Rahasia Part #4 Elays` Tower Encounters 85 86 87 88 89 90 91 92

Rahasia Part #4
Elays’ Tower Encounters
85
86
87
98
99
100
Elays’ Treasury:
88
89
90
91
92-94
101
102
103
104
105
92
106
93
94
95
96
97
Elays’ Treasury Encounters
Buried deep underground, this level housed the wizard’s treasure. This level was the most secure part of
the wizard’s tower. It was here that Elays lured the three witches and trapped them.
In this level, the dm should check for encounters every 3rd turn. A 1 on a d6 indicates an encounter.
Die Roll
1
2
3
4
5
6
7
8
9
10
11
12
Encounter
2d4 orcs
1 elf
2d4 goblins
1 minotaur
1 ogre
the Rahib if still alive
1d2 panthers if still alive
1 gelatinous cube
3d6 giant rats
1d10 giant bats
2d4 zombies
1d3 giant spiders
ORC: hd 1 hp 5 thaco 20 morale 12 int average 8 align lawful evil ac 6 move 9” #att 1
spear or 2 arrows damage 1d6 spear & arrow size 6’ tall exp 15 #appearing 3d10 x10
Elf:
class fighter level 1 hp 7 thaco 20 morale 10 int average 9 ac 6
#att 1 longsword +1 to hit elf damage 1d8 sword size mansized exp 35
GOBLIN:
move 9”
hd 1 -1 hp 4 thaco 20 morale 10 int low 6 align lawful evil ac 6 move 6”
#att 1 short sword damage 1d6 size small 4’ tall exp 15 #appearing 4d6
MINOTAUR: hd 6 +3 hp 35 thaco 13 morale 13
int low 7 align chaotic evil ac 4 leather
armor move 12” #att 2 butts or 1 flail & 1 bite damage 2d4 butt / 1d4 bite / 2d6 flail that
is giant sized exp 680 sp att can charge a victim that is at least 30’ away for 4d4 butt
damage size large 7½’ tall #appearing 1d8
OGRE:
hd 4 +1 hp 25 thaco 17
#att 1 giant club +3 to hit str
#appearing 2d10
morale 12 int low 8 align chaotic evil ac 5
damage 2d4 +6 str size large 9’ tall
exp 270
move 9”
Rahib: class cleric level 5 hp 35 thaco 18 morale 12 str 12 int 11 wis 16 dex 13 con 12
chr 17 exp 400 magic items +1 chainmail / +1 footman’s mace #att 1 mace +1 to hit mace
damage 1d6 +1 +1 mace move 9” ac 4 spells 1st x5 / 2nd x5 / 3rd x1
CAT, PUMA: hd 3 +1 hp 15 thaco 17 morale 12 int semi 2 align neutral ac 6
move 18” ground / 9” in trees #att 2 claws / 1 bite damage 1d3 claw / 1d6 bite
sp att rear claws rake for 1d8 points if the cat hits with a roll of 5 better than what is needed to
hit size mansized exp 420
GELATINOUS CUBE:
RAT, GIANT: ac 7
bite
Bat, Giant:
hd 4 hp 22 thaco 17 morale 10 int non- 0 align neutral ac 8
move 6” #att 1 damage 2d4 touch means save vs paralyzation or be
paralyzed for 5d4 rounds surprise 3 point bonus because it is hard to see
immune to electricity / paralyzation / polymorph / sleep / and mind affecting
spells cold spells slow it 50% and does 1d4 points at most size large 10’
cube exp 650
hd ½ hp 2 each #att 1 bite damage 1d-3 sp att diseased bite 5% chance per
exp 7 + l/hp thaco 20 morale 5 move 12” ground / 15” swim
hd 2 hp 11 thaco 19 morale 8 int animal 1 align neutral
move 18” fly class “C” #att 1 bite damage 1d4 bite
ac 6
exp 55
ZOMBIE:
hd 2 hp 11 thaco 19 morale no fail unless turned int non- 0 align neutral ac 8
move 6” #att 1 claw attack damage 1d8 sp def immune to all mind affecting spells &
cold spells sp vulnerability always strike last in a round / holy water does 2d4 points per vial
size mansized exp 65 drawback always loses initiative
SPIDER, GIANT:
hd 4 +4 hp 26 thaco 15 morale 13 int low 6 align chaotic evil ac 4
move 3” ground / 12” web #att 1 bite damage 1d8 exp 650 sp att poisoned
bite, save vs poison or die in 1d4 rounds size large 10’ diameter
85)
DM:
Bottom of the Well
If the characters enter this room from area #84, use the first player description. If the characters enter
this room from area #86, use the 2nd player description.
