Level 2B

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The Ruins of Zeteh Zandana - Level 2B Wandering Monsters (check every 2 turns 1 in 6 chance) 1 Beetle, Oil 1d6 2 Carrion Crawler 1 3 Centipedes, Giant 1d6 4 Ghouls 1d4 5 Goblins 2d4 6 Gray Ooze 1 7 Green Slime 1 8 Hobgoblin & 1d10 Goblins 9 Hobgoblins 1d6 10 Kobolds 2d6 11 Lemures 1d3 12 NPC Party 1 13 Orcs 1d10 14 Orcs 1d10 15 Rat, Giant 1d6 16 Shadow 1 17 Spider, Black Widow 1 18 Wererat 1d4 19 Zombies 1d6 20 Zombies 1d6 Dungeon Restock (1d6) 1. Monster 2. Monster & Treasure 3-6 Empty (1 in 6 chance of hidden treasure) If monster is rolled, roll on wandering monster chart. If NPC party is rolled, roll on Level 2 wandering monster chart. Notes A. This hallway reduces all light sources to 10’. It also teleports anyone walking north back 20’without the person noticing. Unless there is someone standing down near the southern end of the corridor, this will go unnoticed for quite a while. B. These stairs go to level 3X C. This hidden room teleports anyone entering it to 2D Room 1. D. Chasm: This large gash stretches far down. If a wandering monster is called for while in area 27-29 use the following chart. Chasm Wandering Monsters: Roll 2d6 2 Dragon* 1 3 Centipedes, Giant 1d6 4 Darkmantle 1 5 Howlerbats 2d4 6 Gargoyle 1d4 7 Harpy 1d4+1 8 Giant Bats 1d6 9 Spider, Black Widow 1 10 Stirge 1d8 11 Blast Spore 1 12 Manticore 1 *There are several dragons that make use of the chasm: a Huge Red, 2 Large Greens, and a Small Black. E. Only one door may ever be opened at a time. When anyone in the room opens a door and exits there is a 50/50 chance they’ll enter either room 20 or 22.

description

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Transcript of Level 2B

Page 1: Level 2B

The Ruins of Zeteh Zandana - Level 2B Wandering Monsters

(check every 2 turns – 1 in 6

chance)

1 Beetle, Oil 1d6

2 Carrion Crawler 1

3 Centipedes, Giant 1d6

4 Ghouls 1d4

5 Goblins 2d4

6 Gray Ooze 1

7 Green Slime 1

8 Hobgoblin & 1d10 Goblins

9 Hobgoblins 1d6

10 Kobolds 2d6

11 Lemures 1d3

12 NPC Party 1

13 Orcs 1d10

14 Orcs 1d10

15 Rat, Giant 1d6

16 Shadow 1

17 Spider, Black Widow 1

18 Wererat 1d4

19 Zombies 1d6

20 Zombies 1d6

Dungeon Restock (1d6)

1. Monster

2. Monster & Treasure

3-6 Empty (1 in 6 chance of

hidden treasure)

If monster is rolled, roll on

wandering monster

chart. If NPC party is rolled,

roll on Level 2

wandering monster chart.

Notes

A. This hallway reduces all light sources to 10’. It also teleports anyone walking north back 20’without the person

noticing. Unless there is someone standing down near the southern end of the corridor, this will go unnoticed for

quite a while.

B. These stairs go to level 3X

C. This hidden room teleports anyone entering it to 2D Room 1.

D. Chasm: This large gash stretches far down. If a wandering monster is called for while in area 27-29 use the

following chart.

Chasm Wandering Monsters: Roll 2d6

2 Dragon* 1

3 Centipedes, Giant 1d6

4 Darkmantle 1

5 Howlerbats 2d4

6 Gargoyle 1d4

7 Harpy 1d4+1

8 Giant Bats 1d6

9 Spider, Black Widow 1

10 Stirge 1d8

11 Blast Spore 1

12 Manticore 1

*There are several dragons that make use of the chasm: a Huge Red, 2 Large Greens, and a Small Black.

E. Only one door may ever be opened at a time. When anyone in the room opens a door and exits there is a 50/50

chance they’ll enter either room 20 or 22.

