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						DUNGEON KEY
						ELKWOOD MANOR HOUSE
						By Jim Grunst
						JEGST17@PITT.EDU
ELKWOOD MANOR WAS EVENTUALLY TAKEN OVER BY A LARGE ASSORTMENT OF EVIL CREATURES, INCLUDING SOME EVILLY ALIGNED HUMANS. THE PRESENT INHABITANTS ARE UNAWARE OF THE SECRET ENTRANCE TO THE LEVEL BELOW GROUND, LOCATED BENEATH THE GRILL OF THE FIREPLACE IN ROOM # 9 OF THE FIRST LEVEL. IN ADDITION TO THE LOCATIONS SHOWN FOR CREATURES ON THE MAPS, THERE ARE ADDITIONAL FORCES WITHIN THE BUILDING.THESE CREATURES RESIDE ON THE UPPER FLOOR, SCATTERED THROUGHOUT THE ROOMS THERE. ONLY A FEW OF THE ROOMS OF THE UPPER FLOOR ARE DESCRIBED, AND ANY ROOMS WHICH ARE NOT DRAWN IN OR OTHERWISE DETAILED IN THE DESCRIPTIONS ARE ASSUMED TO BE EITHER BARRACKS OR OTHERWISE EMPTY ROOMS 50% OF THE TIME. TWO-THIRDS OF THE FORCES WITHIN THE BUILDING WILL BE UPSTAIRS AT ANY GIVEN TIME, THE REMAINDER BEING DETAILED ON GUARD DUTY ON THE GROUND FLOOR.THE GUARDS CHANGE POSTS EVERY 4 HOURS AND THERE ARE RANDOM PATROLS THROUGHOUT THE DAY.AT NIGHT THERE ARE NO PATROLS UNLESS THE OCCUPANTS ARE ON ALERT, SUCH AS AN ALARM BEING RAISED.

ROOM #	DIMENSIONS		DESCRIPTION,ETC...
_________________________________________________________________

# 1	: 80 X 40 X 20 HIGH. ROLL FOR SURPRISE! WITHIN THIS LARGE ROOM, YOU SEE TWO BUGBEARS, FLANKING A 20' WIDE OPENING IN THE NORTH WALL. BUGBEARS: AC:7, HD:3+3,THACO:17.DAM 1-8.EXP PTS: 150.THE BUGBEARS WILL STUPIDLY FIGHT TO THE DEATH.
THE ROOM HAS SEVERAL FINELY DONE MURALS ON THE WALLS, SHOWING VARIOUS SCENES:
A CARAVAN ON A ROAD,WOODLANDS,HILLS AND VALLEYS. PERHAPS THESE ARE PLACES THAT THE HOUSE OF THE HAWK ONCE VISITED? ( CAREFUL EXAMINATION WILL REVEAL THE LIKENESSES OF THE ENTIRE HOUSE OF THE HAWK IN THESE MURALS- THUS IT WOULD THEREAFTER BE POSSIBLE FOR CHARACTERS TO RECOGNIZE FORMER MEMBERS OF THE HOUSE OF THE HAWK)

#2:	30X40	WITH ALL THE BOOKCASES ALONG THE WALLS, YOU CLEVERLY DETERMINE THAT THIS ROOM IS A STUDY.SEARCHING THE ROOM REVEALS: 1 LVL 7 MU'S SPELL BOOK (WITH A GLYPH OF WARDING AND AN EXPLOSIVE RUNE),1 BOOK OF HOBBIT JOKES, 1 BOOK TITLED "THE TALISMAN" WHICH DETAILS A TALISMAN OF L/G, 1 BOOK TITLED "NECRONOMICON" (WORTHLESS), AND A DIARY DETAILING THE ADVENTURES OF THE HOUSE OF THE HAWK. SEE ATTACHED ARTICLES.

#3:	20X20,WITH A 10X10 ALCOVE:ROLL FOR SURPRISE! THE ROOM CONTAINS 12-1'ST LEVEL FIGHTERS,AC5,THACO:19.DAM:1-8.ONE HAS A +1 LONGSWORD.SEARCHING THE BODIES YIELDS: 250 SP,25 GP,5 PP.THERE IS NOTHING ELSE OF INTREST IN THE ROOM

#4:	30X20	YOU SEE IN THIS ROOM A TABLE,A DESK, A CHAIR AND A CABINET.ON THE TABLE, YOU FIND 1 LAMP, 3 VIALS OF OIL,5 WAX CANDLES. ALL PRETTY MUCH WORTHLESS. THE DESK HAS 2 DRAWERS, BOTH LOCKED. #1 IS EMPTY.#2 CONTAINS A DAGGER (+3).


#5	20X20,WITH A 10X10 ALCOVE.2 OTHER DOORS. ROLL FOR SURPRISE! THERE ARE 25 ORCS HERE, AND YOU ARE JUST IN TIME FOR DINNER!
ORCS: AC:7,HD:1,THACO:20.DAM:1-6 THEY CARRY NO MONEY. SEARCHING THE ROOM, YOU FIND 2 GOLDEN GOBLETS, WORTH 200 GP EACH.

#6:	20 X 20	A CHAIR,A DESK AND AN URN. SEARCHING THE ROOM REVEALS NOTHING OF INTREST. THE URN IS FILLED WITH A VISCUOUS BLACK SUBSTANCE. IF A CHARACTER REACHES IN AND FEELS AROUND, YOU FIND A LARGE GEM, WORTH 5000 GP. HOWEVER, THEY TAKE 1D12 DAMAGE, FROM A MILD ACID.

