THE FORGOTTEN CHAMBERS [PART 1]

April 14, 2010

HERE IS THE MAP

 

I COULD NOT FIGURE OUT HOW TO DO MEDIAFIRE DOWNLOADS SO HERE IS THE DUNGEON ON THIS BLOG.  THE FIRST HALF IS TODAY, THE SECOND HALF I WILL WRAPPED UPT OMORROW.  THE BEGIN IS A LITTLE DIFFERENT BUT NOT MUCH:

THE FORGOTEN CHAMBERS

BY

RAMSEY DOW & JOESKY

WELCOME TO THE FORGOTTEN CHAMBERS! THIS IS JUST MY VERSION I THINK THEIR ARE OTHERS OUT THERE. THE MAP IS BY YESMAR/RAMSEY DOW FROM THE VERY COOL WEBSITE SICKLY PURPLE DEATHRAY. THE RULES HERE ARE LABYRINTH LORD AND ADVANCED EDITION COMPANION (GET IT ALL HERE) BUT SOMETIMES I MENTION THE DMG AND THRO IN SOME OTHER STUFF. BASCIALLY IT IS ALL COMPATABLE WITH THE OLD SCHOOL STUFF. I WOULD SAY THAT YOU NEED TO BE LEVEL 3+ TO GO IN HERE.

I DON’T KNOW WHAT TO SAYA BOUT THIS DUNGEON I THINK ITS PRETTY TIPICAL. MAYBE A LONG-AGO WIZARD BUILT IT, BUT NOW A BUNCH OF OTHER GUYS MOVED IN SO JUST TRY TO KILL THEM AND TAKE THE GOODIES. YOU CAN FIND THE LOCATION IF YOU TALK TO THE RIGHT BARTENDER IN A TOWN THT IS NEAR BY.

SOME PEOPLE MIGHT NOW SOME RUMORS, SO ROLL SOME DICE! (1-20)

1. ORCS AND GOBLINS HAVE TAKEN OVER AND TRAPS ARE EVERYWHERE (F)

2. GREAT WONDERS AWAIT!! HOT LAVA THAT IS COLD TO A TOUCH, PLUS EVEN THE FLOOR HAS EYES. (T)

3. EVER SEEN A SHARK PLUS A SPIDER?!? YOU WILL, WIPPERSNAPPLER, YOUWILL…….. (T)

4. A EVIL WIZARD LIVES IN THERE AND HE MAKES…… THINGS. CRAZY THINGS THAT SHOULD BE DEAD. WAIT IN LINE AND HE’LL MAKE ONE FOR YOU.(T)

