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Last Revision: Wed Mar 15 14:24:53 EST 1995 by dbj
______________________________________________________________

			     THE OLDE ABBY DUNGEON
	   A PUZZLE DUNGEON FOR 1ST-5TH LEVEL CHARACTERS

THE WAYS AND MEANS THAT A PARTY OF ADVENTURERS ARRIVE HERE ARE VARIED. THE AVERAGE GROUP USUALLY BEGINS IN A NEARBY VILLAGE OR PERHAPS A CITY; HAVING DECIDED TO STAY THE NIGHT AT AN INN, THE PARTY SETTLES DOWN FOR AN EVENING OF REST AND RELAXATION. SELDOM, HOWEVER, IS THIS THE CASE IN AN ADVENTURE! FOR AROUND MIDNIGHT, A SOUND AND COMMOTION FROM OUTSIDE THE ADVENTURERS' DOORS ROUSES THEM ALL, TO FIND (IF THEY DECIDE TO INVESTIGATE) A RAGING BATTLE, BETWEEN A GROUP OF ELF-LIKE HUMANOIDS AND SEVERAL STRANGE, CAT-LIKE HUMANOIDS, WEILDING EXOTIC, CURVED BLADES. AS THE ADVENTURERS JOIN THE FRAY, THE LAST OF THE ELF-LIKE PEOPLE FALLS IN BATTLE, AND THE REMAINING CAT-MEN MAKE A HASTY RETREAT, DISAPPEARING INTO THE NIGHT.AS THE PARTY MEMBERS SEARCH THE BODIES, THEY FIND ONE OF THE STRANGE,RED-HAIRED "ELVES" TO BE BARELY ALIVE, MORTALLY WOUNDED AND GASPING HIS LAST BREATH.HE WEARS A GLOWING,BLUE STONE ABOUT HIS NECK." MUST SAVE OUR KINSWOMAN....KIDNAPPERS"! "CAVES UNDER THE ABBY....UP RIVER!" "MUST HURRY....SHARRA MUST BE STOPPED.....ELSE ALL IS LOST"! 
"REMEMBER: YOU-ARE-WHAT-YOU-THINK...."
WITH THAT, THE CURIOUS ELF-CREATURE EXPIRES. THE BLUE STONE ABOUT HIS THROAT STOPS GLOWING, AND GROWS BLACK.NONE OF THESE "ELVES" MAY BE "RAISED" OR "REINCARNATED".
WITH SOME INQUIRING ABOUT THE LOCAL AREA,(THE PARTY EITHER ATTEMPTS TO HAVE THESE DEAD FOLKS RAISED, WHICH FAILS, OR OTHERWISE HAVE THE BODIES TAKEN CARE OF AT A TEMPLE) THE PARTY  FINDS AN ELDERLY PARISHONER IN A NEARBY CHURCH, WHO RECALLS IN HIS YOUTH AN OLD ABBY APPROXIMATELY 1 DAY'S RIDE UP THE RIVER, SITUATED SOMEWHAT INLAND, NEAR A STREAM. HE ALSO RECALLS A VERY DEEP FOUNTAIN IN THE CENTER OF THE ABBY'S MAIN HALLWAY.YES, SAYS HE, THERE WERE SOME SORT OF CAVERNS BENEATH THE ABBY.
AS THE PARTY TRAVELS UP THE MAIN RIVER, THEY EVENTUALLY COME TO A STREAM, AND FOLLOWING THIS, THEY COME TO A RUINED FOUNDATION, WHICH MUST HAVE BEEN THE OLD ABBY. THE ONE FEATURE MOST NOTICEABLE HERE IS A LARGE STONE FOUNTAIN. THIS MUST BE THE PLACE! NOW IF ONLY THEY CAN FIND A WAY IN!
THE FOUNTAIN IS THE WAY IN, AS THE PARTY WILL EVENTUALLY DISCOVER- THE WATER IS 30' DEEP, THE BOTTOM 10' BEING A TOTALLY DRY ROOM, WITH A SINGLE WOODEN DOOR. LOOKING UP,FROM INSIDE THAT ROOM, THE PARTY NOTICES A SIMILAR FOUNTAIN ON THE CEILING! A REVERSE GRAVITY AND PERMANENCEY SPELLS KEEP THE WATER IN IT'S PLACE.

THIS ADVENTURE IS DESIGNED FOR 2-8 PLAYERS,LEVELS 1ST-5TH. THERE SHOULD BE ONE PSIONICIST OR SIMILARY EMPOWERED MAGIC USER, AS THE CONCLUSION OF THIS DUNGEON MIGHT REQUIRE IT.

ANY MAJOR ALTERATIONS TO A CHARACTER CAN BE REVERSED DEPENDING ON THE CIRCUMSTANCES:
ANY "POLYMORPH" MAGIC MAY BE REVERSED BY "DISPEL MAGIC".
CURSED ITEMS MAY BE DISCARDED VIA "REMOVE CURSE".
MORE SERIOUS ALTERATIONS (THOSE AFFECTING RACE/CLASS/ETC..) WILL REQUIRE AT LEAST A FULL WISH, AND THEN ONLY HAVE A 25%-75% PROB OF SUCCESS (ROLL 1D4 TO DETERMINE).  1=75%, 2=50%, 3-4=25%.
SOME OF THE MOST MAJOR ALTERATIONS WILL NOT BE REVERSIBLE EVEN BY A FULL WISH (THOSE FALLING OUTSIDE THE GIVEN RANGE OF PROBABILITIES,ABOVE)(SUCH AS ROOM #2-12) AND WOULD THEREFORE REQUIRE DIRECT INTERVENTION BY A DIETY!













*************************************************************************
******************* LEVEL 1  ********************************************

ROOM #			DESCRIPTION

1-1:	50 X 50, 3 OTHER DOORS APPARENT. OAK PANELING COVERS WALLS,FLOOR AND CEILING.NOTHING ELSE APPARENT.
* SECRET COMPARTMENT IN N.E. CORNER OF ROOM: MAGIC BEAN POT.
**MAGIC BEAN POT, MK-II**

ONCE A CHARACTER TASTES THE BEANS, THEY EAT EVERY SINGLE ONE. NOTHING CAN BE DONE TO PREVENT THIS FROM OCCURING.
ROLL ON THE FOLLOWING CHART:

01-03: OPPOSITE ALIGNMENT. END.
04-06: SAME AS ABOVE, PLUS 2 MORE ROLLS, THEN END.
07-09: RACE CHANGES TO: ELF, PLUS 1 MORE ROLL, THEN END.
10-12: SAME AS ABOVE, BECOMES A DWARF.PLUS 1 ROLL, THEN END.
13-15: SAME AS ABOVE, BECOMES 1/2 ELF.PLUS 1 ROLL, THEN END.
16-18: 1/2 ORC.PLUS 1 ROLL, THEN END.
19-21: ORC.PLUS 1 ROLL, THEN END.
22-24: GOBLIN.PLUS 1 ROLL, THEN END.
25-27: HOB GOBLIN.PLUS 1 ROLL, THEN END.
28-30: KOBOLD.PLUS 1 ROLL, THEN END.
31-33: GNOME.PLUS 1 ROLL, THEN END.
34-36: OGRE.PLUS 1 ROLL, THEN END.
37-39: BUGBEAR.PLUS 1 ROLL, THEN END.
40-42: HUMAN.PLUS 1 ROLL, THEN END.
43-45: EXOTIC. DM'S CHOICE.PLUS 2 ROLLS, THEN END.
46-48: REVERSE GENDER, PLUS 2 ROLLS, THEN END.
49-51: AGE DOUBLED, PLUS 1 ROLL, THEN END.
52-54: AGE HALVED, PLUS 1 ROLL, THEN END.
55-57: GAIN "DWARVEN TREASURE SENSE" PLUS 1 ROLL, THEN END.
58-65: INCREASE (2-5) OR DECREASE (6-12) RANDOM STAT PLUS 1 ROLL.
66-75: GAIN 1-6 LEVELS PLUS 1 ROLL, THEN END.
76-80: LOSE 2-12 LEVELS (POSSIBLY BECOMING AN UNDEAD) PLUS 1ROLL
81-86: GAIN 1 WISH (!) PLUS 1 ROLL, THEN END.
87-90: LOSE 1 MAGIC ITEM, PLUS 2 ROLLS, THEN END.
91-93: ONE NON-MAGICAL ITEM BECOMES MAGIC! +1 THRU +6. END!
94-96: ONE RANDOM INSANITY. PLUS 2 ROLLS, THEN END.
97-98: GAIN "ENMITY WITH A DEVIL", PLUS 2 ROLLS, THEN END.
99: HEIGHT HALVED (2-5) OR DOUBLED (6-12). END!
100: ONE RANDOM SPELL EFFECTS CHARACTER, PERMANENTLY. END!
***EFFECTS OF EATING MAGIC BEANS ONLY REMOVEABLE BY EITHER A WISH SPELL OR BY FARTING PROFUSELY.JUST KIDDING- REALLY, ONLY A WISH WILL DO IT. REALLY. HONEST. NO KIDDING.



1-1A:	30 X 40,DOOR EAST WALL CENTER.INFRAVISION REVEALS THREE ORCS IN S.W. CORNER,SIMULTANEOUS SIGHTING.
TORCHLIGHT REVEALS HEAPED RAGS,STRAW,LEAVES,ASHES,BONES AND CORPSES IN AN OTHERWISE EMPTY ROOM.
ORCS: 3 AC:7 HTK:7-6-5 DAM:1-8. EACH:DAGGER,LONGSWORD,1-8 GP
* SEARCHING TRASH: 1 BODY HAS A RING (PROTECTION +1)
* EAST DOOR IS TRAPPED: SPIKES COME UP FROM FLOOR, HIT BY 1-8 SPIKES, EACH DOING 1-4 POINTS DAMAGE.
* 60 EXPERIENCE POINTS

1-1B: 30 X 30, DOOR DIRECTLY OPPOSITE. HEAVY WALNUT PANELING ON WALLS,FUR CARPETING. ROLL FOR SURPRISE.
SEATED BEHIND A DESK, YOU SEE AN ELDERLY MAN: SIGN ON DESK SAYS "INTERPLANAR TRAVEL AGENCY".
"TYMAN SCAPELLA", HUMAN M/U, LVL 12, HTK:30 ,AC:7 (RING PROT +3)
SPELLS:4-4-4-4-4-1
WILL OFFER GROUP TRANSPORT TO ANY DESTINATION, CHARGING 10K-100K GP FOR THE TRIP. THE ROOM BEYOND (1C) CAN BE SET BY HIM FOR ANY DESTINATION. IF THE PARTY GOES THOUGH TO ROOM 1C WITHOUT PAYING, THE DESTINATION OF THE TELEPORTER IS A SECRET VALLEY, THE VALE OF THE MAGE, THERE TO MEET A RECLUSIVE MAGE, "ZACHARIAH".THIS GUY LIVES IN A H-U-G-E MANSION, WITH PITFIENDS (WEARING TUXEDOES) AS DOORMEN. "DA WIZ" IS CAPABLE OF PROCURING AR TRADING ANYSORT OF NON-ARTIFACT MAGICAL ITEM; ALLOW 2-12 DAYS TO EITHER FIND AN ITEM REQUESTED FOR SALE, OR TO FIND A POTENTIAL BUYER FOR ANY ITEM. ALL TRADING IS CONDUCTED WITHIN "DA WIZ'S" HOUSE.

1-1C: 20 X 20 ROOM, DOOR DIRECTLY OPPOSITE. NOTHING OF INTREST IN THIS ROOM. IF YOU GO IN, THE DOOR BEHIND YOU SLAMS SHUT. OPENING THAT DOOR AGAIN REVEALS BLANK STONE-WORK BEHIND. YOUVE BEEN TELEPORTED! OPENING THE DOOR ACROSS FROM YOU WILL REVEAL A DIFFERENT LANDSCAPE. THE LOCALE DEPENDS ON WETHER OR NOT A GROUP HAS PAID THE WIZARD IN ROOM 1B,AND SPECIFIED A DESTINATION. IF NO FEES WERE PAID, THEN THE DEFAULT DESTINATION IS "THE VALE OF THE MAGE",A SECLUDED VALLEY SURROUNDED BY BARRIER PEAKS.A STONE PATH LEADS TO A GAZEBO, WHERE THE GROUP MAY WAIT FOR A CARRIAGE TO ARRIVE, TO TAKE THE GROUP TO "DA WIZ". DA WIZ'S HOUSE IS A VERY ORNATE,GRAND PALACE, WITH PIT FIENDS AND BALROGS FOR DOOR MEN!

