Dungeon of the Four Brothers

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Dungeon of the Four Brothers
Type Dungeon
Status Explored July 883 TA
Location Dragonsford
Hex 3012
Campaign Dragonsford Campaign
Adventure # 83
Map-dragonsford.jpg

Introduction

It is the heat of growing season, and our young adventurers find themselves back at the Wicked Lady pub for a pint of ale and some fresh strawberries and clotted cream. Recalling your exploits at Havelock's Keep, your party is discussing Meri, Potkin the Potter's daughter. "You should have seen the way she looked at me, when I rescued her from Ulric's chamber," boomed David Sinclair, winking at his companions. It had been several days since your arrival back into town. Potkin was arranging for a party in your honor, with the celebration to commence in three days. The mysterious Viper and Bug were no where to be found, and the rumor was spreading that Potkin would announce Meri's betrothal at the party. Again, laughter could be heard as David Sinclair began a soliloquy on that subject.

It was during the highlander's discourse, that a travelling merchant entered the pub. His bright outlandish garb marked him as a member of a caravan that had just arrived from the Shadowyarn Mountains. The man ordered a pint of cider, waved at the party, and approached the table. "Greetings, famous adventurers," the man smiled, showing several missing teeth. "Your tale is the rage of the town. All of Dragonsford is talking about you." The man drew a small leather tube from one of his many pockets. "As a token of respect, I am willing to give you these keys to a vast treasure. It is yours for free. With my complements." Draining the last drops of cider from his mug, he smiled again. "I have other wares that you may want to purchase." With that, he swaggered back to the bar, to order another pint and some bread and cheese.

Opening the tube, two crystal dice fall onto the table. A small piece of parchment is rolled up inside. The following verse is written on the parchment.

For my lovely Gabriela
As life is an eternal cycle: birth, work, prayer, and death
So this token represents the cycle of life.
Keep it in good order and prosperity will be yours forever.
Your loving Drax

OFANO, OBLAMO, OSPERGO.
HOLA NOA MASSA.
LIGHT, BEFF, CLETEMATI, ADONAI.
PAX SAX SARAX.

You are startled to see the merchant back at your table. "It seems so harmless, but I am told that it leads to an adventure whose rewards will give you everlasting prosperity but whose risks are deadly. I had a wizard scry these dice, and he said that they are a magical teleport device. They will randomly place you into a room, depending on your luck. Speak the verse and roll the dice, and you will find yourselves on a great adventure. Now," he smiled, "here are my other wares." He produced five small disks. "The wizard also sold me these disks. Each will allow you to stop time for a few moments during the teleportation. As a result, you can "preview" an extra room before deciding where to begin your adventure. It may buy you some good information and a second chance at life. Each disk costs 500 gold pieces. Any takers?"

Legend: The Four Brothers

Note: this legend can only be gained from the old woman in the "real world" outside the dungeon.

The grandfather of the four brothers was a wealthy baron in the small kingdom (whose name translates to Sweet Vale) along the Burgundy Coast in the southern reaches of the Western Kingdom some one hundred years ago. The lush hills around his manor were known for their rich vineyards, and the wine of the region made Drax a wealthy man. Drax met a young woman, Gabriela, and soon asked for her hand in marriage. Their union produced one son, and Drax had found true happiness. At the Spring festival, Drax had his future told by an old fortune teller - a grim prophesy indeed. The old hag told Drax that he would meet with an early and sudden death. The years went by and the prophesy was soon forgotten. As their tenth anniversary approached, Drax began searching for the perfect gift for his wife. It was in this search that Drax travelled to the distant Tang Empire.

It was among those islands, that Drax met with a craftsman in metal and wood named Ali. Ali was skilled in the art of making time pieces and other intricate devices. Ali promised Drax that he could create a clock that would please his wife and keep his family wealthy long after his death. It was with those words that the prophesy came back to Drax, and he paid Ali an enormous amount of money for his creation. With the clock, Ali gave Drax a poem and some dice that described its use - explaining the poem carefully. During the long voyage back to Sweet Vale, Drax fell ill with a fever and died. The clock and the mysterious poem was presented to Gabriela and her son, the new Lord Draxson.

The clock must be kept wound at all times. As long as this task is accomplished, a pearl will appear in a drawer once each month. If the clock completely winds down, it will stop working unless the teleport dice are used to "teleport" into the clock and solve the puzzles of the dungeon.

Gabriela lived to old age, and she kept the clock wound throughout her life in memory of her lost husband. A black pearl appeared in the drawer each month, and its wealth helped sustain the kingdom that her husband had built. When at last she died, Draxson followed the tradition. In time, he also married, and had four sons. He taught each of his sons the poem which was the key to his family wealth, although its meaning was lost. After a long dry spell, the fertile valleys were barren, the grapes and wine were gone. The black pearl was the sole source of income for Lord Draxson and his family.

It was a freak accident that killed Lord Draxson, and the neglect of his sons that allowed the clock to stop. The black pearl did not come, and the sons gathered in council to decide on a course of action. After studying the poem, the sons decided to use the teleport dice. After use, the dice return to their drawer (they can be used from within) and the four sons were trapped inside the clock trying to solve its riddles.

Ali believed that the clock represented the eternal cycles of life: gods, birth, work, and death. The clock is divided into four levels, each of these represent one phase of the cycle. And the great riddles that one must solve are based on these four cycles.

Level 1: Overview

Fourbrothers01a new.jpg

Priests occupy the upper portion of this level. They have been corrupted by the fact that the clock has stopped. Normally, they overlook the spiritual needs of the people - keeping them happy. Now, the people have become twisted with blackened souls (since their spiritual needs have been so long ignored). The priests now perform sacrifices to the evil creature in the temple in the NE corner of the dungeon. The evil creature is the barren soul who must be wrapped with the cloak of light and goodness. The cloak of light is a scale robe that can be found in the High Priest's chamber. If the party wraps the cloak of light about the evil creature, he will revert back to goodness, the Black Souls will revert to goodness, and the first riddle will be solved.

BY THE HANDS OF THE GODS WITH THEIR SMILES FAVORS AND BLESSINGS UPON MY WORK

I ALI DO UNDERTAKE THIS WORK FOR MY LORD AND LIEGE THE MOST EXAULTED LORD DRAX

The black walls of this dungeon shimmer with the polish of stone, but closer examination shows them to be made of a very hard wood. The wood will char, but it doesn't seem to burn readily, and it is very heavy and strong. The floors, ceilings, and fixtures are made of the material, bound in polished brass where metal is needed. The ceilings are 10 feet high, except where noted.

Room 1: Outer Audience Chamber

This room is twenty feet square with four large black pillars in each corner. Mounted on the walls are four torches, in brass brackets, sputtering with little light. There are two sets of double doors. The southern doors are plain with brass rings. The northern doors are intricately carved with runes traced in brass. A blue-black light flickers over the runes, and an electrical crackling can be heard if the northern doors are approached. There are no rings on these doors.

Careful examination will reveal a small crack in the northeastern corner of the room. Here four stirges had taken up residence. They will attack only if a character crawls into their home OR the smell of blood is in the air. Their lair contains only scraps of cloth, some bones, and a Potion of Cure Serious Wounds.

Room 2: Hallway

This winding hallway is made of the same black wood as the rest of the dungeon. In addition to a number of sputtering torches in brass brackets, three brass portcullises line the hall. There appear to be no mechanisms to raise the portcullises, but a set of runes is written above each one. Each rune is traced in brass.

Four brothers 01.jpg

Speaking the common words will cause the gates to raise or lower. Speaking the wrong word will not have any effect.

Room 3: Outer Hallway

A number of identical statues can be found throughout the dungeon.

A large brass statue of a man dressed a scaled cloak carrying a wooden staff can be seen in the corner of the room. The statue is nearly 5 feet tall and sits on a circular base of polished black wood. The statue looks remarkably life-like as the figure is standing, as if waiting, for the expected arrival of another.

A closer look reveals that the statue is not real, as the details of the item is not that great.

This hallway runs north and south with sputtering torches along the east wall. Also on the east wall are runes, traced with brass, but otherwise unremarkable. Six niches are hidden in the shadows of the west wall.

If approached within 20 feet, six zombies will step out of the niches to attack any non-evil creatures.

Room 4: Spoiled Priest's Common Room

This richly appointed 30 foot square room was once dominated by a finely crafted coffinwood table. Some details can still be discerned: an intricately carved lion's paw leg and a corner shaped like lion's head. Twelve delicate coffinwood chairs are in great disrepair, most of them smashed against the west wall. Several wooden side cabinets are now little better than kindling, and the rich tapestries are burned and stained so that their original subjects are lost. Along the north wall are runes carved and traced with brass.

Careful examination shows that there are two holes crudely drilled in the south wall. Peering through, the party can see a hallway and several still figures. Also detected is a small 10 foot room in the northwest corner, hidden behind a ruined tapestry.

Room 5: Alcove

This strange little room has two runes on the north wall. The western wall is made of brass about six inches thick and extending only 8 feet into the air. As a result, there is a two foot gap leading into a dark room beyond. On the south wall is a small brass key, hanging from a hook.

The key is used in Room 47 to unlock the pendulum. If magical means are used, the brass drawer can be moved, giving the party an escape to the real world.

Room 6: Brass Key Room (Drawer)

This room has a brass floor and brass walls which extend eight feet. The remaining two feet of the walls and the ceiling are made of coffinwood except for the eastern wall which has a gap leading into Room 5, the southern wall which has a gap leading into a hallway, and the western wall which is solid brass to the ceiling. Along the north and west walls are runes traced with black. The center of the room is dominated by a huge brass key, roughly twelve feet long and four feet wide.

Careful examination reveals that the key is identical (except that it is larger) to the small key on the hook in Room 5. The large key has an encumbrance of 200.

Room 7: Black God's Chamber

This large circular chamber is pitch black and radiates a powerful aura of evil. The domed roof of this chamber reaches up about 20 feet, with a number of black buttress beams reveal many shadows and corners where creatures might lurk. Torches brought into this room carry only a fraction of their normal light. A scuttling sound can be heard moving around the floor. The center of this room is dominated by a large throne of tarnished brass sitting on top of a hexagonal coffinwood dais. Atop the throne sits an obsidian demon: small, wiry, and similar in build to a hairless ape. The face however, is human-like, with small pointed ears and a fang-filled grimace.

Careful examination reveals a secret door in the dias leading to a set of descending stairs. Another secret door leads to a small unused spy room to the west.