5. THE HOLE PLACE IS CRUMBLING TO BREAK- – WATCH OUT FOR CAVE INS AND FALLING ROCKS! (F)

6. A BIG OLD STATUE INSIDE WILL GIVE YOU A WISH IF YOU CAN FIGURE OUT HOW TO TALK TO IT. (F)

7. BEWARE THE ALBINO APES! THEY ARE SMART ENOUGH TO THROW THINGS AT YOU!!! (T)

8. TAKE SOME SNACKS WITH YOU AND SOME THING TO DRINK, YOU COULD BE THEIR AWHILE. (T)

9. NEVER TRUST A HOT CHICK IN A DUNGEON! (T) 

10. DEMONS, DAMMIT!!!1 DEMONS EVERYWHERE!!!!!!!! (F)

11. BE CAREFUL OF A JUNGLE!!!!! IN THE GROUND IS GOLD BUT IN THE TREES IS DANGER. (T)

12. A JUNGLE?!? DONT WORRY A THING NOTHING COULD BE SAFER. (F)

13. IF YOU EVER GET LOST KNOW THAT WATER ALWAYS FLOWS NORTH UNDERGROUND (F, RIGHT?!?!?).

14. KNOCK-KNOCK! WHOS THERE? TRICK QUESTION- NEVER ANSWER A KNOCKING DOOR IN A DUNGEON!!!(T)

15. TO KNOW A ELEPHANTS NAME IS TO CONTROL IT, AND 95% OF ELEPHANTS ARE NAME STAMPY. (F).

16. THE FORGOTTEN CHAMBERS ARE FORGOTTEN FOR A REASON………. MANY DOORS ARE TRAPPED WITH GAS THAT MAKES YOU FORGET. (F)

17. PUT AWAY THAT CROSS, PADRE……… A SKELETAUR DONES’T CARE ABOUT YOUR PUNY GODS. (T)

18. WHAT IS A VAMPIRES SECRET? TO SLEEP INA COFFEN IS GOOD FOR YOU. (T)

19. PLANT A ACORN IN THE GROUND, MANY WONDERS WILL BE FOUND! (T)

20. THAT DUNGEON IS WHERE THE EYES OF TERROR COME FROM!!!! THEY GROW OUT OF THE VERY GROUND!!!!!!!!!!!!!!!!!!!!!!!!!11111 (F)

WANDERING MONSTERS

ROLL A D6 EVERY 2 HOURS OR IF THE PARTY MAKES A TON OF NOISE, AND A 6 MEANS TROUBLE!! ROLL ANOTHER 1D6:

1. INSECT SWARM – AC7, MV30/10, HD3, BITE 2HP, SA: ENGULF, SAVE0, ML11.

2. 2-12 HOBGOBLINS – AC6, MV90/30, HD1+1, WEAPON 1-6, SAVEF1, ML8.  THESE JERKS ARE JUST WALKING AROUND LOOKING FOR TROUBEL.

3. SKELETAUR – AC3, MV90/30, HD4, SIMITAR 1-8/KICK 1-6, SD: CANNOT BE TURNED, SAVEF4, ML12. A RUNAWAY FROM THE EVIL WIZARD.

4. 3-9 BRIGANDS – AC7, MV90/30, HD1, WEAPON 1-6, SAVEF1, ML8.  JUST SOME MORE GUYS LOOKING TO GET RICH QUICK.

5. OCHRE JELLY – AC8, MV30/10, HD5, DISSOLVE 2-12, SD: DIVIDING, SAVEF3, ML12.

6. 2-5 ALBINO APES – AC6, MV120/40, HD4, CLAW 1-4/CLAW 1-4, SA:THROW ROCKS, SAVEF2, ML5.  THESE GUYS COME FROM THE DIRECTION OF ROOM 22, THEY ARE JUST SCOUTS AND WILL PROBABLY RUN PRETTY QUICK AWAY.

[1] A BIG STATUE ROOM. THIS ROOM CONTAINS MANY HUGE EYE BALLS PEEKING FROM IN THE FLOOR, AND YES MANY OF THE ROOMS AND TUNNELLS HERE HAVE THE EYE BALLS IN THEM. THEY ARE 2-4′ IN SIZE, AND A COUPLE ARE RED AND IRRITAITED. EXAMINING A EYE BALL CLOSE HAS A 50% CHANCE OF CAUSING A STARING CONTEST. IF A STARING CONTEST HAPPINS WITH A EYE BALL, ROLL D12 ON THE FOLLOWING TABLE:

1) THE PC WINS AND GETS A THIRD EYE IN THERE HEAD FOR 2-8 DAYS. -3CHA TO NORMAL PEOPLE, BUT YOU GET INFRASION, ULTRAVISION, CAN ONLY BE SUPRISE ON A 1, AND +1 FOR MISSILE SHOTS.

2-3) THE PC WINS AND THE EYE BALL BECOMES GLASSY AND UNRESPOND (CROSS OFF ON MAP TO NOTE). THE PC RECIEVES A VISION OF A RANDOMLY DETEMINED ROOM ON THE MAP (ROLL 2D12, TELL THEM SIZE, SHAPE AND CONSTRUCTION INCLUDING SECRET DOOR AND TRAPS, BUT NOT THE MONSTERS INSIDE) AND ALSO THE GENERAL DIRECTION IT IS IN. AGLASSY EYE BALL RETURN STO NORMAL IN ONE (1) DAY.

