Difference between revisions of "World of Food and Wine"

From realm
Jump to navigation Jump to search
(Pushed from realm.)
(Pushed from realm.)
Line 418: Line 418:
 
Sitting along the front edge of the slab are three large crystal vials filled with red, yellow, and green liquids. The naga will speak the following riddle:
 
Sitting along the front edge of the slab are three large crystal vials filled with red, yellow, and green liquids. The naga will speak the following riddle:
  
''By the grace of Tamara, whose bounty gives us food and wine, the elixir of true sight I have guarded forever. Solve this simple riddle and drink from the vial, and the sight of the gods will give you wealth beyond measure. My statements are true only two out of three.''
+
<div style="text-align: left; border: 0px dotted gray; font-style: italic">
 +
By the grace of Tamara, whose bounty gives us food and wine, the elixir of true sight I have guarded forever. Solve this simple riddle and drink from the vial, and the sight of the gods will give you wealth beyond measure. My statements are true only two out of three.
  
 
The red vial is filled with poison most deadly.<br>
 
The red vial is filled with poison most deadly.<br>
 
The red and yellow vials are the same.<br>
 
The red and yellow vials are the same.<br>
 
One vial is poisoned, and two vials are not.<br>
 
One vial is poisoned, and two vials are not.<br>
 +
</div>
  
 
At this point, the naga will watch the party swaying back and forth. It will only attack if the party attempts to go behind the altar, summoning the snakes from Room 39. Of course, all three vials are poisoned. A saving throw at -6 must be made or death will occur in 1d6 rounds. If the saving throw is made, the character will be very sick - retching and vomiting. No spellcasting is possible, and all combat is done at -6/-6. The potion will make the drinker see the naga black scaled with crimson bands (a spirit naga) and the secret door on the eastern wall.
 
At this point, the naga will watch the party swaying back and forth. It will only attack if the party attempts to go behind the altar, summoning the snakes from Room 39. Of course, all three vials are poisoned. A saving throw at -6 must be made or death will occur in 1d6 rounds. If the saving throw is made, the character will be very sick - retching and vomiting. No spellcasting is possible, and all combat is done at -6/-6. The potion will make the drinker see the naga black scaled with crimson bands (a spirit naga) and the secret door on the eastern wall.

Revision as of 14:05, 30 December 2015

World of Food and Wine
Type Dungeon
Status Explored March 883 TA
Location Shadowkeep (now Dwarrowdelf)
Hex 2313
Campaign Shadowkeep Campaign #1
Adventure # 65
Map-dwarrowdelf.jpg

Introduction

Beyond the first portal, lies the first level of the Shadowkeep. This level is affectionately known as the World of Food and Wine. There are two distinct parts to this dungeon.

Tamara, once a prostitute in Paddington, found a magical flail while exploring these underground passages. The flail gave her control over humans and unnaturally long life, and she formed a cult and became a local city goddess of gluttony. Tamara built a temple in the lower reaches of the level with access from above via the stairways on Level 2, and walled off the more ancient temple where she had found her artifact. Tamara's temple was sealed off during a ceremony by a magical earthquake (brought down by a poorly summoned demon) which destroyed the stairs leading to the surface. Tamara has kept her followers alive in a suspended state, waiting for the seal to be broken.

The ancient temple on the top level was made in honor of Lolth by Syliss, Son of the Serpent, when he fled the Serpent's Den in Teufeldorf. Here they lived for a short while before moving on to parts unknown. They did stash their prized possession, a Paladin slaying longsword, here before they left. The temple was sealed until Syliss and his servants returned.

There are a number of interesting things here that the party must overcome. Most notably, the trap of the Begnt (an ancient race of mind flayers) will give the party a trip to Level 4, but the key to get past that portal still lies in Level 3. The temple of the naga should prove a challenge to get the crystal key. There are a number of traps that could prove fatal for our hearty adventurers.

The walls, ceilings, and floors of this dungeon are made of polished stone. Doors and other dungeon items are typically made of oak or iron. The ceilings are usually 10 feet in height, and the corridors are dark.

The entrance into this level of the dungeon is via a large pyramid chamber. See "the sewers" for details. The following canto will be found between Rooms 1 and 2 in this level. The previous party could not remove the stones of passage, so they left them behind and took the poem with them. They fell subject to the Begnt trap but managed to escape, only to be caught again here. The Begnt took their heads, but left the rest of the bodies here.

Canto One: Food and Wine

Beyond the barley golden brown,
The second portal can be found,
My eyes are milky cloudy white,
I know there's danger out of sight.