This is the throne room of the Black God - the evil counterpart of the Brass God. The Black God prefers a brutal physical attack and will use magical spells only as a last resort. The Black God acts as a 18th level fighter/18th level mage.

Room 8: Small Shrine

This small 10 foot niche shows considerable disuse. A small cushion sits in front of a five foot high ledge of carved coffinwood. Three objects show signs of tarnish: a large shallow brass bowl in the shape of a seashell, a small statue similar to the large ones found throughout the dungeon, and a small gold fish with emerald eyes which is sitting in the brass bowl.

The fish is actually treasure - a forgotten sacrifice left for the Brass God.

Room 9: Common Room

This room is dominated by two small wooden tables and seven chairs. A single torch in the far wall sputters in its brass holder. The furniture is of a plain design and shows sign of extensive abuse. Two silver candlesticks sit on the far table, their candles long since burned out. Four of the chairs are occupied by corpses, wooden cups and plates still sitting in front of them.

Four Black Souls will attack the party upon entering. The candlesticks are worth 5 gold pieces each.

Room 10: Kitchen

This most noticeable attribute of this room upon entering is its foul stench. The smell of rotting meat and vegetables is very strong here. From its layout, this room was obviously a kitchen. A large brass pot sits in the northeast corner, two coffinwood tables sport brass knives and wooden bowls. Two chairs against the south wall are occupied by corpses, dressed in cook's aprons.

Two Black Souls will attack the party upon entering. There is nothing of value here.

Room 11: Privy

This room is an unadorned five foot square with a coffinwood bench with a hole in it with a tarnished brass pot sitting underneath. The room smells of human refuse.

Room 12: Small Bedroom

This small room boasts two beds made of straw mattresses and blankets and a small rectangular shelf in the northwest corner. On the shelf is a small statue similar to those throughout the dungeon. A large unburnt candle sits on the shelf next to the statue.

The candle affords some protection from the Dark Souls while it is burning. If removed from the room, it can be treated as a Protection from Dark Souls spell for 6 turns.

Room 13: Large Bedroom

This room is unadorned, the walls made of coffinwood with a single torch sputtering in a bracket on the western wall. Also along the western wall are two beds made of straw mattresses and blankets. Two Dark Souls are lying in the beds. A small coffinwood chest, bound in brass is pushed up into the northeast corner.

The Dark Souls will attack if the door is opened. The chest is locked and trapped with an electrical charge which will strike the opener for 3d6 points of damage.

The chest contains 120 gold pieces and three small amethysts.

Room 14: Large Bedroom

This room is unadorned with a single torch sputtering in a brass bracket on the northern wall. Two beds made of straw mattresses and blankets are pushed into the northwest and northeast corners. A brass bowl and pitcher sit on a table against the southern wall, near the door.

This room contains nothing of value.

Room 15: Another Large Bedroom

This room is unadorned with a single torch sputtering in a brass bracket on the northern wall. Two beds made of straw mattresses and blankets are pushed into the southwest and southeast corners. A brass bowl and pitcher sit on a table against the southern wall, near the door. A young woman is tied up on one of the beds. There are black smudges on her face and two black candles burn on the floor nearby.

This girl is the next sacrifice. She will help the party, perhaps.

Room 16: A Final Large Bedroom

This room is unadorned with a single torch sputtering in a brass bracket on the northern wall. Two beds made of straw mattresses and blankets are pushed into the southwest and southeast corners. A brass bowl and pitcher sit on a table against the southern wall, near the door.

This room contains nothing of value.

Room 17: Eastern Storeroom

This small room is lined with large coffinwood barrels and several boxes of the same construction. A single torch sputters from its brass holder on the northern wall. The room is obviously a storeroom of sorts.

Careful examination shows that the barrels are filled with dried meat strips, dried fruits, and several sacks of flour. These foodstuffs are well-preserved, but it is obvious that not many meals have been prepared for quite awhile.

This room contains nothing of value.

Room 18: Central Storeroom

This small room is lined with large coffinwood barrels of water and several boxes filled with spices. Two barrels along the southern wall have been knocked over, their contents long since evaporated. A single torch sputters from its brass holder on the northern wall. The room is obviously a storeroom of sorts.

Careful examination shows that the barrels and boxes are ordinary and contain what they first appeared to hold. Behind the two fallen barrels, a small passage leads southward. The tunnel is bored to a diameter of about four feet, requiring party members to crawl on their hands and knees.

A glass beetle will eventually appear in this room if the party waits long enough.

Room 19: Western Storeroom

This small room is lined with coffinwood boxes and large sacks. The fresh vegetables that were once held within are very rotted. There is an unhealthy smell in this room. A single torch sputters from its brass holder on the northern wall. The room is obviously a storeroom of sorts.

Careful examination shows that the boxes are filled with rotted vegetables and the sacks with spoiled barley. It is obvious that not many meals have been prepared for quite awhile.

This room contains nothing of value.

Room 20: Privy

This room is an unadorned five foot square with a coffinwood bench with a hole in it with a tarnished brass pot sitting underneath. The room smells of human refuse.

Room 21: Pendulum Room

A narrow ledge winds counterclockwise around a deep octagonal pit. The room is dark, without torchlight. It is fifty feet from side to side and the bottom of the pit cannot be seen. Below you, hanging suspended from the center of the room is a large pendulum attached by a large brass shaft some 20 feet below. The pendulum is not swinging, and you can see no movement below.

Room 22: Clerk's Office

The door of this room hangs slightly off its hinges. From the crack between the door and wall, a flickering of light illuminates a 15 foot wide room lined with shelves dominated by a large desk in the center of the room. The desk is cluttered with papers. Behind the desk, a figure sits, as if asleep. It is impossible to tell from the crack any more details of the room.

Upon entering, the figure behind the desk jerks to life. Muttering an oath, "Solve the puzzle and the gold is yours, he says. You won't get this one, clerk, he says." As the figure advances towards the party, he raises his arm, dagger held high. Suddenly, the arm detaches, and falls to the ground in a cloud of dust. With the next step, the body crumples into a pile of dust and decay. There is a door in the southwest corner of the room.

On the desk is a small bag, with the following riddle on it:

Four brothers 02.jpg

By saying the proper number, 20 gold pieces will fall from the bag. Otherwise, 20 lead disks will be inside.

The door leads to another privy.

This room is an unadorned five foot square with a coffinwood bench with a hole in it with a tarnished brass pot sitting underneath. The room smells of human refuse.

The secret door leads to treasure.

This room is a small unadorned five foot square room. The only item in the room is a chest made of coffinwood and bound in brass. The chest is locked and the crackle of electricity can be heard if the chest is approached.

The key is in the crumpled pile of dust and bone that was the clerk.

The chest contains the following: 200 gold pieces, Potion of Invisibility, Short Sword +2, Potion of Clairaudience

Room 23: Barley Storeroom

This room is dark and musty. Stacked neatly along the south and west walls are large sacks of barley. Several have been opened by small rats or mice, but the grain seems to be mostly intact. There are also a number of large jars stacked near the door. Each contains several pounds of a fine white powder.

The jars are yeast which might be used by a MacGuyver-like character.

Room 24: Brewery

This room is dark and reeks of stale ale. A large 20 feet wide by 30 feet deep brass ledge covered with barley dominates the southern end of the room. Close examination shows that the ledge has a number of small air holes in it. Ashes below show that a fire once burned below the ledge. Several large piles of barley can be seen in the shadows at the southern end of the ledge. The northern end of the room contains two small brass stills. They have fallen into disrepair, and there is no liquid within. A passageway leads to a small room in the northwest corner.

The large lumps are three giant rats who have been feeding on the barley. They will attack if molested.

Room 25: Wort Room

This room is the source of the stale ale smell. Three great coffinwood vats sit on the floor of the room, half-filled with stale wort. In the corner, several paddles and strainers of brass and coffinwood can be found.

A Black Soul standing behind one of the casks will attack with a sharp hoe-like implement if the party enters the room.

Room 26: Confessional

Two identical chambers can be found here. Both contain a ten foot square room with small black cushion in the center. The rooms are otherwise unremarkable. The eastern wall of each room is cloaked with a black drapery, and a torch sputters from the northern wall. A door at the end of the hallway is closed.

The inner rooms are five by ten foot niches. Each contains a single coffinwood chair and a small ledge with a silver statue like the others found throughout the dungeon. A Black Soul priest will be in each nook and will attack if the curtain is disturbed.

The door leads to another privy.

This room is an unadorned five foot square with a coffinwood bench with a hole in it with a tarnished brass pot sitting underneath. The room smells of human refuse.

Room 27: Rectory

The dark coffinwood walls of this room are offset by eight sputtering torches spaced along the wall to provide ample light. A hallway in the northern and southern wall are the only exits. The most remarkable features of this room are two large pools. The sides of the pool are formed by the stumps of very old coffinwood trees lined with brass. The western pool is filled with a black, foul-smelling water. The eastern pool is filled with a clear water. At the bottom of the clear pool are 100 brightly colored small uncut gems.

This room was used as a meeting place before and after worship. The eastern pool radiates a faint aura of magic, although the gems do not. Each gem in the pool is worth 10 gp (use stone markers). If the party takes gems out of the pool, a like number of gems will turn into 10 gp small uncut gems. If the party throws gems into the pool, a like number of gems will become one size larger. The parish members know this trick, and they throw only small uncut gems into the pool.

Room 28: Sanctuary

This large 50 foot by 30 foot room has a domed ceiling with beams of coffinwood capped with brass. There are no torches in this room, and any brought within will dim noticeably. Three large wooden pews are centered between four massive pillars. In the front row of the pillar, sit six cloaked figures, unmoving. A small brass bowl is attached to the wall near the western entrance. At the south end of the room, two brass oil lamps stand unlit. Between the two oil lamps is a tapestry which shows a man dressed in a gold scaled robe. In addition to the passageway in the northwest, a small door is in the southwestern corner of the room, and a passageway leads to the northeast.

If the tapestry is viewed from the left side of the room, the man will have "magically" transformed into the demon in Room 7.

If the sanctuary is entered, the six priests will attack.

Behind the tapestries on the south wall is a small niche. The niche contains three shelves. The lowest of these is filled with vials. Ten of these are filled with a red liquid (oil) and ten of these are filled with clear liquid (water from the eastern well). The middle shelf contains a number of candles and wicks. The upper shelf contains two books: one bound in brass and one bound in coffinwood. The black book radiates a strong aura of evil.

