of a "wizard lock."

(3) – This is a large room, 120 ft. X 100ft. There are doors in the east, west and the south wall.
The room is furnished with rough tables and benches and as many beds as there are
occupants. The occupants are goblins.

There are at five goblins. The goblins wear leather armor and carry swords and daggers. If half
their number is killed, the other(s) will try to escape through one of the doors or surrender.

If surrender is accepted the captured goblins will offer to lead the party to a treasure but will,
in reality, try to guide them to one of the dangerous trap rooms and then run.

There are small wooden chests under each bed and several leather sacks hanging on pegs
along the wall. Most of the sacks contain junk, dirty clothes, old bones, etc., but two contain
coins, 500 silver pieces each. There are several cloaks hanging on pegs and in a pocket of one
cloak there is a magical potion of growth in a glass vial.

One of the chests contains an additional 2000 copper pieces but the chest is boobytrapped and
an opening releases a cloud of sleep gas filling an area 6 X 6 X 6 feet.

Anyone within this area who fails to make his saving throw against poison falls deeply asleep
for a number of turns. The Dungeon Master determines the exact number of turns of
unconsciousness by secret roll of a 6-sided die, subtracting a 1 if the character has a high
constitution.

(4) – Room 4 is always an empty room. The size of the rooms and the number of doors is
variable, as shown on the Dungeon Master's map.

(5) – This is a magic-user's room.

He is an Chaotic Evil thaumaturgist (fourth level) who has been trying to take over the dungeon
level. The room is 50 ft. by 60 ft. There is a large door in the south wall and a smaller one in the
north wall. The magic-user himself is standing behind a work table in the southwest corner.

Near him is a second level fighting man whom he holds under a charm spell. Actually this man
is one of the smugglers from the sea cave whose curiosity allowed him to wander too far into
the underground.
The fighter is basically neutral but will attack fiercely on command from the magic-user. Armor
class 5 (chainmail), he carries a magic + 1 sword. He wears a jeweled belt (stolen) with rubies
worth 1000 gold pieces.

S12 I10 W9 C13 D10 C12 Level 2, Hits 11

The thaumaturgist (4th level magic-user) knows six spells: read magic, charm person, magic
missile, protection from good (he is lawful evil), wizard lock and web. He carries a scroll of
levitation.

When defeated he’ll try to exit through the secret door behind him. While doing this there is a
50% chance that he will drop the magic scroll. If magic is thrown at him his saving throw is
better than that of magic-users of the third level, add + 1 to his saving throw score.

S9 I16 W9 C1O D11 C12 Level 4, Hits 9

If he can get out the door he will put a wizard lock on it and run up the stairs to his tower. The
rest of room 5 is occupied by 3 stone statues of men. They are men turned to stone by the
magic-user with a special wand which he has in his tower. He will use the wand on anybody
entering his hideaway.

(6) – This room is 50 by 80 feet and has doors in all four walls. It contains two ghouls and some
smashed coffins. The ghouls are armor class 6, and if they score a hit they can paralyze their
opponent (unless he is an elf). They can take 2 hit dice ( 1 1 , 9 hit points respectively). The
coffins contain, in addition to indescribable odds and ends, 50 platinum pieces and 5 gems
each worth 10 gold pieces. The east door leads to a short dirt tunnel which ends blindly under
the cemetery.

(7) – This large room — 120 feet by 70 feet — is part of the catacombs of the city. The north
wall has caved in and there are doors only at the east and west ends of the tomb. Eight stone
sarcophagi are scattered about, four empty with the tops off. Four, however, are closed. If the
adventurers open one, roll a die to see which they have chosen.
#1 contains only moldering bones but releases a cloud of noxious gas which renders
unconscious anyone within 3 feet unless they make their saving throw against poison.
Unconsciousness lasts 1 to 6 turns, depending on the Dungeon Master's die roll.

