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Shagtor Castle ruins, level 2 rooms

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 Odd-shaped, Map 4, Trillolara


Room 1) 10’ x 70’ x 30’

can see all of room 4 while touching the corner from room 4, it looks like a stone all.



Room 2) 80’ x 90’ x 75’ – 10’ approximately 15’ x 10’ - 20’ x 50’ x 50’

glassteel stairs with glassteel door (door painted same color as walls)

Wyvern

the stairs will block any missles



Room 3) 50’ x 50’ x 50’ ( 125,000 cubic feet)

false door 30’ up on North wall



Room 4) 30’ x 30’ x 30’

spiral staircase continues down to next level

Secret Door: elf touch or ranger touch



Room 5) 30’ x 20’ x 15’

vertical glass cases contain 2 statues of Other women, NG opening the glass cases will return them to the living.

chest contains all of their goods left to them:
2 long swords +3, Plate +2, leather +4
left: is a Cleric/Fighter right is a: fighter/thief
the Others and their gear detect as Good.
Sign on wall between the cases:
“What is stone was alive !
the forgotten Ones of Good,
to balance the free forgotton ones of evil !”



Room 6) 30’ x 40’ x 30’ – 10’ 30’ x 25’ dust

3 scarecrows ( Fiend Folio)



Room 7) 20’ x 40’ x 10’ room of traps (8,000) (total 19,500 cubic feet)

A (10’ x 10’ x 10’)
teleport to room 6

B (10’ x 20’ x 10’ (2,000) )
chest: Masochistic Fit
100 gold pieces

C ( 10’ x 10’ x 20’ )
Gelatinous cube in upper 10’ of room

D ( 10’ x 20’ x 10’ – 10’ x 10’ x 15’ ) (3,500 cubic feet)
teleports to room 2
E ( 20’ x 10’ x 15’) (3,000)
entrance causes illusion of giant hands coming out of the west wall.
Permanent Illusion at 18th level. 7 Hit dice, 1d10 hp/hand



Room 8) 40’ x 60’ x 50’ empty, dusty (120,000)



Room 9) curved walled room

on east wall: black cloaks with scowls showing under hoods ( detect as evil)
on west wall: blue cloaks and smiles showing under hoods ( detect as good)



Room 10) 30’ x 30’ x 50’ ( 45,000)

2 statues of spotted lions (activate when characters walk into the room)

steel chest: locked: -30 percent
Fireball 5d6 on lid top ( Dispel vs 5th level)
Long Sword +3 ; shimmer sheen cloth 10’ x 10’ (3,000 gp)
glows blue in a darkened room.
Wand of Detect Evil ( 10 charges)
“Who ?”

three 1,500 gp gems



Room 11) 50’ x 30’ x 10’ room of puzzles

a stone table runs the entire length of the South wall

#1) poem on sheet of vellum:
“What is yellow, hairy, and
frowns for a grin ?” (answer: an orc)

#2) “When is it wetter outside,
than if it is raining ?” (answer: underwater)

if #3, #4, or #5 are picked up, the vellum vanishes
and a Wraith and a fountain appear at areas marked.

magic fountain: (in my campaign, I treated them as if a drink was a Limited Wish)
all drinks are Permanent

1) drinker gets three 500 gp gems
2) drinker can detect good
3) immune to illusions
4) lose one secend level spell
5) +2 lowest ability
6) character gets malaria
7) +500 XP
8) gain ability to talk to a medusa
9) 50 platinum pieces
10) mental block towards this dungeon’s exit. (cannot see it, notice it, etc.)
11) gain 2 spell levels
magic fountain vanishes after 11th drink


Room 12) 20’ x 10’ x 10’ – 10’ x 10’ x 10’ ( 3,000)

Ochre Jelly


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