The books are used for holy ceremonies. If they are separated by a few feet, harmless blue sparks will jump between them. If this distance is more than 10 feet, the sparks will damage the holders at the rate of 1d6 per 10 feet separated. If placed together, the books can easily be carried by the party.

Room 29: Anteroom

This small niche smells of dung. In the southwest corner are a pile of unburned torches. In the northwest corner is a pile of barley coming from a small hole in the northern wall just large enough for a man to crawl through. Next to the entrance is a large brass pole with a candle attached to one end. Also on the east wall are runes, traced with brass, but otherwise unremarkable.

The pole is used to light the oil lamps in a ceremony. The hole leads to the giant rats in Room 24. The rats will not come out unless food (or some other enticement is offered).

Room 30: Priest's Chambers

The hallway, eastern, and southern walls of this room contain runes, traced with brass, but otherwise unremarkable. The room is luxuriously appointed with coffinwood couches and stuffed black cushions. Several black cloaks hang on brass pegs on the eastern wall. A hallway leads north from the northeast corner of the room, and another leads west from the southwest corner of the room.

This room contains nothing of value.

Room 31: High Priest's Study

This room is modestly furnished with a single square table and chair. On the table is a half-written sermon in the strange runes that adorn the southern wall of the room. Age has faded the paper severely. A statue similar to those throughout the dungeon stands in the northeast corner of this room. The door in the southwest and northwest corners have been partially destroyed.

Careful examination of the doors will reveal that great claws tore the wood to shreads (from the outside) of the southwest door and (from the inside of the) northwest door. If the document is handled, it will crumble to dust.

Room 32: High Priest's Waiting Room

This room is unremarkable except for two items. First, a shredded tapestry in the southeast corner that originally hid a small unadorned five foot square with a coffinwood bench with a hole in it with a tarnished brass pot sitting underneath. Second, the door in the northeast corner has been destroyed by great claws (from this side).

Room 33: High Priest's Sleeping Chamber

This room is luxurious. A large coffinwood bed bound in brass is still shrouded by black hangings, hiding any sleeper within. A large dresser along the southern wall has been knocked over, revealing ordinary clothing mixed in with fine vestments. In the center of the room is a stone statue of a young man dressed in plate mail with a sword in his right hand. At the foot of the statue is a small leather tube.

Careful examination shows that this statue is very lifelike. The small leather tube contains a scrap of paper with the following information on it:

NATURE IS NOT GOOD NOR IS IT EVIL. GOODNESS WITHOUT EVIL LACKS THE RESOLVE OF THE SOUL. EVIL WITHOUT GOOD LACKS THE COMPASSION OF THE HEART. SO SPEAK THE GODS. THE DARKNESS OF EVIL MUST BE CLOAKED WITH THE ROBES OF LIGHT.

If the bed is approached, one basilisk will scamper out from underneath and another will jump from on top of the mattress.

Room 34: High Priest's Secret Chamber

This is dark and unadorned. There are four items of interest here. First, a large comfortable chair is positioned along the western wall. Next to the chair is coffinwood stand upon which stands a golden statue of a nude woman. The woman holds a small jeweled sword above her head. On the eastern side of the room is a bookcase containing six very dusty decaying books. Finally, a tapestry of black cloth woven with gold suns and stars hangs from the northwest corner of the room. A solitary figure sits in the chair.

The solitary figure is the high priest who will attack only if the golden statue is touched. The books will crumble to dust if touched. Behind the tapestry is a small alcove.

Room 35: High Priest's Treasure Room

This small unadorned room boasts a large coffinwood chest bound in brass. The flicker of electricity can be seen along its perimeter. The chest is locked (with a key that is on the high priest).

The chest contains the following treasure: 2 glass spheres about 8 inches in diameter, 400 gold pieces, 3 large topaz gems, Ring of Tracking, Rope of Climbing

The small secret door leads to a room in which hangs a golden scale cloak. The cloak radiates a powerful aura of good and glows brightly in all areas except Room 7.

Room 36: Southern Rat Entrance

This strange room has runes along the south wall. The western wall is made of brass about six inches thick and extending only 8 feet into the air. As a result, there is a two foot gap leading into a dark room beyond. On the north wall is a large hole that seems to have been bored into the wood by some creature. The smell of dung is strong from this passageway.

If magical means are used, the brass drawer can be moved, giving the party an escape to the real world.

Room 37: Pearl Room

This room has a brass floor and brass walls which extend eight feet. The remaining two feet of the walls and the ceiling are made of coffinwood except for the eastern wall which has a gap leading into Room 36, the northern wall which has a gap leading into another room, and the western wall which is solid brass to the ceiling. Along the south and west walls are runes traced with black. The ceiling of the room has a black hemisphere roughly 6 feet in diameter protruding from the center.

The "pearl" cannot be removed by any means.

Room 38: Gear Room

This room is of typical coffinwood construction. The western wall is marked with three carved runes highlighted in brass. A single door bound in brass is in the northwest corner of the room. A black tapestry hangs in the southwest corner of the room, and a single torch sputters on the eastern wall. The center of this room is piled with large metal gears, shafts, and springs - all of brass construction.

Room 39: Alcove

This strange little room has two runes on the west wall. The northern wall is made of brass about six inches thick and extending only 8 feet into the air. As a result, there is a two foot gap leading into a dark room beyond. To the south is a hallway that extends into the darkness with black runes highlighted in brass on the western wall.

Room 40: Lair of the Glass Beetles

Some creatures have dug an extensive network of tunnels through the black coffinwood walls. These tunnels are generally four feet in diameter, requiring characters to crawl on their hands and knees. This affecting movement, fighting, and spellcasting. The larger "caverns" generally have a ceiling that is high enough for a man to stand. Unless otherwise noted, the walls are rough hewn coffinwood (black).

Glass Beetles represent the elements of fire, water, earth, and air. They have two "states" that they can exist in. In the glass state, they can fight without spells, they have a very low armor class but can be shattered. In the molten state, they can cast spells, their armor class is high, and they cannot be shattered. In order to fuse into a queen, one of each of the four types must meet and join together (almost never happens). If different types get close to the other, they will go into molten state and attack.

These strange insects are approximately 4 feet in diameter and stand 2 feet high. In their natural state, they are almost invisible since their outer exoskeleton is clear. A fine network of "veins" run throughout their skin. They have the following properties:

yellow - bellows toxic gases when in molten state
red - can cast streams of fire when in molten state
blue - can cast streams of acid when in the molten state
green - can pass through the walls like a passwall spell in molten state

The beetle hives hold pods of 6 eggs each. Three pods have been robbed of all their eggs. 14 eggs are in Room 66. 2 eggs are in Room 35. 2 eggs are in Room 99.

If all 18 eggs are returned, the beetles will ignore humans throughout the adventure.

This room is dominated by a large gelatinous creature about 8 feet long and 4 feet in diameter. It is clear, and characters can easily see through its pulsating form. The creature resembles a large clear worm. While it can move only slowly, it is able to whip its mouth around to face any creature coming within striking distance.

This is, naturally, the queen. She lays eggs. If she is attacked, she will summon her comrades by making an inaudible noise. If she is killed, humans will be hunted without mercy.

Room 41: The Beetle Pit

This room is rough hewn just like others in the tunnel complex. The center of the room is dominated by a large sloping tunnel which drops into the next level of the dungeon. It is possible to climb slowly down the slope, but it is too steep to fight on.

Rooms 42: Beetle Guardrooms

These rooms are rough hewn just like others in the tunnel complex. The connecting passages are generally four feet in diameter, requiring characters to crawl on their hands and knees. This affecting movement, fighting, and spellcasting. The larger "caverns" have a ceiling that is high enough for a man to stand. Unless otherwise noted, the walls are rough hewn coffinwood (black).

These rooms will generally have a pod of beetles in them.

Rooms 43: Beetle Eggs

These rooms are rough hewn just like others in the tunnel complex. The connecting passages are generally four feet in diameter, requiring characters to crawl on their hands and knees. This affecting movement, fighting, and spellcasting. The larger "caverns" have a ceiling that is high enough for a man to stand. Unless otherwise noted, the walls are rough hewn coffinwood (black).

Each of the six beetle hives hold one pod of 6 eggs. Rooms 43a, 43c and 43e have been robbed of all their eggs. If they are returned, the beetles will ignore humans throughout the adventure.

These small rough hewn rooms are like the the others in the tunnel complex with one exception. In the center of the room, the floor has been scooped out forming a low bowl about three feet long and a foot wide. A sticky straw-like substance has been scattered about the area near the bowl.

Careful examination will show that there are six spherical impressions in the bottom of the bowl.

These small rough hewn rooms are like the the others in the tunnel complex with one exception. In the center of the room, a sticky straw-like substance has been neatly piled into a mound about three feet long and one foot in diameter.

Level 2: Overview

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The lower portion of the first level and the upper portion of this level are dedicated to the ethics of work and life. The rooms here will be filled with Dark Souls unless the party solved the riddle above. The room that requires the key from level one is here. With the key, the party can unlock the shaft and start the pendulum swinging again!!!

Room 44: The Chapel of Heroes

The sanctity of this room is evident from its elaborate construction. The six coffinwood pillars are tooled with intricate patterns laced in delicate brass. A carved altar against the northern wall shows a bas relief of a knight laid out in full military splendor. A small table pushed into the northwest corner is draped with a black cloth on top of which lie twenty bound tomes. The northern wall is carved with runes that are highlighted in brass. A set of double doors, bound in brass, adorn the western wall, while an intricately carved stairwell descends from the eastern wall. There are no pews, chairs, or other furniture in the room, but 13 brass brackets hold sputtering torches in place.

Careful inspection will show that an empty coffinwood box lined with red velvet sits on the altar. The box is empty, but the impression of a man's hand can be seen in the velvet.

If the secret door is found in the northeast corner, a strong aura of evil will be detected behind the portal. The tomes on the small table will crumble to dust if disturbed.

The Hand is with the Maglor, and it is thought to have been stolen by the glass beetles.

Room 45: The Black God's Lair

This circular room radiates evil that is so powerful that it can almost be felt. The walls are black and a large circular column in the center of the room is black. Blue electricity crackles between the column in the center and the walls. Several shadowy figures can be seen darting about this hellish abyss.

No light will penetrate this room except the Cloak of Light. This is where the Black God will flee if threatened in Room 7. The room contains 6 hell hounds who will fight for the Black God.

