THE FORGOTTEN CHAMBER [PARTS TWO]

April 14, 2010

OKAY HERE IS THE NEXT HALF, I HAVE A LITTLE MORE TO DO THAT I WILL DO TODAY:

[9] THE MIGHTY JUNGLE. A SMALL ROOM BUT COMPLETLY FILLED WITH JUNGLE, PAML TREES, A LITTLE STREAM, PLANTS, COLORED BIRDS, TO MAKE YOU WONDER HOW THE HELL THIS HAPPENS UNDERGROUND??! MAGIC PROBABLY (I GUESS)! SO THICK WITH PLANTS THAT VISIBILITY IS 5′. AS LONG AS THEY ARE IN THE ROOM, ROLL EVERY 8 HOURS FOR A NEW JUNGLE PREDATER THAT APPEARS TO BEGIN HUNTING YOU:

1) CROCODILE – AC5, MV90/30 AND SWIM 90/30, HD2, BITE 1-8, SAVEF1, ML7.

2) TIGER – AC6, MV150/50, HD6, CLAW 1-6/CLAW1-6/ BITE 2-12, SAVEF3, ML9.

3) 2-12 HIGHER BABBONS – AC6, MV120/40, HD2, BITE 1-3, SAVEF2, ML8.

4) GIANT PYTHON – AC6, MV90/30, AC5, BITE 1-4/CONSTRICTING 2-16, SAVEF3, ML8.

5) 3-12 GIANT TICKS – AC3, MV30/10, HD2, BITE 1-4, SA: BLOOD DRAIN, SAVEF2, ML8.

6) 1-6 AXEBEAKS – AC6, MV180/60, HD3, CLAW 1-3/CLAW 1-3/BITE 2-8, SAVEF3, ML8.

JUNGLES ARE A GREAT PLACE TO FIND WHERE PIRATES HAVE BURIED TREASURE, IF THE PCS DIG IN A SPOT FOR 10 MINUTES THERE IS A 50% CHANCE FOR A ROLL ON THE RANDOM TREASURE TABLE. (16 TIMES MAX, ONE FOR EACH 10’X10” SQUARE)

[10] ELEPHANT ROOM. THERE IS A ELEPHANT IS IN THE ROOM. AS LONG AS NO ONE MENTIONS IT THERE IS NO PRBLEM BUT AS SOON AS SOMEONE SAYS SOMETHING ABOUT THE ELEHPANT IN THE ROOM IT WILL ATTACK THE SHIT OUT OF YOU.

ELEPHANT – AC5, MV120/40, HD9, TUSK 2-8/TUSK 2-8 OR TRAMPLE 4-32, SA: TRAMPLE BONUS, SAVEF5, ML8.

[11] SAFE ROOM. A NICE SAFE PLACE FOR RESTING THERE ARE EVEN A COUPLE OF DECENT LOOK BLANKETS SITTING IN THE CORNER TO MAKE A NICE BED FOR. RELAX!!

[12] CLEAN ROOM. SIX GELATINOUS CUBES SCOWER THE WHOLE AREA FROM THE BARS IN THE WEST TO THE MEADOW IN THE NORTH -THE FLOORS ARE SPIC & SPAM! ! JUST SPREAD THEM AROUND RANDOM WHEN THE PCS ARRIVE. EACH ONE HAS ONE ROLL ON THE RANDOM TREASURE TABLE INSIDE OF IT (IF SOMETHING DISSOVABLE COMES UP, YOU CAN REROLL).

6 GELATINOUS CUBIES – AC8, MV60/20, HD4, DEADLY BLOB 2-8, SA: PARALYZE, SD: IMMUNE LIGHTNING AND COLD, SAVEF2, ML12.

[13] EVIL WIZARD’S OFFICE. HE’S NOT ALL BAD AND IS MORE INTERESTED IN MAKINGA DEAL THAN A FIGHT. HE OFFERS THE FOLLOWING THINGS TO BUY:

POTION OF FLYING: BRING THE BLOOD FROM SOMETHING THAT FLIES + 12 FEATHERS + 250GP AND COME BACK TOMORROW TO GET YOUR POTION.

SCROLLS: FOR 500GP HE WILL MAKE YOU A SCROLL OF ANY OF HIS 1ST LEVEL SPELLS. FOR 1250GP HE WILL MAKE 2ND LEVEL SCROLLS. HE WON’T MAKE SCROLLS FOR HIS HIGHER SPELLS. IT TAKES A DAY.