Three paths lead to the promised door,
Bound in iron, gold and more,
Within the snake of largest size,
The crystal key of passage lies.

Beyond the stills and pots and vats,
An ancient temple long has sat,
A naga guards it true and good,
Her tests have many souls withstood.

But wait, my blood now runs cold,
Something's wrong, my sight's not bold,
The trick beyond my vision failing,
The naga's gold is ever paling.

And now the second arch of stone,
The secret lies with the mayor's bones,

World of Food and Wine: Portal 1, Level 1

World of Food and Wine: Portal 1, Level 1

Room 1: Entrance Hall

This room is very large over 150 feet long and 100 feet wide. The ceiling is a series of six interlocking arches, all of stone, and 30 feet in height. At the far end of the room is a stone throne, the details hidden in the shadows. Along the east and west walls are eight niches. The niches are about one foot off the ground and large enough to hold a human. The niches appear to be filled, although it is difficult to see many details from here. Two large hallways lead out of this room, one to the east and one to the west.

A shimmering wall can be seen near the southern entrance to this room.

Dispelling the magic (18th level) will cause the alarm on Level 4 to sound. The party will hear this as a low pitched bell coming from no direction in particular. The begnt will appear within 6 turns to see what happened. Depending on the scene, they may simply reset their trap.

The niches are filled with eight medusa who will animate as soon as a warm-blooded creature enters the room. The medusa will attack immediately, and relentlessly.

Careful examination shows the following. The western passage has been sealed over with a layer of bricks and plaster, much newer in construction than the rest of the dungeon. The large throne at the north end of the room is made of black stone, finely crafted to resemble a pile of myriads of snakes, and polished to an almost gem-like lustre. On the walls on either side of the throne are two murals, crudely drawn on the wall.

The western mural depicts a humanoid with a serpent head wading into battle against eight armored knights. The creature is carrying a shield with a three headed snake emblazoned in green in his right hand and a glowing sword made of green scales in his left hand. The serpent-man is obviously winning.

The eastern mural depicts the same serpent man hovering above a crowd of humans. He holds a shield with a three headed snake emblazoned in green in his right hand and a nasty looking three balled flail in the left hand. The humans are positioned as if praying to the serpent.

On the eastern wall is a strange hole about six inches deep, six inches high, and six inches wide. The party will not notice this unless specifically looking for it.

Room 2: The Great Hall and Shrine

In the hallway between Room 1 and 2 lies three skeletons, with their heads missing. The three skeletons are dressed in leather armor. A piece of parchment is clutched in the hand of one of the adventurers.

They can tell the tale that their party journeyed into large temple from another sewer entrance, armed with the stones of passage and the second canto of the poem. They were caught in the sticky webs of a trap, broke free and ran from tentacled demons, and found a mirror of teleportation in a room with an altar of skulls. The mirror brought them to a room with a large vat. They escaped down a long hallway, only to be killed by their pursuers here.

This room obviously served two purposes. At the northern end of the room, a large wooden table has been draped with a green cloth to form an altar of sorts. On the altar, are three small golden statues of medusae with emerald eyes, a black stone bowl filled with a tar-like substance, and a stone knife. Three wooden pews dominate the center of the room, facing the altar. At the southern end of the room is a large wooden table and eight chairs. A sideboard on the eastern wall is stacked with dishes, goblets, and utensils. Several murals have been drawn here, depicting the serpent man from Room 1 again fighting armored knights.

On the northern wall is a strange hole about six inches deep, six inches high, and six inches wide. The party will not notice this unless specifically looking for it.

The secret compartment will only open if the proper five stone blocks are placed in their respective holes:

Room 1: "8" for the eight animated medusae
Room 2: "3" for the three medusae statues
Room 5: "5" for the five medusae in the mural
Room 7: "1" for the one medusae in the warning
Room 13: "4" for the four medusae on the bedposts

If that is done, a loud scraping sound will be heard and the following treasure will be found on the ledge in Room 2: Long Sword +5 of Paladin Slaying, 500 gold pieces, Scroll of One Spell -Return From Stone, Boots of Striding, Large Helmet +2, "V" Rune Stone

Room 3: Followers Room

This room contains accommodations for three people, although it is obviously been unoccupied for quite some time. Three beds are arranged along the western wall and an empty wardrobe occupies the southeast corner. The walls are unadorned stone, and the floor is plain except for a small green throw rug. A small wash basin and table are pushed up against the west wall.

There is nothing of interest here.

Room 4: Followers Room

This room contains accommodations for three people, although it is obviously been unoccupied for quite some time. Three beds are arranged along the western wall and an empty wardrobe occupies the northeast corner. The walls are unadorned stone, and the floor is plain except for a small green throw rug. A small wash basin and table are pushed up against the west wall.