Room 46: Provision Room

A large wooden ledge extends around three sides of this unadorned room. The ledge is five feet high and five feet deep. On the ledge are two sacks of barley, some dried fruits, several large baskets of vegetables, three long loaves of bread, and a leather drum filled with salted dried meat strips. Two torches sputter from their brackets on the northern wall.

Room 47: Key Room

This oddly shaped room is dominated by a 5 foot diameter brass shaft that runs from the western wall into the eastern wall. The shaft is roughly five feet from the floor. Attached to the shaft is a large brass gear. The gear sits against the west wall. The shaft looks as if would turn except for a large brass lock that has been hung from the northern side of the gear. Three Black Souls are standing in the southern part of this room.

The Black Souls will attack if the room is entered. The key from Room 5 will unlock the padlock.

Room 48: Trapped Hallway and Door

This hallway runs north and south with sputtering torches along the west wall. Also on the west wall are runes, traced with brass, but otherwise unremarkable.

The door on the south is false. When touched, a pit will open in the floor. The pit is 15 feet deep with a cage on one side (see Room 75).

The secret door on the wall opens into a five foot passageway. A set of spiral stairs lead downwards. The sounds of chanting can be heard coming from the lower passage.

Room 49: The Dome Room

This very large room boasts a number of strange objects. The walls are unadorned, and there are no torches in the room. In the center of the room is a 15 foot diameter dome of glass about 7 feet in height. A dim glow can be seen coming from the dome. Three cages are scattered about. They are dark and smell of dung. The cage in the southeastern corner is open. The sounds of large creatures shuffling about can be heard.

Three basilisks are free here. They will attempt to surprise the party and will fight fearlessly. If it is advantageous, the Maglor will release the animals to attack any interlopers in Room 49. There are no keys or obvious ways to open the cell doors.

The northern cage only 5 feet in height and some 15 feet deep. Through the piles of bones and debris, the party can see six pairs of red eyes. A gutteral growling can be heard from within.

The western cage is 10 feet in height and some 15 feet deep. A single cot is piled with dirty rags. A pile of bones and other debris is piled in the southwestern corner of the cell. Two female elves are inside, dressed in tattered clothes, dirty, and haggard. Upon entering the room, the elves begin to jabber at the party, beckoning them to let them out.

They will hail any party coming close - warning them about the basilisks if possible. They will tell of a vampire priest that captured their party and has killed all but them.

The two elves are, naturally, dopplegangers who will attempt to trick the party if possible.

Room 50: Forgotten Storeroom

When opened, the swishing sound of escaping air can be heard. Almost immediately, a musty smell surrounds the party. It is obvious that this room has not been used for years. The room is unadorned, with no torches or brackets. Piled around the perimeter of the room are large boxes and crates. Several have fallen over, their contents spilling onto the wooden floor: bolts of fine cloth, leather hides, brass plates, and other raw materials.

This room is otherwise empty.

Room 51: Pendulum Room

A narrow ledge winds counterclockwise around a deep octagonal pit. The room is dark, without torchlight. It is fifty feet from side to side and the bottom of the pit can be seen thirty feet below. It is obvious that the room opens up below you. Above, the passage winds into the darkness, ending in a ledge. You pass under a large brass shaft which supports a massive pendulum which is not swinging.

Room 52: Anteroom

This strange little room has two runes on the north wall. The western wall is made of brass about six inches thick and extending only 8 feet into the air. As a result, there is a two foot gap leading into a dark room beyond. A small chest is pushed against the north wall. The chest is made of brass, and it is not locked.

Opening the chest will release a dozen small flies whose buzzing sounds like static electricity. The bugs glow slightly blue, and they will immediately fly over the wall into the room beyond.

Room 53: Faux Key Room

This room has a brass floor and brass walls which extend eight feet. The remaining two feet of the walls and the ceiling are made of coffinwood except for the eastern wall which has a gap leading into Room 52. Along the north and west walls are runes traced with black. The center of the room is dominated by a huge brass key, roughly twelve feet long and four feet wide.

The large key is actually a mimic, who will hold any character who touches the key while the blue flies discharge electrical energy at the rate of 1 hit point per fly per round. When the character is dead, the mimic will feed.

Room 54: Common Room

This richly appointed room has a single pillar in the center. Several plain coffinwood tables and a number of ordinary chairs are scattered about. Six torches are burning in their brass brackets. A black cloth rug covers the floor. A single door on the south wall and the stairway leading up to the level above are the only exits from this room. Six Black Souls are standing here.

This room was used for gatherings after worship. The Black Souls within will attack if the room is entered.

Room 55: Small Shrine

This small room is separated from the hallways beyond by a black drape. The room holds only a small black cushion in front of one the many statues found throughout the dungeon. The walls are unadorned except for a torch on the north wall sputtering in its brass bracket.

Room 56: Starter Pedal Room

This large room is dominated by a large lever that extends from a hole in the wall near the floor ending in a flat wooden pallet near the ceiling. The lever is made of coffinwood, bound in brass. It shows signs of significant wear. Four torches are burning from their brackets in the west and east walls.

The lever will not move unless the lock in Room 47 is removed. The party will be unable to get the pendulum swinging with the lever unless magically aided.

Room 57: Corner Room

A large brass statue of a man dressed a scaled cloak carrying a wooden staff can be seen in the corner of the room. The statue is nearly 5 feet tall and sits on a circular base of polished black wood. The statue looks remarkably life-like as the figure is standing, as if waiting, for the expected arrival of another.

A closer look reveals that the statue is not real, as the details of the item is not that great.

Room 58: Large Gear Room

This large room is dominated by a large brass shaft that enters the room through a hole in the eastern wall and exits through a hole in the western wall. The shaft is five feet in diameter and is five feet from the floor. Two large gears are attached to shaft with a ratchet between the gears. The gear nearest the eastern wall is attached to a large lever that extends from a hole in the wall near the floor. It is obvious that as the lever is worked up and down that the gears will cause the shaft to be rotated slowly clockwise. The lever and gears are made of coffinwood, bound in brass. All show signs of significant wear. Four torches are burning from their brackets in the north and south walls.

Room 59: Storeroom

This room is filled with boxes, crates, and barrels. Most of these are empty except for three large barrels of a thick greasy substance.

Room 60: Well Room

The dark coffinwood walls of this room are offset by three sputtering torches spaced along the south wall to provide ample light. A hallway in the northern wall leads to door, although characters will have to duck under the large brass shaft that pierces the hallway on its way to Room 58. The western wall of this room is carved with the familiar brass runes. A large pool of bubbling liquid sits in the stump of a very old coffinwood tree. The liquid is thick, viscous, and black as tar. A strong petroleum odor can be detected coming from the pool.

This is actually a well that provides grease for the mechanical devices along with oil for lamps and other uses. It will burn readily if exposed to open flame. It will not explode.

Room 61: Passage Up

This room is rough hewn just like others in the tunnel complex. The center of the room is dominated by a large sloping ramp which leads up to a large room above. It is possible to climb slowly up the slope, but it is too steep to fight on.

This room will generally have a pod of glass beetles.

Room 62: Passage Down

This room is rough hewn just like others in the tunnel complex. The center of the room is dominated by a large sloping tunnel which drops into the next level of the dungeon. It is possible to climb slowly down the slope, but it is too steep to fight on.

This room will generally have a pod of glass beetles.

Room 63: Beetle Feeding Rooms

These rooms are rough hewn just like others in the tunnel complex. In each, however, are pools of a greasy liquid that seems to seep from indentations in the ground. Room 63a is dominated by a pool of yellow liquid with a strong ammonia smell, the fumes of which will cause any character entering the room to make a saving throw or lose consciousness. Room 63b holds a thick reddish syrup that smolders against the sides of the pool. A sulfur steam can be detected long before the party reaches this room. Room 63c holds a thick clear liquid which has little smell. It is, naturally, quite acidic. Room 63d is filled with a green gas that will cause any character trapped within to suffocate.

Room 64: Empty Room

This room is rough hewn just like others in the tunnel complex. Its ceiling that is high enough for a man to stand.

It is empty for the time being.

Rooms 65: Beetle Guardrooms

These rooms are rough hewn just like others in the tunnel complex. The connecting passages are generally four feet in diameter, requiring characters to crawl on their hands and knees. This affecting movement, fighting, and spellcasting. The larger "caverns" have a ceiling that is high enough for a man to stand. Unless otherwise noted, the walls are rough hewn coffinwood (black).

Level 3: Overview

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This level is dedicated to war. It is here that the two factions of the dungeon: the glass beetles and Black Souls meet. The men will help only if the puzzle on level one is solved. Otherwise, there will be warriors here to deal with. In a niche in the heroes room, is the body of the second brother who managed to make it here, but was killed, his body regenerating in the niche to fight again. Cunning must be used to get past the trap in Room 69, in order to get to the Maglor who hold both the holy symbol of the men and the eggs of the beetles - the reason that they are fighting.

The "key" is to solve the puzzle:

TO WAR AND DIE WITH CAUSE IS HOLY. TO WAR WITHOUT IS MERELY DEATH. SOMETIMES THE ENEMY THAT NEEDS DEFEATING CANNOT BE SEEN. SEEK THE FOE WHO HIDES IN SHADOWS.

Room 66: Captain of the Scarlet Ward's Room

Two sets of crossed brass swords hang on the dark coffinwood western wall of this room, and other military memorabilia hang on the walls of this room. Three torches sputter on the south wall near the only door into the room. The northern and eastern walls are carved with mystic runes highlighted in brass. A large coffinwood desk straddles the center of the room. Crumbled papers are scattered across its surface. A straight-backed coffinwood chair behind the desk and a large brass-bound chest in the northwest corner are the only other items of note here.

The chest contains: 14 large crystal spheres nine inches to a foot in diameter, Dagger +3, 300 gold pieces, Bracers of Defense AC 5

Room 67: Hero's Room

The Scarlet Ward are the thirteen best fighters from the level above (captain, sergeant, smith, and ten fighters). They protect the area from the glass beetles. When a member of the Scarlet Ward dies, their body is placed in one of the empty nooks in this room. There, they usually regenerate to fight again. After many battles, a member of the Scarlet Ward may fail to return. At this time, he is laid to rest in the chapel below, and a new recruit is brought into the ranks. Recently, the regeneration has not been occurring - thanks to the Maglor.