* DA WIZ IS ESSENTIALLY (FOR A FEE) A:MAGIC ITEM CLEARING HOUSE (BOOK VALUES),SAGE,HISTORIAN,ALCHEMIST,RESEARCHER,IDENTIFIER,
PROBLEM SOLVER,ETC... DA WIZ DOES NOT TRAVEL ON ADVENTURES,HAVING RETIRED MANY YEARS AGO.ANY SCROLLS PURCHASED HERE ARE AT MINIMUM LEVEL OF POWER.

1-2:	90 E-W X 80 N-S ROOM, LIT BY TORCHES IN IRON TORCH HOLDERS ON THE WALLS. TWO OTHER DOORS. ALTAR STONE, CENTER OF THE ROOM. A TABLE,AGAINST THE NORTH WALL. TARSH IN THE S.E. CORNER.
* TRASH CONSISTS OF THE FOLLOWING: STRAW,LEAVES,ASHES,POTTEY SHARDS,A BROKEN SWORD,A SHIELD, A DAGGER,A PACK AND A Q-STAFF.
*(DAGGER=+1,Q-STAFF=+1.)
*((UNDER THE TRASH IS A SECRET COMPARTMENT: 50 GP,150 SP,500 CP,RING PROT.+2))
*TABLE: MORTAR&PEDSTAL,OIL LAMP,3VIALS OIL,2 CANDELS,1 TORCH STUB,1 ROBE,CHAULK,COMPASS.
*ALTAR: BLACK OBSIDIAN STONE.
*(SECRET COMPARTMENT: A DAGGER, WHICH CAN ONLY BE TOUCHED BY A L/E CLERIC. ALL OTHER'S HANDS PASS THROUGH IT AS THOUGH IT IS NOT THERE!)
*(DAGGER: MARNIE,L/E ALIGNED,PROT VS GOOD,PROT VS MAGIC,SLAY LIVING ON CONTACT, 1/DAY.)
*150 EXP POINTS

1-3: 50'E-W  X 90' N-S ROOM, DOOR DIRECTLY OPPOSITE.

A FOUNTAIN ALONG THE EAST  WALL, CENTERED.
ON THE EDGE OF  THE FOUNTAIN, A SMALL SILVER CUP.
		MAGIC FOUNTAIN			
SEE MAGIC FOUNTAIN TABLE.

1-4: L-SHAPED ROOM, 70' X 80' ALONG THE NORTH AND WEST WALLS.
NO OTHER DOORS (APPARENT).
ROLL FOR SURPRISE!
BUGBEARS! 12 IN NUMBER, AC: 5, HD:3+3.
1 LEADER, AC:4, HD:5, HTK:25
ONE BUGBEAR HAS A COMP BOW (-3 CURSED!) AND ANOTHER BUGBEAR HAS A LONG BOW (+1).

TOTAL MONIES CARRIED: 240 CP/150SP/60EP/60GP.
TRASH IN ROOM: GRAVEL,SAND,DIRT,BROKEN GLASS,A SHIELD (+1).

1-4A:  SECRET  DOOR FROM ROOM 4 LEADS INTO A 30'X 20' ROOM.
A PEDESTAL IN THE CENTER OF THE ROOOM. FLOATING ABOVE THE PEDESTAL, SURROUNDED
BY A SHIMERING FORCEFIELD, A ROLLED  UP PARCHMENT.
ON THE SIDE OF THE PEDESTAL, 4 FLOWER-SHAPED KNOBS, NUMBERED 1 THRU 4.
1: AGES 10-1000 YEARS
2: 1-20 POINTS DAMAGE
3: POISON GAS, 10' RADIUS
4: PIT OPENS, 40' DEEP WITH A SKELETON AT BOTTOM.
1+2: LOOSE 1 RANDOM MAGIC ITEM!
3+4: RELEASES PARCHMENT FROM FORCEFIELD :  WISH SCROLL

1-5:	80' E-W X 70' N-S ROOM. CEILING IS 30' HIGH.
YOU SEE A SILVERY DISK, 25' DIAMETER, STANDING ON END AGAINT THE EAST WALL. OTHERWISE, THE ROOMAPPEARS EMPTY. 
SEARCHING THE ROOM REVEALS A SECRET DOOR IN THE WEST WALL
AND A SECRET COMPARTMENT IN MIDDLE OF FLOOR.
OPENING THE SECRET COMPARTMENT REVEALS A SMALL SILVERY DIAL, LABELED A,B,C,D,E,F AND A SMALL RED LEVER. THE DIAL IS SET ON "A".THERE IS NO WAY TO ACTIVATE THE LEVER REMOTELY, DUE TO THE DESIGN AND THE WAY THE LEVER IS POSITIONED IN THE COMPARTMENT!
EACH TIME THE LEVER IS PRESSED A DIFFERENT EFFECT ISSUES FORTH FROM THE DISK.THE PLAYERS MUST GO THROUGH EACH SETTING SEQUENTIALLY, A THROUGH F.
A: AIR. A GUST OF AIR ISSUES FORTH FROM THE DISK.
B: BLACKOUT. BLACKOUT GAS FILLS THE ROOM, CAUSING ALL WHO FAIL SAVE TO BLACKOUT.
C: COLD: AS IN CONE OF COLD, 6D8 DAMAGE BASE.
D: DARTS: 1-20 IN NUMBER, 1-4 DAM EACH, SHOOT OUT FROM THE DISK.
E: ELECTRICITY: LIGHTNING BOLT, 8D6 BASE DAMAGE, OUT TO A RANGE OF 60'
F: START GRABBING D6's FROM AROUND THE TABLE AS THOUGH YOU WERE GOING TO ROLL A HUGE FIREBALL! THEN ANNOUNCE THAT THE DISK HAS FALLEN. HMMM... I GUESS THAT "F" WASN'T FOR FIREBALL AFTER ALL!

BEHIND WHERE THE DISK STOOD, YOU FIND A 20 X 20 VAULT. ALONG EACH OF THE THREE WALLS, THERE ARE CHESTS- 30 OF THEM. EACH APPEARS TO BE CONSTRUCTED SUCH THAT THEY ARE ONE WITH THE FLOORS/WALLS OF THE VAULT. EACH ARE ABSOLUTELY UNMOVABLE. WHEN YOU FIRST GO INTO THE VAULT, ALL 30 CHESTS ARE PROPPED OPEN BY ABOUT 1". EACH CHEST HAS A VERY STRONG LOOKING LATCH, ALL UN-LOCKED. 

WHENEVER A CHEST, ANY CHEST IS OPENED UP BY THE PARTY, ALL 29 OTHER CHESTS SHUT THEMSELVES WITH A LOUD "CLANG!" AND THE LATCHES ALL CLOSE! 
THE ONLY WAY TO BE ABLE TO OPEN ANOTHER CHEST IS TO STEP OUTSIDE, WHEREUPON THE VAULT DOOR CLOSES, AND THEN STEP OVER TO THE DIAL AND LEVER, AND REPEAT THE ENTIRE PROCESS AGAIN!
		CONTENTS OF THE CHESTS:
1: 4000 GP			16: BARBED DEVIL ( AC 0, 8 HD)
2: 1 MISC MAGIC ITEM	17: 1 MISC MAGIC ITEM
3: 3000 PLATINUM		18: 4000 SILVER
4: 3000 GP			19: 1 MISC MAGIC ITEM
5: 2000 SP			20: 2 GEMS ( EACH AT LEAST 1000 GP VALUE)
6: GHOST ( AC 0, 10 HD)	21: 1 MISC MAGIC ITEM
7: 5000 COPPER		22: 1000 GP
8: 6 GEMS (1000 GP EACH)23: SPECTRE
9: 1 MISC MAGIC ITEM	24: 2000 PLATINUM
10: 1000 PLATINUM		25: 3 GEMS (100 GP EACH)
11: 1 MISC MAGIC ITEM	26: WRAITH
12: 5000 SP			27: 1 MISC MAGIC ITEM
13: 6000 PP			28: 2000 GP
14: 1 GEM (10,000 GP VALUE) 29: 1 MISC MAGIC ITEM
15: 6000 SP			30: 5000 CP

ADDITIONAL BONUS: + 500 EXP PTS FOR FIGURING OUT HOW VAULT WORKS, 1 TIME ONLY


1-6: 50' E-W X 30' N-S ROOM. A PEDESTAL IN CENTER OF ROOM.
A GIANT POSIONOUS SNAKE NEXT TO PEDESTAL.
PILE OF TRASH, S-W CORNER OF ROOM.
DESK, EAST WALL, CENTER.
SNAKE: AC:6, HD:8 (35 HP), DAM:1-8 + POISON.
* KILL THE SNAKE, YOU GET A DEAD SNAKE;IN THE SNAKE'S STOMACHE IS A GEM: CURSED MAGIC GEM STONE OF "SERPENT FORM".MINUS 500 EXP POINTS FOR KILLING THE SNAKE!
 * DO A REMOVE CURSE,AND YOU GET "ELANA" LVL 5 ELF FEMALE MAGE, AC: 10, 12 HP.
**SEARCHING THE PEDESTAL WILL REVEAL A SECRET COMPARTMENT.
THERE ARE THREE BUTTONS:
1: 2-16 POINTS DAMAGE
2: TURN TO GAS (PERMANENT!) SAVE VS RODS/STAVES/WANDS TO AVOID THIS.
3: GATES IN AN OWLBEAR! AC:5, 35 HP, WORTH 600 EXP PTS.
1+2: POLYMORPHS THE BUTTON PUSHER INTO A GIANT POISONOUS SNAKE AND ATTACKS!
2+3: A SWORD APPEARS ATOP THE PEDESTAL:
* +2 LONGSWORD: "SIRENIS" VENOMOUS SWORD.VENOM DOES 1-6 PER ROUND.
DESK: 2 DRAWERS. #1: EMPTY.
		#2: ELF FEMALE CLOTHING. GOLD LOCKET (50 GP VALUE) 

1-7: THIS SECTION OF COORIDOR HAS 4 SMALL ALCOVES. IN EACH ALCOVE IS A PEDESTAL. ON EACH PEDESTAL LIES A CRYSTAL SKULL. 
** EACH SKULL IS WORTH 50GP, EXECEPT FOR SKULL #2, WHICH IS WORTH 5000 GP. HOWEVER THIS ONE WILL MAGIC JAR WHOMEVER PICKS IT UP! 
** C/E MAGE, LEVEL 12, HP 30. NO SPELL BOOK.RANDOMIZE WHICH SPELLS IN MEMORY.

1-8: 30' E-W X 50' N-S. ROLL FOR SURPRISE!
SEATED BEHIND A DESK IN THIS ROOM IS AN OLD MAN.
THE OLD MAN POINTS TO A JAR ON THE DESK AND SAYS FOR EACH PARTY MEMBER TO "TAKE ONE AND ONLY ONE". INSIDE THE JAR ARE SMALL COPPER TOKENS. 
*** COPPER TOKENS ARE FOR ROOM #9 ******
** IF THE MAN IS ATTACKED IN ANY WAY, OR WHEN EACH MEMBER OF THE PARTY HAS TAKEN ONE TOKEN, THEN THE MAN AND THE JAR VANISHES! THIS ALSO OCCURS IF ANY PARTY MEMBER ATTEMPTS TO TAKE MORE THAN ONE TOKEN. ***
SEARCH OF DESK LATER REVEALS: 3 TORCHES,CANDLE, 1 BOTTLE OF ACID, 1 OIL LAMP.