#2 contains a partially clothed skeleton which holds a jeweled dagger in the bony hands folded
across its chest. If the dagger is removed it will flash away into the air, turn and attack the one
who touched it. It strikes as a 1 hit die monster and will continue to attack until it draws blood,
doing 1 die of damage, or its intended victim runs from the room. It will then return to the
coffin with its owner. The dancing dagger is hard to hit — armor class 3 — and if hit it falls to
the floor and remains motionless for 3 melee rounds and then takes up the attack again!
Putting it back in the sarcophagus will stop the attacks of course.

#3 skeletal form wears rings and a coronet worth 300 gold pieces.

#4 skeletal form wears jewelry worth 900 gold pieces.

#5 animated skeleton (7 hit points), armor class 7, is armed with a curved scimitar. It will attack
as soon as the lid is removed.

#6 skeletal form in chainmail holds a magic mace + 1 . Any warrior-type drawing it from the
scabbard will feel the surge of magical power it gives.
When the party enters the room there is a 50% chance a giant rat will burst through the loose
dirt at the north end of the room and attack. Armor class 7, 4 hit points. At the end of each
turn or each 10 melee rounds there is another 50% chance that a rat will enter from the
tunnels. The rats will not, however, leave room (7) except to go back to the tunnels.

The sarcophagus lids are heavy. Four or more men can lift them off, one man would have to
slide the lid off, and this would take 1 turn. Thus it will take several turns to get them all open
and the rats are pretty sure to show up.

(8) – A room 60 by 50 feet. The ceiling is out of sight in the darkness but there are large spider-
webs in the corners. There are doors in the middle of all 4 walls. An enormous spider lurks in
the darkness of the roof, thirty-five feet above. He will drop on unwary adventurers.

He is armor class 3 (plate mail), has 6 hit dice (31 hit points), and his bite causes 1-8 points of
damage and is poisonous (-1 on saving throw dice because it is so strong).

If the party enters and does not see the spider, the monster will select a victim (by random
number assignment of some sort) and try to drop on top of him.

If the spider makes his first hit he has dropped on the character and knocked him down. If he
misses he lands beside the victim on the floor and the battle proceeds from there. If the spider
gets a knock-down it is a surprise (naturally), and the spider gets the next blow. The character
knocked down makes his first hit with a -2 off his roll, after that he hits normally. There is no
treasure in this room, but a +1 dagger is imbedded in the spider's body (evidently a souvenir
from some previous battle); it can be found only if the beast is cut open.

(9) – A large sea cave with entrances to the north and south. There is a sandy beach, on which
are drawn up two row-boats. The entrance to the sea is to the west about 500 feet. If it is day
up above, the cave will be dimly illuminated by sunlight coming through the tunnel. If it is
night, torches in the hands of the occupants will shed a dim glow.

The cave is used by smugglers and pirates. There are four pirates present now, sitting in one of
the boats, talking. They are normal men (1 6-sided hit die), armor class 7, and are armed with
cutlasses. (At the Dungeon Master's discretion he may increase the number of pirates.)

Each pirate carries 2-12 gold pieces in his purse (roll 2 6-sided dice). The pirates use the cave to
hide treasure and there are chests in the first boat and a prisoner in the second boat.

Every turn there is a 25% chance of another boatload of 2-5 pirates rowing in.

The prisoner is a girl, Larissa, whose father is a powerful lord in the city above. Larissa is a good
fighter in her own right and carries a concealed dagger in her girdle, but right now she is bound
and gagged. She is lying in the bottom of the second boat, not the one occupied by the pirates.
Her family would be very grateful to get her back.

Larissa, the Lovely:

S10 I14 W12 C15 D12 C17 Level 2, Hit Dice 2

The treasure is in two chests in the first boat. One chest contains 2000 silver pieces, the other
1000 electrum pieces and 1 2 gems each worth 100 gold pieces.
Exit from the underground can be made by rowing out to the sea, although there is a
possibility of meeting another boat coming in. There is a large octopus at the bottom of the
sea cave, 3 hit dice ( 1 6 hit points), armor class 7 (leather), which will attack boats.