#7:	20X20	ROLL FOR SURPRISE. SEATED BEHIND THE DESK IS A HOBGOBLIN.THERE ARE WEAPONS RACKS ALONG THE EAST WALL.IF THE PARTY BLUFFS, THEY CAN "REQUISITION" SOME OF THESE WEAPONS FROM THE OLD SERGEANT. 2 SHORTSWORDS ARE +2,1 MACE IS +2,1 TWO HANDED SWORD IS +2. ALL THE REST ARE NON-MAGICAL. IF THE PARTY BLOWS THEIR COVER, OR DECIDES TO FIGHT HIM,HE WILL GO INTO A BERSERKER RAGE.
OLD SERGENT: AC:0,HD:6,THACO:14.DAM:1-10 (2 ATTACKS).MONEY:25 PP, 125 GP,225 SP,1 GEM X 500, 1 JEWELLRY X 1500. EXP PTS: 160

#8:	20 X 20	ANY NOISE FROM THE PREVIOUS ROOM WILL ALERT THE 25 GOBLINS IN THIS ROOM.PARTY COULD THEREFORE BE SURPRISED, BUT NOT THE MONSTERS. GOBLINS: AC:7,HD:1-1,THACO:20.DAMAGE:1-6.ONE HAS A RING OF PROTECTION +1. HALF OF THE GOBLINS CARRY SHORT BOWS IN ADDITION TO THEIR SHORT SWORDS.

#9:	30 X 40	2 TABLES,1 CABINET, 2 LARGE COUCHES. APPEARS TO BE AN ENTERTAINMENT LOUNGE OR A MEETING ROOM. SEARCHING THE ROOM, YOU FIND A BOOK TITLED "PAPERS AND PAYCHECKS" WHICH SEEMS TO BE ABOUT A GAME OF SOME SORT. YOU ALSO FIND 2 CRYSTAL DECANTERS OF WINE WORTH 250 GP EACH.THE FIREPLACE IS EMPTY (SEARCHING WILL REVEAL A HIDDEN SECRET DOOR IN THE BOTTOM OF THE FIREPLACE, LEADING DOWN TO THE LOWER LEVELS. THIS APPEARS TO HAVE NEVER BEEN DISCOVERED BY THE BUILDING'S CURRENT INHABITANTS).

#10:	HAREM QUARTERS:	A COLLECTION OF UNREMARKABLE SMALL ROOMS, EACH OBVIOUSLY BELONGING TO A FEMALE.IN EACH ROOM YOU FIND A SMALL BED,A CABINET FILLED WITH HAREM ATTIRE, AND A DRESSER WITH A MIRROR. SEARCHING THROUGH EACH ROOM REQUIRES 1/2 HOUR, EACH ROOM SEARCHED WILL YIELD 1-6 JEWELLRY,1-6 HAREM COSTUMES,1-6 BOTTLES OF FINE PERFUMES,AND PERHAPS OTHER SEMI-VALUABLE ITEMS.

#11:	20X40	ROLL FOR SURPRISE! YOU SEE TWO DWARVES FLANKING THE DOOR IN THE NORTH WALL OF THIS ROOM. MYRMIDON DWARVES: HD:6,AC:2,HP:36/36,THACO:12.DAM:1-8 +3. THEY HAVE MITHRAL +1 PLATE, AND TWO HANDED AXES +2.	NOTE: THERE ARE ARROW SLITS INTO THIS ROOM FOR THE CREATURES IN ROOM #'S 12 AND 13 TO SHOOT INTO! ANY LOUD COMBAT HERE, AND THE PARTY WILL UNDOUBTEDLY BE SHOWERED WITH CROSS BOW BOLTS.






#12:	20X20	THIS ROOM IS PRETTY MUCH EMPTY EXCEPT FOR THE 12 DWARVES HERE. THEY ARE ARMED WITH CROSS BOWS AND WAR HAMMERS. DWARVES: HD:1 AC:5 THACO:18.DAMAGE:1-4/1-3 WITH BOWS, 1-6 WITH AXES. +1 BONUS HIT/DAM.
#13	20X20:	IDENTICAL TO ROOM #12 ABOVE. THESE FELLOWS WILL LIKEWISE PELT A PARTY IN ROOM 11 WITH CROSS BOW BOLTS!DWARVES: 12 HD:1 AC:5 THACO:18.DAMAGE:1-4/1-3 OR 1-6. +1 HIT/DAM.

#14:	80X30:	THE LARGE DOORWAYS TO THE NORTH ARE BARRED, AND BEYOND CAN BE SEEN A FINE,WELL KEPT GARDEN.IN THIS ROOM , YOU SEE A SERIES OF SMALL TABLES, WITH CUSHIONS UPON THE FLOOR NEXT TO THEM.A LARGE SUNKEN MARBLE BATH TO THE NORTH.PILLOWS LIE SCATTERED ABOUT THE FLOOR AROUND THE BATH.SEATED UPON THE CUSHIONS ABOUT THE ROOM ARE 12 HALF-ELVEN FEMALES,ALL ATTIRED APPROPRIATELY CONSIDERING YOU'VE JUST ENTERED THE HAREM . UPON SEEING THE PARTY, THEY SCREAM AND FLEE OUT THE DOOR IN THE WEST WALL. SUDDENLY, A LARGE CREATURE APPEARS FROM NOWHERE IN THE NORTH WEST CORNER OF THE ROOM AND A FIREBALL MATERIALIZES IN THE MIDDLE OF THE PARTY. (THE CREATURE WAS INVISIBLE UNTIL NOW AND THUS HAS GAINED SURPRISE). THE OGRE MAGI GUARD ATTACKS THE PARTY UNTIL KILLED! OGRE MAGI: AC:4 HD:5+2 THACO:11.DAMAGE:1-12 SPELLS: MU LEVEL 5TH. NOTE: AFTER CASTING THE FIREBALL AT PARTY SPELL CASTERS DURING SURPRISE ROUND, WILL THEN CHARGE INTO COMBAT WITH A +2 KATANA (TWO HANDED SWORD). HE GETS A +4 HIT/DAMAGE DUE TO BONUSES.  EXPERIENCE POINTS: 200
IN THIS ROOM, THE PARTY EVENTUALLY FINDS: 6000 GP,100 PP, 4 SCROLLS,4 POTIONS. THE WOMEN WILL BE IMPRESSED BY THEIR RESCUERS, AND WILLINGLY ASSIST THE PARTY,THOUGH THEIR KNOWLEDGE OF THE HOUSE OUTSIDE THE HAREM IS AS LIMITED AS THEIR SKILLS.THEY WILL (75% PROB) SWARM AROUND THE STRONGEST,MOST CHARISMATIC MALE IN THE PARTY.ROLL FOR EACH WOMAN SEPERATELY. THIS COULD BE A CONSIDERABLE NUISANCE IF PLAYED PROPERLY!