This L-shaped room is lit by a number of torches sputtering from their brass brackets on the northern and eastern walls. At the top and bottom of the "L", mystic runes have been carved into the walls, traced in brass. The southern and western walls have 13 niches carved into them. Four of the niches contain bodies of warriors. Three are dark haired and dark featured, dressed in chain mail with broad swords. The fourth is a blue eyed blond man dressed in plate with a long sword.

The unusual knight is actually the second brother. He will have the following poem in a leather map case in a pouch.

TO WAR AND DIE WITH CAUSE IS HOLY. TO WAR WITHOUT IS MERELY DEATH. SOMETIMES THE ENEMY THAT NEEDS DEFEATING CANNOT BE SEEN. SEEK THE FOE WHO HIDES IN SHADOWS.

Room 68: Small Shrine

This small room is separated from the hallways beyond by a black drape. The room holds only a small black cushion in front of one the many statues found throughout the dungeon. The walls are unadorned except for a torch on the north wall sputtering in its brass bracket.

A lever in the south wall of this shrine works the portculis to the south.

Room 69: The Maglor's Puzzle

This diamond shaped room is the primary room that the Maglor use to feed the war between the Scarlet Ward and the glass beetles. The glass beetles fight only because they believe that the humans have stolen their eggs. The men fight because they believe that the crystal beetles have stolen their most prized relic, the Hand of Barret, their demi-god priest warrior. Actually, the Maglor have both. The Maglor have a Wand of Illusions that allow them to make walls appear normal, hiding passages beyond.

Periodically, they will lead glass beetles through Room 70, Room 74, and up the two hallways into the human area above Room 68. This fuels the fire. The humans believe that the secret to the beetle's power lies with the mysteries of Room 69. Sometimes the Maglor let the humans through to raid Rooms 70 - 73. Sometimes they test them with this little puzzle.

This diamond shaped room has six entrances: one on the north wall, one on the south wall, and four on the slanted sides. The four side archways lead into small triangular shaped rooms. The floor, walls, and ceiling of this room are made of coffinwood, polished to a lustrous shine. There are no torches in the room, but light emanates from a strange pattern on the floor. The floor has been divided into "squares" by grooves of a shining silver substance. These "squares" move slightly up or down when stepped on. Thus, each square can be either in an up or down position. The squares have letters carved into them. Along the eight small walls are carved the following statements:

Y > X, Y + Z = 10, R = U x U, V + 1 = W, W + 1 = S, V is even, X = 7, W x W = ZW.

When the room is entered, the party hears a voice in their heads. It is flowing and sweet, "the path of salvation is 9 - 1 - 4 - 6 - 5 - 8".

As the party begins into the room, an electrical crackling can be heard. For each step they make, the crackling gets louder. If they step on a "wrong" stone, the damage will be 1d8 per stone (save to half) cumulative. Thus, a dash across the room will do 1d8 + 2d8 + 3d8 + 4d8.

The solution is simple:

R = 9, S = 6, T = 1, U = 3, V = 4, W = 5, X = 7, Y = 8, Z = 2.

There is a remote possibility that the Maglor will be watching from the peep holes on either side of the puzzle room.

Room 70: Rough Hewn Room

This room is rough hewn just like others in the tunnel complex. A single connecting passage, four feet in diameter, leads out of the western end of this room. Characters must crawl on their hands and knees to move into the next room. This affecting movement, fighting, and spellcasting. This room has a ceiling that is high enough for a man to stand.

Four illusionary walls allow the Maglor to pass through this room with relative ease. Note that a Maglor from Room 76 will hear any movement in this room and come to investigate. The southernmost illusionary wall mostly covers (but not completely) the chanting from Room 76.

Room 71: Passage Up

This room is rough hewn just like others in the tunnel complex. The center of the room is dominated by a large sloping ramp which leads up to a large room above. It is possible to climb slowly up the slope, but it is too steep to fight on.

This room will generally have a pod of glass beetles in it.

Room 72: The Pit

This room is rough hewn just like others in the tunnel complex. The center of the room is dominated by a large sloping tunnel which drops into the next level of the dungeon. It is possible to climb slowly down the slope, but it is too steep to fight on.

This room will generally have a pod of glass beetles in it.

Rooms 73: Beetle Guardrooms

These rooms are rough hewn just like others in the tunnel complex. The connecting passages are generally four feet in diameter, requiring characters to crawl on their hands and knees. This affecting movement, fighting, and spellcasting. The larger "caverns" have a ceiling that is high enough for a man to stand. Unless otherwise noted, the walls are rough hewn coffinwood (black).

Room 74: Anteroom

This oddly shaped room is unlit and unadorned. A hallway to the east ends in a "T" with a single carved rune outlined in brass on the far wall. A spiral staircase in the southeast corner leads up. The sound of chanting can be heard here from the hallway in the south. The hallway to the north shimmers with a silvery magic, faintly obscuring the room beyond.

Room 75: Eastern Maglor Hallway

This small niche is unadorned. There are two small levers here, one on the north wall and one on the south wall. The eastern side of the hallway is lined with carved runes, outlined in brass.

The two levers: one operating the portculis in the north (in case the humans discover the secret passage) and one operating the portculis in the south (holding any creatures trapped from the pit in Room 48).

Room 76: The Council Hall of the Maglor

The Maglor consist of four evil elemental vampires. These beings have no corporeal bodies and exist merely to feed on the souls of the dead. They came into the clock from the outside world drawn to the Pool of Souls - a seemingly endless supply of food. Initially, the magic of the clock kept them at bay, but with its stoppage, the Maglor were free to invade. Which they did, subverting the priests that Ali had placed there. The Maglor tend to favor a human appearance and will be so transformed on Levels 2 and 3. The Maglor have adopted four human "deaths" to serve as their "disguises": plague, war, famine, and infirmary.

The first figure is that of a diseased man, his age hidden by the myriad of running sores and scabs. He is dressed in a tattered robe and carries a staff with a large rat carved on its head. The smell of sickness surrounds the figure, and a number of large rats scurry from beneath the hem of his stained robes.

The second figure is that of a young man dressed in shining plate mail. A glowing broadsword is in one hand, and a red shield with a black raven is in the other. His blond hair, blue eyes, and white smile make a him a dashing figure.

The third figure is of a young woman, thin and emaciated. Ribs show from beneath a light grey shift. Her face, once beautiful, is gaunt. Her brown eyes are tired, and she moves with a listless shuffle. In her hand is an oaken staff, which she leans on for support.

The fourth figure is an ancient man. Bald and wrinkled beyond belief, he is hunched over and leans heavily on a staff of yew. His robes are bright yellow, and his eyes are milky white.

Despite their appearances, however, these four act as vampires in all respects.

The ancient man carries a Wand of Illusion in his pocket.

Their four "servants" are the three unlucky priests and the third son of Lord Draxson. They serve out of fear. The third brother has black hair with green eyes.

The priests are mature men with jet black hair fringed with grey and brown eyes. They wear simple black robes, knotted about their waists with a rope. Cowls hang from the back of their robes.

They will fight as wights.

A chanting can be heard coming from this room at all times. A beautiful mixture of voices, and although the words are lost, the melody carries a haunting chill to those that hear. The room is dark except for a pale blue light coming from a brass disk that floats in the air in the middle of the room. The eerie glow casts shadows that dance among the cold recesses and corners of this strangely shaped crypt. Around the edges of the 15 foot diameter disk are eight huddled creatures, cloaked in robes of the blackest pitch. A number of passages lead from the room, and above the disk is a frosted glass dome in the ceiling. This room reeks of evil.

The chanting is actually the screams of the denizens the Pool of Souls. However, the Maglor have made an illusion that makes these incessant screams sound like a religious chant - music to their twisted souls.

The disk can be raised and lowered by the thoughts of a single Maglor. The frosted glass dome can be dispelled and reformed also by thought. This allows sacrifices to be made to the animals above. The illusionary wall is identical to those in Room 70.

Rooms 77: Lower Priest's Rooms

The Maglor keep the three priests and third son as slaves. The "lower" priests live in these four alcoves. As such, the four are identical in description except as noted below.

This small 15 foot square room holds a simple straw bed in a coffinwood frame with blankets. A single black taper sits on a small nightstand, its light barely illuminating the room. There is a small shelf in one corner with four figurines about six inches high carved of obsidian (description from Room 76). Next to the figurines is a small brass bowl filled with a sticky red liquid.

Room 77d belongs to the third son. He will have the following clue hidden under the mattress in his room:

THE POOL OF SOULS IS WHEREIN THE DEAD ARE REBORN THEIR LIVES AND LOVES AND THOUGHTS TO BE SHARED THE POOL IS SEALED THE DEAD ARE DEAD NO LIFE SHALL RETURN.

Room 78: Southern Beetle Entrance

This strange room has runes along the south wall. The western wall is made of brass about six inches thick and extending only 8 feet into the air. As a result, there is a two foot gap leading into a dark room beyond. On the north wall is a large hole that seems to have been bored into the wood by some creature. The smell of dung is strong from this passageway.

Room 79: Chamber of Opposition

This room has a brass floor and brass walls which extend eight feet. The remaining two feet of the walls and the ceiling are made of coffinwood except for the eastern wall and northern walls which have gaps leading into another room. Along the south and west walls are runes traced with black. At the far end of the room, a black cloth has been hung over an item about six feet in height.

The black cloth covers a beautiful antique mirror with a frame made of polished wood. The mirror glows slightly.

Any character who looks into the mirror will cause a duplicate to appear and attack the party. The mirror cannot be broken, and must be covered to stop duplicates from coming out. Ali has placed this cursed mirror here to get rid of it for his master.

Room 80: Alcove

This strange little room has two runes on the west wall. The southern wall is made of brass about six inches thick and extending only 8 feet into the air. As a result, there is a two foot gap leading into a dark room beyond. To the north is a hallway that extends into the darkness with black runes highlighted in brass on the western wall.

Room 81: Large Chamber

This large rough hewn chamber is 10 feet in height and has a number of passages leading from it. Four small tunnels lead to the southeast and northeast. These tunnels will allow passage by characters if they crawl. Three holes have been bored in the floor of this room. While the slope of the wall near the holes would allow a man to scramble down, ropes have been run to aid climbers. A portcullis in the northwest leads to a carved hallway. This room is dark.

Careful examination shows a myriad of blood stains on the floors and near the tunnels down.

Room 82: Pendulum Room

A narrow set of stairs are perched on the western wall of this room. Above, the room narrows to a fifty foot hexagonal. Below the room lengthens north to south. The room is fifty feet from sided to side. In the center of the room hangs a large brass shaft. The top of the shaft is attached by a shaft some twenty feet above your head. A large brass disk, some fifteen feet in diameter and five feet thick, hangs ten feet below you. This pendulum is not swinging.