PC’s: The blue disc comes to rest atop an ornate carved pedestal in the center of a 30’ diameter room. The
room is identical to the room above, three statues and the bronze doors are copies of the ones in that
room. The word “Pah” is carved in the wall between the east and north statues. The word “Nwad” is
carved in the wall between the south and east statues.
PC’s: In the center of this 30’ diameter room stands a short round pedestal covered with ornate carvings. A
glowing blue disc, 2’ in diameter, lies atop the pedestal. Three 15’ tall statues of men stand around the
pedestal at the north, south, and east sides of the room. They seem to stare at you with hollow eyes. Each
statue makes an eerie moaning sound, as if in pain. On the wall between the eastern and northern statues
is carved the word “Pah.” The word “Nwad” is carved between the eastern and southern statue. A 10’
diameter shaft rises from the domed ceiling, directly above the pedestal and the glowing disc. The shaft
extends upwards as far as you can say.
DM:
86)
Natural air movements over the statues’ mouths cause the moaning sounds. The disc is an elevator that
moves up and down in the shaft. The shaft rises 1,000’ to room #84. Thieves can try to climb the shaft.
Lower Hall of Statues
PC’s: Three alcoves are cut into each side of this 10’ wide hall. Several shadowy figures stand silently in each
alcove.
DM:
This hall is 70’ long. At each end of the corridor stands a pair of bronze doors, carved with delicate
designs. Each alcove contains 1 or 2 life sized platinum statues that are copper coated with silver and
then platinum. Each statue is worth 2d6 x20gp. See area #83 for details about these statues.
87)
Transmuter Trap
PC’s:
This 20’ square room is bathed in soft golden light. Glowing 15’ wide silver arches open through the
north and south walls. A pair of ornate bronze doors stands in the center of the east wall. A pair of steel doors,
carved with similar decorations, is set into the west wall.
Elays’ treasure room lies beyond the north arch. Light from its glowing domed ceiling reflects off the
polished marble floor, making the room brighter. There must be thousands of gold coins in the treasure room,
spilling from ornate chests.
The room through the south arch is identical to the treasure room, but it is empty.
DM:
If any characters pass through either of the arches, a burst of light flashes in the archway and they turn
into platinum statues just like the statues in rooms 83 and 86. Victims do not make saving throws.
The statue remains in the archway for only a moment. Then the eastern doors swing open by themselves.
The statue character rises up and floats through the doors into an alcove in area #86.
When the witches are destroyed with the Black Opal Eye as explain in area #100, all of the statues in
areas #83 and #86 change back into the people they were. The dm must run these people as npc’s. They may or
may not be friendly to the characters. The dm should make all of them soo shaken that they leave as fast as
possible.
The black opal eye is hanging from the center of the domed ceiling in the room to the south, area #105.
This gem is not visible from area #87 because the archway is lower than the ceiling in area #105.
88)
Corridor
PC’s: This dark corridor is 30’ long. A pair of steel doors are in the east end, and a pair of bronze doors are in
the west end. The north and south walls each contain a single wooden door, reinforced with iron bands.
Those doors are directly across from another door.
89)
Karelena’s Bedroom
PC’s: This is an extravagantly furnished bedroom. A gilt framed bed stands in the middle of the room.
Tapestries hang on all 4 walls. A large wardrobe stands in the southwest corner. A vanity and mirror sit
next to the wardrobe. Six small jars and a large glass vial lie on top of the vanity. An iron gate is set in
the north end of the east wall. The gate leads to an empty 10’ square alcove. A 1’ long lever is attached
to the wall near the gate. A woman’s wide-brimmed feathered hat hangs on a peg near the lever.