#15:	40X50: A VERY LARGE AND EXTREMLY ORNATE BEDROOM. YOU SEE A TABLE,A CABINET, AND A THREE TIERED DIAS WITH A RATHER ORNATE BED ATOP IT.	FROM THE WOMEN, YOU DISCOVER THAT THIS WAS THE PRIVATE QUARTERS OF LADY GALAIN. IN THE CABINET,YOU FIND: ROBES ( 1 IS A ROBE OF PROTECTION +1), 1 DAGGER (+3),1 RING (+3).NOTE: THERE IS A SECRET COMPARTMENT AT THE FOOT OF THE BED: INSIDE: 500 PP, 1200 GP,3 POTIONS,8 SCROLLS,AND 1 MISC MAGIC ITEM.
THE WOMEN OF THE HAREM EXPLAIN THAT THEIR MISTRESS, THE LADY GALAIN,DISAPPEARED FROM HER ROOM IN THE MIDDLE OF THE NIGHT SEVERAL YEARS AGO, AND HAS NOT BEEN SEEN SINCE. THEY HAVE NO IDEA WHAT FATE BEFELL HER.

#16:	20 X 20	ROLL FOR SURPRISE: THIS ROOM IS OCCUPIED BY A LONE FIGHTER, WHO ATTACKS IMMEDIATELY, UNLESS SURPRISED. "MASHEM", LEVEL 10 FIGHTER, AC:-2,HP:75,DAM:1-10+4,3 ATTACKS.THACO: 7 .WEARS PLATE +2,SHIELD+2, CARRIES LONG SWORD +2.DOESNT CARRY MUCH MONEY.
350 EXP PTS

#17:	40 X 20	THIS ROOM IS A SMALL MAP ROOM, WITH BOOK CASES AROUND THE WALLS, AND A LARGE TABLE IN THE CENTER OF THE ROOM.A THROUGH SEARCH OF THIS ROOM WILL YIELD SEVERAL OLD MAPS DETAILING THE LOCATIONS OF TWO DUNGEONS- ONE SOUTH OF THE RIVER, ONE FAR TO THE NORTH IN THE VALLEY OF THE ANCIENTS. ONE OTHER MAP SHOWS THE AREA AROUND TARRANTIS, INCLUDING THE PROVINCES OF JARMEER AND GONZIR-GALAD.


				ELKWOOD MANOR
				UPPER STORY

THE ROOMS HERE ARE FOR THE MOST PART GENERIC SLEEPING QUARTERS, NOW OCCUPIED BY THE EVIL DENIZENS LIVING HERE. ONLY A FEW OF THE KEY, NON-GENERIC ROOMS ARE DETAILED HERE.

CHOW HALL: CONSISTS OF A VERY MESSY ROOM WITH A LARGE OAKEN TABLE AND BENCHES. 1-6 OF EACH TYPE OF GUARD WILL BE HERE AT ANY TIME. CHECK SURPRISE AS NORMAL.TREASURE WILL BE AS PER MONSTER TYPE.

KITCHEN: A LARGE, FULLY EQUIPPED KITCHEN, ENOUGH SO THAT A SMALL ARMY COULD BE FED. THE OGRE CHEF AND HIS 5 HUMAN HELPERS DO NOT LIKE INTRUSIONS WHILE THEY WORK, SO THEY TAKE UP VARIOUS UTENSILS AND ATTACK! OGRE CHEF- HD:4,AC:6,THACO:16.DAMAGE: CLEAVER: 1-6+6. HUMANS: HD:2, AC:8,THACO:19.DAMAGE:1-6 (VARIOUS KITCHEN CUTLERY). THERE IS NOTHING OF VALUE IN THIS ROOM.

STORE ROOM: THIS ROOM CONTAINS SHELVES FULL OF DUNGEON EQUIPMENT-ROLL 1D6 TO DETERMINE QUANTITY, FOR EACH ITEM ON THE AD&D BASIC EQUIPMENT CHARTS. THE KEGS CONTAIN-WATER,WINE,VINEGAR,FLOUR,SUGAR,GRAIN,ETC...JUST ABOUT ANYTHING A LARGE KEEP WOULD NEED FOR FOOD STUFFS. 2 OF THESE LARGE BARRELS CONTAIN LAMP OIL.

OLD ARMORY: THIS ROOM CONTAINS RACKS OF OLD WEAPONS. 1-6 OF EVERY TYPE OF WEAPON WILL BE FOUND HERE, ALL NON-MAGICAL.THESE COULD BE USED TO EQUIP QUITE A LARGE FORCE, QUICKLY AND CHEAPLY.THERE IS NOTHING ELSE HERE.

GUEST LIBRARY: THIS ROOM HAS NUMEROUS SHELVES ALL AROUND THE WALLS, FILLED WITH OLD BOOKS AND PAPERS, NONE OF IT MAGICAL.A VERY DETAILED SEARCH (1-6 DAYS) WILL YIELD SEVERAL TOMES (2-12) THAT COLLECTORS WOULD PAY FOR. EACH WOULD HAVE A VALUE OF 200-1200 GP.