STAFF OF STRIKING: BRING A LARGE BRANCH FROM A WALL OF THORNS + 900GP AND RETURN IN 4 DAYS TO GET YOUR STAFF (IT HAS 3-12 CHARGES).

SKELETAUR- BRING HIM A HUMANOID CARCASS AND A FOUR-LEGGED CORPSE + 1450GP AND COME BACK IN THREE DAYS. YOU GET A SKELETAUR THAT FOLLOWS YOUR BASIC ORDERS (ATTACK, SPY, GUARD, ECT..). IF YOU EVER TRY TO MAKE IT ATTACK THE EVIL WIZARD, HE SAYS A MAGIC WORD AND THE SKELETAUR IS NOW YOUR ENEMY.

THE EVIL WIZARD IS ALSO AT WAR WITH THE ALBINO APES AND WILL PAY 100GP FOR EACH HEAD YOU BRING HIM.

EVIL WIZARD LEVEL 8 – AC6, MV120/40, 23HP

S9 I17 W12 D16 CO11 CH14

SPELLS: 1ST LIGHT, READ MAGIC, SLEEP, 2ND INVISIBLE, MIRROR IMAGE, PRYOTECNICS, 3RD DISPEL MAGIC, HOLD PERSON, 4TH ARCANE EYE, FEER

RING OF PROTECTION +2, DAGGER +2, COOL ROBES WITH A TURBIN, POUCH WITH 50GP.

[14] SECRET LAB. THIS IS WHERE THE MAGIC HAPPENS. LOTS OF SHELFS WITH WEIRD WIZARD STUFF- HEADS IN JARS, STACKS OF LIZARD SKINS, BOTTLES OF ANTIFREEZE, ANYTHING ELSE YOU CAN THINNK OF. A WORKBENCH HAS MOST OF A SKELETAUR (INAMINATE) ON IT. IF YOU CAN FIND ANOTHER EVIL WIZARD TO SELL IT TO, YOU COULD PROBABLY GET AROUND 5000GP FOR ALL THIS CRAP, BUT ITS REALLY HARD TO CARRY AND THE EVIL WIZARD WOULD PROBABLY DOUBLE CROSS YOU ANYWAY. THE SPELLBOOK IS HID BEBNETH A LOOSE FLOOR STONE AND HAS THE SPELLS HE MEMORIZED PLUS 1-6 OTHER 1ST LEVEL, 1-4 2-4TH LEVEL SPELLS IN IT.

[15] THE EVIL WIZARD’S TREASURE ROOM. THE DOOR IS HOLD PORTALED.6 SKELETAURS GUARD IN HERE, AND THEY HAVE HEAVY ARMOR AND BIG WEAPONS. ANYONE WHO OPENS THE DOOR AND IS NOT WITH THE EVIL WIZARD WILL GET RUSHED. THE TRESURE IS:

CHEST 1: A MIMIC (THE PUNCHING HAND WILL GIVE IT AWAY)

CHETS 2: POISON NEEDLE TRAP (SAVE -1 OR DIE) IN IT IS 500GP, 500SP, 4 RUBYS WORTH 250GP EACH.

CHEST 3: SYMBOL OF PAIN TRAP, INSIDE IS POUCH WITH 58 SMALL PEARLS WORTH 10GP EACH, A ROPE OF CLIMBING AND 3 SCROLLS: CLOUDKILL, HOLD PERSON,MANIPULATE FIRE.

CHEST 4: NEEDLE TRAP, SAVE VS. POISON OR EFFECTED LIKE A POTION OF DIMINITION. IN THERE IS 6 POTIONS: 2 EXTRA HEALING, GIANT STR, INVISIBLE, SPEED, SWEET WATER.

CHEST 5: GAS TRAP, (SAVE VS. POISON OR EFFECT LIKE SLOW SPELL) SUIT OF +2 PADDED ARMOR, 750GP

CHEST 6: LOOKS EMPTY BUT IS MAGIC AND ACTS LIKE A BAG OF HOLDING. BUT ITS EMPTY RIGHT NOW.

6 SKELETAURS – AC3, MV90/30, HD4, SIMITAR 1-8/KICK 1-6, SD: CANNOT BE TURNED, SAVEF4, ML12.

MIMIC – AC7, MV30/10, HD7, FASE PUNCH 3-12, SD: LOOK LIKE OTHER STUFF, SAVEF7, ML8.