There is nothing of interest here.

Room 5: Small Altar

A small plain stone altar sits in this small alcove. A green cushion lies on the floor in front of the stone slab. The western wall is painted in the same fashion as the outer rooms. This time, the scene portrayed shows FIVE medusae devouring an armored knight.with a red cross on his shield. In the northwestern corner of this nook is a hole about six inches deep, six inches high, and six inches wide. This altar radiates a faint aura of evil.

Any character touching the green cushion will cause it to be transformed into a large poisonous snake (surprise +90%).

Room 6: Followers Room

The door to this room is open.

This room contains accommodations for three people, although it is obviously been unoccupied for quite some time. Three beds are arranged along the western wall and an empty wardrobe occupies the southeast corner. The walls are unadorned stone, and the floor is plain except for a small green throw rug. A small wash basin and table are pushed up against the west wall.

Four large poisonous snakes live under the center bed here.

Room 7: Entrance to the Serpent's Lair

When the door is opened, a ghostly image of a medusa will appear in the southeast corner of this room. It will speak to the party in common with a warning and then disappear.

Beware ye defilers of Lolth's domain,
The serpent god is ever watching,
His wrath awaits those who step into the chambers beyond,
Prepare to meet thy doom.

"The walls of this room are fashioned into green scales, wet and cold. The portals out of the rooms are shaped like an open serpent's jaw, with two sharp white stone fangs hanging from the doorway. The floor is black and shiny, and the faintest pulse can be felt underfoot. This room radiates evil."

On the eastern wall is a strange hole about six inches deep, six inches high, and six inches wide. The party will not notice this unless specifically looking for it.

Rooms 8-12: The Serpent's Maze

The walls of this room are fashioned into green scales, wet and cold. The portals out of the rooms are shaped like an open serpent's jaw, with two sharp white stone fangs hanging from the doorway. The floor is black and shiny, and the faintest pulse can be felt underfoot. This room radiates evil.

A small natural tunnel runs into the wall. The tunnel is about 2 feet in diameter, small enough for a single man to wriggle through.

Each turn that a character remains in the maze, the higher the drawing power of the Serpent's Eye gem. Any character rolling a 12 on a 12-sided dice will be under the serpent's spell. Each of the small tunnels contains 8 large poisonous snakes which will come out only if provoked or summoned by the gem in Room 10.

[Room 10:] Resting on a small green pillow atop a stone pillar in this room is a huge emerald which pulses with ghostly green light. The pillar is about three feet high.

If the gem is touched (remotely or not), all of the teeth will slam shut magically in less than a round. Any character at the mouth's entrance can choose to jump forward or backwards. A small gap is left that is less than one foot in diameter (too small for most characters to get through).

The snakes will come out of their holes to attack, being small enough to pass through the closed teeth. All the rooms will start to fill with a slow poison, and all non-magically protected characters will be dead in 1d6 turns. The teeth are stone (no bend) and can take 100 hit points.

Room 13: High Priest's Chambers

This room obviously served as private chambers at some point in time, although its occupant has long since left. A table and four chairs are in the center of the room. An empty wardrobe and small table and basin against the western wall also show little signs of recent use. A bookcase in the northeastern corner stands empty as well. There is a small locked chest in the northwest corner and a green curtain conceals a room off the eastern wall.

The western room is a small alcove with a bed in it. The bed is carved of rosewood, and each of the four bedposts is adorned with a brass medusae. There is a green blanket on the bed, but it does not look like it has been occupied in quite awhile. In the southern corner of this nook is a hole about six inches deep, six inches high, and six inches wide.

Syliss, Son of the Serpent, stayed here while trying to establish Lolth's temple in Paddington.

The chest is locked. A three-headed serpent design surrounds the following verse:

KILL ALL GOOD
THOUGH THEY
WILL STRUGGLE
WITH THREE
UNHOLY HEADS

The correct answer is "LOLTH" formed by the third letter in each line. If incorrectly answered or broken open, the chest will fill the room with a poison gas at 12th level (if saved, the character is sick for 1d6 rounds - no spells, fight at -6/-6. if no save, sickness and die in 1d6 rounds).

The chest contains six identical stone blocks. Each of the blocks has the following numbers on them: "1", "3", "4", "5", "7", "8"

Room 14: Master Distiller's Office

The eastern and western walls are lined with shelves. These are loaded with jars of grain, brown liquid, pots of honeys, small bags of different herbs. They are carefully labelled, and all seems in order. A large wooden desk in the center of the room has not seen use in quite awhile. A bottle of golden alcohol sits on the corner of the desk, near four stone cups. On the desk is a large cookbook with recipes for brewing and distilling numerous alcohols. The book is opened to a recipe for Red Gargoyle Porter, a drink that made a brief appearance many years ago in Paddington and whose supply disappeared very suddenly.