AS THE REMAINING FORCES OF GUARDS AND OTHER EVIL DENIZENS WOULD LIKELY BE ON THIS LEVEL, A COMPLETE LIST OF ALL THE BUILDING'S MONSTERS APPEARS BELOW:

BUGBEARS: 10 		GOBLINS:	50 		HOBGOBLINS: 10
ORCS:     50		DWARVES:	50 		HUMAN FIGHTERS: 50  
OGRES:5 			OGRE MAGI:1		HUMAN M/U'S: 5
KOBOLDS: 25		LIZARD MEN:10		HUMAN CLERICS: 5
							
HALF OF THESE CREATURES WILL CARRY MISSLE WEAPONS OF SOME TYPE (USUALLY SHORT OR CROSS BOWS) IN ADDITION TO THEIR NORMAL MELEE WEAPONS.THE MAGIC USERS CARRY DARTS.

UNLESS OTHERWISE STATED IN INDIVIDUAL ROOM DESCRIPTIONS FOR THE GROUND LEVEL,THE DWARVES AND HUMANS ARE 1 HIT DICE CREATURES.	
THE DM SHOULD FEEL FREE TO ADD ANY ADDITIONAL MONSTERS AS THEY SEE FIT. IT SHOULD BE NOTED THAT AS MONSTERS ON THE GROUND LEVEL ARE ELIMINATED, THEY SHOULD BE REMOVED FROM THIS ROSTER ALSO.
		 		ELKWOOD MANOR
				DUNGEON LEVEL

THE CIRCULAR PIT TRAPS INDICATED ON THE MAP ARE A PARTICULARLY NASTY SORT. THE FIRST 1-3 RANKS IN THE PARTY HAVE TO ROLL DEXTERITY OR LESS, ELSE THEY FALL INTO A 10' DIAMETER,20'DEEP CIRCULAR PIT. AS IF THAT IS NOT BAD ENOUGH, AN ANTI MAGIC SHELL WITH A RADIUS OF 20' COMES INTO EFFECT INSTANTLY! THEN THE SIDES OF THE PIT BECOME LODE STONE, GRABBING ALL FERROUS METALS WITHIN THE PIT. WHILE THE PEOPLE ARE BUSY WITH THAT, QUICKSAND STARTS FILLING THE PIT! IN 1-4 ROUNDS, THE PIT WILL BE FILLED, AND ANYONE STILL IN THE PIT WILL DROWN! THE ONLY WAY OUT OF THE PIT FOR ANYBODY STUCK THERE, IS TO LEAVE BEHIND ALL THEIR FERROUS METAL ITEMS, ARMOR, WEAPONS, ETC...AS THOSE ITEMS WILL BE IMMOVEABLY STUCK TO THE MAGNETIC SURFACES INSIDE THE PIT.AND THEY WILL HAVE TO ACT FAST. THEY MUST EITHER CLIMB OUT OR BE ASSISTED BY THE REST OF THE PARTY.1-4 ROUNDS AFTER THE PIT HAS FILLED, THE QUICKSAND BEGINS TO HARDEN AND BECOMES CONCRETE! ANY ITEMS LEFT BEHIND ARE GONE FOR GOOD. THE ANTI-MAGIC EFFECT IN THE 20' RADIUS AREA SURROUNDING THE PIT IS PERMANENT! 

THE "WALL" TRAP IS SIMPLY A PRESSURE PLATE ON THE FLOOR WHICH WHEN STEPPED ON CAUSES THE WALLS TO SPRING OUT AND CRUSH THE FIRST 1-3 RANKS OF THE PARTY FOR 8-48 DAMAGE,NO SAVES.OUCH!

				ROOM KEYS:
#1:	30X40	AN OLD LIBRARY: A SPELL BOOK OF 1ST THRU 5TH LEVEL SPELLS WILL BE FOUND HERE.NOTHING MUCH ELSE OF INTREST HERE, SAVE FOR SOME OLD TEXTS DETAILING THE ELEMENTAL PLANES AND IT'S DENIZENS. (THERE IS ONE BOOK, TITLED "THE SECRET WAY" WHICH IF PULLED, WILL CAUSE THE SECRET DOOR IN THE WEST WALL TO OPEN). 

#1A: 10X30	A SECRET LIBRARY: SEARCHING THROUGH THIS SMALL ROOM WILL REVEAL 1-10 SCROLLS,OF A WIDE ASSORTMENT.THERE IS NOT MUCH ELSE HERE, THE DM MAY ADD TO THIS IF THEY SO DESIRE.

#2:	90X90	THE DANGER ROOM: UPON ENTERING THIS ROOM ,SEVERAL KOBOLDS WILL CHARGE IN FROM THE OTHER DOORWAYS, AND ALL THE DOOR WAYS WILL SUDDENLY VANISH. THERE WILL BE 1 KOBOLD FOR EACH MEMBER OF THE PARTY TO FIGHT. AFTER THEY ARE ALL DEFEATED, THE DOORWAYS OPEN UP AND IN STREAM GOBLINS! 1 GOBLIN FOR EACH MEMBER OF THE PARTY. AFTER THE PARTY DISPATCHES THE GOBLINS, THE DOORWAYS WILL OPEN YET AGAIN, AND OUT CHARGE ORCS! THERE WILL BE (SURPRISE!) 1 ORC FOR EACH MEMBER OF THE PARTY. WHEN THE LAST OF THE ORCS ARE DEFEATED, THE DOORS WILL OPEN AGAIN, AND IN CHARGE GNOLLS! 1 GNOLL FOR EACH MEMBER OF THE PARTY. THE CYCLE CONTINUES ON THROUGH AND INCLUDING: BUGBEARS, OGRES, OWLBEARS,TROLLS,MANTICORES,DRAGONS ( 1 OF EACH COLOR!),AND ULTIMATELY GOES THROUGH ALL THE BASIC MONSTERS (NO UNDEADS) UP TO AND INCLUDING DEVILS AND DEMONS! WHEN THE LAST OF THE PARTY IS KILLED (AND THAT IS THE ONLY WAY OUT OF THIS ROOM) THE DM SHOULD QUIETLY WAIT FOR EVERYONE TO CALM DOWN. THE PARTY EVENTUALLY COMES TO, AND ALL THE DOORWAYS ARE OPEN.ALL SPELL CASTERS HAVE ALL THEIR SPELLS BACK AND ALL CHARACTERS HAVE THEIR FULL HIT POINTS BACK. ALL CHARACTERS GAIN EXPERIENCE POINTS FOR ALL CREATURES "KILLED" WHILE A CHARACTER IS STILL "ALIVE" OR "CONCIOUS".DM'S COULD HAVE A LOT OF FUN WITH THIS ROOM, AND SHOULD SERIOUSLY MAKE EVERY EFFORT TO UTTERLY ANNILATE THE PARTY. JUST DON'T GO TOO OVERBOARD-USE THIS AS AN OPPORTUNITY TO PLAY SOME OF THE MONSTERS YOU'VE ALWAYS WANTED TO PLAY,BUT NEVER HAD THE CHANCE TO.FOR SIMPILICITY'S SAKE, DO NOT USE ANY UNDEADS OR OTHER LEVEL DRAINING CREATURES, UNLESS YOU REALLY WANT TO DO ALL THE EXTRA ACCOUNTING. ALSO, KINDLY REFRAIN FROM USING DIETIES AND DEMIGODS.