DM:
The alcove is a teleporter to Elays’ laboratory. Anyone who puts on the hat and steps into the alcove
appears in the northern alcove of room #70. After that the hat appears on the peg here. The hat has no other
magical powers.
The lever raises and lowers the iron gate. The lever is currently down. The lever can’t be seen or reached
by anyone in the alcove. Karelena keeps the gate down when she is in the room or when she is gone and will not
be using the teleporter for a while.
The tapestries, clothes, and jars have no real value, but the vials contain a magical perfume. The
charisma of any female that uses the perfume increases to 18 for 1d6 turns. The perfume has no other effects.
Solorena’s Bedroom
90)
DM:
The door to this room from area #88 is locked.
PC’s: The walls and floor of this room are covered with rare and expensive carpets. Pillows and cushions lie
scattered around the room. In the center of the room is a large carpet with a phoenix embroidered on it.
A large pile of pillows sits in the southwest corner of the room. An arch in the west wall leads to a 10’
square alcove. Near the alcove, a 1’ long lever projects from the wall.
DM:
Solorena is asleep on the pile of pillows. Remember that she is using the body of an elf maiden.
Solorena is detailed below.
If the characters wake her, Solorena tries to escape through the secret door in the south wall. The door is
hidden behind a carpet and is locked, but Solorena has its key. If she escapes, she goes to area #105 to guard the
Black opal Eye.
If she can’t escape, she pretends to be a prisoner. If the characters attack her, she fights back and
mentally summons her pet panther. The panther arrives in 1d10 rounds to defend her.
The carpet with the phoenix design on it is of very high quality and is worth 40gp. It weighs 30 pounds.
The alcove is a receiving area from the teleporter in Elays’ laboratory, area #70. The lever controls an iron gate
over the alcove. The lever and the gate are up.
Solorena:
class magic-user level 1 or 4 hp 4 or 10 thaco 20 or 19 morale 6 int high 14
align chaotic evil arms 1 dagger damage 1d4 move 12” ac 9 spells one of these:
charm person, Tenser’s floating disc, sleep / if 4th level 2 of the previous and two of these: esp,
invisibility, phantasmal force magic items scroll with levitation at 7th level
CAT, PANTHER:
hd 3 +2 hp 17 thaco 17 morale 12 int semi 2 align neutral ac 6
move 18” ground / 9” in trees #att 2 claws / 1 bite damage 1d3 claw / 1d6 bite sp
att rear claws rake for 1d8 points if the cat hits with a roll of 5 better than what is needed
to hit size mansized exp 420
91)
Wine Taster
PC’s:
This room is 30’ square. There is a pair of bronze doors in the east wall. Lowered steel portcullises
block the stairways leading down from the centers of the north, south, and west walls.
A huge statue of a tremendously fat man sits cross-legged in the center of the room. The statue’s chubby
hands rest upon huge thighs. The statue’s open mouth gapes at the ceiling in a permanent smile. An engraved
plaque is attached to the base of the statue. It reads: “I judge by taste.”
DM:
Each portcullis leads to one of 3 mazes, area 92, 93 and 94. The statue is a magical wine taster.
Whenever wine is poured into its mouth, it opens one of these portcullises. The portcullis opened depends on
the quality of the wine poured into the statue. The better the wine, the shorter and safer the maze is opened.
Each type of wine found in the tower has a serial number printed at the bottom of the label. The last
letter of the number indicates which maze is opened. The “champagne du le Stomp” number ends in the letter
“N” so it opens the north portcullis. Any wine not found in the tower is considered to be inferior “Grapemash.”
92 - 94)
Teleport Maze
Areas 92, 93 and 94 are magical teleporter mazes. Passing through any one of these mazes is the only
way to get to areas 96-103. All three mazes work the same way, but maze 92 is the shortest and 94 is the
longest. Maze 93 is the middle length maze.