Room 15: Master Distiller's Bedroom

The door to this room has been broken down. The smell of dung is very strong here.

This room is the ransacked remains of a bedroom. A skeletal corpse lies on the bed, a key is lying on the bed next to the body. A wardrobe lies open against the eastern wall, its contents spilled onto the floor. A basin and small table are overturned in the southwest corner. A small chest lies against the north wall. The chest is closed.

The chest is unlocked and contains: 100 gold pieces and a Potion of Sweet Water

Two large boring beetles will attack from the privy if the room is entered.

Room 16: Distillery

This long room is dominated by three large copper stills, 12 feet in diameter and 20 feet high. A distilling tube runs down from each still to a large barrel, and the ashes of a peat fire can be found underneath. Two rooms look down from a 20 foot ledge on the eastern and western walls. Those rooms are filled with large casks. A copper pipe runs out of the northwest corner of this room. The smell of alcohol is very strong here. Torches burn more brightly here. A set of iron double doors in the northeast corners are barred and locked.

Room 17: Distillery Safe

This room is lined with neatly stacked casks, each labeled and marked with the distiller's mark. A total of thirty casks are on the racks.

The doors to this room can only be opened with master's key (from Room 15). This is where the premium casks are kept.

Room 18: Priest's Common Room

The walls of this plain room are unadorned. There are four doors and a spiral staircase leading down. In addition, a large circular table and eight chairs dominate the center of this room. Four of the chairs are occupied by skeletons of long dead humans. Two cloaked black figures are standing next to the table, heads bent in prayer, swaying back and forth slowly. The two figures have daggers stuck into their belts.

Room 19: Priest's Bedrooms

This strange L-shaped room contains two small beds pushed up against the outside wall, a small basin on a plain wooden table sits against one wall, and a chest pushed up against the foot of each bed. The walls are unadorned stone. A figure dressed in black robes is standing next to one of the beds, head bent as if in prayer, swaying back and forth.

The figure is a priest who will follow the rules set forth in Room 27.

Each chest contains blankets, a black robe, and a small leather pouch with 40 gold pieces in it.

Room 20: Priest's Bedrooms

This strange L-shaped room contains two small beds pushed up against the outside wall, a small basin on a plain wooden table sits against one wall, and a chest pushed up against the foot of each bed. The walls are unadorned stone.

Each chest contains blankets, a black robe, and a small leather pouch with 40 gold pieces in it.

Room 21: Priest's Bedrooms

This strange L-shaped room contains two small beds pushed up against the outside wall, a small basin on a plain wooden table sits against one wall, and a chest pushed up against the foot of each bed. The walls are unadorned stone.

Each chest contains blankets, a black robe, and a small leather pouch with 40 gold pieces in it.

Room 22: Priest's Bedrooms

This strange L-shaped room contains two small beds pushed up against the outside wall, a small basin on a plain wooden table sits against one wall, and a chest pushed up against the foot of each bed. The walls are unadorned stone. A figure dressed in black robes is standing next to one of the beds, head bent as if in prayer, swaying back and forth. On the bed next to the robed figure is the skeleton of a woman, long dead. Only the discarded dress at the foot of the bed belies the bone's origins.

The figure is a priest who will follow the rules set forth in Room 27.

Each chest contains blankets, a black robe, and a small leather pouch with 40 gold pieces in it.

Room 23: Tool Room

"This plain unadorned crossroad is unremarkable except for a number of wooden shovels, rakes, baskets and the like propped against the western wall. A spilled bag of grain shows that foot traffic passes between the southern door and the eastern hallway. There are no footprints leading to the northern hallway.

Room 24: Barley Kiln

The southeastern corner of this room is all that remains of a large natural cavern that has been collapsed. The floor here is spread with a thick layer of grain, long since untended. There are several small passages that lead back into the rubble.

Eight boring beetles will attack if this room is entered. Their lair contains no treasure.

Room 25: Mashing Room

The two doors to this room enter at the top of a twenty foot vat of stale brown liquid. A narrow wooden walkway crosses the vat. The sides of the vat are lost to the shadows below. A single copper pipe runs over the side of the vat and into the wall to the southeast.

This where the barley wort is soak in a vat (mashing). It is also home of the barley mother, a giant octopus-like monster that fights like a giant octopus. Because it can sense the slightest vibrations on the walkway, the priests and other temple worshippers use the spiral staircase in Room 18.

