Crumbling Stair Dungeon Level 1

Dungeon Features

Of dwarven construction

Horrible insectoid smell

The five races (Human, Elf, Dwarf, Gnome and Hobbit)

Doors

There are three main types of doors. These are represented on the map by:

Normal Door – Normal mark

Broken Door – A X mark

These doors have been opened and held open by roach dung. They can be closed with 1 turn of work by 2 people. The door has been opened all the way back into the room against the back wall. The dung has been worked into the cracks at the floor and against the wall all the way to the top of the door. It has been added to over the years and has approached the consistancy of sandstone.

Secret Door – An S mark

These are very cunningly hidden. The triggers to open the doors are hidden 15’ away from the door. Check to see if the players find the trigger; they will never find the door (or notice it in any way) without finding the trigger. The doors descend into the floor when triggered, leaving only a handle (used to pull the door back up again) protruding above floor level. Some sort of counterweight is used.

Hasp Locked Door – A circle around a normal door mark

The door looks to be made of wood and bound with iron. Actually, the door is made of metal lightly veniered with wood. The iron is only a cover to stainless steel of fine sword quality. The doors have been preserved and look as if they were made yesterday.

These doors are heavily locked and trapped. Det. Magic will show them glowing in numberous places with so many spells employed that no information on school or details of the spell can be determined even with special spells. The door is covered with runes, some magical, some common. They have warnings in all 5 languages saying

"High Danger! The area beyond this door is not for public access. If you have the keys to this room, you may pass with complete safety, but without it YOU WILL SURELY LOSE YOUR LIFE IF YOU ENTER!"

There are 3 locks on each door. These locks were delicate and have long since become frozen such that only 1 in 10 can be opened without destroying it. There are numerous contingency spells that have been cast as well as more normal traps. Note that all spells are duplicated on the interior of the room (except for the lock related spells).

Contingency 1 – Warm blooded creatures touch any part of the door gently

A magic mouth appears in the center of the door and speaks in each of the five languages "This door can be deadly. Do not touch it again"

Contingency 2 – Cold blooded creature touches the door

Triggers a Fear Spell as a level 10 mage

Contingency 3 – A spell is cast on the door

A dispell magic is triggered as level 15 mage to eliminate the spell cast

A Ray of Enfeelblement attacks the caster

Contingency 4 – The door is "shouldered or kicked"

Magic Missle spells as a 10th level mage attack those who touched the door

Contingency 5 – A lock is touched

Magic Mouth appears and says in each of the 5 languages "this lock is deadly if you have no key"

Contingency 6 – An attempt is made to pick the lock (turn with no key)

A Web appears over the door trapping the theif

Magic Mouth begins shouting "I have caught a theif!" for 1 turn

Contingency 7 – The door is attacked by a weapon or tool

A heat metal spell starts and within 2 rounds sets the wood veneir on fire. It will prevent anyone approaching for 2 turns until the metal cools. This has no effect of other contingency spells (the runes are also visible on the metal door).

An Electric Blast arcs from the door to the weilder (not the weapon) doing 8d4 of damage.

Contingency 8 – A lock is attacked with a weapon or tool

An enormous Explosive rune is triggered causing the lock to shatter spraying out like shrapnell from a bomb. It will do 10d4 points of damage at 5’, 6d4 points at 10, 2d4 points at 20’, 1d4 points at 40’. The wall will be blackened for 20’ down the corredor.

Contingency 9 – A Etherial or Astral creature attemps to pass

That person is teleported from the plane in question to the interior of the room with it’s many protections against plane travelling.

Contingency 10 – Psionic abilities are used within 20’ of the door.

A feeble mind spell attacks the user

Conventional Traps

An attempt to pick the locks will trigger an exploding bladder filled with contact poison type M (20/5 damage) to all within 10’ of door

An attempt to break down the door will break a tube lining the door frame containing gas poison type M (20/5). There are 5 tubes for each door.

An attempt to attack the door that breaks the venier of the wood will puncture the layer containing the flamable liquid which bursts spreading the fire for 20’. (4d6 points of damage rnd 1, 2d6 rnd2, 1d6 rnd 3)

Water Channels

The channels at first glance look to be natural, but any dwarf may examine the stone work and successfully rolling det. Shifting walls will see rare chisel marks revealing that they were cunning carved by the hand of dwarfs in a style never seen before. The channels are about 10’ deep, and by cunning design of the inlet ducts in the pools of rooms 41 and 33, they are maintained at a depth of between 6’ to 8’ with 8 in spring and 6 at the end of summer. The edges of the channels slope outward and can only be walked down with a –2 dex roll. The current is swift moving at trotting human speed (5mph).

Water Passages and Rooms

The areas that border on water (either pools or channels) are of similar construction. There is an area of strait flat carved walls and walls that look to have been naturally created by the action of water on stone. This is anot natural however, but carved by dwarves. This was a compromise in construction to keep the Elves happy. All of these areas are floored with grey slate that slope slightly (1%) toward the water area. The slate has been joined together such a way (see diagram at bottom of Level 1 map that they are somewhat hinged and difficult to pull apart. They lie on a 5" bed of rounded river gravel.

The ceilings of these rooms are arched (a major feature of this entire underground construction) every 20’ (at the grid lines) and are ribbed like the stairs.

Room Details

Room 1 Nook with Pool and Stream (Water Beetles - Like Phiranna)

Room 2 Court Room (Roach Brood Room)

Room 3 Pool Room with S. Hatch to Stairs Down (Roach Guards)

Room 4 Clerks Room (Roach Male Court)

Room 5 Public Address Room (Plain Ball Room)

Room 6 Waiting Room Empty

Room 7 Meeting Room

Room 8 Office

Room 9 Office

Room 10 Book Room

Room 11 Cloak Room

Room 12 Clerks Room

Room 13 Dried Meats

Room 14 Bakery – Grain Storage

Room 15 Armory

Room 16

Room 17

Room 18

Room 19

Room 20

Room 21 Central Water Park

The part will initially enter here as this is where the stairs down from the ground level end. The stairs are wide and decorative with vertical ribs decorating the edges of each step. The ceiling is only 15’ high which considering the size of this room (200’x200’). The sound of running water is soft, but fill s the room. The pool to the W of the archway that terminates the stairs is a confluence of 4 separate channels.

There are 15’ wide bridges over two of the channels. These are arched like the stairs (with the same ribbed pattern), but are shallower, rising to only 2’ above floor level at the highest point. This room is central to the level.

The room is full of roaches of all sizes. Their reaction will depend on the party.

Quiet and dark

This could be acheived only by a elf party. The roaches will react only their smell. As there is a positive pressure in this room due to the incoming water, the smell of the party will be behind them as they decend the stairs. This will enable them to see the roaches clearly against the floors walls and ceilings. They will react fight/flee when the party gets within 10’.

Loud and Dark

Quiet and Light

Loud and Light

Room 22

Room 23

Room 24

Room 25

Room 26

Room 27

Room 28

Room 29

Room 30

Room 31

Room 32

Room 33 Washing and Utility Pool (Very Warm

Room 34

Room 35

Room 36

Room 37

Room 38

Room 39