4-6) THE PC LOSES BUT THINKS HE WINS AND GETS A PHONY VISION. GENERATE A RANDOM ROOM LIKE FROM THE DUNGEON MASTERS’ GUIDE AND STOCK IT WITH RANDOM MONSTERS THAT THE PC ALSO SEES, BUT THE ROOM IS FAKE AND CANNOT BE FOUND. POINT THEM IN A RANDOM DIRECTION.

7) THE PC SEES A MONSTER WHO IS STARING INTO A DIFFERENT EYE BALL SOMEPLACE ELSE. ROLL A WANDERING MONSTER AND THEY WILL ARRIVE IN 1-6 ROUNDS TO KILL THE PC THAT LOOKED AT THEM.

8. A HYPNOTIZING EXPERIENCE. THE PC MUST SAVE VS. SPELLS – A SAVE = NO EFFECT, A FAIL MEANS THEY WILL COMPELLED TO TAKE OFF ARMOR AND THROWDOWN WEAPONS AND TALK QUIETLY TO THEMSELF. THIS LASTS FOR 1-6 TURNS.

9) ACCIDENTALLY CROSS EYES AND LIKE MOM SAID THEY CAN STAY THAT WAY. -3 TO HIT MELEE, -6 TOHIT MISSILES FOR 1-100 HOURS.

10) POST-HYPNO-TIC SUGGESTION HAS YOU SEEING HUGE MONSTERS WHERE THERE ARE ONLY WIMPS. FOR NEXT 1-6 DAYS, EVERY MONSTER APPEARS TO BE A MONSTER WITH +5 HIT DICE, LIKE GOBLINS LOOK LIKE A ERINYES DEVIL OR A AXEBEAK LOOKS LIKE A SHAMBLING MOUND.

11) WITHIN THE EYE ARE SITES OF TERROR AND HORROR, TO SEE THEM IS KNOW THAT THERE ARE THINGS WORST THAN DEATH. FLEE 200′ IN RANDOM DIRECTION AT TOP SPEED.

12) STARING HARD CAUSES A POPPED BLOOD VESSEL (THIS HAPPENED TO MY UNCLE ONCE). REDUCE PC TO 1HP AND UNCONSCIOUS FOR 2D4 DAYS. 3 DAYS WITHOUT WATER IS DEATH, SO I HOPE THE FRIENDS TAKE CARE OF YOU. START HEALING ONCE YOU WAKE UP.

ATTACKING A EYE BALL FOR 1HP OF DAMAGECAUSES IT TO EXPLODE FOR 2D6 DAMAGE TO EVERYONE IN 50′.

ALSO THERE IS A BLUE LAVA RIVER THAT GOES THROUHG THIS ROOM AND SOME OTHERS ONES TO. BLUE LAVA IS SUPER COLD INSTEAD OF SUPER HOT (RED). IF YOU DIP A METAL WEAPON IN THE BLUE LAVA AND PULLIT OUT, FOR ONE HOUR THE WEAPON COUNTS AS A +3 FROST BRAND WEAPON (SAME POWERS AS THE SWORD). IF YOU DIP ANYTHING ELSE IN THE BLUE LAVA IT SHATTERS OR CATCHES ON ICE FIRE AND IS GONE. IF YOU FALL IN DONT ROLL A SAVING THROW OR DAMAGE, YOU ARE FINISHED FOR GOOD. DONT LET THE PLAYERS TALK YOU INTO SOME CRAZY IDEA ABOUT MAKING MISSLE WEAPON FROM THE BLUE LAVA!!! (HAVE THEM GET SPLASHED BY SOME FOR 1-6DAMAGE TO DISCORAGE A TRY)