#3:	THE MUSEUM:	A LONG HALLWAY WITH NUMEROUS GLASS-ENCLOSED CUBICLES. EACH DISPLAY HAS A DIFFERENT SCENE OR OBJECT OF WONDER.HERE ARE NUMEROUS MONSTERS, PERFECTLY PRESERVED, AS WELL AS OLD WEAPONS AND ARMORS,AND IN THE LARGER ROOM YOU FIND SEVERAL OLD BOATS,WAGONS AND CARRIAGES. ALL OF THESE ITEMS ARE WORTHLESS JUNK, COLLECTED YEARS AGO, PURELY FOR SENTIMENTAL VALUE. READERS OF THE CHRONICLES OF THE HOUSE OF THE HAWK MIGHT FIND SOME OF THESE THINGS MENTIONED THERIN.(( ONE OF THE CASES CONTAINS A HAMMER, OF APPARENT DWARVEN MAKE- THIS IS THE "HAMMER OF BLACKSTAR",DETAILED LATER))

#4:	A WELL EQUIPPED, LIKE NEW KITCHEN.EVERYTHING HERE IS SHINEY AND NEW, WITH NOT A SPOT OF RUST OR DIRT.THIS IS WHERE GOLEM KEPT HOUSE, FROM THE LOOKS OF THE PLACE.THERE IS PLENTY OF FRESH FOOD TO BE FOUND HERE AS WELL.

#5:	PRIVATE DINING QUARTERS: THIS ROOM IS A VERY ELEGANT LOOKING DINING ROOM, WITH SILVER,PLATINUM AND GOLD UTENSILS, PLATES AND GOBLETS. THE PARTY WILL FIND 10,000 GP WORTH OF VALUABLES HERE.

#6:	NUMBER 6 REFERS TO THE CIRCULAR PIT TRAPS, DESCRIBED AT LENGTH ABOVE.

#7:	NUMBER 7 REFERS TO THE WALL TRAP, DESCRIBED ABOVE

#8:	HALL OF STATUES: HERE YOU SEE WOODEN RACKS ON THE NORTH AND SOUTH WALLS FILLED WITH WEAPONS AND CLOTHING. YOU ALSO SEE 8 VERY MEAN LOOKING IRON STATUES. EACH "X" REPRESENTS A STATUE ON THE MAP.IF THE PARTY ENTERS THE AREA, THE STATUES ATTACK! 
STATUE: AC:0 HD:8 THACO:12.ATTACKS: 2 FISTS:1-12 EACH. IMMUNE TO 1ST THRU 3RD LEVEL SPELLS.EXPERIENCE: 500 PTS FOR EACH. THE CLOTHING AND WEAPONS ARE ALL WORTHLESS!

#9:	THE LAB: THIS IS A TYPICAL HIGH LEVEL WIZARDS LABORATORY, WITH BOTTLES, JARS AND FLASKS OF VARIOUS COLORED LIQUIDS AND POWDERS. ON THE TABLE IN THE CENTER OF THE ROOM, YOU CAN SEE THE LAST PROJECT THAT WAS BEING WORKED ON HERE. YOU SEE WHAT APPEARS TO BE A GLASS-METALLIC-CRYSTALLINE BOTTLE, VERY ORNATE IN APPEARANCE. IT HAS A STOPPER WITH RUNES SITTING OUT NEXT TO IT. CLOSER EXAMINATION REVEALS THE RUNES TO BE INCOMPLETE, AND THE BOTTLE ITSELF SEEMS TO BE A SOLID BLOCK OF MATERIAL, RATHER THAN AN EMPTY FLASK AS ONE MIGHT EXPECT.THIS MIGHT BE RECOGNIZED AS A MOLD FOR CREATING A BOTTLE, IF THERE ARE ANY CHARACTERS PRESENT WHO HAVE EITHER GLASSMAKING OR MANUFACTURING AS SECONDARY SKILLS. THERE ARE THREE GROOVED INDENTATIONS ON THE BOTTOM OF THIS "BLANK". ALSO NEARBY, YOU FIND A LAB NOTEBOOK,WITH SEVERAL MOLDY,ROTTEN AND CRUMBLING PAGES,WRITTEN IN AN UNDESCIPHERABLE SCRIPT (NOTE: A CONFUSE LANGUAGES SPELL WAS CAST UPON THESE WRITINGS). (IF THE PARTY CAN MANAGE TO CAST A COMPREHEND LANGUAGES SPELL TO MAKE THE WRITING LEGIBLE, READ THE FOLLOWING ALOUD):