Page 2: Level 2B

West of the Chasm – 2B 1. Dugout: 5 oil beetles have begun to burrow the wall and floor along the west side of the room for a nest.

2. Both doors to this room are locked. The room itself has the faint scent of ozone.

3. The edges of this room are inlaid with a thin ribbon of copper. Anyone spending more than 3 rounds in the room

will feel their hair stand on end. On round 5 anyone in the room will be struck by a 2d6 damage lightning trap.

4. The stairs leading down to this empty room are stained green.

5. Anyone standing in the arena will take only illusory damage. Wandering monster encounter occur more

frequently while in this area (3 in 6 chance).

6. Rough wooden furniture (tables and chairs) are stacked in the corner.

7. Training dummies are being used by 8 goblins with wicked curved short swords and shields.

8. A stack of bunk beads, a table & chairs, and 6 hobgoblins playing dice. 2,000gp are on the table.

9. A metal tube sticks 6” out of the ceiling. Stepping anywhere in the middle of the room causes fear gas (as per

Cause Fear spell) to be released.

10. A dead hobgoblin is being eaten by 2 carrion crawlers.

11. The ceiling has begun to collapse, and the room is full of rubble and mud.

12. A crate packed with clay plates, bowls, and cups has a false bottom filled with 1,100 silver pieces.

13. The smell of rotting flesh fills the air, stronger near the western door.

14. Despoiled chapel with several orc, hobgoblin, goblin, and snakemen bodies hanging by their feet. 7 ghouls

currently feast on a ripe kobold. 10,000sp are in a locked hidden compartment under the statue.

15. A broken floor mirror stands in the middle of the room, shards blackened glass cover the floor. It all radiates a

faint flickering magical aura.

16. The western door is barricaded shut and guarded by 6 orcs, including a lvl2 shaman. The shaman has 3,000sp in

a locked chest.

17. The steps down to the cave are highly worn, and a little slick. The cave is home to 12 goblins. They were digging

it out for further expansion until the ghouls ate half the clan. They have 3,000sp hidden in a hole under a bedroll.

18. The 8 orcs in this dual chamber are trying to figure out the lock on the door to room 19. They have 400sp

between them.

19. This cobweb filled room contains 600 tarnished silver pieces and what appears to be a suit of bronze plate mail

with intricate etched swirls and inlayed round mirrors. Human Plate Mail of Reflection +1.

20. Crystal pillars glow with a soft blue light. The hatch in the ceiling is clearly visable.

21. Portcullis will drop in the doorway 3 rounds after the door has been opened. Immediately after and for 5 rounds

following a loud hissing will be heard. Roll for wandering monsters.

22. Crystal pillars glow with a soft blue light. The hatch in the ceiling is clearly visable. Trying to access this hatch

will trigger an electrical trap from the pillars. Everyone in the room will take 2d4+4 points of damage (save vs

spells for half).

23. This room is dry and dusty. When the stuck door is opened, a voice will whisper “begone” in draconic.

24. Six wererat scouts have camped in this room. 3 wear jewelry (gold collar 4,000gp, clasp & bracelet 1,000gp

each)

25. A blade trap will attack anyone who attempts to open the eastern door. 1d8+2 damage.

26. Trapped oil beetles (4) are hungry and angry after having arrived from area 27.

27. A backpack with some assorted equipment sits near the edge along with a piton with a rope tied to it. The rope

ends after 15 feet.

28. The desiccated corpse of an adventurer hangs from a large web inhabited by 3 black widow spiders. In the

adventurers quarrel are 10 magical arrows +3. 600sp and 600gp are scattered on the ground. This area is 40’

below area 27.

29. Far across the chasm is a large doorway flanked by dragon statues. Each statue holds a bowl of ever burning

flame. The statues will converse with anyone who can speak draconic.

30. A burnt out torch, broken shield, and a broken glass vial litter the floor.

31. This room contains an obviously magical pool. It glows a faint green color, and has rippling energy zipping over

its surface. Anyone drinking from the pool will be able to briefly foresee the future, granting a +5 to one future

die roll. This will only work once per person. Subsequent drinks will cause a -5 to the roll of the DM’s choice.

32. A dead wererat lies wrapped in a burial shroud. She wears a clasp (2,500gp) and her pillow is a bag of 300sp and

500gp.