1-9: 30' N-S X 20' E-W. YOU SEE INTRICATE DESIGNS ON THE FLOOR, WALLS AND CEILING. AGAINST THE BACK WALL, YOU SEE A SMALL RAISED PLATFORM.ON THE TOP OF THE PLATFORM YOU FIND A SMALL SLOT AND A PUSHBUTTON LEVER.
** PUT A TOKEN IN THE SLOT (ONLY THE TOKENS FROM ROOM #8 WORK) AND HOLD DOWN THE LEVER. WHILE THE PLUNGER BUTTON IS HELD DOWN, YOU SEE SEVERAL SMALL BALLS OF  WHITE-COLORED ENERGY FORM AT THE 8 CORNERS OF THE ROOM, WHICH PROCEED TO QUICKLY FOLLOW THE PATTERN AROUND THE ROOM, EVENTUALLY COLLIDING IN THE CENTER OF THE ROOM.THE SPHERES OF ENERGY EVENTUALLY COLLASCE IN THE CENTER OF THE ROOM, AND VANISH!**

**NOTE: IF PRESSURE IS RELEASED AT ANY TIME DURING THE SEQUENCE, THEN A SLOT OPENS ON THE SIDE OF THE PEDESTAL, AND OUT DROPS A SINGLE GEMSTONE. THE VALUE OF THE GEM DEPENDS ON HOW FAR INTO THE CYCLE THE PUSH BUTTON IS RELEASED.**

**THE CYCLE CONTINUES: AFTER THE BALLS OF WHITE ENERGY DISAPPEAR, THEN GREEN ENERGY SPHERES APPEAR.**

**THE SEQUENCE AND THE VALUES OF THE GEMS:
	WHITE:       10 GP
	GREEN:      25 GP
	BLUE:	       50 GP
	YELLOW:   100 GP
	ORANGE:   500 GP
	PURPLE:     1,000 GP
	RED:            5000 GP
	BLACK:  SPECIAL**
** WHAT HAPPENS WHEN THE BLACK SPHERES APPEAR? A VERY LARGE SPHERE OF ANNILATION APPEARS IN THE CENTER OF THE ROOM, ANYONE IN THE ROOM AT THIS POINT SUDDENLY VANISHES!**

*** THE NEXT GEM(S) THE ROOM PRODUCES WILL CONTAIN THE CHARACTERS WHO DISAPPEARED PREVIOUSLY HERE!***
 
DISPEL MAGIC VS LEVEL 15 MAGE WILL FREE CHARACTERS.

1-10: 30' N-S X 20' E-W. (JEEZE, THIS SEEMS TO BE A POPULAR ROOM SHAPE) NO OTHER DOORS. TRASH IN THE S-W CORNER.
SET INTO THE NORTH WALL, YOU SEE 12 LARGE STONES, EACH A DIFFERENT COLOR, EACH EMITTING A FAINT GLOW.
** PRESSING A STONE HAS A DIFFERENT EFFECT; ONCE PRESSED, THE GLOW  CEASES. ONE USE ONLY. EFFECTS LISTED BELOW.***

COLOR		EFFECT

BLACK	ROOM FILLS WITH KNOCK-OUT GAS.SAVE VS POISON.
PURPLE	COLOR BLINDNESS SAVE VS SPELL
BLUE		"HELEN KELLER" DEAF,MUTE AND BLIND! SAVE VS SPELL
GREEN	TURN INTO A TREE (SAPLING)(YOU BIG SAP!)SAVE VS POLY
ORANGE	GAIN 1 RANDOM MAGIC ITEM
RED		SUMMONS 1-20 BUGBEARS!
YELLOW	ALL LIGHT SOURCES EXTINGUISHED
VIOLET	BERSERKER MODE (VIOLETS, VIOLENCE. WHAT'S THE 						DIFFERENCE?) (NO SAVE)
GRAY		GAIN A WISH
PINK		POLYMORPH INTO A RABBIT ( OR A BUNNY, ALA PLAYBOY)
AMBER	GAIN A TREASURE MAP
TURQUOISE	RANDOM TELEPORT, AS PER CURSED TELEPORT SCROLL.

TRASH CONSISTS OF: BONES, POTTERY SHARDS, ASHES, 1 GOLD, 1 COPPER, 1 BROKEN SPEAR, 1 MACE (+3)

1-11: 30' X 20' , YET AGAIN.
NO OTHER DOORS.
ROOM IS EMPTY, SAVE FOR A SMALL MARBLE PEDESTAL. ON THE PEDESTAL IS A TRIANGULAR BLOCK WITH SEVERAL PEGS STUCK IN IT. 
** THE PEGS MAY BE PRESSED IN, ONE AT A TIME. HOWEVER, IF THE PEGS ARE PRESSED IN AN INCORRECT SEQUENCE, THEN THE BUTTON PRESSOR TAKES 2-16 PTS DAMAGE, INCREASING BY 1D8 EACH TIME AN INCORRECT BUTTON IS PRESSED.NO SAVE.**
** DM DECIDES SEQUENCE; THERE ARE 12 BUTTONS**

** A SIMPLE READ MAGIC SPELL WILL REVEAL A LINE CONNECTING EACH PEG, THUS DISCERNING THE CORRECT SEQUENCE**
 	
WHEN THE CORRECT SEQUENCE IS PRESSED, THE PEDESTAL VANISHES, REVEALING A COMPARTMENT WITHIN WHICH IS FOUND:
12 MISC MAGIC ITEMS.

1-12: 30' X 20' ROOM. SHOULDA KNOWN.....
YOU SEE A 15' DIAMETER RAISED DIAS. STANDING ON THE DIAS YOU SEE 5 HUMANS, DRESSED IN UNUSUAL CLOTHING: 
THEY WEAR BLACK TROUSERS, TUNICS WITH GOLD TRIM ON THE SLEEVES,AND  A GOLD TRIAGULAR PATCH ON THE CHEST.
(YEP, YOU GUESSED IT, STAR TREK- CLASSIC OF COURSE).
YOU HAVE HERE ONE GOLD SHIRT, 2 BLUE SHIRTS, AND THREE RED SHIRTS.
THE PEOPLE DO NOT APPEAR TO BE MOVING- IN FACT THEY APPEAR TO BE FROZEN IN TIME. 
** SEARCH OF THE PEDESTAL REVEALS A  CONCEALED SWITCH**
**ACTIVATION OF THE SWITCH CAUSES ONE OF THE RED SHIRTS TO IMEDIATELY BE HIT BY A LIGHTNING BOLT AND KILLED IN A GRUESOME GORY DEATH, AND THEN ALL THE PEOPLE ON THE PEDESTAL VANISH!**
** FOR ANYONE STUPID ENOUGH TO STEP ONTO THE PEDESTAL AT ANYTIME, THEY TOO VANISH. (FUNCTIONS AS A GATE TO THE USS ENTERPRISE) NO, YOU CAN'T HAVE ANY OF THEIR EQUIPMENT!***

TRASH IN THE ROOM: STRAW, LEAVES, BROKEN GLASS, MORE STRAW, DAGGER (+2), QUARTER STAFF (+1 &1/4)

1-13: YEP, YOU GUESSED IT: YET STILL ANOTHER 30 X 20 ROOM.
THE FLOOR OF THIS ROOM IS 20' DOWN!
ANYONE OPENING THIS DOOR ROLL VS THEIR DEX TO AVOID FALLING INTO THE ROOM. THERE IS TRASH HEAPED THROUGHOUT THIS ROOM 10 DEEP IN PLACES; A HUGE HOLE IN THE N-E CORNER OF THE ROOM. 
** IN LAIR: A GIANT TWO-HEADED TROLL: AC: 3, HP:100, 20 HD, THACO: 5
+ 9 DAMAGE BONUS. WIELDS A ROOFING BEAM (1-12 +9) ( 2 ATT/RD)
SECONDARY WEAPON: HUGE BOULDERS ( 2-12+4)
EXP PTS: 1200

**SEARCHING THE TRASH: 
3 BODIES, STRAW, LEAVES, ASHES, BROKEN GLASS, AN AMULET (TRUE SIGHT) AN OMELET( NAUSEA) TWO BROKEN SWORDS, 1 RUSTED AXE, 1 SHINY MARBLE, 1 YO-YO, 1 DAGGER (+2), 125 GP, 1500 SP, 25 PP, 2 MISC MAGIC ITEMS.

1-14: 50' X 30'
ROLL FOR SURPRISE! 6 BUGBEARS RESIDE IN THIS ROOM. THEY LOOK AT YOU AND SAY: "LUNCHTIME!" AND ATTACK!
BUGBEARS: AC:5, HD:3+1, DAMAGE:2-12.
INSIDE THE ROOM, YOU FIND A LARGE STONE URN. THE URN IS EMPTY.
** ON THE BOTTOM OF THE URN IS 4 BUTTONS: PRESSING EACH CAUSES THE URN TO FILL WITH SOMETHING DIFFERENT:**
BLUE: WATER
RED: HOT COALS
YELLOW: GOLD (10,000 GP)
GREEN: OCHRE JELLY 60 SQ FT. AC 8, HD 6, 32 HP, DAM 3-12

1-15: 50' E-W X 20' N-S
YOU SEE AN ALTAR STONE AGAINST THE FAR WALL WITH A BODY ON IT. THE BODY IS THAT OF A GREY ELF, WELL PRESERVED. 
TRASH: STRAW, LEAVES, ASHES, POTTERY SHARDS, BROKEN GLASS.
TABLE: A RING (+2) AND A POUCH WITH A STONE (MATRIX STONE)

** THIS PERSON IS LOST ON THE ASTRAL PLANE- IF ANYONE IN THE GROUP GOES INTO THE ASTRAL PLANE,IT MIGHT (25%) BE POSSIBLE TO GUIDE THE ELF BACK TO THE PRIME MATERIAL PLANE.

** GREY ELF: "ELERIAN" LVL 15 MAGE, N/G ALIGN.
***************************************************************************
********************** LEVEL 2  ******************************************
2-1: 50' X 30'
THREE OTHER DOORS VISABLE.
ROLL FOR SURPRISE!
YOU SEE A TROLL IN THE CENTER OF THE ROOM, WHICH CHARGES IN TO ATTACK THE PARTY.
** TROLL: AC:5, HD:6+6, HP:32.5-8/5-8/2-12
	DOUBLE SPEED, REGEN 6 PTS / ROUND!

**TRASH: STRAW, POTTERY SHARDS, A HAND, AN ARM , A LEG. SEVERAL WELL KNAWED BONES. A PAIR OF GAUNTLETS (OGRE POWER) .
** EXP. PTS: 725

2-2:A SMALL 10X 10 ROOM, CONCEALED BY A SECRET DOOR. 
INSIDE THIS ROOM, YOU SEE FULL SUIT OF ARMOR, CHAINED TO THE SOUTH WALL. IF ANYONE ATTEMPTS TO ENTER THE ROOM, THE ARMOR ANIMATES AND ATTACKS: 10 HD, THACO: 5, DAM 2-12/2-12 (FISTS).
** IF ANYONE TOSSES A DISPEL MAGIC OR REMOVE CURSE (VS LEVEL 15) THEN THE ARMOR STOPS FIGHTING AND SLUMPS TO THE FLOOR. **
** IF THE ARMOR IS "KILLED" IN COMBAT, THEN SO TOO IS THE ARMOR'S CURRENT "OCCUPANT"; THE ARMOR LOOSES ALL MAGIC.**
** INSIDE THE ARMOR IS A 1/2 ELF FEMALE MAGE, "ALEXIS" LEVEL 9, L/N ALIGNMENT. ** 	EXPERIENCE: 250 POINTS OR 500 POINTS (DEAD/ALIVE)

2-3: 30' X 30' DOOR DIRECTLY OPPOSITE.
ROLL FOR SURPRISE!
12 ORCS: AC:6, 1+1 HD, DAM 1-8
SWORDS, SPEARS, CLUBS.