				LAB NOTEBOOK
(GARBLED) AND SOON I TOO SHALL HAVE EITHER FREED MY WIFE GALAIN FROM HER ACCURSED STATE OF BEING OR ELSE I TOO SHALL SEEK IMMORTALITY FOR MYSELF, IN THAT WE MAY REMAIN UPON THIS MORTAL PLANE TOGETHER,FOREVER. THE FORMER DEPENDS UPON THE SUCCESS OF A QUEST TO THE OUTER ELEMENTAL PLANES OF AIR AND FIRE, WHERE I (GARBLED,GARBLED) THE LATTER DEPENDS UPON MY SUCESS AT WEILDING THE POWERS OF (GARBLED) IN ORDER TO CREATE ANOTHER FLASK, THIS ONE UN-KEYED, IN THAT I MAY ALSO BECOME AN IMMORTAL ELEMENTAL BEING AS MY BELOVED GALAIN WAS TRANSFORMED INTO. A CURSE UPON THE BLUE EFFRIT WHO IS CALLED (GARBLED).THE VAULT HAS BEEN COMPLETED. I SHALL JOURNEY ON SEVERAL MORE ADVENTURES, IN THAT I MAY GAIN EXPERIENCE NEEDED TO CAST THE TERRIBLE SPELLS TO PREPARE THE FLASK.IN THE EVENT THAT I SHOULD NOT RETURN, I HAVE LEFT WORD WITH (GARBLED) THAT THE HOUSE OF THE HAWK BE DISBANDED AND (GARBLED). THE VAULT HAS BEEN PREPARED WITH (GARBLED) SO AS WHENEVER A MEMBER OF THE HOUSE FALL PERMANENTLY DEAD, THEIR MAGICAL ITEMS WILL, NO MATTER WHAT THE DISTANCE,BE INSTANTLY TRANSPORTED TO THE VAULT! IN THAT WAY, MY LOVELY GALAIN WILL AT LEAST HAVE THE OPTION OF REMAINING WITH THE OTHER LADIES OF THE HOUSE FOR THE REST OF HER DAYS,WITH THE GARDENS TO TEND,OR MAYHAPS EQUIP ANOTHER 'COMPANY(GARBLE,GARBLE,GARBLE)
AND IN ANY EVENT,SHE WILL AT LEAST HAVE A GOOD LIFE HERE IN HER HOME.
(( THE OLD FOOL DID NOT REALISE THAT GALAIN AND HER BOTTLE WERE CONSIDERED "MAGIC ITEMS" INCLUSIVE OF THE MAGICS WHICH MADE THE VAULT FUNCTION.THUS UPON HIS DEATH IN SOME FAR AWAY LAND,GALAIN WAS INSTANTLY BOTTLED UP AND TRANSPORTED TO THE VAULT.))

#10	THIS SECTION OF COORIDOOR HAS TWO SECRET DOORS, ONE NORTH AND ONE SOUTH, WHICH HAVE TO BE ROLLED FOR NORMALLY. THE DOOR AT THE EAST END OF THE HALL WAY IS NOT LOCKED. THE CONCEALED ROOM TO THE NORTH CONTAINS A STOCKPILE OF 1-20 RANDOM MAGIC ITEMS. THE CONCEALED ROOM TO THE SOUTH CONTAINS A VERY LARGE AND VERY WEIRD OWLBEAR: MUTANT OWLBEAR: AC:-4 HD: 12 THACO:7 HP: 80 DAMAGE: 1-10/1-10/3-30 SPECIAL: +2 WEAPONS NEEDED TO HIT, REGENERATION 1-4 POINTS PER ROUND. EXPERIENCE POINTS: 700. THERE IS NOTHING ELSE IN THIS ROOM. (IT'S LAIR TREASURE IS IN THE OTHER ROOM!)

#11:	50 X 80	A VERY ELEGANT BED ROOM: A SUNKEN MARBLE BATH TO THE NORTH (WITH CLEAN WATER AND PLATINUM FIXTURES),STATUES OF SILVER AND GOLD,SEVERAL FINELY CRAFTED PAINTINGS, FINE SILKEN CUSHIONS ON THE FLOOR,VELVET TAPESTRIES ON THE WALLS AND A GOLDEN BED ATOP A DIAS ALL ATTEST TO THE FACT THAT THIS ROOM BELONGED TO THE MASTER OF THE HOUSEHOLD.THE CONTENTS OF THIS ROOM, IF SOLD ON THE OPEN MARKET WOULD BE WORTH 100,000 (+/- 20%) GP, IF THE PARTY HAS THE TIME OR INCLINATION TO GO TO THE TROUBLE TO TRANSPORT IT ALL TO A CITY. ALSO OF NOTE: THE ROOM'S WALLS HAVE VERY THICK LEAD SHIELDING, 5' THICK, ENCASING THE ENTIRE ROOM.

#12:	50 X 30	WINE CELLAR: HERE YOU FIND WINES AND BEVERAGES FROM ALL THE KNOWN REALMS-AT LEAST 1D6 BOTTLES OF LIQUORS FROM EVERY KNOWN RACE AND NATION. IF IT'S A LIQUOR, IT'S HERE, AND IN QUANTITY! THE VALUE OF THIS COLLECTION IS INESTIMABLE! NEEDLESS TO SAY, YOU COULD THROW QUITE A PARTY, AND REALLY IMPRESS YOUR NEIGHBORS. 

#13:	50 X 40	STORE ROOM: THIS IS WHERE ALL THE REALLY GOOD NON-MAGICAL EQUIPMENT IS STORED. BASICALLY, IF IT'S ON THE AD&D BASIC EQUIPMENT LIST, FROM ANY OF THE SUPPLEMENTS OR OTHER LISTS, YOU WILL FIND 1D6 EXAMPLES OF THAT ITEM HERE.ALL OF THE ITEMS HERE ARE IN BRAND NEW, MINT CONDITION.

