52. The Dungeon of Ghastly Madness, Level 1(thanks:
donjon.bin.sh/adnd/dungeon/index.cgi)(thanks: Gary Gygax. Greyhawk, DMG)
(thanks:
fantasynamegenerators.com/riddle-generator.php)General Dungeon Walls Superior Masonry
Dungeon Floor Uneven Flagstone (difficult to run)
Temperature Warm
Illumination Average (shadowy in corridors, lamps or torches in most rooms)
Corridors a A metallic odor fills the corridor
c A group of demonic faces have been carved into the walls
e A tile labyrinth covers the floor
i Portcullis Trap
m Withered corpses are nailed to the corridor walls
n A 10-foot wide chasm cuts across the corridor
r Several square holes are cut into the walls here
s Withered corpses are nailed to the corridor walls
u Falling Block Trap (6d6 damage)
v A 15-foot wide chasm cuts across the corridor
w A 5-foot wide chasm cuts across the corridor
x An unidentifiable odor fills the corridor
z Burning torches in iron sconces line the corridor
Room #1Ceiling: Greater gravity (as
permanent reverse gravity).
Room #2Fountain:
This feature is a beautiful work of onyx and jet black stone.
A grinning gargoyle and a lovely nymph are depicted,
the former with an open mouth, the latter with a
pitcher. As soon as the party enters, the gargoyle will ask
a riddle, and if it is not answered it will spray poison
upon the group (save or dead). If answered, the nymph
will then recite a poem which is a clue to a special
treasure. (The treasure is in Room #29)
"Enter one hole and leave three, once you succeed I'm on thee. What am I?"
The answer is: A shirt/sweater/etc.Room #3One Way-Door.
A great bas-relief face which if looked upon will either bestow +1 to a random ability score.
Room #4Hall: Suspends animation.
Room #5Arrow trap, poisoned.
A lengthy corridor 20' wide, at the end of which is a 20' square room which, upon being
entered, slides backward with an imperceptible motion, so that when it is left from its
opposite side the party is actually traversing a section of the same 20' corridor
again. This process can be repeated with one or more additional rooms in series.
Room #6Door: Dead creatures (including characters) who fall or are carried through this
type of door are temporarily animated (as in
an animate dead spell), such animation
lasting for 5-10 (d6 + 4) rounds. Such creatures may be turned, dispelled (which
will cause them to become simply inanimate
corpses again), or controlled by a cleric (roll
on Matrix For Clerics Affecting Undead
table in DMG) if one is present; otherwise
such creatures will attack any living creatures within 7, as zombies or monster
zombies (depending upon the nature of the
dead creature).
(by Ed Greenwood, Dragon #106)
Room #710 Goblins
9 Orcs
1000 sp
1000 cp
Contained in sacks
Force Field - Releases a Javelin +2
Room #8Greed-producing column. Those who touch it and fail to save gain the Greedy personality trait.
Speaking the answer to the riddle opens up a secret door in the column.
Within is a space with:
1000 cp
500 gp
censer of controlling air elementals
Room #9Dome
Slavonic deity
Room #10Stairway down 1 level.
Connects to: Level 2: Room #8.
Slides at the bottom of pits which lead to a small room with a piercer in the ceiling.
Room #11Slides at the bottom of pits which lead to a small room with 4 troglodytes.
750 ep contained in huge chests.
Contact poison on treasure.
Room #12Gate to the Astral Plane.
Room #13Dome, geases all who fail to save.
Those who fail to save must quest for the Words of Kron, which are on the bottom level of the dungeon!
Room #14Fountain:
This feature is a beautiful work of onyx and jet black stone.
A grinning gargoyle and a lovely nymph are depicted,
the former with an open mouth, the latter with a
pitcher. As soon as the party enters, the gargoyle will ask
a riddle, and if it is not answered it will spray poison
upon the group (save or dead). If answered, the nymph
will then recite a poem which is a clue to a special
treasure.
"I have a name that's not mine and no one cares about me in their prime. People cry at my sight and lie by me all day and night. What am I?"
The answer is: A tombstone.The special treasure is in Room #8.
"Go to the room of the column, and, repeat your answer."
Room #15Tapestry:
suggests that the party take it with them. Those who touch it must save.
Room #16Illusionary pedestal changes alignment of those who touch it.
Roll d10:
1. LG
2. NG
3. CG
4. LN
5. N
6. N
7. CN
8. LE
9. NE
10. CE
Roll again if the character's present alignment is rolled.