Each lettered area in the maze is a 10’ square room surrounded by four 5’ square alcoves. Open
archways lead to these alcoves. A number is carved into the floor in each archway. The alcoves are numbered 1
through 4. The starting areas are marked “A,” only lead to 3 alcoves, numbered 1 through 3.
The alcoves are magical transporters. Anything that passes through the archways is instantly teleported
away. Only one archway in each room leads to the next part of the maze, and eventually out of the maze. The
other archways lead to area #95 and then the arena.
If the characters step through the correct combination of archways, they never have to fight the monsters
in area #95. The combination of correct archways is always written on the wine bottles found in this place. Each
serial number is the safe sequence of archways for one of the mazes. The sequences are detailed below.
When the characters enter 92A, 93A or 94A, use the 1st player character information block. When the
characters enter any other numbered room in these areas, use the 2nd player character information block.
PC’s: A short flight of stairs leads down to a 10’ square room. Three archways open from the room into 5’
square alcoves. A number is carved into the floor in the center of each archway. The archways are
numbered 1, 2 and 3. The alcoves are empty and have no visible exits.
PC’s: You suddenly appear in a 10’ square stone room. Open archways lead to 4 alcoves that are 5’ square.
Each archway is marked with a number carved into the floor. The alcoves are numbered 1 through 4.
The alcoves are empty and contain no visible exits.
92)
North Maze
The safe combination is 3, 1, 3, and 2.
Archway#
3 at 92A
1 at 92B
3 at 92C
2 at 92D
Leads to
92B
92C
92D
room #96, the north alcove
93)
West Maze
The safe combination is 3, 3, 1, 4, 2, and 2.
Archway#
3 at 93A
3 at 93B
1 at 93C
4 at 93D
2 at 93E
2 at 93F
Leads to
93B
93C
93D
93E
93F
96 in the middle alcove
94)
South Maze
The safe combination is 1, 4, 2, 3, 1, 2, 4, and 1.
Archway#
1 at 94A
4 at 94B
2 at 94C
3 at 94D
1 at 94E
2 at 94F
4 at 94G
1 at 94H
Leads to
94B
94C
94D
94E
94F
94G
94H
96 in the south alcove.
95)
The Arena
PC’s: In a flash of white light, you appear on a platform on one side of a large, circular arena. Another
platform, 60’ away, rises from the area’s soft dirt floor. A smooth 15’ tall wall surrounds the area.
Behind the wall, rows of empty stone benches watch over the arena.
DM:
The characters appear on the southern platform. As soon as any character climbs onto the opposite
platform, that character is teleported to area #91. The portcullis the character entered the maze through remains
open.
When the characters appear in this arena, monsters also appear in the arena to fight them and keep them
from reaching the north platform. Use the table below to determine what monsters are encountered here. The
monsters disappear when they are or the characters are defeated.
Characters come
From area:
Monsters
---------------------------------------A
5 skeletons
B
5 orcs
C
1 giant spider
D
8 zombies
E
2 ogres
F
2 panthers
G
2 minotaurs
H
8 goblins
SKELETON, HUMAN:
hd 1 hp 5 thaco 19 morale no fail int non- 0 ac 7 align neutral
move 12” #att 1 rusty weapon damage 1d6 size mansized exp 65
sp def immune to sleep & charm spells ½ damage from edged or piercing
weapons
ORC: hd 1 hp 5 thaco 20 morale 12 int average 8 align lawful evil ac 6 move 9” #att 1
spear or 2 arrows damage 1d6 spear & arrow size 6’ tall exp 15 #appearing 3d10 x10
SPIDER, GIANT:
hd 4 +4 hp 26 thaco 15 morale 13 int low 6 align chaotic evil ac 4
move 3” ground / 12” web #att 1 bite damage 1d8 exp 650 sp att poisoned
bite, save vs poison or die in 1d4 rounds size large 10’ diameter
ZOMBIE, MONSTER:
OGRE:
hd 6 hp 33 thaco 15 morale no fail int non- 0 align neutral ac 6
move 9” #att 1 damage 4d4 immune to mind affecting spells size large
8’ - 12’ exp 650 drawback always loses initiative
hd 4 +1 hp 25 thaco 17
#att 1 giant club +3 to hit str
CAT, PANTHER:
morale 12 int low 8 align chaotic evil ac 5
damage 2d4 +6 str size large 9’ tall
exp 270
move 9”
hd 3 +2 hp 17 thaco 17 morale 12 int semi 2 align neutral ac 6
