2C. Service Corridor

Herein is described a sublevel of the Deep Halls, the site of our dungeon exploration in Dreaming Amon-Gorloth. Numbered encounter areas refer to the keyed map in “Keys to the Deep Halls.”

26. Wyvern Lair

In the center of the room is a marble pedestal, 3′ square and 6′ tall. Atop the pedestal rests a bust of a male subject wearing a double crown. The bust is just off center and turned to the right. It is 3′ high and as wide at the shoulders. The nose is broken off, as is the left ear.

Wyvern (1).

Beneath the bust, a hollow cavity inside the top of the pedestal contains 450 g.p., 3 gems, each worth 100 g.p., and a gold armband (3d6x100 g.p.)

If the pedestal is moved or toppled, a poison gas is released from a bottom cavity. All creatures within 20′ radius must save vs. Poison or die.

27. Guardroom

Orcs (5).

The orc leader wields a sword +1, flaming, +2 vs. trolls, +3 vs. undead, and wears a ring of fire resistance and a necklace (1,500 g.p.). A wooden chest contains 5,700 c.p. and 200 p.p.

28. Storeroom

The north wall is lined with several ceramic jars containing linseed oil. On the east wall are stone shelves, upon which are numerous brushes and many clay pots of pigments. The pigments are red (cinnabar), green (verdigris), yellow (ochre), blue (lapis lazuli), black (charcoal), and white (chalk). Some brushes are from reeds, others from goat and camel hair. On the floor in the southeast corner, beneath the shelves, sit a few small alabaster jars. They contain a rose scented oil. Near the south wall is an incense burner. Inside it, a dark residue smells of frankincense. Next to it, a brass pot contains dark blue chalk with a long cord coiled up in it.

29. Chest of Coins

On the floor against the west wall, a closed wooden chest contains 550 e.p.

Opening the chest triggers the launch of a spear from the alcove, directly opposite. Make an attack roll as a <1 HD monster. If the spear hits, the chest closes, and the trap resets. The trap is loaded with a total of three spears.

Wandering Monsters

Wandering Monsters, Level 2C (1d4)
1Dreaming Priest, adepts (1-3)
2Orcs (2-8)
3Zombies (1-3)
4Shadows (1)

Dungeon Alert

The dreaming priests post orcs as guards on the 2nd and 3rd dungeon levels and gnolls on 4th and lower levels. Adventurers might encounter patrols of either orcs and gnolls, as well as dreaming priests, throughout the dungeon. If any orcs or gnolls become aware of the PCs and escape the party, they will inform the dreaming priests of the intrusion. Once the dreaming priests are aware of their presence, the dungeon will then be on a higher state of alert for the next ten days. Roll for wandering monsters every other turn. If, during this time, the dreaming priests are again alerted to their presence, roll every turn for the next ten days.

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