Room 83: Lair of the Brass Bats

Ali placed these creatures here to kill of any invaders. Every ten turns, six bats are born. They will fly around the dungeon for approximately sixty turns. Thus, there will always be about 36 of these creatures within the dungeon. They return to this room to die. Brass bats will only attack characters not carrying brass items. A single brass nail will cause them to ignore the party.

This small chamber can be reached only through a very narrow tunnel. It is dark and smells of dung. Hanging from the ceiling are six brass pods. The pods seem to be made of many thin leaves of pounded brass.

If touched, all the brass bats in the dungeon will return to protect their lair. The pods can easily be destroyed. They are well attached and cannot be removed without destroying them.

Brass bats fight as stirges, except they do not suck blood. They do give off an electrical shock when they bite that causes 2d8 hit points of damage.

The fourth brother is blond with blue eyes and heavy spectacles dressed in a cloak will be found dead here. He will have the following on him:

Potion of Protection from Undead.

Staff of Vampire Slaying with the words: RETURN TO NATURE STEALER OF SOULS.

golden statue of a cat with emerald eyes

small leather tube containing a small piece of parchment with the following verse upon it:

WIND THE CLOCK - KEEP EVIL AT BAY
TURNING IN CYCLES - THE PEARLS WILL STAY
FAIL IN THE DUTY - THESE PUZZLES WILL LAY
THE CLOCK WILL STOP - AND YOUR LIFE BLOOD PAY

Room 84: Training Room

The north wall of this large room boasts several coffinwood racks of swords: long, broad, and bastard. While the swords are not magical, they are very finely made and in good condition. A door in the northeast corner of the room leads to a well used privy. Ten torches sputter from their brass racks spaced evenly about the room. Several brass hooks hang from the ceiling near the center of the room. In the southeast corner, a large bag is filled with rags and tied with a chain. Several shields are propped up in the southwest corner of the room.

Careful examination will reveal that a lever in the short hallway outside of this room lifts the northern portcullis against the western wall.

The captain, sergeant, and four warriors will be here.

Room 85: Guard Room

This small room is merely a niche in the wall. It is unadorned and unlit. The western wall of this room and the hallway is marked with the familiar carved runes highlighted in brass. From the south, scurrying sounds can sometimes be heard.

This room was placed here for protection against the glass beetles. The door to the north is locked. The portcullis beyond that is operated by the lever in Room 84. The portcullis to the south is operated by a lever on the south wall. It is from here that most of the offensives against the glass beetles are launched.

A Black Soul warrior will be here.

Room 86: Armory

Lining the southern and eastern walls of this large room are racks of armor, shields, and weapons. Two sets of plate armor, two sets of splinted mail, one set of banded mail, three sets of chain mail, four large shields, two long swords, one bastard sword, and three broad swords are all in good repair. In the far southeastern corner is a full set of brass plate mail, of very fine construction. Next to the brass armor, a brass shield with an enameled red cross leans against a brass long sword. Like the armor, these items are of the finest construction. Between the racks, torches sputter in their brass holders. The northern and western wall are covered with carved runes, highlighted in brass.

Room 87: Statue Room

A large brass statue of a man dressed a scaled cloak carrying a wooden staff can be seen in the corner of the room. The statue is nearly 5 feet tall and sits on a circular base of polished black wood. The statue looks remarkably life-like as the figure is standing, as if waiting, for the expected arrival of another.

A closer look reveals that the statue is not real, as the details of the item is not that great.

Room 88: Smithy

The smell of coal and iron fumes are strong here.

This small room is filled with the equipment of a smithy. In the northwest corner of the room is a large oven, now cold. Next to the oven is a pile of coal, a brass shovel sticking from it. The eastern wall is lined with a number of iron rods, bars, and other scraps. A large anvil dominates the center of the room, several buckets of water sit nearby, and hanging from the southern wall are a number of ironworker's tools. There are four torches sputtering on the walls of this room.

The smith and one Black Soul warrior will be here.

Room 89: Infirmary

This small plain room has a single bed made of straw and blankets pushed up against the northern wall. Next to the bed, a large brass pitcher and a small brass bowl sit empty on a coffinwood table . A single sputtering torch spreads shadows from its bracket on the north wall. A small coffinwood box sits at the foot of the bed. The box is unlocked.

Careful examination shows that the box is filled with bandages, splints, ointment, and an assortment of needles, thread, and nasty looking brass tools.

In the bottom of the box is a secret compartment containing three Potions of Cure Serious Wounds.

Room 90: Bunkhouse

Two small mattresses of straw and blankets are pushed into the northwest and northeast corners of this simple room. There is no light here.

This room contains nothing of interest.

Level 4: Overview

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This level is dedicated to the great mysteries of death. Ali's people believe that the soul goes back into a large pool where its collective experience is mingled with those of others before it is borne back into the world again. Because the clock has stopped, the pool of souls is now sealed with a magical barrier. In order to break the barrier, the party unravel this little ditty.

THE POOL OF SOULS IS WHEREIN THE DEAD ARE REBORN. THEIR LIVES AND LOVES AND THOUGHTS TO BE SHARED. THE POOL IS SEALED. THE DEAD ARE DEAD. NO LIFE SHALL RETURN.

Room 91: Family Crypt

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of men and women in prayer, daily work, and death - glorifying the common person and their life. In the center of the room is a large carved coffinwood slab covered with a black cloth. A large brass bowl sits at the head of this table. The body of a young boy lies on the table.

Room 92: Heroes Crypt

This large room is lit by two sputtering torches along the south wall. Eight niches in the walls hold the decomposing corpses of eight men, dressed in brass plate armor, shields, and long swords. A ninth corpse lays on a large coffinwood slab covered with a black cloth. He is also dressed in full battle regalia. A single door is centered in the south wall.

Room 93: Ghoul Guards

This small niche is black and unnaturally cold. The walls are plain, but it is difficult to see because of the darkness.

Three ghouls serves the Maglor. They will attack any creature that comes along this hallway. Their reward is to drain the life energy from any victims.

Room 94: Princess Celestine's Private Temple

The west wall of this room is covered by carved runes, outlined in brass. The east wall is covered by a beautiful tapestry depicting the young woman (see Room 105) at prayer in a small chapel filled with stained glass. Four finely carved pillars flicker with blue light. A small altar on the south wall holds a gold statue with sapphire eyes. The statue is that of a cat. A small black pillow is set in front of the altar.

Any speech will cause the blue electricity from the nearest pillar to strike the offender for 1d8 hit points of damage.

Room 95: Pendulum Room

A narrow set of stairs wind up the side of this huge dark room. The room is fifty feet from sided to side. The roof of the room narrows several times, but its top is lost in darkness. Ten feet above the ground, a large brass disk, some fifteen feet in diameter and five feet thick, is suspended by a brass shaft that reaches into the darkness above. This pendulum is not swinging.

Room 96: Ali's Throneroom

Ali created this suite including Room 96 and Room 97 in case things ever became unstable in his homeland. It's proximity to the teleportation area in Room 98 made this a natural location. Ali never needed this sanctuary in his lifetime, but his teleport cube was lost....

From the layer of dust on the floor it is obvious that this room has seen very little traffic. A beautifully carved coffinwood throne detailed with brass metalwork sits atop a dais of coffinwood against the northern wall. Behind the throne and along the entire length of the northern wall are carved mystic runes traced with brass. Six large pillars carved of solid brass occupy the center of the room. Six torches in polished brass brackets line the wall unlit.

Careful examination will show that the middle two pillars are carved to resemble brass golems.

The golems will attack any creature entering the room unless they wear Ali's magical ring found in Room 97. Brass golems fight as iron golems.

Room 97: Ali's Bedroom

A layer of dust lays heavily upon a beautiful canopy bed made of coffinwood, fine brass details, and black silk cloth. The northern wall of this room is carved with three runes highlighted in brass. Two unlit torches sit in their brackets along the southern wall. A door in the southwest corner is unlocked. In the southeastern corner of the room is a large chest made of solid bronze. The faint flicker of electricity can be seen over three runes carved in the lid of the chest.

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OPEN SESAME

The door leads to a small privy - five foot square with a coffinwood bench with a hole in it with a polished brass pot sitting underneath. It is obvious that this room has never been used as such.

The key, which Ali has, is long gone, of course. Unless the opener says the magic words "open sesame", they will take 6d8 hit points of electrical damage (save to half). The chest contains the following items: two full sets of men's silk travelling clothes similar in style to those worn in the Tang Empire, 600 gold pieces, Mirror of Worlds, Ring of Control (golems) - 5 charges, Drums of Panic (5 charges), Rope of Entanglement (4 charges), Potion of Grave Healing, Potion of Polymorph Self, Potion of Love, 4 Light Crossbow Bolts +1

Room 98: Teleport Room

The hallway leading here has carved runes on the north wall traced in brass. The western wall is made of brass about six inches thick and extending only 8 feet into the air. As a result, there is a two foot gap leading into a dark room beyond.

If magical means are used, the brass drawer can be moved, giving the party an escape to the real world.

This room has a brass floor and brass walls which extend eight feet. The remaining two feet of the walls and the ceiling are made of coffinwood except for the eastern wall which has a gap leading into a hallway, the southern wall which likewise has a gap leading into a hallway, and the western wall which is solid brass to the ceiling. Along the north and west walls are runes traced with black. The center of the room is dominated by a huge leather tube roughly twelve feet long and four feet in diameter.

The large tube is the exact same one that the party used to teleport itself here, as this is where the item goes after being used. The dice can be used here, but they have an encumbrance of 50 each, so their transport will be difficult. The entire tube has an encumbrance of 200.

Room 99: The Pool of Souls

This room is vastly important in the campaign. The Pool of Souls has been "covered" by a magical wall of force put in place by the Maglor. When in non-corporeal form, the Maglor enter the pool and feed. Doing this is dangerous since a soul or two might escape when the wall is opened. In order to remove the spell and free all the souls, the party must either kill the four Maglor OR start the pendulum swinging.

If the Maglor are in the prism, there will be a flowing light moving about within - one yellow (plague), one red (war), one white (infirmary), and one grey (famine). The Maglor use their proper circles to enter/leave the prism. One round to open, one round to polymorph, one round to close. See Room 76 for their descriptions.