move 18” ground / 9” in trees #att 2 claws / 1 bite damage 1d3 claw / 1d6 bite sp
att rear claws rake for 1d8 points if the cat hits with a roll of 5 better than what is needed
to hit size mansized exp 420
MINOTAUR: hd 6 +3 hp 35 thaco 13 morale 13
int low 7 align chaotic evil ac 4 leather
armor move 12” #att 2 butts or 1 flail & 1 bite damage 2d4 butt / 1d4 bite / 2d6 flail that
is giant sized exp 680 sp att can charge a victim that is at least 30’ away for 4d4 butt
damage size large 7½’ tall
GOBLIN:
hd 1 -1 hp 4 thaco 20 morale 10 int low 6 align lawful evil ac 6 move 6”
#att 1 short sword damage 1d6 size small 4’ tall exp 15 #appearing 4d6
96)
Outer Temple
PC’s: You suddenly appear inside a 10’ square alcove. An archway in the west wall opens into a 30’ square
room. Two other identical alcoves are also set into the east wall of the large room. Golden doors stand in
the centers of the north, south, and west walls. In the center of the room, a 15’ tall stone obelisk rests on
a short, stone pedestal. There are no markings on the obelisk or the pedestal. The high, domed ceiling is
covered with a fresco of a night sky. Many constellations are marked on the fresco.
DM:
The alcoves are receiving points from the teleporters in the teleport maze. When any question is asked in
this room, the obelisk speaks. Its deep, hollow voice fills the room, saying, “answer me and I’ll answer thee in
truth, if but to questions three; what is your name?”
If the character who asked the question answers truthfully, the obelisk asks, “what is your quest?” If the
same character gives a reasonably accurate explanation of the character’s quest, the obelisk asks, “do you know
the first name of the last creature you killed?” The true answer to this question is 99% of the time “No.” Once
the character passes the test, the obelisk answers three, and only three questions from that specific character.
If asked how the characters can complete their quest, the obelisk answers by saying to them:
Beyond the three temples of the elements,
The black dragon’s eye waits for thee.
Find its secret through nearby magical ways
That have waited for many long years.
Beware the tricks of old Elays,
And return here with the black opal eye, to give it power.
Then set it in its place and behold
The end of great sadness; the beginning of life;
The destruction of evil and the end of strife.
The obelisk also knows the names of the 3 temples which are Earth, Wind and Fire, but only discloses
them if asked directly.
If the Black Opal Eye is brought into this room, the point of the obelisk begins to glow. There is a small
depression at the top of the obelisk where the Black Opal Eye can be placed. Once the gem is placed there, a
dim spark appears within the gem, after which the obelisk ceases to glow. The gem is then ready to be placed in
the Dragon Throne in room #100.
97)
Temple of Fire
PC’s: This room’s ceiling arches 50’ above the stone floor. The ceiling and walls are covered with frescos
depicting raging flames and firestorms. At the west end of the room an altar stands atop a platform.
Behind the altar, the life-size shape of a human right hand is engraved into the wall.
DM:
When any character places his right hand into the engraving, a deep, hollow voice speaks, “Answer me
and I’ll answer thee. By what name call ye these temples three?”
The correct answer is, “Earth, Wind, and Fire.” If this answer, or one with the same meaning is spoken,
the secret door behind the hand silently opens.
If a wrong answer is given, a column of fire bursts out from the ceiling, striking the characters whose
hand is in the engraving. This flame causes 2d4 points of fire damage with a saving throw vs spells for ½
damage.
The flame strikes each time a wrong answer is given. Answering correctly is the only way to open the
secret door.
98)
Temple of Wind
PC’s: this room’s arched ceiling is 50’ high. The walls and ceiling are covered with frescos depicting racing
clouds and trees bent over under the force of a hurricane. At the west end of the room an altar stands
atop a platform. Behind the altar, a life-sized shape of a human right hand is engraved in the wall.