2-4: 30' X 30' NO OTHER DOORS
ROOM IS OTHERWISE EMPTY, EXCEPT FOR A LARGE BRONZE ALTAR IN THE CENTER OF THE ROOM.
** IF ANY SACRIFICE IS MADE, A CHARACTER GAINS ONE WISH. ONE TIME ONLY PER CHARACTER! ***

2-4 A: TRIANGULAR ROOM, COFFIN AGAINST NORTH WALL, PLE OF TRASH IN CORNER TO THE SOUTH.
THE COFFIN IS CLOSED, WITH A TWIG OF BELLADONA UPON IT.
SEE SEPERATE LIST FOR COMPLETE LISTING OF TRASH.
** IF ANYONE DISTURBS THE COFFIN, THEY MUST MAKE A SAVE VS SPELLS; SECRETLY ADJUST THIER SAVE BY -3, AND IF THEY FAIL, SECRETLY NOTE THAT THEIR NEXT DEATH IS "PERMANENT"; THEY HAVE BECOME A VAMPIRE!****

*********   THE COMPLETE TRASH LIST  *************************
 
 BROKEN QUARTER STAFF, WOOD SHINGLES,STONES, CLOTH, POTTERY SHARDS, ASHES, BONES, 1 RUBBER BAND, 2 JACKS, 1 RUBBER BALL, 1 YO-YO, 1 BASEBALL BAT (LOUISVILLE SLUGGER), 1 CATCHER'S MITT, 1 SCUBA MASK, 1 FLIPPER (SMELL BAD!) , A BROKEN SNORKLE, 
AHEM,
A SALT SHAKER (GOOD FOR USE AGAINST GIANT CARNIVOROUS SNAILS) A PEPPER SHAKER (PEPPER OF SNEEZING), 12 PAPER CLIPS, 1 PENCIL, 1 COMPASS, 1 METAL CAN ("RELATIVE BEARINGS GREASE"), 1 ELECTRIC FAN, 1 ELECTRIC TOY TRAIN ENGINE,
AHEM,COUGH,
5' OF TRACKS FOR SAID TOY TRAIN ENGINE,  A  5' BLUE GLOWING METAL ROD (NUCLEAR REACTOR CONTROL ROD- RADIOACTIVE!), 1 FLASHLIGHT, 1 BIC LIGHTER, 1 CIGAR, 1 METAL EGG ("C-4"),
COUGH, COUGH,
ANOTHER YO-YO, 2 MARBLES, 1 RABBITS FOOT (CURSED, UNLUCKY), 1 LIGHTBULB, 1 BRASS DOOR KNOB, 1 SCREWDRIVER, 1 BROKEN RECORD ALBUM ( "BEATLES","ABBY ROAD" WITH A GREEN APPLE ON THE LABEL).

NOW YOU KNOW FROM WHERE ALL THE REST OF THE TRASH IN THIS DUNGEON COMES FROM!
DID YOU KNOW THAT A YO-YO CAN BE USED AS AN ADVANCED PROBABILITY/ REALITY ALTERING DEVICE? WELL I HAVE IT ON GOOD AUTHORITY FROM THIS DOCTOR FRIEND (SPLENDID CHAP, ALL OF THEM) THAT....................................................BZZZZ CLICK

WE APOLOGISE FOR THE FAULTS IN THE PRECEEDING ROOM DESCRIPTION.. THE GM WHO WROTE THE PRECEEDING SILLINESS HAS BEEN SACKED.AND NOW, WITHOUT FURTHER INTERUPTION-
 
2-5 30' X 30' ROOM ONE DOOR VISABLE.
ROLL FOR SURPRISE:
20 GOBLINS
THE GOBLINS ARE PERFORMING "SWAN LAKE" . GUEST CONDUCTOR IS BERNARD HERMANN........................................AHHHHHHHH

WE APOLOGISE ONCE MORE FOR THIS UNSCHEDULED INTERUPTION. THE WRITER WHO WAS RESPONSIBLE FOR THE PREVIOUS SACKING, HAS BEEN SACKED. AND NOW, ON WITH THE DUNGEON.......

2-5: 30 X 30' ROOM, WITH ONE OTHER DOOR VISABLE.
ROLL FOR SURPRISE!
IN THE ROOM ARE 20 GOBLINS WHO CHARGE IN TO ATTACK THE PARTY.AC:6, 1HD, DAM 1-8, ARMED WITH SWORDS, BOWS, AXES.
*** WHEN THE MELEE BEGINS, ONE OF THE GOBLINS DASHES OVER TO THE EAST WALL, AND ACTIVATES A SECRET DOOR. THE OCCUPANTS OF ROOM 2-5A WILL THUS NOT BE SURPRISED. ****

2-5A: 30' X 30, NO OTHER DOORS.
IN THIS ROOM ARE 25 HOB GOBLINS. 
HOB GOBLINS: AC: 5, HD 1+1, DAM 1-8.
CHAINED AGAINST THE WALL IS A GIANT, GOLDEN HAIRED BABOON.IF THE BATTLE GOES BADLY, THE HOB GOBLINS WILL ATTEMPT TO KILL THE BABOON. ( AC: 6, HD 3, 2 HP)
** THE BABOON APPEARS TO HAVE BEEN TORTURED, AND IS NEAR DEATH***
**IF A DISPEL MAGIC (VS LEVEL 15) IS CAST AND IS SUCCESSFUL, THEN THE BABOON TRANSFORMS INTO: PRINCE HAKIM, ROYAL HEIR TO THE THRONE OF GONZIR-GOLAD. NO STATS AVAILABLE AT THIS TIME.
IF YOU CAN GET THE KID TO GONZIR-GOLAD, THE PARTY GETS A REWARD: 10-60 THOUSAND GP.**

TRASH IN THE ROOM: STRAW, LEAVES, TORCH STUBS. 
** UNDER THE TRASH: A SECRET COMPARTMENT: 750 SP, 100 GP, 25 PP, 3 GEMS, 1 MISC. MAGIC ITEM.*******

2-6: TRIANGULAR ROOM, ONE OTHER DOOR.
IN THE CENTER OF THIS ROOM IS A 10' DIAMETER DIAS. IN THE CENTER OF THE DIAS IS A BRONZE IDOL (ELVIS? FRANKIE?) 
** THE IDOL MAY BE ROTATED. THE DIAS WILL MOVE ASIDE REVEALING A SECRET COMPARTMENT:**
*** 1 "IRON FLASK" (MISC MAGIC)
*** 2 VIALS UN-HOLY WATER***
*** 1 SILVERED UN-HOLY SYMBOL***
*** BOOK OF VIAL DARKNESS***

2-7 TRIANGULAR ROOM. 
ROLL FOR SURPRISE!
SKELETONS ATTACK! 24 SKELETONS.
AC:7, HD:1, 1-6 DAM.
EACH CARRIES A FLASK OF UN-HOLY WATER, WHICH DOES 2-8 DAM VS PEOPLE OF GOOD ALIGNMENT. 
** TRASH: STRAW, LEAVES, ASHES, LEATHER ARMOR (+3).
** TABLE: 2 SMALL RED "CANDLES" (ACTUALLY TNT!)**

2-8: 30' N-S X 50' E-W. NO OTHER DOORS.
ROLL FOR SURPRISE???
THE ROOM IS FULL OF KOBOLDS. LOTS OF KOBOLDS.
THERE ARE OVER 200 KOBOLDS IN THE ROOM, PLUS 40 GOBLIN GUARDS, NUMEROUS YOUNGLING KOBOLDS. 
KOBOLDS: 250 TOTAL, AC:7, 1/2 HD, 1-4 DAM.
GOBLINS: 40 TOTAL, AC:6, 1+1 HD, DAM 1-6.
GIANT WEASLES: 6 TOTAL, AC: 6, 3+3 HD, 1 ATTACK, 2-12 DAM.
YOUNGLING/FEMALE KOBOLDS: 200 TOTAL, 0 HD.
CHIEF KOBOLD: AC4, 1+2 HD, 2 ATT/RD, 1-8 PER ATTACK.
			CARRIES A RING OF INVISIBILITY, BRACERS AC4.
CHIEF'S GUARD: GOBILN OF 1+2 HD, 2 ATT/RD, 1-6 PER ATTACK.
KOBOLD SHAMAN: LEVEL 4 PRIEST: SPELLS: L-1 X 4, L-2 X 3.
KOBOLD MAGE: LEVEL 4 MAGE: SPELLS: L-1 X 3, L-2 X 2.

TOTAL EXPERIENCE POINTS VALUE: 1500.

***THE KOBOLDS WILL NOT BE AN EASY KILL- THEY HAVE SEVERAL UP-ENDED TABLES JUST INSIDE THE DOOR, WHICH THEY WILL USE AS COVER.OVER 100 OF THE KOBOLDS USE THIS COVER TO FIRE MISSLE ATTACKS FROM ( DARTS, JAVELINS, SPEARS).  PLUS, THERE ARE  SEVERAL LARGE CASKS OF OIL WHICH THEY WILL UP-END, SENDING A FLOOD OF OIL OUT THROUGH THE DOORS, FOLLOWED BY TORCHES! THE WEASLES WILL ATTACK ANYTHING THAT GETS THROUGH THE FIRE, AND INTO THE ROOM. THE KOBOLDS WILL USE MASSED ATTACKS (100 PLUS, PER ROUND) WITH RANGED WEAPONS (SPEARS, JAVELINS, DARTS) AGAINST OBVIOUS "SPELL USER" TARGETS, CONCENTRATING ON MAGES FIRST, CLERICS SECOND.DIVIDE THESE ATTACKS ROUGHLY EVENLY AMONGST THE PARTY SPELL CASTERS.
THE KOBOLD'S OWN SPELL CASTERS WILL TOSS HOLD PERSON AND MAGIC MISSLE SPELLS AT THE PARTY SPELL CASTERS AS WELL.***

OTHER ITEMS OF INTREST IN THE ROOM: 
A VERY LARGE PILE OF TRASH AND A VERY LARGE WOODEN CHEST.
TRASH: BONES, STRAW, TORCHES, A SHIELD (+2), TH SWORD (+3 C/E)
CHEST: 100 GP, 400 SP, 3000 CP, 20 PP.

** UNDER THE CHEST IS A SECRET COMPARTMENT: WHICH CONTAINS:***
** LONG SWORD +3 (INTELLIGENT, SPEAKS).
** 100 GEMS (15,000 VALUE)
** RING (UNDEAD CONTROL)
** GIRDLE (FROST GIANT STRENGTH)
** DEMON FORGED SCALE ARMOR, ALA RED SONJIA**
*** (THE KOBOLDS DO NOT KNOW THIS STUFF IS HERE)***

2-9: 50 X 50 ROOM. NO OTHER DOORS.
YOU SEE A LARGE PENTAGRAM ON THE FLOOR,
 AN ALTAR AGAINST THE EAST WALL, 

A HUGE CHEST AGAINST THE SOUTH WALL: CLERICAL ROBES, AND A SCROLL WHICH SUMMONS ANY CREATURE FROM THE ELEMENTAL PLANES, IF THE TRUE NAME IS KNOWN.THE VASE MUST BE PLACED IN THE CENTER OF THE CIRCLE, AND A HUMAN(OID) SACRIFICE BE MADE UPON THE ALTAR.THE CREATURE APPEARS, AND IS IMMEDIATELY STOPPERED UP AND IMPRISONED WITHIN THE VASE.

A CABINET AGAINST THE NORTH WALL: 12 COMPLETE "SACRIFICE" COSTUMES.

A LARGE VASE IN THE N-W CORNER: CLERICAL SUMMONING SPELL.

A SMALL TABLE AND CHAIR IN THE S-W CORNER: NOTHING THERE.
***BASICALLY THIS ROOM IS ONLY OF USE TO A:EVIL ALIGNED PEOPLE, AND B: SOMEONE WHO KNOWS THE "TRUE NAME" FOR AN ELEMENTAL.

2-10: 50' E-W X 30' N-S.
DOOR IN THE NORTH, CENTER.
20 ZOMBIES!
HD:2, AC: 8, 1-8 DAMAGE.
ON THE EAST WALL ARE 4 LEVERS.
AGAINST THE EAST WALL IS A CHEST.
ALL THE LEVERS ARE UP.
*** CONTENTS OF THE CHEST ARE DETERMINED BY THE LEVERS****
ALL UP: EMPTY
1 DOWN: 100 GP
2 DOWN: 1000 GP
3 DOWN: 1-4 MISC MAGIC
4 DOWN: CHEST FULL OF GOLD!AT LEAST 10,000 GP!  (( ACID!!))

