Map 1A 0, Level 01, Dwarf Home

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The entrance to Dwarf Home is on the right side of this map.

Room 15) 30’ × 50’ × 10’ ( 15,000 cubic feet ) empty

Room 16) 10’ × 20’ × 10’ ( 2,000 cubic feet)

Secret door: push left then right, opens upward.

4 giant centipedes

Room 17) 54’ × 10’ × 10’ – 8’ × 20’ × 10’ ( 5,561 cubic feet )

Lawful Good, Neutral Good, and Chaotic Good touch secret door to open, anyone else no effect.

4 good elves. Fighter 3rd level. 2 have heavy crossbow, all have long swords. Chain +1, shield.

East door can only be opened by one of these elves.

They work for the guy in Room 19.

Room 18) 8’ × 40’ × 10’ ( 3,200 cubic feet)

10 good elves fighter 3rd level. 3 have heavy crossbows, all have long swords. chain + 1

1 good elf leader Fighter 5th/Magic-user 5th level. Chain +1, long sword

They work for Ghisto Fortar in Room 19.

Room 19) 8’ × 20’ × 10’ ( 1,600 cubic feet)

Ghisto Fortar has been geased to help any weak parties until first level is cleared out.

He is a lawful good magic-user of 9th level. Cloak of protection +3,
Wand of Enemy Detection, Ring of Protection + 3

Each party rolls 1 die. The alignments below are for a party ‘average’.
lawful good: 1d20
chaotic good: 1d4
neutral good: 1d12

chart:

1) get nothing
2) long sword + 1
3) Ring of Invisibility
4) 3 Arrows + 1
5) 5’ spear + 1

6) get nothing
7) footman’s mace + 1
8) long sword 1 / 3 vs. lycanthropes
9) Ring of Fire Resistance
10) Wand of Trap Detection 25 charges

11) Dagger + 1 man-sized/ + 2 small
12) 2 quarrels + 2
13) get nothing
14) long sword + 1
15) footman’s mace + 1

16) get nothing
17) Ring of Protection + 1
18) 3 arrows + 2
19) Extra healing potion
20) long sword + 2

Room 20) 14’ × 4’ × 10’ – 4’ × 30’ × 10’ empty ( 1,760 cubic feet )

good touch causes door to slowly swing outward, elves in room 21 will direct party to room 17 only if party averages LG, NG, or CG.

Room 21) 10’ × 40’ × 10’ ( 4,000 cubic feet )

3 good elves Fighter 2 long swords and chain mail
3 good elves Fighter 3 long swords and chain mail
will direct party to room 17.
They work for the guy in Room 19.

Room 22) 10’ × 10’ × 10 ( 1,000 cubic feet )

2 carnivorous apes

Secret door:

trap 1. manipulation of wall sconce outside room 22 moves a location on wall, alerting the apes.

safe 2. 6 inch by 6 inch depression 3 feet below sconce pushed three times will open the door.

Room 23) 30’ × 30’ × 15’ – 40’ × 60’ × 10’ – 50’ × 40’ × 18’ ( 49,500 cubic feet )

Treasure room for the bandits in room 14.

5 stirges

7 chests 4’× 4’ × 2’
number 1: 250 gold pieces

number 2: 55 platium pieces

number 3: 900 silver pieces

number 4: 4 giant centipedes

number 5 – 7: empty

There are 4 tied up corpses.

Room 24) 6’ × 6’ × 10’ ( 360 cubic feet) empty

Secret Door opened by Knock spell




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