DM:
When any character places his right hand into the engraving, a deep, hollow voice speaks, “Answer me
and I’ll answer thee. By what name call ye these temples three?”
The correct answer is, “Earth, Wind, and Fire.” If this answer, or one with the same meaning is spoken,
the secret door behind the hand silently opens.
If a wrong answer is given, a tornado forms in this room. The tornado causes 1d4 points of damage to
everyone in the room during the round after the wrong answer. The tornado does 1d8 points on the 2nd round
and 1d4 points on the 3rd round. The tornado lasts only 3 rounds. Those characters in the room can make a
saving throw vs spells to only take ½ damage from the tornado.
The tornado forms every time there is a wrong answer given. Answering the door correctly is the only
way to open the secret door.
99)
Temple of Earth
PC’s: This room is 50’ tall. Its arched ceiling and walls are covered with frescos of great mountains, canyons,
and other rock formations. At the front of the room an altar stands atop a platform. Behind the altar, the
stone wall is shattered and fallen in.
DM:
If the characters didn’t encounter Karelena in room #76, or she escaped from the characters, she is here
with her panther. She stands at the altar with her back to the door. When she hears the characters enter,
she orders the characters to attack. She then tries to escape. The dm should remember that she is using
Merisa’s body. There is a small passageway behind the altar that a halfling or small character can crawl
through. The characters can spend 1d6 turns making the passage large enough for a human to barely
crawl through. The dm should check for a random encounter every turn during this excavation during
this time.
Karelen:
class magic-user level 1 or 4 hp 5 or 11 thaco 19 morale 6 or 12 ac 9 move 12”
arms dagger damage 1d4 dagger align chaotic evil exp 15 or 75 spells 2 of these:
hold portal, shield, sleep or if 4th level: the above and 2 of these: levitate, web, wizard lock
CAT, PANTHER:
hd 3 +2 hp 17 thaco 17 morale 12 int semi 2 align neutral ac 6
move 18” ground / 9” in trees #att 2 claws / 1 bite damage 1d3 claw / 1d6 bite sp
att rear claws rake for 1d8 points if the cat hits with a roll of 5 better than what is needed
to hit size mansized exp 420
100)
Inner Sanctum
PC’s:
This circular room is 30’ in diameter. Its domed ceiling is 30’ above the floor. Three 10’ wide alcoves
are set into the north, west, and south walls. Three 20’ tall stone statues stand in front of the alcoves around a
smaller statue in the center of the room. All the statues are carved dragon heads on long necks. Gems in the
right eyes of the southern and northern statues glow with a dim blue light. The gem in the right eye of the
western statue glows with a pulsating, bright red light. The impression of a hand is carved in the neck of each
large dragon, within reach of a normal human.
The neck of the smaller center statue is hollowed out to form a niche. Within this niche sits an iron
throne.
A black stone is set in the smaller statue’s left eye socket. The right eye socket is empty.
DM:
Every female character who enters this room with a charisma of 15 or more must make a saving throw
vs spells. The first character that fails rushes to the western statue and places her hand in the carving on the
statue’s neck. Other characters may try to stop her if they act quickly enough.
As her fingers touch the statue, she and the statue are bathed in a red light and she falls unconscious.
After a few seconds she revives, apparently unhurt. The gem then glows blue. That character’s spirit is now
imprisoned within the gem and her body is inhabited by the body of the witch Trilena.
Trilena pretends to be the character whose body she is using. Once Trilena is free, all the witches’
powers increase.
Any male character or female character with less than a 15 in charisma who places their hand on the
statue hears a mocking female voice say: “Fool! Think ye that your feeble wits and strength can overcome my
powers?” Then a small lightning bolt streaks down from the glowing eye, giving the characters 2d4 points of
damage.
Any character that touches the hand carving in the southern statue frees Sylva and becomes imprisoned
in the statue. If Karelena’s hand is forced into the carving in the northern statue, she becomes trapped and
Merisa is freed. If the witches are imprisoned in the statues, the color of the eye gems changes from blue to red,
indicating the difference in alignment.