2-10A: 30' X 20' NO OTHER DOORS.
IN THE CENTER OF THE ROOM IS A CYLINDER, 3' IN DIAMETER, EXTENDING FLOOR TO CEILING. IT IS FILLED WITH A GREENISH COLORED LIQUID.INSIDE, YOU SEE A MAN WITH SILVER HAIR AND WEBBED HANDS. A NIXIE.
**TO THE EAST OF THE CYLINDER IS A SECRET COMPARTMENT. **
**INSIDE, YOU SEE:A RED PUSHBUTTON AND A GREEN PUSHBUTTON.**
** THE RED BUTTON ACTIVATES "TARGETING", SELECTING 1-4 PARTY MEMBERS (ROLL RANDOMLY). PRESSING THE GREEN BUTTON CAUSES CYLINDERS TO SPRING UP QUICKLY (ROLL VS DEX TO AVOID). THESE CYLIDERS FILL QUICKLY WITH LIQUID, FILLING COMPLETELY IN 1-6 ROUNDS. EACH PERSON TRAPPED ROLLS SAVE VS DEATH EACH ROUND, OR IN ANY EVENT, AFTER 4 ROUNDS HAVE PASSED, WHEREUPON THEY EXPIRE. THE CYLINDERS EACH HAVE 100 HP. THEY ARE 100% MAGIC REFLECTIVE!***

2-11: 30 E-W X 20 N-S.
ROLL FOR SURPRISE!
IN THE S-W CORNER, YOU SEE AN OLD HAG, WORKING OVER A BOILING CAULDRON. 
** OLD HAG IS ACTUALLY A GHOST. NON-HOSTILE.***
**THE OLD HAG WILL ANSWER THREE QUESTIONS. IF ATTACKED, WILL VANISH! IF A PARTY MEMBER SHOULD OFFER A LARGE AMOUNT OF MONEY (1000 GP+), THEN THE HAG WILL INSTRUCT THE PLAYER TO ROLL UP A SLEEVE AND REACH INTO THE CAULDRON. THIS IN ITSELF SEEMS REVOLTING TO THE PLAYER. WHAT'S THAT FLOATING IN THE SOUP? AN ARM? A FOOT? THE PLAYER'S HAND TOUCHES SOMETHING.......**
***THAT SOMETHING IS: A "HEART BOW", A +3 LONGBOW, SENTIENT."EL" WILL COMUNICATE TELEPATHICALLY WITH THE "HEART BOWMAN" .WHENEVER THE HEARTBOW IS TAKEN OUTDOORS, A HAWK WILL PERCH ON A TREE NEARBY. A TAIL FEATHER FALLS TO THE GROUND, AND 12 ARROWS APPEAR! THESE ARE SPECIAL EXPLODING MAGIC ARROWS, AND ARE BASE +2. EXPLOSION: 5'RADIUS, 2-16 DAMAGE.***

2-12: 50' N-S X 40' E-W.
A LARGE PEDESTAL IN THE CENTER OF THE ROOM
**12 SHADOWS GUARD THIS ROOM!
AC:7, 3+3 HD. +1 OR BETTER WEAPON TO HIT.DAM: 2-5, 1PT STR LOSS.**
** THE SHADOWS ARE 90% UNDETECTABLE.**
** EXP PTS: 1300

***THE PEDESTAL HAS 5 BUTTONS ATOP IT. NUMBERED 1 THRU 5.
BASICALLY, WHAT HAPPENS DEPENDS UPON THE COMBINATIONS PRESSED- EACH COMBINATION WILL ONLY YIELD RESULTS ONE TIME, EXCEPT FOR ONE PARTICULAR COMBINATION. THIS ONE COMBINATION HAS A PRE-SET NUMBER  (1-6)  OF LIMITED USES, AND UPON REACHING THAT NUMBER, THE PEDESTAL SINKS INTO THE GROUND WITH A LOUD GRINDING SOUND, AS THE PEDESTAL IS DESTROYED. THIS PARTICULAR COMBINATION IS : ALL 5 BUTTONS PRESSED AT ONCE.*** 
 
** PRESSING ANY OTHER COMBINATION WILL CAUSE A SLOT TO OPEN ON THE PEDESTAL AND OUT WILL DROP SOMETHING.AS STATED EARLIER, THESE COMBINATIONS ONLY FUNCTION ONCE , UNLESS OTHERWISE STATED.CONSULT THIS CHART.**

1: 10 GP	2: 100 GP	3: 10 PP	4: 100 PP	5: 10 GEMS
1+2: SCROLL	
2+3: 12 DARTS (+2)
3+4: POISON GAS (10' RADIUS)
4+5: YOU GET TURNED TO GAS AND GET PULLED INTO THE PEDESTAL.
	** THIS FUNCTION MAY BE USED MORE THAN ONCE***
1+2+3:	1 MISC MAGIC ITEM
1+2+4:	1 MISC RING
1+3+4:	1 RANDOM CARD FROM A DECK OF MANY THINGS
1+3+5:	1 RANDOM IOUN STONE
1+4+5:	1 RANDOM TREASURE MAP
2+3+4:	DART OF THE HORNET
2+4+5:	GEM OF SEEING
3+4+5:	HORN OF BUBBLES

1+2+3+4+5: THIS COMBINATION WILL CAUSE A SMALL ORNATE GLASS CYLINDER WITH A SILVER SEAL TO BE DEPOSITED ON THE FLOOR. 

*** THIS CYLINDER CONTAINS, IN GASEOUS FORM, THE CHARACTER WHO WAS PREVIOUSLY TURNED TO GAS AND ABSORBED INTO THE PEDESTAL BY THE "4+5" COMBINATION ABOVE. IF OPENED, THE GAS FLOWS OUT AND COLLASCES TO REFORM THE CHARACTER. HOWEVER, THEY MAY HAVE LOST ALL OF THEIR EQUIPMENT AND EVEN THEIR FORMER CHARACTER ABILITIES AND EXPERIENCE, TO BE REPLACED BY NEW EQUIPMENT AND CHARACTER EXPERIENCE/ CHARACTER SKILLS; ROLL ON THE FOLLOWING CHART TO DETERMINE WHAT, IF ANY, CHANGES OCCUR TO THE CHARACTER: ***
1:OTYUGH..... PUNISHMENT ENOUGH!
2:NEO-OTYUGH.....EVEN MORE SO!
3:PIXIE......PIXIE FIRST CLASS, NO LESS!					
4:IMP OR QUASIT 					
5:FAIRYDRAGON.OH.THEYYYY!10,000 GP WORTH COSTUME JEWELLRY
6:WINGS/FLYING + SWORD: YOU BECOME A SWORD ARCHON
7:ROBE/STAFF OF THE MAGI:MAGE OF LEVEL 10. WANNA SEE A TRICK?
8:MANTLE OF CELESTIAN/MACE DISRUPTION: CLERIC, LEVEL 9	
9:SUPER SUIT! AC:-2, STR:25, FLY 36", MAN CLASS 'C', X-RAY VISION
10GENIE: GENIE, DJINNI, EFREETI, MARID, DAO,OR JUST JEANNIE
11:IRON MAN ARMOR: AC:0, FLY 36",MAN CLASS 'C'. SHELL HEAD.
12:NINJA SUIT: NINJA, LEVEL 10. THOUGHT I SAW HIM A SEC AGO...
13:GHOST BUSTER: PARTICLE ACCELERATOR.WHO YOU GONNA CALL?
14:UNICORN (BLACK OR WHITE).PERFECT FOR THE PALADIN/ANTI-PALDIN
15:GREEN TUNIC/LNGBOW:ARCHER,LEVEL10.WE'RE MEN,MEN IN TIGHTS
16:BUNNY SUIT: AC:-10, ILLUM. BY "FAIRIE FIRE".
	(GO AHEAD AND LAUGH--- HE'S  INVINCIBLE!!!)
17-20: CHARACTER IS EXACTLY THE SAME AS WHEN THEY WENT INTO THE PEDESTAL IN THE FIRST PALCE.(WHEW!!)

SOME OF THESE HAVE A CHOICE: USE THE CHARACTER'S ALIGNMENT TO DETERMINE WHICH ONE. OR THE DM'S SENSE OF HUMOR.

 *** IF THERE ARE NO CHARACTER(S) ALREADY IN THE PEDESTAL WHEN THE 1+2+3+4+5 COMBINATION IS PRESSED,THEN ROLL UP AN UNUSED NPC CHARACTER AND THEN CONSULT THE ABOVE CHART FOR RANDOM ALTERATIONS. THIS COUNTS AS ONE (1) USE TOWARDS THE LIMIT OF THE NUMBER OF OVER-ALL USES OF THIS COMBINATION.***

*** IF THERE ARE ANY CHARACTERS STILL IN THE PEDESTAL WHEN THE "USEAGE LIMIT" IS REACHED, THEY ARE FOREVER, IRREVOCABLY LOST!**

2-13:30' X 20'. 
BOOKCASE, WEST WALL:** NOTHING THERE**
URN, N-W CORNER:** STOPPERED: CONTAINS A DEMON**
TRASH, S-E CORNER:** STRAW, LEAVES, RUBBER DUCKIE**
TABLE, SOUTH WALL:** ANT FARM, 6 SUGAR CUBES (SPEED,3X ! )

ROLL FOR SURPRISE! 4 WRAITHES MATERIALIZE AND ATTACK!
WRAITH: AC:4, HD:6, DAM:1-6 + LEVEL DRAIN.

2-14: 40' E-W X 90' N-S.
ROOM IS ILLUMINATED FROM NO APPARENT SOURCE.
YOU HAVE FOUND THE BOWLING ALLEY!
4 LANES, NO WAITING!
NEARBY IS A RACK WITH 1-8 BOWLING BALLS.
** ESSENTIALLY, ROLL FOR THE EFFECTS OF "BOWLING" HERE***
** TWO ROLLS FOR EACH BALL, EXCEPT ON A STRIKE.**
** A STRIKE GAINS A "FREE " ROLL**
	ROLL D-20:
1-2: GUTTER BALL! ROLL SAVE VS DEATH MAGIC,ELSE DIE!
3: 1 PIN DOWN: CHANGE RACE, RANDOMLY!
4: 2 PINS DOWN: CHANGE GENDER!
5-6: 3 PINS DOWN: CHANGE CLASS(ES)
7-8: 4 PINS DOWN:GAIN 1-4 LEVELS.
9-10: 5 PINS DOWN: LOSE 1-4 LEVELS.
11-12: 6 PINS DOWN:GAIN 1-8 ON A RANDOM STAT.
13-14: 7 PINS DOWN:LOSE 1-8 ON A RANDOM STAT.
15-16: 8 PINS DOWN:GAIN 1-4 MAGIC ITEMS.
17-18: 9 PINS DOWN:LOSE 1-4 MAGIC ITEMS.
19-20: STRIKE! 1 FREE ROLL, PLUS: NULLIFY ANY ONE "BAD" RESULT.

2-14A: 20 X 20 ROOM, ACESSIBLE VIA SECRET DOOR FROM #14.
ROLL FOR SURPRISE!
SITTING BEHIND A DESK, YOU SEE A MAN DRESSED IN GREEN COVERALLS. THE DESK HAS A SMALL SIGN THAT READS 
		"PARKS AND RECREATION"
OK, SO HE'S THE D.M........WHATEVER YOU DO, DON'T ATTACK HIM!
DM'S STATS: AC: ?  HD:?? THAC0: YES. DAMAGE: ALL DICE WITHIN 30'.
PLEASE DON'T BOTHER THIS POOR SLOB! HE HAS TO WORK FOR A LIVING


********************************************************************************
********************************	LEVEL 3  ***********************************
3-1: ROLL FOR SURPRISE!
THERE ARE 10 HUMAN FIGHTERS, AND A MAGE HERE, AND THEY ARE NONE TOO HAPPY FOR THE INTERUPTION OF THE MAGE'S WORK!
FIGHTERS: LEVEL 5, AC:4, DAMAGE: 1-8.
MAGE: LEVEL 5.
AFTER THE BATTLE, YOU FIND:  500 GP, 1500 SP, 2500 CP.