[2] CRAMPED HIDEAWAY. 2 DUNGEON DONKEYS LEFT BEHIND BY UN-LUCKY ADVENTURERS LOOK HARMLESS BUT THEY ARE CRAZY WITH FEAR AND HUNGER AND WILL ATTACK 95% OF THE TIME (A HALFLING WITH A CARROT OR SOME CELARY REDUCES THE CHANCE OF A ATTACK TO 25%).  THEY EACH CARRY 2D8 TORCHES, 1D6 ROPES, 1D4 BLANKETS OR BEDROLLS, 1D4 FILLED WATER FLASKS, INSIDE TWO BIG CHESTS.

2 DUNGEON DONKEYS – AC7, MV120/40, HD2, KICK OR BITE (1-4 OR 1-3 BUT ATTACK AS 5HD FROM CRAZY ANGER), SAVE0, ML12.

[3] A NATURAL ROOM. 4 GIANT ANTS ARE HERE ADMIRING THE TUNNELLS. THEY ARE LEAD BY A TROLL WITH A BUNCH OF JAVALINS– HE IS A TOTAL DICK AND WILL THROW JAVELINS AT THE EYE BALLS IN HERE TO TRY TO MAKE THEM BLOW UP. WHEN THATS DONE, HE’LL ATTACK LIKE NORMAL.  THIS GROUP HAS 200CP IN A CHEST, 400SP IN A SACK, 10GP IN A CUP, AND 1PP IN A COMMEMERATIVE LEATHER POUCH. IN A CORNER BENEATH SOME STRAW ARE TWO POTIONS OF HEALING AND A DAGGER +1/+3 WHEN USED BY A THIEF.

4 GIANT ANTS – AC3, MV180/60, HD4, BITE 2-12, SAVEF2, ML7.

TROLL – AC4, MV120/40, HD6+3, CLAWS 1-6/CLAW 1-6/BITE 1-10, SAVEF6, ML10.

[4] MORE EYES & A BUTT ROOM. THE MAGIC BUTTHOLE IN THIS ROOM IS LINKED TO THE OTHER MAGIC BUTTHOLE [ROOM 23] BY MAGIC BUTTHOLE POWERS. IF YOU JUMP INTO ONE, YOU POOP OUT OF THE OTHER ONE IN AN INSTANT (THERE IS NO SMELL OR GROSS, JUST A MAGIC TRIP). ANY WANDERING MONSTERS ENCOUNTERED WHILE IN A MAGIC BUTTHOLE ROOM COME OUT OF THE MAGIC BUTTHOLE (THE DM MAY WANT TO INCREASE WANDERING MONSTERS HERE TO MAKE SURE A WILD SCENE).

[5] ROOM FOR THE DEAD. FIVE SARFACOG SACROPHA COFFENS ARE LYING THERE. WHAT IS IN THEM? A JOB FOR THE PCS TO FIND OUT!!

1) EMPTY BUT MAGIC – IF YOU SLEEP IN IT FOR 12 HOURS WITH THE LID CLOSED YOU WILL HEAL ALL YOUR DAMAGE AND DISEASES.

2) A SINGLE SKELETON IS ALIVE IN HERE AND HE LOOKS TOUGH- FAMOUS ROBES, A GOLD CROWN ON THE HEAD (WORTH 175GP) AND IT HAS NO WEAPON BUT MAKES WAVING HANDS LIKE TO CAST A SPELL (HOPEFULLY THE PCS THINK THIS IS A LICH AND FREAK OUT!!)

SKELTON – AC7, MV60/20, HD1, PUNCH 1-6, SD: UNDEAD IMMUNES, SAVEF1, ML12.

3) FILLED WITH SAND, STICK YOUR HAND IN FOR A SURPRISE: 50% FIND GEM WORTH 100-1000GP, 50% GET BIT BY SOMETHING WEIRD IN THERE FOR 1-4HP DAMAGE. ONE TIME TRICK ONL;Y, THEN JUST SAND.