The pirates always throw the monster a large fish or the body of one of their victims and so it
does not attack their boats.

If the octopus makes a "hit" with a tentacle it will not do any damage immediately but will pull
the victim overboard and try to drown him. See p. 153 for more information about drowning;
assume that all characters know how to swim. The octopus gets 6 attacks per melee round!

(10) – Another cave with the river running through it. There is phosphorescent fungus growing
on the rocks, so anyone can see without lights. There are east and west entrances on both
sides of the river to the sandy beach. The river is only 3-4 feet deep at the center of the
channel and can be forded.

There is a giant crab concealed under the sand on the south beach. It will attack anything that
moves on either beach. It runs 60 feet in 1 turn, in armor class 3 (plate mail), and takes 2 hit
dice (8 hit points). It strikes with its giant claws one at a time as fast as a man.

(11) – A cavern, about 10 feet high, irregularly shaped, with the river running through it. There
is a shallow beach where flotsam from the river is deposited. There is an exit to the west. The
cave is completely dark, characters without lights or infravision will have to feel their way out.

(12) – Doors in the north, south and east walls give entrance to this room. In the center of the
room is a bronze sundial on a low pedestal. Set into the stone of the west wall is a bronze
mask, about the size of a manhole cover. The eyes and mouth are shut. Below the mask, in
common language, is an inscription: "I'll answer questions, one, no more. I never speak til it be
four."

The magic is activated by shining the light of a single torch, lantern, etc. on the sundial so the
shadow of the gnomon falls on the Roman numeral IV. The bronze mask then opens its eyes
and says "Speak, I'll answer." It will give a reasonable answer to any brief pertinent question
and then say, "I've answered one, now go away. I will not speak again today."

Since the shadow has to be held on IV, there is little chance of triggering the magic
accidentally, even by walking around the sundial with a light.

(13) – A room 80 ft. X 50 ft., with doors in the north and south walls. There is a river running
through the room, 50 ft. wide. It enters and exits through holes in the east and west wall with
less than a foot of air space over the water. The channel is 10 feet deep and the current is
swift. Anyone falling in will be swept away unless he has a strength of 1 5 or better. Men in
metal armor will sink to the bottom if they fall in.

They may be able to shed their armor (50% chance) in one turn and get to the surface. The
current will deposit anyone swept away in room K at the end of a turn. Being dragged under
the rock wall between rooms is dangerous. Anyone with a constitution of 1 2 or better will
survive unhurt, others run a 50% chance of taking a die of damage from drowning.

The walls of room (12) are fitted granite blocks as is the ceiling 20 feet above. The Dungeon
Master will have to evaluate the characters' attempts to cross. The floor is also rock, 1 5 feet
wide on each bank and the drop into the river is sheer.
(14) – This is a 50 ft. X 50 ft. room with a north door and an open door at the south end. The
four deep niches in the walls can be seen from the north doorway but they are covered with
cobwebs and nothing can be seen within them. The room is totally dark and the floor is
covered with an inch of undisturbed dust.

There are four skeletons in the niches. They do not attack unless someone advances over ten
feet into the room, then they all rush out and attack until destroyed or turned away. If turned,
they run out the door at the end of the room farthest from the cleric.

There is no treasure in this room.

(15) – Gloomy. Piles of rocks and rubbish four feet high cover the floor. There is a door in the
center of every wall except the north.

There are 2-8 giant rats in the room, but they are hiding in the shadows and not easily seen. An
elf or a dwarf might spot them (on a roll of say 1 or 2 on a sixsided die). They will attack if the
room is entered.

The rats are armor class 7 (leather), have 2 hit points each, and have a treasure. Concealed in a
mass of old bones, chewed leather straps and bits of armor in its nest is a belt attached to
which is a silver dagger (50 gold piece value) in a sheath and a bag containing 50 electrum
pieces. It takes a turn of careful searching in the refuse to come up with these things.

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