ON A TABLE IN THE ROOM, YOU FIND WHAT THE MAGE WAS WORKING ON: 20 METALLIC AND GLASSLIKE PIECES.
*** A LASER RIFLE: USE AN ARTIFACT USE CHART TO DETERMINE IF ASSEMBLY WORKS OR NOT. HAS 25 CHARGES.***

3-2: 30' X 30' ROOM, TWO OTHER DOORS.
ROLL FOR SURPRISE!
A MINOTAUR OCCUPIES THIS ROOM. 
AC: 4, HD: 7, HP:45, DAM: 1-10/1-10 (HE GETS 2 ATTACKS/ROUND) THACo:12
TABLE: SMALL ALTAR: SACRIFICE AND GAIN 1-4 LVLS + C/E ALIGN!
PILE OF TRASH: LEAVES, STRAW, POTION BOTTLE (LONGEVITY)

3-3: A VERY LARGE ROOM, CLOAKED IN DARKNESS.
(ROOM IS 60'E-W, X 70' N-S, CEILING AT 35')
FROM THE DOORWAY, YOU CAN BARELY SEE :
TRASH, IN THE NE AND SW CORNERS; A TABLE TO THE NORTH.
** WHEN THE PARTY GETS ABOUT 20' INTO THE ROOM, ROLL FOR SURPRISE! THERE IS A HYDRA CHAINED TO THE WALL IN THE S-E CORNER OR THE ROOM- -APPARENTLY GUARDING TWO HUGE CHESTS!)
** HYDRA: AC:5, 6 HEADS, 6 HD; 50 HP; 550 EXP PTS.**
** THE HYDRA IS CHAINED TO THE WALL- WILL ONLY BE ABLE TO STRIKE AT ANYONE WHO GETS CLOSE ENOUGH TO THE LARGE CHESTS.**
** CHEST #1: 200 PP, 2000 GP, 10000 SP, LONG SWORD: "THIEVES BANE"**
** CHEST #2: 100 PP, CROSSBOW +3, 24 +2 HOLY BOLTS**
** THIEVES BANE: + 2, +4 VS THIEVES, WIELDER CANNOT BE BACKSTABBED.THIS SWORD HAS A FAIRLY HIGH EGO RATING, AND 
WILL LIKELY FORCE IT'S WEILDER TO SEEK OUT AND DESTROY
THE LOCAL THIEVE'S GUILD-MASTER!**

***UNDER THE PILE OF TRASH IN THE S-W CORNER, IS A SECRET COMPARTMENT. INSIDE, YOU FIND A SEMISPHERICAL "BUMP" IN THE STONE WORK, WITH A HOLE IN THE FACE OF IT. IF A MAGIC ROD/STAFF/OR WAND IS PLACED IN IT, A LOUD GRINDING SOUND IS HEARD TO ISSUE FORTH (THE DM SHOULD MAKE THIS SOUND REALLY GRUESOME!) AND THEN THE "BUMP" DISAPPEARS. THE ROD/STAFF OR WAND IS NOW FULLY RECHARGED! YOU HAVE JUST FOUND A "MAGIC RE-CHARGER".***

** LARGE WOODEN TABLE: CHAINS, MANACLES, COLLAR (GUESS THE HYDRA WAS FED RECENTLY), SHREDDED VEILS, OIL LAMP, DAGGER (+2), BRACERS (AC2).**

3-4: 30' X 30' ROOM. NO OTHER DOORS APPARENT.
A PEDESTAL IN THE CENTER OF THE ROOM. ON THE PEDESTAL IS 12 BUTTONS, NUMBERED 1-12.
EACH BUTTON ONLY WORKS ONCE:
1: 1 WISH
2: 1 MISC MAGIC ITEM
3: 1-1000 PP
4: 1 MISC POTION
5: 10' RADIUS POISON GAS CLOUD!
6: PERSON PRESSING BUTTON TURNED TO GAS
7: PERSON PRESSING BUTTON TURNED TO STONE.
8: PERSON PRESSING BUTTON TURNED TO A TREE
9: PERSON PRESSING BUTTON TURNED TO INSECT
10: PERSON PRESSING BUTTON TURNED TO BUNNY
11: CAUSES YOU TO AGE 1-100 YEARS
12: CAUSES A SECRET DOOR IN THE WEST WALL TO OPEN, LEADING INTO A NARROW ROOM.

A LIZARD MAN, AC-2 (+3 PLATE/+3 SHIELD) HD:5, 30 HP
LONGSWORD +3 (L/E ALIGN), DAM: 1-8+4
ALSO IN THE SMALLER ROOM: A CHEST:
40,000 COPPER, 20,000 SILVER, SET OF MAGIC BRACERS (DEFENSLESSNESS)(AC=10!)

3-5: 30 X 30 ROOM, NO OTHER DOORS APPARENT. THE ROOM IS EMPTY, EXCEPT FOR A SMALL BRASS PLATE WITH A RED BUTTON ON IT.
** IF PRESSED, EVERYONE MUST SAVE VS TELEPORT!**
** RANDOM DIRECTION/DISTANCE!**

3-6: 30 X 30 ROOM, NO OTHER DOORS APPARENT.
TRASH AND DEBRIS STREWN THROUGHOUT THE ROOM.
A COFFIN STANDS ON END IN THE N-E CORNER.
** IN THE COFFIN IS A HUMAN FEMALE, BOUND AND GAGGED!**
** SHE'S A LEVEL 5 CLERIC OF TYR**
OR, AT LEAST THAT'S WHAT SHE CLAIMS....
SHE'S ACTUALLY:
"CELESTINE" VAMPIRE CLERIC OF BANE!
SPELLS:5-5-4-2. HD: 9, AC: 5, +2 OR BETTER WEAPON TO HIT.
CARRIES A WAND OF ILLUMINATION (12 CHARGES)

**CELESTINE IS BAD NEWS FOR ANY PARTY. IF SHE'S SET LOOSE, SHE WILL FOLLOW ALONG WITH THE PARTY, BUT IF SHE CAN GET 1 MEMBER OF THE PARTY ALONE, SHE'LL KILL THEM! IF THE PARTY DECIDES TO NOT SET HER LOOSE, SHE'LL STILL COME AFTER THE PARTY. IF THE PARTY ATTACKS, RUN A NORMAL COMBAT ROUND.HER BONDS ARE EASILY BROKEN BY A CREATURE SUCH AS HER.  SHE WILL ATTEMPT TO FLEE RATHER THAN BE DESTROYED. ALSO,  SHE HAS NUMEROUS "SPARE" COFFINS SCATTERED THROUGH OUT THE DUNGEON TO RETREAT TO, AND RE-CORPOREALIZE, IF NEED BE! JUST FOR FUN, SHE'LL LOOK FOR DEAD BODIES FROM THE OTHER LEVELS AND ROOMS TO ANIMATE CREATURES THE PARTY HAVE ALREADY KILLED , AND SEND AFTER THE PARTY! TO THIS END, SHE HAS A WAND OF ANIMATE DEAD, 40 CHARGES, LOCATED IN AN UNSPECIFIED LOCATION ON ANOTHER LEVEL.**

3-7: 40' E-W X 30' N-S. 
AN ALTAR STONE AGAINST THE WEST WALL, TRASH IN THE N-W CORNER, 
IRON POST CENTER OF THE ROOM.
 IN THE TRASH, WHICH CONSISTS MOSTLY OF STAW AND LEAVES AND STICKS, YOU FIND A SMALL BRASS KEY. ON THE TOP OF THE IRON POST, YOU FIND A SMALL KEY HOLE. PUTTING THE KEY IN AND TURNING IT, ROLL FOR SURPRISE!
A LICHE MATERIALIZES ON TOP OF THE ALTAR STONE!
LICHE: AC:0, HD:13, HP:60. LVL 13 MAGE. SPELLS: 5-5-5-4-4-2.
BY THIS POINT IN THE DUNGEON, THE PARTY SHOULD BE ABLE TO FAIRLY EASILY  "PIN-CUSHION" THE LICHE. LICHE: 3,380 POINTS.
UPON THE LICHE'S DEATH, THE ALTAR STONE CRUMBLES TO DUST, REVEALING A LARGE POTTERY JAR. INSIDE THE JAR:
**5000 GP, 1000 PP, 15,000 SP, 1 DAGGER (+3), 1 RING (+3).**

3-8: 30 X 30 ROOM. IN THE CENTER OF THE ROOM IS A 3' HIGH BLOCK OF STONE. AGAINST THE EAST WALL IS A GOLDEN COLORED PORTAL.ON THE STONE BLOCK ARE 16 BUTTONS.
THE PORTAL WILL ACTIVATE ONLY TO THE FOLLOWING DESTINATIONS, ACCORDING TO THE FOLLOWING COMBINATIONS:
1+2+3+4: ROME, 174 B.C.
5+6+7+8: POMPEII, 24 HOURS PRIOR TO IT'S ANNILATION!
9+10+11+12: MANHATTEN, NY, CIRCA 1995
13+14+15+16: CAMELOT
1+5+9+13: SHERWOOD FOREST, CIRCA 500 AD
2+6+10+14: LONDON, CIRCA 1885 AD (SHERLOCK HOLMES)
3+7+11+15: CITY STATE OF THE INVICIBLE OVERLORD.
4+8+12+16: TARRANTIS.
13+10+7+4: OUTSIDE OF "THE HOUSE OF THE HAWK" MANOR HOUSE.
1+6+11+16: CITY OF PITTZBERK, IN "GAMMA WORLD"
13+10+11+12: STARSHIP "WARDEN", "METAMORPHOSIS ALPHA"

THE PORTAL OPENED WILL REMAIN SO, UNTIL ANOTHER COMBINATION IS INPUT. IT IS A 2-WAY PORTAL.

3-9: 30 X 30. IN THE CENTER OF THE ROOM IS A STATUE, OF A GARGOYLE.SEARCHING THE BASE OF THE STATUE, YOU FIND A SECRET COMPARTMENT. INSIDE, YOU FIND 3 BUTTONS:
1: POISON GAS, 10' RADIUS.
2: STATUE ANIMATES AND ATTACKS! 
AC:0, HD:6, HP:30, DAM 1-12/1-12.
3: STATUE CRUMBLES TO DUST. YOU FIND A PORTION OF A KEY.
****KEY: PART #1****

3-10: 40 X 30 ROOM.
ROLL FOR SURPRISE!
A GIANT SCORPION RESIDES HERE:
AC:3, 5+5 HD, HP:25, DAM:1-10/1-10/1-4+POISON.
TRASH: STRAW, LEAVES, ASHES, ROTTING LEATHER, BROKEN SWORD, 300 GP, 6 GEMS (50 GP EACH), 1 PART OF A KEY ((PART #2))
TABLE, N-E CORNER: PART OF A KEY ((PART #3))

3-11: 10 X 10 ROOM. ON THE WEST WALL IS A PENTAGRAM.
CLOSE EXAMINATION REVEALS THE PRESCENCE OF A KEY HOLE. 
USING THE THREE PART KEY ASSEMBLED FROM OTHER ROOMS (3-9 AND 3-10) WILL CAUSE THE WALL SECTION TO VANISH, REVEALING A PORTAL WHICH LEADS DIRECTLY TO A FRIENDLY TEMPLE IN THE CITY OF TARRANTIS. 

3-12: 30 X 30 ROOM.
MURALS ON ALL THE WALLS, OF TREES,HILLS AND MOUNTAINS.
IN THE MIDDLE OF THE ROOM, A PEDESTAL, WITH A SMALL THREE-SIDED PYRAMID OF STONE. THE PYRAMID MAY BE ROTATED LEFT OR RIGHT. ROLL 1D4 TO DETERMINE HOW MANY "EFFECTS" REMAIN, THEN ROLL ON THIS CHART:
1: FIRST HALF OF ALIGNMENT CHANGES TO OPPOSITE.
2: LAST HALF OF ALIGNMENT CHANGES TO OPPOSITE.
3: AGE DOUBLES.
4: AGE HALVES.
5: LOOSE 1-6 ON A RANDOM STAT.
6: GAIN 1-6 ON A RANDOM STAT.
7: GAIN 1 RANDOM INSANITY.
8: LOOSE 1 SENSE.
9: GAIN AID OF A DEMI-GOD, 1 TIME ONLY.
10: GAIN ABILITY TO TELEPORT, 3 TIMES ONLY!

3-13: 50 X 50 ROOM.
THRONE AGAINST NORTH WALL. TRASH STREWN ABOUT THE ROOM.
UPON THE THRONE IS A SKELETON.
*** THE THRONE IS A MAGIC-JAR RECEPTACLE FOR A 12TH LEVEL C/E MAGE. 10% CHANCE, PER ROUND, CULMULATIVE, THE MAGE WILL ATTEMPT TO "MAGIC JAR" A RANDOM PARTY MEMBER.***

3-14: 30' N-S  X 40' E-W ROOM.
TRASH STREWN ACROSS THE FLOOR. A TABLE ALONG THE NOTH WALL.
SEARCHING THE TRASH, YOU FIND A POTION (POLYMORPH), 2 GEMS, WORTH 100 GP EACH.
ON THE TABLE: LAMP, OIL, INCENSE, AND A SMALL BRASS DRAGON STATUE.
** THE STATUE WILL ANIMATE AND ENLARGE INTO A FULL SISED, MAX HIT POINT DRAGON, IF THE KEY WORD PHRASE IS KNOWN.**
*** THE KEY WORD PHRASE IS "SOLON SAYS"***
*** THE "MAGE" FROM ROOM 3-13 KNOWS THIS PHRASE.***

3-15: 30 X 40 ROOM. ROLL ROR SURPRISE:
4 GIANT SCORPIONS!
AC:3, 5+5 HD, 1-10/1-10/1-4+POISON. 2400 EXP PTS
IN THE TRASH, YOU FIND: LEATHER ARMOR +3,SHORT SWORD +3, 2 GEMS (500 GP EACH), 100 PP.