4) FILLED WITH FOOD, WATER WINE AND BEER! A FEAST FOR SIX PEOPLE, AND ITS ALL PERFECTLY GOOD: HEAL 1-6HP IMMEDIATELY AND GET A +1 BONUS TO SAVING THROWS FOR ONE DAY BECAUSE YOU FEEL SO GOOD. ONCE YOU EAT THE FOOD IT STAYS EMPTY.

5) BAD MOVE! EVERY ROUND 2 ZOMBIES CLIMB OUT OF HERE, UNLESS YOU CAN GET THE TOP BACK ON (THEY WILL FIGHT YOU TO KEEPIT OFF!). IF THE TOP STAYS OFF ROLL 1-100 AND THAT IS HOW MANY ZOMBIES TOTAL WILL COME OUT.

??? ZOMBIES – AC8, MV60/20, HD2, PUNCH 1-8. SD: UNDEAD IMMUNES, SAVEF1, ML12.

[6] BUGBEAR CAMP. A BUNCH OF BUGBEARS CAME IN HERE FROM THE WEST. THEY ARE JUST CHECKING THIGNS OUT, SEEING IF THEY LIKE WAHT THEY SEE. 1-4 WILL BE AWAKE TO GUARD, THE REST ARE ASLEEPING. EACH ONE HAD 1-12SP AND 3-18GP. THEY HAVE A PET SPIDER NAMED ‘APPLESAUCE THAT IS ON THE CEILING- IT WILL LOVE TO DROP DOWN FOR A FIGHT SURPRISE! THE BARS IN THE EAST DONT HAVE A DOOR, SO SOMEONE IS GOING TO HAVVE TO BEND THEM IF YOU WANT TO GO THROUGH. THE OPEN PIT IN THE SOUTH WEST IS A BUGBEAR BATHROOM.

11 BUGBEARS – AC5, MV90/30, HD3+1, MACES & HAMMERS & STUFF 2-9, SD: VERY STEATHY, SAVEF3, ML9.

GIANT CRAB SPIDER – AC7, MV120/40, HD2, BITE 1-8, SA: POISON, SAVEF1, ML7.

[7] SMALL ROOM. THERE IS ONE SHRIEKER IN HERE, BUT IT HAS A SORE THROAT – INSTEAD OF A SHRIEK IT HAS A HORSE WHISPER, WHICH ONLY CARRIES FOR ABOUT FIVE FEET. IT WILL DIE FEELING GREAT SHAME.

SHREIKER – AC7, MV9/3, HD3, NO ATTACK, SAVEF1, ML12.

[8] SQUISHY FLOOR ROOM. LOOKS LIKE A EMPTY ROOM BUT THE FLOOR IS KIND OF SPONGY AND WEIRD. ITS IS ACTUALLY A DEAD LURKER ABOVE ON TOP OF A DEAD TRAPPER. PCS MIGHT NOT EVEN NOTICE, BUT IF THEY MESS WITH THE BODIES THEY FIND OUT WHAT KILLED THEM, A THINK LAYER OF YELLOW MOLD BETWEEN. CUT THROUGH ALL THREE LAYERS FOR A ROLL ON THE RANDOM TREASURE TABLE (SIX ROLLS MAX FROM THIS ROOM).

YELLOW MOLD – ALWAYS HIT, NO MOVE, 2HD/10′, 1-6 BURN, SA: SPORES, SD: ONLY FIRE HURTS, SAVEF2, ML NEVER RUNS.

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3 Responses to “THE FORGOTTEN CHAMBERS [PART 1]”

  1. Yesmar Says:

    Brilliant stuff, Joesky. I can’t wait to read the rest.

  2. 1d30 Says:

    The treasure – trapper – yellow mold – lurker sandwich is genius. I can imagine how I would describe it to my players – like the black chipped rubber mats built into outdoor playgrounds.

  3. njharman Says:

    Flipping awesome!


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