Room 26: Barley Storeroom

This unadorned room is filled with large sacks of barley grain. The sacks are arranged in three rows running north to south. A door in the south wall and another in the east wall are the only exits from this room.

This room contains nothing of interest.

World of Food and Wine: Portal 1, Level 2

World of Food and Wine: Portal 1, Level 2

Room 27: Outer Temple

The ceiling of this huge room is a silver dome rising almost 50 feet above the floor. The walls are covered with large tapestries depicting revelers engaged in eating, drinking, and merry-making. The tapestries are worn with age, but show signs of being of the highest quality. Three passages lead out along the western wall. The main staircase to the north has long since collapsed, but a smaller staircase winds up from the northwest corner. Two large sets of stairs sweep upward along the north wall. Between these two, on the north wall is a huge circular altar set into the stone. Steps lead up to the altar, and standing on top of the altar is a beautiful woman, dressed in a green cloak, a three-balled flail hanging from her belt. The woman seems to be in some sort of trance, swaying back and forth. The magical glow which lights the room seems to emanate from the woman. The center of the room is filled with thirty-some worshipers, dressed in cloaks and carrying daggers. At the base of the southern stairs are two men dressed in chain mail armor carrying flails. They all face the woman, swaying back and forth, a low guttural sound coming from their midst.

The woman is the goddess Tamara. If she is not disturbed, then all 56 denizens of the temple will continue to sway throughout the adventure. The communications pebbles allow the denizens not directly in sight to be alive. If she is disturbed, they will attack on sight.

Tamara fights as an 18th level fighter/18th level cleric. Using the best values from both classes. In addition to her skills, she wears Bracers of Defense AC0 (plus dexterity gives her an AC of -3) and wields the Three Balled Flail of Submission which causes triple damage when it hits and causes the victim to save against: Charm Person, Fear, and Weakness. The device is intelligent and calls itself "Zarrana", each turn causing the wielder to save versus divine spell or be charmed into doing it bidding.

Tamara will pursue the party at all costs. She can also communicate with any bead holders telepathically.

Priests - treat as standard 12th level clerics. They are carrying robes, one dagger, spell components, and one small brown pebble each (pebble of communication).
Guards - treat as standard 12th level fighters. They are wearing chain mail, flail, and one small amber pebble each (pebble of communication).
Servants - treat as standard second level fighters. They are carrying robes, one dagger, and one small green pebble each (pebble of communication).
Worshipers - treat as standard second level fighters. They are carrying robes and a dagger.

Room 28: The Opium Dens

The smell of opium is strong in the small hallways that lead into this strangely shaped room. The ceiling is very low, and characters must stoop to walk into this room. The many nooks and crannies of this room are filled with large throw pillows and rugs. Three large pillars have hollow cages in them, holding the skeletal remains of small birds. Scattered among the litter on the floor are a number of pipes, empty wine flasks, and a number of human corpses. In the southwestern corner of the room, two men dressed in chain mail, with flails, are standing (as if in a trance) swaying back and forth.

If the two men are ignored, the party can pick up 50 gold pieces from among the bones scattered on the floor. It will take one full turn to find all 50 gold pieces.

Room 29: Pool Room

The luxurious blue tile found in this room gives an eerie glow to the large 50 foot pool that dominates its center. Steps lead down into the pool from all four sides. There is a faint smell of chlorine in this room, and the surface of the pool ripples slightly.

The pool also connects via a small tube to Room 41. A water sprite will attempt to entice the party to take off their worldly possessions and "take a dip" in the cleansing waters of Tamara's pool. If they refuse, the sprite will attack as a water elemental trying to wash them into the pool. If they enter the pool, the sprite will attempt to drown them.

If not destroyed, the water sprite from there will try to entice the party members to "take a dip".

Room 30: Linen Closet

This plain room is lined with wooden shelves holding towels, sheets, and other cloth items. Several bolts of fine linen are propped up in the northwest corner of the room.

This room contains nothing of interest.

Room 31: Bedroom

The door of this room is open. This small room is dominated by a large bed pushed against the far wall, a small basin on a plain wooden table, and a chest pushed up against the foot of the bed. The walls are unadorned stone.

Careful examination shows that the base of the door has been scratched heavily. A careful character will detect the faint odor of dung here. The chest contains a feather pillow and two wool blankets, both badly deteriorated. This room contains four large rats under the bed who will attack if the room is entered.