3-16: 70 X 60 ROOM. LONG WOODEN TABLES AND BENCHES.
A FIRE PLACE. LOOKS LIKE A LONG-ABANDONED CHOW HALL.
** A FIRE ELEMENTAL LIVES IN THE FIRE PLACE!**
** AC:2, HD:10, HP:60, DAM: 3-24+FIRE. 3700 EXP PTS.
IT'S LAIR- TREASURE IS IN A CAULDRON IN THE FIREPLACE.
2000 GP, 5000 SP, 100 PP, 1 MISC MAGIC ITEM, 3 POTIONS, 3 GEMS, 1 JEWELLRY.

***************************LEVEL 4************************************
************************************************************************
4-1: 60'E-W X 50'N-S X 40' HIGH.
2 OTHER DOORS.
ROLL FOR SURPRISE!
A GIANT IN PLATEMAIL, WEILDING A GIGANTIC TH-SWORD!
**"AC:2" "HD:LOTS" "HP:ZERO" **
** IT'S ILLUSIONARY!**
** BASICALLY, IT DOES 1-12+8. IT HAS A SECONDARY WEAPON: BIG ROCKS, WHICH DO 2-20 POINTS.**
*** ALONG THE EAST WALL, THERE IS AN OPENING, HOWEVER IT HAS AN ILLUSION OF STONE CONCEALING IT. THIS IS ROOM 4-2. ***

4-2: 30 X 20 ROOM.
AN ILLUSIONIST STANDS HERE CALMLY DIRECTING THE ACTIONS OF THE "GIANT" IN ROOM 4-1.
"IKE" LEVEL 9 ILLUSIONIST.AC:0 (BRACERS) HP:30.Q-STAFF +3.
IN THE ROOM: TRASH, CABINET, TABLE **SEC. COMPARTMENT**
** IN THE SECRET COMPARTMENT: THAT'S WHERE THE TREASURE'S AT:
** 1500 GP, 700 PP, 20 MISC GEMS.**

4-3: THIS COORIDOR CONTAINS 6 SMALL, CRAMPED CELLS.EACH HAS A COLD-IRON DOOR, WITH HEAVY LOCK. EACH HAS AN OCCUPANT:
1: DOMNA MELORI STORN-ELHALYN, KEEPER OF NESKAYA TOWER.
2: "DAISY" FEMALE HUMAN MAGE, LEVEL 3.
3: "TARNAC" HUMAN MALE FIGHTER, LEVEL 3.
4:  "AURORA", LEVEL 1 DRUID
5 AND 6: RESERVED FOR ANY PARTY MEMBERS WHO MAY HAVE DISAPPEARED EARLIER IN THE ADVENTURE.

MELORI STORN-ELHALYN IS WEAK- ALMOST AS IF DRAINED. 
 SHE SAYS: 
"YOU MUST HURRY! NOT MUCH TIME.... THEY DO NOT KNOW WHAT THEY ARE DOING!..... GREAT DANGER.....REMEMBER THIS ABOVE ALL: YOU... ARE.. WHAT...YOU... THINK........"  AND WITH THAT SHE COLLAPSES INTO A SHOCK INDUCED COMA.MELORI CANNOT BE REVIVED BY ANY MEANS AT THIS POINT.
*** SHE'LL BE BACK, IF THE PARTY WINS.***

4-4: 40 X 40 ROOM. ROLL FOR SURPRISE!
THIS IS A BARRACKS FOR 40 "CAT-MEN".
CATMEN: AC:5, 4+4 HD, DAM:1-8. REACTION/ATTACK: +1, DAC ADJ:-2.
HIGH DEXTERITY BONUSES. THEY ARE ONLY WEARING LEATHER ARMOR.
1 OF THE CAT MEN IS A LEVEL 6 "MAGE",AND CARRIES A STAFF OF THE MAGI, BRACERS AC:0, RING OF SHOOTING STARS. AC:-2.
2 ARE LEVEL 5 "CLERICS",AND HAVE:PLATE +3,MACES+3.AC:-2.
3 OF THE CAT MEN "WARRIORS" ARE 6+6 HD AND 
CARRY +2 SWORDS (1-8 +4).WEAR PLATE +3. AC:-2.

THE CAT MEN ARE ABSOLUTELY FEARLESS!
TYPICAL STRATEGIES:
CASTING OF HASTE, ENLARGE AND STRENGTH ON THE HEAD "WARRIORS", CASTING OF PROTECTION FROM GOOD ON THE "WARRIORS" AND ALSO THE "CLERICS", AS WELL AS "BLESS SPELLS" ON ALL THE CAT MEN AND "CURSE SPELLS" ON THE ATTACKING PARTY.
BESIDES THE OBVIOUS OFFENSE SPELLS: SUCH AS FIREBALL, LIGHTNING BOLT, FLAME STRIKE, MAGIC MISSLE, ETC...., OTHER GOOD SPELLS TO TOSS: SILENCE 15' RADIUS, DARKNESS 15' RADIUS,FUMBLE, HEAT METAL. THEY ARE NOT PUSH OVERS. THEY HAVE ANY "EXTRA" SPELLS THEY MIGHT NEED ON SCROLLS, READY TO USE.



4-5: 70 X 70 ROOM, ROOF AT 30'.
IN THE CENTER OF THE ROOM IS A LARGE DIAS, AND FLOATING ABOVE THIS IS A VERY LARGE BLUISH STONE, GLOWING. STANDING AROUND THIS ARE SEVERAL PEOPLE: FIGHTERS, AND PEOPLE IN ROBES.THEY ARE STANDING IN A CIRCLE, CONCENTRATING.
SUDDENLY, 3 MEN IN SUITS OF PLATE ARMOR APPEAR IN FRONT OF THE DOORWAY, BLOCKING YOU!
FIGHTERS: LEVEL 10. AC: -3, (-3 DAC ADJ).THACo: 4.  -2 REAC/ATT BONUS.
THEY ARE ALL EQUIPPED WITH GAUNTLETS OF OGRE POWER AND +3 FLAMING LONG SWORDS. DAMAGE: 1-8 +6 + FLAMES.THEY ARE HASTED.
THEY ARE UNDER THE EFFECTS OF PROTECTION FROM GOOD SPELLS.

THE PEOPLE IN THE CIRCLE MUST CONTINUE TO CONCENTRATE ON WHAT THEY ARE DOING........ IF THE THREE FIGHTERS ARE DEFEATED, THEY WILL ATTEMPT TO GATE IN 1-6 MORE, JUST LIKE THE FIRST THREE. ROLL FOR INIATIVE, AFTER THE FIRST THREE ARE DEFEATED. IF THE PARTY WINS, THEY MAY ATTACK FREELY THE PEOPLE IN THE "CIRCLE" AROUND THE STONE. IF THE PARTY LOOSES INIATIVE, THEN THEY'LL HAVE TO FIGHT 1-6 MORE!
THE STATS FOT THE PEOPLE IN THE CIRCLE:
6- EVIL FIGHTERS, LEVEL 7.+3 PLATE/+3 SHIELDS.+3 LONG SWORDS.
TWO HAVE BOWS, +3, WITH +3 ARROWS.
2- EVIL MAGES, LEVEL 10. BRACERS:AC:2, WANDS LIGHTNING AND COLD.
MATRIX STONES: LVLS 10 AND 12 RESPECTIVELY.THEY ARE LERONIN.
"DOMINIQUE MAcARRAN" ,FIGHTER LEVEL 10. PLATE+3, TH SWORD +4, GAUNTLETS OF SPEED, GIRDLE OF GIANT STRENGTH.MATRIX STONE LVL10.

THE PEOPLE IN THE CIRCLE ARE AUTOMATICALLY SURPRISED, IF THE PARTY GAINS THE INITIATIVE AND ATTACKS, AS STATED ABOVE.
HOWEVER, THIS IS ACTUALLY A VERY BAD THING.......AS THEY ARE ATTACKED, THEY LOSE THEIR CONCENTRATION AND LOSE CONTROL OF THE SHARRA MATRIX!
AS THE LAST OF THE DEFENDERS ARE KILLED, A GREAT BLUE LIGHT FILLS THE CHAMBER. ALL OF THE PARTY MEMBERS STILL STANDING AFTER THE COMBAT SUDDENLY FIND THEMSELVES IN A GREY, FEATURELESS LANDSCAPE. STANDING NEAR BY, A TALL FIGURE WREATHED IN GOLDEN FLAMES. LONG FLOWING FIRERY HAIR. GOLDEN SHACKLES ON HER WRISTS AND ANKLES , CONNECTED WITH HEAVY GOLDEN CHAINS.IT IS SHARRA, GODDESS OF FIRE AND THE FORGE!
SHE TURNS TO YOU, AND SMILES A FAINT,MALICIOUS SMILE. THE MANACLES OPEN AND FALL TO THE "GROUND".
WITH THAT, EACH PARTY MEMBER MUST ROLL SAVE VS SPELL, ELSE THEY FALL TO THE "GROUND", UNCONCIOUS. AS THEY PASS OUT, THEY VANISH FROM THIS ETHERAL OTHER-PLACE.
THE REMAINING CHARACTERS MUST NOW FIGHT IT OUT WITH SHARRA.
SHARRA: AC:-10, HD:100, HTK:1000
SHE APPEARS TO THINK FOR A MOMENT, THEN BECOMES A HUGE TITAN, AND HURLS LIGHTNING AT THE PARTY!
*** REMEMBER: YOU-ARE-WHAT-YOU-THINK....***
ESENTIALLY, THE PARTY MEMBERS MUST QUICKLY THINK OF A FORM IN WHICH THEY CAN SURVIVE EACH PARTICULAR ATTACK MADE BY SHARRA ; THEN THEY MUST THINK OF A FORM FROM WHICH TO LAUNCH AN ATTACK . ONE PARTY OF ADVENTURERS WHO DID THIS HAD THIS RATHER HUMEROUS COMBAT EXCHANGE: SHARRA TRANSFORMS INTO A GIANT WINGED WAR ELEPHANT, SWOOPING DOWN TOWARDS THE PARTY TO CRUSH THEM INTO OBLIVION !  PARTY TRANSFORMS INTO A GIANT WHITE MOUSE! TALK ABOUT SHOCK ! THE GODDESS WAS INSTANTLY SHOCKED / STUNNED INTO DEFEAT ! 
THE ONLY LIMITS IN THIS "ETHERAL" COMBAT IS THE IMAGINATION OF THE PLAYERS. STONE WORK RESISTS FLAME AND LIGHTNING; GIGANTIC CREATURES CAN DELIVER FAIRLY STRONG PHYSICAL ATTACKS.
"OVER-WORLD" COMBAT PROCEDURES:
EACH SIDE  (ATTACKER AND DEFENDER) ROLLS PERCENTILE DICE:
A  SCORE OF 45% OR LESS RESULTS IN A SUCCESSFUL "HIT".
DEPENDING ON THE DIE ROLLS, BOTH SIDES COULD VERY WELL BE STUNNED!

THEN, A DECISION MUST BE MADE: TO ATTEMPT TO DO DAMAGE, OR TO "CONVERT" OVER TO AN ATTEMPT AT IMPRISONMENT.

"DAMAGE" IS "PSYCHIC"- IT IS NOT PHYSICAL, BUT RATHER MENTAL. IF SHARRA IS DAMAGED, SHE WILL BE STUNNED FOR 1 ROUND.
A "PARTY STUNNED" RESULT MEANS ONE RANDOM PARTY MEMBER IS STUNNED.
IF A PARTY MEMBER IS STUNNED, THEY MUST ROLL SAVE VS DEATH!
IF THEY FAIL, THAT PERSON IS DEAD!

IF AN "IMPRISONMENT" IS ATTEMPTED, ROLL % DICE AGAIN:
A SECOND ROLL OF 25% OR LESS MEANS THAT A PARTY MEMBER HAS RE-ATTACHED A MANACLE ON ONE OF SHARRA'S EXTREMITIES. REMEMBER, THERE ARE 4 OR THESE! IF SHARRA HAS BEEN "STUNNED" FOR 1 ROUND, THEN 1 MANACLE MAY BE RE-LOCKED AUTOMATICALLY.