This room has an aura of absolute evil. It is damp, musty, and lightless. Each of the short hallways ends in a dull glow emanating from a magical circle drawn on the floor. Each of these circles is made of a series of short straight lines, drawn with some sort of phosphorescent material. A cold stale breeze can be felt coming from each of the hallways. The center of the room is dominated by a large square brass pool. A single step leads up to the lip of the pool. Over the top is a glass-like substance that is cold to the touch and slightly frosted, allowing only blurred images of objects within. The pool radiates a strong aura of magic, and characters approaching it will feel a sense of dread. Two ordinary doors lead from the room. One on the north wall, and one on the south wall.

Close inspection reveals a small black cloth bundle in the red hallway. This bundle contains a withered hand with a brass ring on the third finger (the Hand of Barrett) and two crystal eggs about eight inches in diameter.

Room 100: Stairwell

The southern wall of this room contains two runes, carved into the black wood and highlighted with brass. Two small holes are all that remain of a torch bracket that was one mounted in the western wall. Doors lead to the north and east and a stairway leads up to the east also."

Careful examination shows that the northern door has not been used in some time. The eastern door is in good repair.

Room 101: Anteroom

This strange room has runes along the south wall. The western wall is made of brass about six inches thick and extending only 8 feet into the air. As a result, there is a two foot gap leading into a dark room beyond.

If magical means are used, the brass drawer can be moved, giving the party an escape to the real world.

Room 102: The Winding Room

This room has a brass floor and brass walls which extend eight feet. The remaining two feet of the walls and the ceiling are made of coffinwood except for the eastern wall which has a gap leading into Room 101, the northern wall which has a gap leading into another hallway, and the western wall which is solid brass to the ceiling. Along the south and west walls are runes traced with black. The center of this room is dominated by a large brass coil. The coil is twenty feet in diameter and is lying on its side. The center of the coil is attached to a hollow brass tube which is attached to the floor. The walls of this room are marked with a number of small black scorch marks.

The coil cannot be moved. When wound by the big key in Room 6, the coil will slowly unwind transferring its energy to the magic that provides the food in Rooms 46 and 63. When uncoiling, small sparks will fly around the room doing 1d8 per round (save to half) to any occupants in the room.

Room 103: Old Priest's Chambers

These room were used by the Priests of the Battle before the invasion of the Maglor. Since then, they have fallen into disrepair.

A small wooden table and four chairs have been toppled into the southeast corner of this plain room. A small sideboard with four wooden plates and four sets of brass eating utensils sit undisturbed on the northern wall. Two torches still sputter in their brass brackets on either side of the sideboard on the northern wall. A small passageway has been bored into the northwest corner of the room, and a rotten smell is coming from that direction. A door in the eastern wall is closed.

Two beetles will attack any character who enters here.

Room 104: Priest's Bedrooms

These four small rooms each boast a simple bed made of straw mattresses and blankets, a single chair, and a small coffinwood box. The boxes are filled with priest's cloaks. At the end of the hallway, is a privy - an unadorned five foot square with a coffinwood bench with a hole in it with a tarnished brass pot sitting underneath. This room smells of human refuse.

Careful examination will reveal that a small golden statue has been tucked away under the mattress in Room104a. The statue is of the War God, dressed in armor and armed with a large spear.

The box in Room 104d smells earthy, and a large pot of soil will be found stowed in the bottom of the box.

Four rot grubs have made their home in the soil, and they will attack if disturbed.

Room 105: Princess Celestine's Alcove

Ali loved the Princess Celestine from afar, although she would never speak to him during his lifetime. Regardless, Ali made a suite of four elaborate rooms for her - in the small chance that she would come with him in the future. This suite (Rooms 105, 106, 107, and 108) has been violated by the war between the glass beetles and the men.

Four torches sputter in brass wall brackets in this small square alcove. Two finely crafted wooden tables are carelessly sitting in the center of the room. On top of one table is a fine tapestries, obviously torn from the walls, now crusted with dried blood. The other table is the same except that the tapestry is also wrapped around a corpse. Several deep gouges show where heavy objects were tossed onto the tables. The room is otherwise empty.

Close examination shows that one of the tapestries depicts a beautiful princess in full gown, long flowing black hair and a dark complexion. Her eyes have a wistful look in them. In the background a castle springs out of a desert landscape. The other tapestry shows a handsome young man in simple craftsman garb. He, too, has black hair and dark features. His eyes are calm, and in his hands he holds a box of tools and a clock.

Room 106: Princess Celestine's Great Hall

The majesty of this room has long since faded. Its high vaulted ceilings once adorned with gold filigree now show only the occasional flicker of their original beauty. A large mural on the northern wall showing a palace garden on a bright sunny day has been defiled by a sword point and the charcoal of a torch butt. Similar treatment has been given the southern mural which shows a king and queen (with backs turned) holding aloft a baby to a large court of gatherers. The people are cheering and happy. The western wall is carved with runes, outline in flaking gold leaf. Two large brass golems stand at attention in the northeast and southeast corners of the room. One of the golems seems damaged by several gaping sword wounds. A jumble of furniture is scattered about the room. It is impossible to tell its original configuration, but their are pieces of at least two long banquet tables, thirty chairs, several cabinets, several ripped cushions from what must have been a throne, broken china and pottery. The remains are flung everywhere, as if some great battle has taken place here. The door on the southern wall has been destroyed, and the door on the northern wall hangs slightly askew.

Careful examination shows that the battle was fought long ago. Trails of blood lead to both doors and the anteroom from the center of the room. Nothing of value will be found here except six gold coins of the Tang Empire.

The golems will attack if the room is entered with Ali's ring.

Room 107: Princess Celestine's Bed Chamber

Like its neighbor, this room has been destroyed. At one time, this room was a royal bedroom, as traces of a large canopy bed can be seen along the southern wall. Several destroyed tables, bureaus, chairs, and chests are scattered about the room. Six brass torch brackets have been ripped from their mooring and carelessly tossed on the floor. There are three large holes in the ceiling of this room, and rope ladders hang down from the rooms above. The holes are obviously of newer construction than the room itself. The smell of decay is strong here. A ruined door in the east wall leads to a small destroyed privy.

Careful examination will show that the holes in the ceiling have been chewed there. Also, there are three glass beetles here that will attack if the room is entered. Two are under the remains of the bed, and the other is behind a ruined desk.

A small secret door leads to a passage running east and west. In a niche in the northern wall is a large chest. The chest is unlocked and does not appear at first glance to be trapped.

The chest contains the following items: a silk gown of the style worn by the ladies of high esteem in the Tang Empire, a sleep shift of the finest white silk, a jeweled comb (500 gp), ruby necklace (3000 gp), Dagger +3

Room 108: Servant's Quarters

Like its neighbor, this room has been destroyed. At one time, this room was a modest bedroom, as traces of a destroyed bed, table, bureau, and chairs are scattered about the room. Three brass torch brackets hold the remains of burnt torches. A ruined door in the east wall leads to a small destroyed privy.

Room 109: Rough Hewn Room

This room is rough hewn just like others in the tunnel complex. Two connecting passages, four feet in diameter, leads out of the northwestern and southeastern ends of this room. Characters must crawl on their hands and knees to move into the next room. This affecting movement, fighting, and spellcasting. This room has a ceiling that is high enough for a man to stand.

Room 110: The Pit's Bottom

This room is rough hewn just like others in the tunnel complex. The center of the room is dominated by a large sloping ramp which leads up to a large room above. It is possible to climb slowly up the slope, but it is too steep to fight on. The denizen of this pit is a large gelatinous creature about 8 feet in diameter. Suspended in the creature's body are bones, bits of wood and brass, rocks, and other pieces of debris.

This gelatinous cube is easy to skirt around, but it will attack any creature falling into the pit. It also has a surprise modifier of -50%.

Room 111: Hall of Mirrors (Food)

These rooms were originally meant as crypts to the heroes of the men. However, the Maglor masked the rooms into a maze that slowly drains the life of the trapped victims, until they collapse (not dead). Then, as the victims recover, the process is started all over again.

The hazy walls are what drain the life force. Each time a victim passes through the hazy wall, he feels a bit weaker. The energy of his passage is then stored in the crystal within the room he left. The glowing crystals will slowly brighten as they gain energy. Periodically, the Maglor will come and drain the crystal, feeding on its energy.

To supply new victims from the outside, the Maglor have tapped into a Mirror of Worlds that is set up in (where else?) a pub called the Raven's Claw on the outskirts of the Shadow Keep. To the people of the Raven's Claw, the item looks like a finely crafted painting of a hallway with a large chest of gold and gems at the end. Once they step through, they cannot return. To supply new victims from the inside, the Maglor have made the doorway from Room 92 into a one-way portal. Again, the illusion of the chest is used to lure the victims into the web.

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved coffinwood slab covered with a black cloth. Several large brass bowls are sitting on the table. They are filled with fruit, bread, hunks of cheese, and strips of dried meat. Next to the bowls are several pitchers of wine, sweet and fresh. There are goblets and plates at the far end of the table. A large red crystal goblet sits alone at the other end of the table. The exits on the south and east wall glow with a red haze.

Everything is as it appears. The red cyrstal goblet radiates a strong aura of evil, and any creature touching the object (even with a sword or pole) will instantly be drained of energy to the point of collapse. If the table covering is removed, the party will discover an empty coffin underneath.

Room 112: Hall of Mirrors (Rest)

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved bed. The bed is a simple mattress made of straw and blankets. Two wooden posts form a crude headboard. At the top of the posts, two small crystals glow with a green light. The bed is clean, and the slight fragrance of flowers can be detected here. The exit on the north wall glows with a red haze and on the east wall glows with a green haze.

Everything is as it appears. The green crystal radiates a strong aura of evil, and any creature touching the object (even with a sword or pole) will instantly be drained of energy to the point of collapse. If the bed covering is removed, the party will discover an empty coffin underneath.

Room 113: Hall of Mirrors (Battle)

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved table covered by a black cloth. Next to the table, a statue of a warrior stands ready. Dressed in chain mail and armed with a green jeweled encrusted long sword, he looks as if he might come to life at any moment. The exit on the west wall glows with a green haze, the exit on the east wall glows with a red haze, the exits on the south wall glow with a yellow and grey haze.

Everything is as it appears. The green crystal radiates a strong aura of evil, and any creature touching the object (except in battle) will instantly be drained of energy to the point of collapse. If the bed covering is removed, the party will discover an empty coffin underneath. The warrior will fight, attempting to push his opponents through the hazy walls. If killed, he will remain that way until the room is empty (when he will magically reappear). The fighter is a standard 6th level monster.