When the Black Opal Eye is purified by the obelisk in room #96, and inserted into the right eye socket
of the small dragon, all three witches are destroyed, no matter where they are. The trapped spirits of Merisa and
Sylva are freed as well as any spirits trapped subsequently. In a flash of blue light, their bodies are restored to
full health, even if they were killed while the witches were in them.
Anyone who steps into the northern alcove is teleported to the platform in room #101. Anyone who
enters the southern alcove is teleported to the platform in room #104. The western alcove is a receiving point
from the teleporters in rooms 103 and 106.
The iron throne looks exactly like the throne in room #54. Anyone who sits in the throne is instantly sent
to the throne in room #54.
Elays’ Treasury
101)
North Treasury Entrance
PC’s: This is a 20’ square room. A semi-circular platform stands against the wall opposite a pair of steel
double doors. The doors are closed.
DM:
The doors open easily to room #102. The platform is a receiving teleport from the northern alcove
teleport in room #100. Standing on the platform here has no effect.
102)
Northern Treasury
PC’s: This room is a 40’ wide octagon. The entire room is bathed in bright golden light from the glowing
ceiling 50’ overhead. Ornate carvings cover the ceiling. Both the east and west walls have a pair of steel
doors in them. Both pairs of doors are closed. Set in the south wall is a glowing silver arch that is 20’
wide. Some words in an ancient script are carved above the arch. Large treasure chests are scattered
about the highly polished floor. Some of them are open and full of coins!
DM:
Anyone passing through the glowing archway turns into a platinum statue. If any characters pass
through either of the arches, a burst of light flashes in the archway and they turn into platinum statues just like
the statues in rooms 83 and 86. Victims do not make saving throws.
The statue remains in the archway for only a moment. Then the eastern doors swing open by themselves.
The statue character rises up and floats through the doors into an alcove in area #86.
When the witches are destroyed with the Black Opal Eye as explain in area #100, all of the statues in
areas #83 and #86 change back into the people they were. The dm must run these people as npc’s. They may or
may not be friendly to the characters. The dm should make all of them soo shaken that they leave as fast as
possible.
The treasure chests contain 4,000cp / 3,000sp / 1,500ep / 5,000gp / 500pp / 3 gems worth 100gp each /
10 gems worth 50gp each / a potion of gaseous form / a scroll with read magic and levitate at the 7th level.
The characters have a 40% chance of reading the ancient script as follows:
Once the portal is crossed,
Make no mistake,
A part of my treasury
You will make.
103)
North Treasury Exit
PC’s: This room is 20’ square. Ornate steel doors in the west wall face a semi-circular platform against the
east wall.
DM:
Anyone who stands upon the platform is instantly teleported to the western alcove in room #100.
104)
South Treasury Entrance
PC’s: This is a 20’ square room. A semi-circular platform stands against the wall opposite a pair of steel
double doors. The doors are closed.
DM:
105)
The doors open easily to room #105. The platform is a receiving teleport from the southern alcove in
room #100. Standing on the platform here has no effect.
South Treasury
PC’s: This room is an octagon, 40’ across. Both the east and west walls have a pair of steel doors in them.
Both pairs of doors are closed. A glowing silver arch, 20’ wide, is set in the south wall. Some words in
an ancient script are carved above the arch. The entire room is lit by bright golden light from the ceiling,
50’ overhead. The ceiling is covered with decorative carvings. A large gem in a setting hangs from the
end of a chain suspended from the center of the ceiling.
DM:
The gem is the Black Opal Eye. It is hanging in a setting at the end of a 10’ long chain that is 40’ above
the floor.
There are many ways the characters can reach the opal. The dm must decide if the chance works.
Anyone that passes through the archway turns into a platinum statue.
106)
South Treasury Exit
PC’s: This room is 20’ square. Against the east wall is a large semi-circular platform. A pair of steel doors is
in the west wall. The doors are closed.
DM:
Anyone who steps upon the platform instantly teleports to the western alcove in room #100.