IF THERE FINALLY REMAINS ONLY ONE PARTY MEMBER LOCKED IN COMBAT WITH SHARRA, THEN SHE WILL NO LONGER ATTEMPT TO "STUN" BUT WILL ATTEMPT TO "IMPRISON"; SHARRA MAY ONLY RETURN TO THE PRIME MATERIAL PLANE, IF AND ONLY IF THERE IS ANOTHER TO TAKE HER PLACE!
EXPERIENCE POINTS??  ALL SURVIVORS GAIN 2 LEVELS EXP PTS.
 

4-6: A LARGE WHITE MARBLE DOOR, WITH CARVED RELEIF FIGURES. A LARGE SILVER HANDLE IS PROMINENT ON THE DOOR, AS IS A GREEN WAX SEAL.
** THIS IS THE CRYPT AREA**
THERE ARE A H-U-G-E NUMBER OF BURIAL SPACES BETOND THESE DOORS. ONCE THE DOORS ARE BREACHED, THE UNDEAD IN THIS AREA BEGIN TO ANIMATE AND ATTACK. EACH ROUND, ROLL 1D6: ON A 1-2, A RANDOM TYPE OF UNDEAD WILL APPEAR AND ATTACK THE PARTY. NUMBER APPEARING: 1-6. AFTER 10 ROUNDS, 1-6 RANDOM UNDEADS SHOW UP AUTOMATICALLY EACH AND EVERY ROUND! THERE ARE CONSIDERED TO BE A NEAR INFINITE NUMBER OF UNDEADS HERE, NOTHING MAY BE DONE TO DESTROY ALL OF THEM- THERE WILL ALWAYS BE UNDEAD HERE! THE UNDEAD WILL CONTINUE TO APPEAR AND ATTACK, UNTIL EITHER THE PARTY EXITS THIS AREA OR ARE DESTROYED.
EACH UNDEAD WILL CARRY 1 GEM, 1 JEWELLRY, 10-100 SP, AND HAS A 10% PROB. OF CARRYING 1 MISC MAGIC ITEM.

*** THE COORIDOR LEADING TO 4-7/4-8***
*** THE VEIL *******************************
ONLY MAGICALLY OR PSIONICALLY ENHANCED,EQUIPPED OR "GIFTED" HUMANS MAY PASS  THRU THE FIRST HALF (15')  CORRIDOR OF "THE VEIL".
ONLY COMMON, NON-GIFTED HUMANS MAY PASS THRU THE SECOND HALF (15' + ) OF "THE VEIL".
NO MAGICS WHATSOEVER WILL ENABLE PASSAGE THRU OR AROUND THIS AREA. NOT TELEPORT, NOT EVEN A WISH.....

***HOW TO GET THROUGH THIS HALL:
PSIONIC "OVERSHADOWING" OR "DOMINATION" OR "MAGIC-JAR" USED IN SUCH A WAY AS TO PERMIT A "MAGE" OR "PSIONICIST" TO "INHABIT" A  NON-GIFTED CHARACTER.

4-7: A LARGE STONE DOOR, WITH A SMALL HOLE. IF YOU PUT IN YOUR FINGER, THE DOOR VANISHES. BEYOND, YOU SEE A ROOM WITH 20 CUBICLES AROUND THE WALLS. EACH CUBICLE IS A 5' X 5' RAISED DIAS. 
THERE IS AN ITEM IN EACH CUBICLE.
** THIS IS A GOOD PLACE TO KEEP A D.M.'S MORE DANGEROUS ITEMS!**
 I USED AN INTRESTING BOOK, "THE BOOK OF SWORDS" TO HELP FILL IN THE BLANKS. A MATRIX STONE. A KING JAMES ENGLISH BIBLE. A "TRUE CROSS". A MATRIX STONE (UNKEYED). A VIAL OR 2 OF "BONE WATER DUST". A FIREARM OR TWO, PLUS AMMO. SAMPLES OR EVEN LARGER QUANTITIES OF VARIOUS MYTHICAL METALS ( MITHRAL,ADAMANTITE, ORICHALCUM,BLACK CRYSTAL, EVEN DILITHIUM!). MAYBE A LIGHT SABRE. FEEL FREE TO PUT SOME OF YOUR OWN INTRESTING STUFF HERE! PERHAPS A TOME DETAILING THE HISTORY OF THE LOCAL CAMPAIGN'S ENVIRONS.

4-8: THIS ROOM IS CONCEALED BEHIND A SECRET DOOR, LOCATED ONLY ON A ROLL OF 1 ON A D6.
A DARKENED, HEX-SHAPED ROOM, 40' ACROSS. IN THE CENTER OF THE ROOM, IS A GLASS COFFIN. THERE IS A FIGURE INSIDE, MOTIONLESS. THERE ARE A MYRIAD OF LIGHT BEAMS CRISS-CROSSING ALL OVER THE ROOM. THE LIGHT BEAMS SEEM TO CONVERGE OVER THE GLASS COFFIN. 
*** THIS IS THE MYTHICAL "STORM QUEEN" ***
IF YOU VALUE YOUR CAMPAIGN, DO NOT AWAKEN THE STORM QUEEN.
CONTACT WITH A "LIGHT BEAM" DOES 10D10 DAMAGE. ROLL DEX TO AVOID, DO THIS ONCE PER ROUND. IT TAKES A CHARACTER 1-10 ROUNDS (MINUS 1 ROUND PER POINT OF DEX OVER 14) TO NAVIGATE OVER TO THE COFFIN. 
IF ANY OF THE BEAMS ARE INTERUPTED, THE STORM QUEEN WILL STIR.
IF THIS HAPPENS, ALL PEOPLE WITHIN 1 MILE WILL TAKE 1-20 DAMAGE AND NEED TO MAKE A CON CHECK TO REMAIN CONSCIOUS!
IF ALL THE BEAMS ARE INTRUPTED FOR 1 ROUND, THEN THE STORM QUEEN WILL AWAKEN AND THEN, LOOK OUT!
"STORM QUEEN" HAD , AS MOST OTHER OF THE "DELERAY" AND "STORN" FAMILIES, THE PSIONIC GIFT FOR CONTROLLING THE WEATHER.SHE HAD FALLEN ILL WITH "TRAIL FEVER" AND WAS NEAR DEATH. THE "GIFT" WITHIN HER WAS SO POWERFUL, THAT IT WAS VIRTUALLY A SEPERATE ENTITY, WHICH TREATENED TO BREAK LOOSE AND RAVAGE THE PLANET, IF SHE DIED. SO, TO PREVENT THIS, HER FAMILY PLACED HER, ON BRINK OF DEATH, WITHIN THIS SPECIAL PLACE, FOREVER LOCKED IN THE TIMELESSNESS OF STASIS.
SO, IF THE PARTY SHOULD HAPPEN TO FIND THIS ROOM, THEY SHOULD READ THE LABLE. AND THE LABEL SAYS: " LEAVE ALONE " . THIS IS THE SORT OF ROOM TO OPEN LYING DOWN . IF YOU'VE GOT A SERIOUS DEATH WISH.JUST BE SURE TO HAVE ALL OF YOUR ACCOUNTS  SETTLED UP BEFOREHAND.GOT YOUR WILL WRITTEN UP?

GENERAL NOTES AND ADDENDUM:
THIS DUNGEON IS ONE OF THE FIRST I HAVE WRITTEN. I HAD STARTED THIS ONE WITH A DEFINITE GOAL: THAT OF A DUNGEON WITH NEARLY EVERY ROOM HAVING A PUZZLE OR SOMETHING HIDDEN TO BE FIGURED OUT. 
THIS WAS  WRITTEN QUITE AWHILE AGO ( ALL THE WAY BACK IN 1979), AND LOOKING BACK, I WOULD HAVE DONE SOME THINGS DIFFERENTLY: CREATING/EVALUATING THE "ECOLOGIES" OR "ECO-SYSTEM" FOR THIS "MAZE" THAT MADE SOME SORT OF SENSE. WHY IS "SUCH AND SUCH" MONSTER/ITEM/TRAP/ETC.... LOCATED IN THIS ROOM, ON THIS LEVEL, ETC.... 
I COULD MAYBE JUSTIFY THE LAYOUT OF THE PLACE,TODAY, BY TAKING INTO ACCOUNT THE EFFECTS OF THE "SHARRA MATRIX", AND THE EVIL PEOPLE USING IT. IT SEEMS LOGICAL THAT MANY OF THE MONSTERS WOULD BE PLACED WITHIN THE "MAZE" AS GUARDS, OR POSSIBLY THE RESULT OF FAILED SUMMONING ATTEMPTS. QUITE A BIT OF THE REST COULD BE EXPLAINED BY THE FACT THAT THE PLACE HAD AT ONE TIME BEEN PART OF A TEMPLE COMPLEX. 

IT HAS BEEN 2 YEARS NOW, SINCE I TYPED IN AND UPLOADED THE FILE 
"HOTH.ZIP,OR HOUSEHAWK.ZIP , INCOMPLETE AT FIRST, TO GREYHAWK.STANFORD.EDU, THEN LATER AS A COMPLETED VERSION 
"HHAWKFIN.ZIP" TO MPGN.COM A YEAR OR SO AGO, AFTER HAVING BEEN SURPRISED TO  FIND THE INCOMPLETE VERSION (WITH NO MAPS, YET! ) LOCATED THERE IN THE "ADVENTURES" DIRECTORY.THERE ARE .GIF IMAGES OF THE DUNGEON MAPS INCLUDED IN THE FINISHED VERSION NOW.

THE NEXT DUNGEON I HAVE WRITTEN IS AN 18 LEVEL DEATH TRAP,
"TOWER OF PASCAL THE NECROMANCER". THIS IS NO DOUBT GOING TO TAKE ME QUITE AWHILE TO TYPE IN. HOWEVER, SINCE IT IS RELATIVELY NEWER, IT SHOULD REQUIRE THE LEAST RE-WRITES. MOST CHARTS AND TABLES AND ROOMS FOR THAT MODULE WORK WELL . MOST OF THE "ECO-SYSTEMS" MAKE SENSE ( A LARGE BAND OF ORCS STUCK ON THE 6TH LEVEL, A COMPLETE EVIL TEMPLE ON THE 10TH LEVEL, ALONG WITH A HIGH-LEVEL ANTI - PALADIN AND THREE EVIL MINIONS).
 ONLY RECENTLY DID I DECIDE UPON THE FINAL PRIZE, AT THE LOWER MOST LEVEL: A SPELL JAMMER, GUARDED BY THREE ARCANE ! THAT LEFT CONTINUITY FOR FURTHER PROGRESSION WITHIN THE CAMPAIGN.ESSENTIALLY, SOMEPLACE FOR THE CHARACTERS TO GO AFTER THIS TOWER OF DOOM. SOME OF THE CHARACTERS WILL HAVE  ADVANCED FAIRLY HIGH UP BY THE END OF THE THIRD DUNGEON, UP TO 15TH THRU 20TH LEVELS.  SO, REST ASSURED, THERE'S STILL MORE WHERE ALL THIS CAME FROM! I'LL BE WORKING ON THIS OVER THE WINTER.
MY THANX TO PHIL HEATON, RICH BRETON, MIKE DORY,HOLLY "HEXTRA",BILL QUICK (WHOM I RUN INTO OCCAISIONALLY AT PENNSIC WAR) ,BOB BROWN (FIRST ED. SFB NO LESS!) , CAPT. KANABE, ALL FROM THE ROYAL PYRRIC BATTLE GAMING SOCIETY AT FT MEADE MD, (1979-1980)  AND
DON SANDERS, "RICH" , "T.J."(WHO GREW UP AND DISCOVERED SCA FIGHTING) , "GREG", BILL AND WANDA ANDREWS, RALF RODRIGUEZ (SPELLING?)(JEEZE RALF, JUST THINK HOW THE STAR FLEET CAMPAIGN WOULD'VE TURNED OUT IF WE HAD KNOWN ABOUT THE "BORG" BACK THEN ) ,
AND TO BETH ANN GREGG, WENDY AND SUE HAPPEK,ALL FROM THE ROME AFB / SYRACUSE, NEW YORK AREA (1982-1985). THE "EGGPLANT" IS STILL THE BEST !   
			JIM GRUNST ------- OCTOBER 1995
			321 BUTLER ST, APT 2, ETNA, PA. 15223
		"fighter@pgh.nauticom.net"
