Map
Key
Note:
All passages are navigable by the rickety ladders they contain. The
cultist who reside here can teleport to any chamber whose name
appears in italics at will. The Crypt Thing who rules the
upper stories can teleport a foe to any room marked in italics as
well.
1 –
Hand-crank elevator.
2 –
Room of Golden Ornamental Splendor; 4 gold statues of
fantastical hounds—each has rubies for eyes; if the rubies are
pried out the statues animate as Gargoyles.
3 –
The Mystery of the Three Chests; 3 locked treasure chests: the
leftmost one is trapped with a poison gas canister, middle one
contains hoard class XX , and the rightmost one is full of rat
skulls.
4 –
Ocular Gallery; this room contains fifty glass jars filled
with pickled eyeballs.
5 –
This chamber is empty, but feels strangely damp and humid; any food
carried by the characters instantly rots away and any water carried
becomes brackish.
6 –
Aviary; this room contains a birdcage with a dead vulture
locked with—its corpse is diseased (Saving Throw if touched), but
there is a key underneath its body.
7 –
This room is empty save a locked iron box (key in room #6); inside
iron box is a scroll containing the Lightning Bolt, Shocking
Grasp, and Invisible Stalker spells.
8 –
Feast of Death; A ghostly host sits at a long table eating
spectral food; if crept around they do nothing; if interrupted 3
Ghosts attack those that disturb them.
9 – A
single statue adorns this room; it is of a comely woman—she repeats
anything spoken in this room immediately after it is said. She
clutches a dagger in her right hand (it is a dagger +2).
10 –
Behind a tapestry depicting the ghostly feast happening in room #8 is
a hole containing treasure hoards IX and XIX (x3).
11 –
Narrow room; characters must crawl on their bellies while in this
chamber.
12 –
Room of Holy Symbols; this room has a holy symbol on a golden
chain from each major religion of the World Between hanging on the
walls. If one is removed there is a 25% chance that it transforms
into an Ankheg and attacks; if it doesn't transform, it merely
functions as a normal holy symbol.
13 –
Jelly Pantry; this room contains many shelves, each lined with
a variety of jellies, jams, and preserves. They are of gourmet
quality and will fetch princely sums at the right culinary market.
14 –
Each time this room is entered a random sound fills the space; the
sound changes with each entry; use Random Unnerving Sound Table.
15 – A
Black Pudding lies in wait at the bottom of this pit-chamber.
16 –
Five taxidermied Ogres reside within glass cases in this
chamber. They animate and attack anyone not wearing a holy symbol
from room #12.
17 – A
swirling portal of energy coalesces against one wall; if entered, it
transports the character to the Ruinous Scar.
18 –
Hoard class XX (x5) and 5000 gp lays scattered across the floor.
19
– Owl Bear Petting Zoo; the Owl Bears who live in
this chamber are completely docile.


Docile owlbears ruin versimilitude.
ReplyDeleteIf there is one thing I love ruining, it's verisimilitude.
DeleteEven completely docile creatures can be provoked into raging flashes of teeth and claws. Just try taking a favorite chew toy away from Lil' Sparky. . .
Delete