Room 32: Guard's Common Room

This plain stone room was obviously a common room of sorts. The center is dominated by a large wooden table with eight chairs. Five of the chairs contain the skeletons of men dressed in cloaks. The three other chairs are filled by humans dressed in chain mail, their faces blank pointed northeast, swaying back and forth. In the center of the table is a deck of cards and a small pile of 80 gold pieces. A glowing dagger is stuck in the table near the easternmost skeleton. Two cupboards sit along the western wall, cups and plates stacked neatly on top.

Room 33: Guard's Bedrooms

This room is dominated by two small beds pushed against the far wall, a small basin on a plain wooden table sits between the beds, and a chest pushed up against the foot of each bed. The walls are unadorned stone.

The chests contains blankets, a set of travelling clothes, and a small leather pouch with 25 gold pieces in it.

Room 34: Guard's Bedrooms

This room is dominated by two small beds pushed against the far wall, a small basin on a plain wooden table sits between the beds, and a chest pushed up against the foot of each bed. The walls are unadorned stone.

The chests contains blankets, a set of travelling clothes, and a small leather pouch with 25 gold pieces in it.

Room 35: Guard's Bedrooms

This room is dominated by two small beds pushed against the far wall, a small basin on a plain wooden table sits between the beds, and a chest pushed up against the foot of each bed. The walls are unadorned stone. In one bed is the skeleton of a human. A dress piled near the bed would lead on to believe that the skeleton was that of a woman. Next to the bed stands a man, dressed only in a tunic. His face is blank pointing north, and he is swaying back and forth. A set of chain mail and a flail have been tossed onto the other bed in this room.

The chests contains blankets, a set of travelling clothes, and a small leather pouch with 25 gold pieces in it.

Room 36: Guard's Bedrooms

This room is dominated by two small beds pushed against the far wall, a small basin on a plain wooden table sits between the beds, and a chest pushed up against the foot of each bed. The walls are unadorned stone.

The chests contains blankets, a set of travelling clothes, and a small leather pouch with 25 gold pieces in it.

Room 37: Inner Temple

Like the Outer Temple, the ceiling of this huge room is a silver dome rising almost 50 feet above the floor. The walls are covered with large tapestries depicting revelers engaged in eating, drinking, and merry-making. Along the northern walls are two small bowls just west of the two large hallways. These bowls are filled with gold pieces (40 gp each). Four large square column are placed in the corners of the room. A large crystal column in the center of the room reaches to the ceiling. This column glows with a peculiar light, moving and pulsing as if alive. A number of colors can be seen in the column, swirling mists. A large circular pit in the center of the room is filled with large pillows, rugs, low divans, and a number silver goblets, trays, and bowls. Among these, are scattered a number of human corpses. And, although there are not many items of clothing to be found, those that are show that the corpses are simple commoners. At the far end of the room stand four figures cloaked in black robes, swaying back and forth. A number of doors lead from this room.

The priests will attack if disturbed, just like the other denizens of this level. If the gold is taken from the bowls, the priests (and other denizens) will spring to life.

Careful examination will show that there are 120 gold pieces spread out among the bodies, but it will take 3 full turns to gather it all up.

Upon closer approach, the moving glowing lights in the crystal pillar are resolved to be human faces and bodies writhing in a mass behind frosted glass. The faces are both men and women, and they all bear the unmistakable grimace of pain.

If any party member descends the steps, four wisps of multi-colored vapor will start to coalesce at the bottom of each stairwell. In 1d6 rounds, these vapors will form into beautiful creatures of the same race and opposite six of the nearest character. On their final round, a saving throw must be made at -6 against divine magic, or the character will be beguiled and stand swaying as their body slowly becomes mist (1d6 rounds). Partially vaporized characters brought back to reality will suffer damage at the rate: total hit points * (number of rounds elapsed / total number of rounds to mist). A four round transformation will be 25%, 50%, 75%, 100%. Once vaporized, the character will be pulled into the pillar and re-transformed into their original form. If the pillar is broken (or dispelled), the bodies will drop to the floor, dead.

The Mists of Gluttony fight as 18th level fighters, using a poison gas (full damage if save, death if no save) as their only means of attack. The creatures fight at the same level, with any available weapon. They will follow the characters to any location. They cannot be harmed by physical weapons in mist form, but spells effect them normally.

Room 38: Naga Temple

Shadows flicker about this large room from two stone urns on a large stone slab at the southern end of this room. Four large pillars hold up the 15 foot vaulted ceiling. The pillars and slab are carved with intricate abstract snake-like creatures. Sitting on the slab is a giant carved golden snake with a ridge of silver scales along its back, several feet in diameter and twenty feet in length. In the shadows, several narrow openings lead to rooms beyond.