Room 114: Hall of Mirrors (Sex)

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved bed. The bed is a simple mattress made of straw and blankets. Two wooden posts form a crude headboard. At the top of the posts, two small crystals glow with a red light. The bed is clean, and the slight fragrance of flowers can be detected here. In the bed is a beautiful young woman dressed in a sheer slip. She beckons to any male member of the party. The exit on the west wall glows with a red haze.

Everything is as it appears. The red crystal radiates a strong aura of evil, and any creature touching the object (even with a sword or pole) will instantly be drained of energy to the point of collapse. If the bed covering is removed, the party will discover an empty coffin underneath. The young lady is actually a succubus.

Room 115: Hall of Mirrors (Food)

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved coffinwood slab covered with a black cloth. Several large brass bowls are sitting on the table. They are filled with fruit, bread, hunks of cheese, and strips of dried meat. Next to the bowls are several pitchers of wine, sweet and fresh. There are goblets and plates at the far end of the table. A large grey crystal goblet sits alone at the other end of the table. The exits on the north and south wall glow with a grey haze.

Everything is as it appears. The grey cyrstal goblet radiates a strong aura of evil, and any creature touching the object (even with a sword or pole) will instantly be drained of energy to the point of collapse. If the table covering is removed, the party will discover an empty coffin underneath.

Room 116: Hall of Mirrors (Rest)

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved bed. The bed is a simple mattress made of straw and blankets. Two wooden posts form a crude headboard. At the top of the posts, two small crystals glow with a red light. The bed is clean, and the slight fragrance of flowers can be detected here. The exit on the north wall glows with a grey haze and on the south wall glows with a red haze.

Everything is as it appears. The red crystal radiates a strong aura of evil, and any creature touching the object (even with a sword or pole) will instantly be drained of energy to the point of collapse. If the bed covering is removed, the party will discover an empty coffin underneath.

Room 117: Hall of Mirrors (Battle)

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved table covered by a black cloth. Next to the table, a statue of a warrior stands ready. Dressed in chain mail and armed with a yellow jeweled encrusted long sword, he looks as if he might come to life at any moment. The exit on the west wall glows with a yellow haze and the exit on the north wall glows with a red haze.

Everything is as it appears. The yellow crystal radiates a strong aura of evil, and any creature touching the object (except in battle) will instantly be drained of energy to the point of collapse. If the bed covering is removed, the party will discover an empty coffin underneath. The warrior will fight, attempting to push his opponents through the hazy walls. If killed, he will remain that way until the room is empty (when he will magically reappear). The fighter is a standard 6th level monster.

Room 118: Hall of Mirrors (Food)

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved coffinwood slab covered with a black cloth. Several large brass bowls are sitting on the table. They are filled with fruit, bread, hunks of cheese, and strips of dried meat. Next to the bowls are several pitchers of wine, sweet and fresh. There are goblets and plates at the far end of the table. A large yellow crystal goblet sits alone at the other end of the table. The exit on the west wall glows with a grey haze and on the east wall glows with a yellow haze."

Everything is as it appears. The yellow crystal goblet radiates a strong aura of evil, and any creature touching the object (even with a sword or pole) will instantly be drained of energy to the point of collapse. If the table covering is removed, the party will discover an empty coffin underneath.

Room 119: Hall of Mirrors (Rest)

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved bed. The bed is a simple mattress made of straw and blankets. Two wooden posts form a crude headboard. At the top of the posts, two small crystals glow with a grey light. The bed is clean, and the slight fragrance of flowers can be detected here. The exits on the north and east walls glow with a grey haze.

Everything is as it appears. The grey crystal radiates a strong aura of evil, and any creature touching the object (even with a sword or pole) will instantly be drained of energy to the point of collapse. If the bed covering is removed, the party will discover an empty coffin underneath.

Room 120: Hall of Mirrors (Battle)

This room is has two sputtering torches in tarnished brass brackets. The walls of the room are carved with scenes of battle and death, glorifying the warrior and his life. In the center of the room is a large carved table covered by a black cloth. Next to the table, a statue of a warrior stands ready. Dressed in chain mail and armed with a yellow jeweled encrusted long sword, he looks as if he might come to life at any moment. The exit on the north wall glows with a yellow haze and the exit on the south wall glows with a grey haze.

Runes: All are carved runes, highlighted in brass.

Level 1: Runes marked A on the map as read from N to S.

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Level 2: Runes marked B on the map as read from W to E.

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Level 2: Runes marked C on the map as read from N to S.

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Level 3: Runes marked D on the map as read from W to E.

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Level 3: Runes marked E on the map as read from N to S.

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Level 4: Runes marked F on the map as read from W to E.

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Level 4: Runes marked G on the map as read from N to S.

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Level 4: Runes marked H on the map as read from W to E.

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Everything is as it appears. The yellow crystal radiates a strong aura of evil, and any creature touching the object (except in battle) will instantly be drained of energy to the point of collapse. If the bed covering is removed, the party will discover an empty coffin underneath. The warrior will fight, attempting to push his opponents through the hazy walls. If killed, he will remain that way until the room is empty (when he will magically reappear). The fighter is a standard 6th level monster.

Monsters

Stirges (4)
Zombies (6)
The Black God
Giant Rats(3)
Hell Hounds (6)
Basilisks (3)
Dopplegangers (2)
Wolves (6)
Lightning Flies
Mimic
Maglor Vampires (4)
Wights (4)
Brass Bats - regenerating
Brass golems (2)
Ghouls (3)
Rot Grubs (4)
Brass golesm (2)
6th level fighter - regenerating
Succubus

Treasure

Potion of Cure Serious Wounds
Small Gold Fish with Emerald Eyes (500 gold pieces)
Two silver candlesticks (5 gold pieces each)
Candle of Protection from Undead - 6 turns
120 gold pieces
3 small amethyst gems
20 gp in bag
200 gp
Potion of Invisibility
Short Sword +2
Potion of Clairaudience
Gold statue of nude woman
Gold scale cloak
400 gold pieces
3 large topaz gems
Ring of Tracking
Rope of Climbing
Dagger +3
300 gold pieces
Bracers of Defense AC 5
Mirror of Opposition
Staff of Vampire Slaying
Potion of Protection From Undead
Gold Cat statue
Potion of Cure Serious Wounds (3)
two full sets of men's silk travelling clothes
Mirror of Worlds
Ring of Control (golems)(5 charges)
Drums of Panic (5 charges)
Rope of Entanglement (4 charges)
Potion of Grave Healing
Potion of Polymorph Self
Potion of Love
4 Light Crossbow Bolts +1
gold War God statue
6 gold Tang coins
a silk gown of the style worn by the ladies of high esteem in the Tang Empire
a sleep shift of the finest white silk
a jeweled comb (500 gp)
ruby necklace (3000 gp)
Dagger +3

Black Souls

Commoners fight as first level fighters.

The priests are 6th level clerics. The high priest is a 9th level cleric.

The warriors are sixth level fighters, except the sergeant, captain, and smith who are ninth level fighters.

Glass Beetles

Glass Beetles represent the elements of fire, water, earth, and air. They have two "states" that they can exist in. In the glass state, they can fight without spells, they have a very low armor class but can be shattered. In the molten state, they can cast spells, their armor class is high, and they cannot be shattered. In order to fuse into a queen, one of each of the four types must meet and join together (almost never happens). If different types get close to the other, they will go into molten state and attack.

These strange insects are approximately 4 feet in diameter and stand 2 feet high. In their natural state, they are almost invisible since their outer exoskeleton is clear. A fine network of "veins" run throughout their skin. They have the following properties:

yellow - bellows toxic gases when in molten state
red - can cast streams of fire when in molten state
blue - can cast streams of acid when in the molten state
green - can pass through the walls like a passwall spell in molten state

Epilog

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If the party escapes the clock in small form, they will find themselves in a "giants" lair - attacked by lions. However, they can discover that they are in a mantel clock. The party will be unable (most likely) to leave Room 121.

If the party escapes the clock in large form, they will find themselves in a run down cottage near Dragonsford surrounded by house cats, an old woman, and six third level brigands (thieves). Only non-brass and non-coffinwood items will enlarge. All others will remain miniatures.

Room 121: Sitting Room

You find yourself on a wooden ledge 200 feet deep and extending for as far as the eye can see. The ledge opens up into a vast room, although the distances are too great to make out any details. Bright sunlight comes from the west. Behind you is a gigantic clock - 150 deep, 200 feet long, and 80 feet high. The face of the clock is carved of ivory with brass hands, starkly contrasting the black wood of the clock's body. The time is stuck at noon (or midnight). There are four drawers in the four corners of the face. Suddenly, a lion comes bounding down the ledge from the north....

You find yourself in small 30 by 20 room. The air is musty, and dust hangs in the air. In the northeast corner of the room, an old woman dozes. She is shabbily dressed, her hair is unkempt, and the stains on her teeth show great disuse. A large bookcase fills the northwestern wall. It is filled with trinkets, mostly junk. It looks as if the shelves have been recently ransacked. In the southeast corner is a fireplace with wooden mantel. On the mantel is a black wooden clock. Its ornate hands stopped at noon. The room is filled with house cats.

The old woman will not attack. She is too weak to fight a regular sized person. She is too blind to see a miniature person.

The cats will attack only small persons. They fight as lions.

Room 122: Main Room

This room has a large round wooden table, its broken legs held up by stones. There are four figures dressed in leather armor around the table. At the far end of the room, the travelling merchant that you met earlier sleeps in his outlandish garb. Sunlight streams in from the windows in the rooms. From the sound of the men, they are gambling with 120 gold pieces - their share of your treasure.

All five figures fight as third level thieves. If the party manages to engage them in small form, they will fight as stone giants with four times the number of hit points.

In addition to the gold on the poker table, the outlandish man has: gold given to him by the party, 6 disks (minus the ones the party purchased), small amethyst gem, Dagger +2

Room 123: Privy

This small room smells of dung. A small bucket placed in the corner needs emptying.

Room 124: Kitchen

The fireplace in the southwestern corner of this room is cold. A stale loaf of bread sits on top of the hearth. A large table in the north is cluttered with bowls, knives, forks, and plates. From the looks of the utensils, nothing has been cleaned here in quite awhile. Two large kettles are filled with water, and a shelf in the southeast corner holds jars of fine white and brown powder. There is a unhealthy rancid smell here.