11 Large Pedipalps.
Room #17Door, Secret
This pivoting stone portal will always swing open to the left, giving egress to an extra-dimensional trapezoidal room of about 2000' sq. feet guarded by a basilisk.
However, if a second hidden stud is found (1 % chance), then it will pivot to the right and allow entry to an extra-dimensional rectangular 20'x30' containing a magical fountain.
Room #18Fire: This lets off a poisonous smoke. Everyone in the room must save or suffer 1d4 hp per round that they are within the room.
1000 sp in 4 small coffers, just to the north of the fire. Guarded by a stone block dropping in front of the coffers.
Room #19Stairway down to a dead end.
Those who touch the wall are directed to seek the column of greed: treasure is to be found within!
10 bandits
1 has a longsword +1/+3 vs. lycanthropes & shapechangers
1000 sp
metal urn, covered && locked (poison needle in lock: save or die)
Room #20Doors which will open to allow traffic into an AREA but not out of it.
Slavonic deity.
Room #217 false dire corbies. They are actually gas dire corbie spores, with 1 hp each, and they explode for 1-6 points of damage, in a 5' radius!
Stairway up 2 levels, to the second floor of a building of the ruined city, above.
A landing on the first floor provides egress to the first floor of the ruined building, and, the city above.
Room #22A door which has intelligence (and which are usu. malign).
It will give false answers to the riddles: "socks" and "bed" respectively.
15 rats.
Room #23Vines which entwine (as per the
entangle spell).
Room #24Small tapestry: enlarges those who touch it, once, by 10%.
* Special: Add in a room description from another source, etc.
There is a thief here with short bow (level 2). He will join the party if asked to.
Room #25The ceiling rises by 10' when the characters enter this room.
A 1st level gray dwarf cleric is here, fighting off 5 giant harvester termites.
He will join the party, if he is rescued and asked.
Room #26A great bas-relief face which if looked upon will cause the beholder to save versus magic or else
be turned into a wart on its face or something similar (see A. Merritt's FACE IN THE
ABYSS for a good example.
Room #27A cursed long sword that which cause warning devices to fail and alertness to wane, thus ESP doesn't work,
secret doors are missed, slanting passages go undetected, and so forth.
An idol, which discharges a shocking grasp, if touched by a metallic item.
Room #28Door: To open this door, one must stick a
blade in the slot in the door as a makeshift
key. The required blade might have to be a
certain type of sword: any sword does the trick.
(by Dan Snuffin, Dragon #115)
Room #29Arch
This feature will exist when the party first enters the
place, but thereafter it will appear and disappear on a
random basis an a 1 in 20 chance for either.
It will reduce to brownie size (assuming man
size upon entry). Those within the arch when
it disappears are trapped until it reappears again, and
exiting does not cause any of its functions to operate.
The reduce is permanent until a dispel magic is used to negate it.
2000 cp
2 pottery jars
If one speaks the word of the riddle ("tombstone") here, then an extra-dimensional space opens up.
Inside is:
2000 sp
1 gem (azurite worth 50 gp)
100 pp
Room #30Hekaforge:
Have an AREA where magical items are forged and constructed, run 4 greater cyclops.
For an exorbitant price these items can be purchased, but there is no guarantee that they will actually work.
The price is: --trades for a number of other items greater in overall value than the desired item--
The items are:
* bronze plate mail +2 (7500 gp)
* khopesh +4 (25,000 gp)
* scroll of protection from elementals (4,500 gp) (does not work)
* potion of polymorph self (350 gp) (does not work)
* buckler +1 (1500 gp)
Room #31Arch: Changes sex of those who walk through it. (Walking back does not change the sex of those who have had their sex changed).
The arch is in the center of the room.
Stairway up 2 levels to the 2nd floor of one of the ruined buildings of the ruined city, above.
There is a landing on the first floor, and, the players may exit the dungeon at this point.
Room #32Ceiling: Those who touch the ceiling have their class changed to a random class (Roll d100 on the character creation tables).
4 giant bubbles float around the room.
The slightest touch will explode them, causing from 1d6 damage.
The fourth bubble contains a gem: a chrysoberyl worth 100 gp!
4 carbuncles
100 pp (small sack)
1000 sp (large sack)
Room #337 nupperibo
2000 sp
2 metal urns
Scroll case (empty) with a false bottom.
Inside the false bottom is a ring of spell turning.
Room #34Stairway, down to Level 2: Room #22.
There is a sloping passage in the middle of the floor. This leads to stairs which descend to Level 2: Room #22.