The snake is actually a live naga which will wake when the doors are opened, but will not reveal its nature unless approached.

Sitting along the front edge of the slab are three large crystal vials filled with red, yellow, and green liquids. The naga will speak the following riddle:

By the grace of Tamara, whose bounty gives us food and wine, the elixir of true sight I have guarded forever. Solve this simple riddle and drink from the vial, and the sight of the gods will give you wealth beyond measure. My statements are true only two out of three.

The red vial is filled with poison most deadly.
The red and yellow vials are the same.
One vial is poisoned, and two vials are not.

At this point, the naga will watch the party swaying back and forth. It will only attack if the party attempts to go behind the altar, summoning the snakes from Room 39. Of course, all three vials are poisoned. A saving throw at -6 must be made or death will occur in 1d6 rounds. If the saving throw is made, the character will be very sick - retching and vomiting. No spellcasting is possible, and all combat is done at -6/-6. The potion will make the drinker see the naga black scaled with crimson bands (a spirit naga) and the secret door on the eastern wall.

Behind the slab is a dead guardian naga with golden scales and a silver ridge. Stuck in its back is a large sliver of glass, blood encrusted around it.

Room 39: Snake Room

This small rough hewn room is filled with rubble along its western wall from a collapsed ceiling. The floor of the room is covered with the bones of rats, and a number of giant poisonous snakes can be seen among the rubble.

The room is filled with giant poisonous snakes which will attack only if bothered or summoned by the naga in Room 38.

Room 40: Treasure Vault

This room is plain and unadorned. Its contents are not, however. The room is dominated by a large carved rosewood throne, inlaid with ivory and bronze. A fine red velvet cloak is draped over one arm of the chair. A large clear multi-faceted crystal ball sits on the red velvet cloak. Standing in the southeast corner is a skeleton dressed in glowing chain mail armor. Braced in his hands is a nasty looking mace, and tucked into his belt is a wrapped up piece of parchment. Three large chests sit on top of a huge pile of thousands of copper and silver coins in the northeast corner of the room.

The armored figure can be destroyed. However, if the crystal facet (symbol of the old mayor's of Paddington) is touched. The figure will animate and attack as a 12th level fighter.

This room is guarded by the water sprite in Room 41 and the naga in Room 38. It holds the treasure of the Temple of Food and Wine.

The third large chest is actually a mimic.

The treasure is: Chain Mail +2, Mace +4, Red Cloak (100 gp), Throne (5000 gp), Crystal Sphere (1000 gp), 60,000 silver pieces, 100,000 copper pieces. Large Chest: 600 gold pieces, 4 medium topaz gems, Scarab of Enraging, Jewel of Continual Light; Long Bow +4. Large Chest: 800 gold pieces, 6 small sapphire gems, Short Sword +1, Periapt of Wound Closure, Potion of Water Breathing, "I" Rune Stone.

Room 41: The Second Portal

This room is richly covered in the finest Western Empire tiles, richly painted in blues and yellows. The center of the room is dominated by a large rectangular pool almost forty feet long and half again as wide. Stone steps lead into the pool from both the east and west ends. At the far eastern end of the room lies a full length mirror framed in a reddish wood and delicately adorned in iron and gold.

Closer examination reveals that the mirror has been cracked and a large shard of the mirror is missing.

The pool also connects via a small tube to Room 29. If not destroyed, the water sprite from there will try to entice the party members to "take a dip".

If the shard from Room 38 is placed in a mirror, the starting treasure room in Portal 2 - Level 1 is seen. (insert description).

Room 42: Food Pantry

The hinges on this door squeak loudly when opened, and the room beyond shows no signs of recent use. This room was obviously some sort of pantry for fine foodstuffs in the past. The walls are lined with shelves stuffed with baskets of rare tropical fruits and vegetables, a basket of eggs, fresh fowl and fish of strange shapes and sizes are also found here. In addition to the baskets, a number of jars of canned items are here: small black eggs, a purple squid, various vegetables, and even what look like human eyes in jelly.

Room 43: Servant Quarters

This room holds two small beds pushed against the far wall, a small basin on a plain wooden table between the beds, and a chest pushed up against the foot of each bed. The walls are unadorned stone. A servant woman in a plain green shift stands next to the bed, a dagger in her belt, and a green stone clutched in her hand. She is swaying back and forth, a blank look in her eyes, her head pointed northwest.

The chests contain blankets, several plain green shifts, and a small leather pouch with 5 gold pieces in it.