#14:	50 X 20	PEDESTAL CHAMBER: THIS ROOM IS EMPTY SAVE FOR A MARBLE PEDESTAL 40' INTO THE ROOM. THE FAR WALL SEEMS TO BE A DULL, GLITTERING METAL (LEAD). THERE IS NOTHING ELSE OF NOTE IN THE ROOM.CLOSE EXAMINATION OF THE PEDESTAL REVEALS A ROUND, CIRCULAR SPOT ON TOP, WITH THREE PROTRUSIONS. (NOTE: IF THE UNFINISHED MOLD "BLANK" FROM ROOM #9 IS PLACED UPON THE COLUMN,READ THE FOLLOWING)

YOU HEAR A LOUD GRINDING SOUND AS THE PEDESTAL SINKS SLOWLY INTO THE GROUND. DM SHOULD MAKE THIS SOUND REALLY GRUESOME (HEHEHE). AS THE PEDESTAL AND THE "BOTTLE" SINK FROM SIGHT, THE FAR WALL PHASES OUT OF EXISTANCE,REVEALING A 15 X 20 VAULT BEYOND.

#15: THE VAULT: IS FILLED WITH BAGS OF COINS AND THERE ARE SEVERAL ITEMS SCATTERED ALL ABOUT. THERE IS A RAISED DIAS AT THE FAR END OF THE ROOM.UPON THE DIAS IS A LARGE PILLOW AND UPON THIS IS A RATHER ORNATE BOTTLE, WHICH LOOKS AN AWFUL LOT LIKE THE ONE YOU FOUND IN THE LAB, ONLY YOU THINK THIS MIGHT BE WHAT A FINISHED PRODUCT WOULD LOOK LIKE. THE PLATINUM STOPPER IS IN PLACE.
THE TREASURE SCATTERED ALL ABOUT THE ROOM CONSISTS OF THE FOLLOWING:
GEMS : 250 WORTH A TOTAL OF 120,000 GP
JEWELLRY: 25 WORTH TOTAL OF 150,000 GP
SILVER: 	125,000
GOLD: 		50,000
PLATINUM:	5,000
A PEARL: PEARL OF WISDOM
A WAND: "SPRINGELE": OPENS LOCKS (25 CHARGES)
A WAND: LIGHTNING (15 CHARGES)
A WAND: FROST (12 CHARGES)
POTIONS: ETHERALNESS X 1, HEALING X 5,GIANT STRENGTH X 2,LEVITATION X 3,CURE LYCANTHROPY X 2,UNDEAD CONTROL X 4,INVULNERABILITY X 1,DIMINUATION X 1,SPEED X 5,EXTRA HEALING X 5.
LONG SWORDS: 	+1 X 8,+2 X 3,+3 X 2,+4 X 1 (NAME:ELK;INTELLIGENT).
CHAIN MAIL:	+1 X 8,+2 X 5,+3 X 1.
PLATE MAIL:	+1 X 8,+2 X 5,+3 X 2,+4 X 1,+5 X 1.
LEATHER ARMOR:	+1 X 9,+2 X 5,+3 X 2,+4 X 1,+5 X 1.
SHIELDS:		+1 X 5,+2 X 2,+3 X 1.
AXES:		+1 X 9,+2 X 3,+3 X 1.
SHORTSWORDS:	+1 X 6,+2 X 1.
HAMMERS:		+1 X 9,+2 X 3,+3 X 1.
MACES:		+1 X 4,+2 X 2,+3 X 1, DISRUPTION X 1.
TH SWORDS:	+1 X 3,+2 X 1,+3 X 1.
CROSSBOWS:	+3 X 1,SPEED X 1.
LONG BOWS:	+1 X 3,+2 X 2,+3 X 1.
ARROWS:		+1 X 36,+2 X 6,+3 X 4.
RINGS:		INVISIBILITY X 2,PROT +1 X 6, +2 X 2, +3 X 1.
RING AND COLLAR OF GRIFFIN CONTROL(ALLOWS WEARER OF RING TO CONTROL A GRIFFIN THROUGH THE COLLAR).
SCROLLS:
ATTONEMENT,WINDWALK,CURE LIGHT WOUNDS,FEIGN DEATH,PURIFY FOOD AND WATER,PROTECTION VS MAGIC,PROTECTION VS ELEMENTALS,REMOVE CURSE, FLY,SYMBOL,LIGHTNING BOLT (13 DICE),EXTENSION I,WEB,WIZARD EYE (X 2) ,HOLD PERSON,HASTE,POLYMORPH SELF,HOLD MONSTER.

IF ANY CHARACTER SHOULD EXAMINE THE BOTTLE ON THE PILLOW CLOSELY, THEY MIGHT (25% PROB) SEE A VERY SMALL HUMANOID FIGURE INSIDE. IF THE PARTY FORGETS TO GO CHECK OUT THE BOTTLE, A TEENY TINY TAPPING SOUND MIGHT BE HEARD FROM THE BOTTLE. IF THE PARTY DECIDES TO UNCORK THE BOTTLE, THEN A COLUMN OF PINK SMOKE WILL BE SEEN TO ISSUE FORTH FROM THE DEPTHS OF THE BOTTLE, AND COLLASCE INTO A RADIANTLY BEAUTIFUL HALF-ELVAN LADY,WEARING HAREM ATTIRE.THE BOTTLE IS THE CURRENT RESIDENCE OF THE LADY GALAIN, HAVING BEEN CURSED TO AN EXISTANCE AS AN IMMORTAL GENIE. SHE IMMEDIATELY BOWS TO THE PERSON WHO OPENED THE BOTTLE AND FREED HER,AND WILL SERVE HER NEW MASTER WILLINGLY, PERHAPS BECOMING SOMEWHAT OF A NUISANCE. JUST BE CAREFUL NOT TO USE THE "W" WORD (WISH) UNTHINKINGLY, AS SHE WILL CAUSE MUCH MISCHIEF IN THAT WAY! (WHY DO YOU THINK GOLEM WAS TRYING TO FREE HER OF THIS CURSE,HMMM?)ANYHOW, SHE COULD BE REALLY INCONVINIENT FOR A PLAYER OR PARTY, AND THE DM SHOULD PLAY IT THAT WAY.LADY GALAIN'S POWERS AND THE POWERS OF HER BOTTLE ARE DETAILED IN THE ATTACHED ARTICLE, 1001 KNIGHTS ENCHANTED GENIE BOTTLES.