[16] WAITING ROOM. THIS IS A BIG ROOM WITH SEVERAL CHAIRS AND EVEN A COUCH OR TWO. 12 SKELETAURS WITH HEAVY EQUIPMENT GUARD THIS ROOM TO MAK ESURE THERE IS NO FIGHTING AND YOU STAY IN ORDER. ROLL 1-6 TIMES ON ANY WANDERING MONSTER TABLE YOU WANT TO DETERMINE WHO ELSE IS IN FRONT OF YOU (THERE WILL ONLY BE ONE OF EACH, AND IF A NON-SMART MONSTER LIKE THE BLACK PUDDING OR SOMETIHNG IS ROLLED, IT SITS QUIET IN THE CORNER UNTIL ITS TURN IS CALLED). IF A FIGHT BREAKS OUT THE EVIL WIZARD WILL COME OUT ALL PISSED OFF AND START TOSSING SPELLS. EACH APPOINTMENT TAKES 3-30 MINUTES.

12 SKELETAURS – AC3, MV90/30, HD4, SIMITAR 1-8/KICK 1-6, SD: CANNOT BE TURNED, SAVEF4, ML12.

[17] GIANT ACORN MEADOW: NO ONE NOWS HOW THE GRASS GROWS HERE IN THE DARK??! THERE ARE EIGHT GIANT ACORNS HERE (7LBS. EACH), BURY ONE IN DIRT AND WAIT 1 ROUND AND GET A WALL OF THORNS 4 10’X10’X10′ BLOCKS (50%) OR A SHAMBLING MOUND (25%) OR 3 IDENTICAL TWIN BROWNIES WHO WILL HELP OUT AS THEY CAN BUT WILL NOT LEAVE MORE THAN 50′ FROM WHERE THEY WERE PLANTED IN(25%).

SHAMBLING MOUDN – AC0, MV60/20, HD9, PUNCH2-16/PUNCH2-16, SA:SMOTHER, SD: ELECTRICAL GROWING, COLD/FIRE-WEAPON DAMAGE IS ALL DIFFERENT, SAVEF9, ML12.

3 BROWNIES – AC3, MV120/40, HD ½ (3HP), NO ATTACKS, SA:SOME SPELLS, SAVEM1, ML7.

[18] FOGGY ROOM. THE BLUE LAVA PLUS THE WARMER AIR FROM THE MEADOW MAKES FOR FOG (IS THAT HOW IT WORKS IN REAL LIFE I THINK??!?) IN THE WHOLE ROOM. VISIBLILITY IS 10′. THE OWLBEAR THAT LURKS IN HERE IS EVEN CRAZIER THAN MOST – IT WILL HIDE IN THE FOG AND HOOT AND GROWL TO TERRIFY INTRUDERS, EVENTUALLY TO ATTACK AND KILL. IF HURT IT CAN SCAMPER ALONG LEDGES ONLY IT KNOWS TO GO INTO THE CAVES TO THE SOUTH, ANYONE WHO FOLLOWS WILL 90% FALL INTO THE BLUE LAVA (IF YOU ARE A THIEF IT IS STILL 75% YOU WILL FALL IN). TUCKED INTO A COVE IN THE BGGER ROOM TO THE SOUTH IS 500CP, 1200SP, 350GP, AND A +1 BATTLE AXE THAT CAN SMASH OPEN ANY NORMAL DOOR WITH ONE SHOT.

THE MAGIC BUTTHOLE IN THE VERY SOUTH GOES TO THE ELEMENTAL PLAIN OF ICE, BUT IF YOU CAN SURVIVE THE TRIP IN THE BLUE LAVA YOU WILL PROBALY LIKE IT THEIR.

OWL BEAR – AC5, MV120/40, HD5, CLAW 1-8/CLAW 1-8/BITE 1-8, SA:BEAR HUG, SAVEF3, ML9.

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4 Responses to “THE FORGOTTEN CHAMBER [PARTS TWO]”

  1. sean wills Says:

    Lots of great little ideas crammed in there, nice work Joesky !

  2. Zak S Says:

    Nice!

    Here’s 1:

  3. Aos Says:

    Awesome. I love the Elephant room- it’s like my in-laws are in the dungeon.

  4. Blair Says:

    Fuckk…Yes!!


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