Room 44: Servant Quarters

This room holds two small beds pushed against the far wall, a small basin on a plain wooden table between the beds, and a chest pushed up against the foot of each bed. The walls are unadorned stone. A servant woman in a plain green shift stands next to the bed, a dagger in her belt, and a green stone clutched in her hand. She is swaying back and forth, a blank look in her eyes, her head pointed northwest.

The chests contain blankets, several plain green shifts, and a small leather pouch with 5 gold pieces in it.

Room 45: Servant Quarters

"This room holds two small beds pushed against the far wall, a small basin on a plain wooden table between the beds, and a chest pushed up against the foot of each bed. The walls are unadorned stone. "

The chests contain blankets, several plain green shifts, and a small leather pouch with 5 gold pieces in it.

Room 46: Servant Quarters

This room holds two small beds pushed against the far wall, a small basin on a plain wooden table between the beds, and a chest pushed up against the foot of each bed. The walls are unadorned stone.

The chests contain blankets, several plain green shifts, and a small leather pouch with 5 gold pieces in it.

At the end of the hall is a small privy that has not seen use for many years. The smell of dung is very strong here.

Room 47: Wine Cellar

The door of this room lies off its hinges, propped up against the northern wall. Two large wooden racks reach from floor to ceiling here. Each rack is filled with old bottles of wine, now covered in dust. Some of the rarer vintages can be found, although many have been cracked or broken. There is a musty smell in this room. The walls are unadorned, and it is unnaturally cold here.

Rooms 48: Kitchen

The center of this room has been dug out to form a great pit. Across the pit is the suspended carcass of a pig, now long since cold. Three more pigs hang in the northwest corner of the room. A large cauldron sits over a cold fire in the northeast corner, and a large butcher's table in the southeast corner is covered with dried blood. Standing in the center of the room are two women dressed in plain shifts. They are staring almost straight ahead, swaying slowly from side to side.

The servants will act just like the other denizens of this dungeon.

Rooms 49: Bakery

Three large ovens cover almost the entire eastern wall of this room. In front of the ovens are two large tables with large sacks of flour beneath. A large set of shelves in the northeast corner of the room contain jars of yeast, grains, raisins, and other dried fruits. Standing in the center of the room are two women dressed in plain shifts. They are staring almost straight ahead, swaying slowly from side to side.

The servants will act just like the other denizens of this dungeon.

Room 50: More Kitchen Stuff

A large barrel hold water that drips from the roof of this damp room. A table in the center of the room is piled with dirty dishes and mugs. Another table against the east wall holds two tubs filled with stale water and more dirty dishes. A cupboard in the northeast corner is empty. Standing in the northwest corner of the room near the door is a woman dressed in a plain shift. she is staring to the west, swaying slowly from side to side.

The servants will act just like the other denizens of this dungeon.

Monsters

Medusa (8)
Large Poisonous Snake
Large Poisonous Snakes (24)
Boring Beetles (2)
Boring Beetles (8)
Barley Mother
Tamara, Goddess of Gluttony
Priests (6)
Guards (6)
Servants (6)
Worshipers (32)
Water Sprite/Water Elemental
Large Rats (4)
Mists of Gluttony
Spirit Naga
Large Poisonous Snakes (8)
Skeleton of Mayor (Bartholemew Goodgut)
Mimic

Treasure

Golden Medusae Statues with Emerald Eyes (3)
Long Sword +5 of Paladin Slaying
500 gold pieces
Scroll of One Spell -Return From Stone
Boots of Striding
Large Helmet +2
Serpent's Eye Emerald
80 gold pieces (Room 19)
80 gold pieces (Room 20)
80 gold pieces (Room 21)
80 gold pieces (Room 22)
100 gold pieces (Room 15)
Potion of Sweet Water
Three-Balled Flail of Submission
Bracers of Defense AC 0
50 gold pieces (Room 28)
80 gold pieces (Room 32)
Dagger +1
50 gold pieces (Room 33)
50 gold pieces (Room 34)
50 gold pieces (Room 35)
50 gold pieces (Room 36)
80 gold pieces in offerings (Room 37)
120 gold pieces scattered (Room 37)
Chain Mail +2
Mace +4
Red Velvet Cloak (100 gp)
Rosewood Throne (5000 gp)
Crystal Sphere (1000 gp)
60,000 silver pieces
100,000 copper pieces
600 gold pieces
4 medium topaz gems
Scarab of Enraging
Jewel of Continual Light
Long Bow +4
800 gold pieces
6 small sapphire gems
Short Sword +1
Periapt of Wound Closure
Potion of Water Breathing
10 gold pieces (Room 43)
10 gold pieces (Room 44)
10 gold pieces (Room 45)
10 gold pieces (Room 46)