#16:	HALL OF DOORS: THIS BRIGHTLY LIT HALLWAY HAS NUMEROUS WOODEN DOORS. EACH DOORWAY LEADS TO A DIFFERENT PLACE. THERE ARE DOORS THAT LEAD TO OTHER PLACES ON THIS WORLD-CITIES,VILLAGES,CASTLES,DUNGEONS,ETC... AS WELL AS DOORS THAT LEAD TO OTHER WORLDS ON THE PRIME MATERIAL PLANE. AND THERE ARE DOORS HERE WHICH LEAD TO THE OUTER AND INNER PLANES. THERE WILL BE FOUND AT LEAST ONE DOOR HERE THAT WILL LEAD TO EACH OF THE ELEMENTAL AND PARA-ELEMENTAL PLANES. (THERE IS ONE CATCH:THE PASSAGE IS ONE-WAY ONLY UNLESS THE CHARACTER DRINKS OF THE FOUNTAIN IN THE CENTER OF THE HALLWAY. THIS MARKS THE CHARACTER AS A MEMBER OF THE HOUSE OF THE HAWK,AS PERTAINS TO THE MAGICAL FUNCTIONS OF THE VAULT RM#15, AND WILL ALSO ALLOW TWO-WAY TRAVEL THRU THE DOORS.)
( THE DOOR LABLED "BLACKSTAR" WILL RELEASE A DWARF NAMED BLACKSTAR. BLACKSTAR WILL HELP THE PARTY OUT, BUT AT FIRST OPPORTUNITY WILL GO BACK TO THE MUSEUM AND ATTEMPT TO STEAL A HAMMER FROM ONE OF THE DISPLAYS. THIS HAMMER IS A C/E ALIGNED ARTIFACT, +5 WEAPON WITH SPELL CAPABILITY.IF BLACKSTAR GAINS THE HAMMER, HE WILL SEEK TO ESCAPE INTO THE WILDERNESS. HE WILL BECOME A POWERFUL VILLIAN ONE DAY TO FURTHER TROUBLE THE PARTY.) 

#17: SIGN: THE SIGN READS: "DANGER:DO NOT ENTER.DUNGEON UNDER CONSTRUCTION" (THE DUNGEON STOPS HERE, AS WHEN GALAIN GOT TRANSFORMED BY THE EVIL MAGICS OF THE BLUE EFFRIT,ALL OF GOLEM'S MONIES AND RESEARCH WENT INTO THE EFFORT OF FREEING HER.THE DUNGEON COULD BE BUILT ONTO AND EXPANDED FROM HERE, SHOULD THERE BE A DESIRE TO DO SO.)

			THE HAMMER OF BLACKSTAR
A DWARVEN ARTIFACT, THIS ONE-HANDED HAMMER IS COVETED BY ALL DWARVES WHO SEE IT. ANY DWARF SEEING THIS ITEM MUST ROLL SAVE VS CHARM AT -3 ELSE THEY WILL IMMEDIATELY DESIRE TO GAIN THIS ITEM, EXCLUSIVE OF WHATEVER SITUATION THEY OR A PARTY THEY ARE WITH HAPPENS TO BE IN AT THE TIME, INCLUDING BATTLE! ONCE A DWARF GRASPS THE HAMMER, IT WILL IMPART,TELEPATHICALLY,KNOWLEDGE OF ALL IT'S ABILITIES TO THE WEILDER.HAMMER'S ABILITIES ARE LISTED BELOW:
BASE +5 TO HIT AND DAMAGE. WHEN THROWN,IT MAY, IF WEILDER DESIRES,BECOME A LIGHTNING BOLT (6D6,120') UP TO 3/DAY.
MAY ALSO BE THROWN AS NORMAL. IN ANY EVENT THIS HAMMER ALWAYS RETURNS UNERRINGLY TO WEILDER AT THE END OF THE ROUND!
OTHER POWERS: MONSTER SUMMONING VI: 2/DAY
TELEPORT: 1/DAY 	CURE SERIOUS WOUNDS: 3/DAY
HEAL: 1/DAY		POWER WORD STUN (ON CONTACT): 1/DAY

ALIGNMENT OF WEILDER CHANGES TO THAT OF WEAPON. ALIGNMENT OF WEAPON IS C/E. PURPOSE OF WEAPON: GREED AND POWER. THE WEAPON DESIRES WEALTH AND FOLLOWERS, THROUGH IT'S WEILDER! ANY DWARF WEILDING THIS WEAPON WILL ATTRACT A LARGE ARMY OF VARIOUS,ASSORTED EVIL MONSTERS TO ASSIST IN THE ACCUMULATION OF WEALTH AND POWER, THROUGH FELL AND EVIL MEANS. ANY EVILLY ALIGNED CREATURE (EXCEPT UNDEAD) WHO SEES THIS ITEM IN THE HANDS OF A DWARF, MUST MAKE A SAVE VS CHARM AT MINUS 3, ELSE THEY WILL BECOME INSTANT CONVERTS AND FOLLOWERS OF THE DWARF!AFTER 2-12 MONTHS, THE CHARACTER WILL BE REQUIRED TO CONSTRUCT A DWARVEN CITADEL AND CLEAR THE LAND FOR SEVERAL MILES AROUND. ULTIMATELY, THE WEAPON WILL SEE IT'S WEILDER AS AN INFERIOR BEING, AND SEEK TO HAVE THEM OVERTHROWN OR DESTROYED, TO BE REPLACED BY ANOTHER WOULD-BE WEILDER.
 
