BenventoSecondFloor

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Benvento - The Mad Horror House - Second Floor

BenventoLevelTwo.jpg


31 - Entrance Room

As the PCs enter this room they will hear trickling, water flowing sounds from 32 - Lake, and can see the faint outline of a shoreline.  This area is 'mostly safe'.  There are a number of skeletons at the bottom of the pit showing adventurers with broken limbs who perished from the fall.

32 - Lake

This lake has a Young Green Dragon: AC: 2, HD: 8 + 10, AT:Claw x2(1d6), Bite(2d10).  Depending on the encounter, the PCs may be able to avoid confrontation by presenting the dragon with gifts and showered praise.  If attacked the dragon will use its breath weapon freely, filling the room with poisonous vapors.  As noted in the MM, Green Dragons are foul-tempered.  Its treasure at the bottom of the lake is in a large chest (requires 2 people to lift.) with 5000 GPs, 20 gems, 10 jewelry pieces, wrapped in a water-proof bag, a scroll of Protection from Magic, a potion of Water-Breathing, a +1 long sword (Cursed, Berserking) and two ioun stones (roll on DMG under ioun stone entry.)<
> The lake is filled from a riverlet coming from 48 - Nymph Room, the water exits under the lake which is un-explorable.

33 - Dragon Nest

This area shows the features of a cavern, with the PCs having to navigate stalagmites and stalactites.  It appears the dragon used this area to scratch itself as various sharp ends have been dulled by repeated scratchings.  A group of 8 Piercers: AC: 3, HD: 2, AT:Pierce(1d6, 2d12, 3d18, 4d24 depending on size) have made the top of this area their home.

34 - Cove

This little cover is right before a door and it contains a Doppleganger: AC: 5, HD: 4, HPs: 21, AT:Broadsword(1d12) Will attempt to join the PC group as a wounded warrior who escaped being tortured above, fell down the pit, was able to avoid the dragon in 32 - Lake but has faltered and couldn't proceed without help.  Will make a genuine effort to assist the party until further in the dungeon where it will betray them.  Treasure: 50 GPs, Chain Mail + 1, and a Ring of Invisibility (that he will use to escape if discovered, or attacked.)

35 - Demon Room

The stench of evil and putrification fills this room as the door is opened.  A Type II (Hezro) demon: AC: -2, HD: 9, HPs: 58, AT:Claw x2(1d3), Bite(4d4).  This gross, humanoid toad demon has been summoned to this room and attacks any who enter.  There are three dead bodies in various states of digestion strewn about the floor.  The demon has his amulet on a piece of jewelry hanging from its neck.

35a - Stalls

The door to this room has the word 'Treasure' in Hobgoblin scrawled on it.  The room has three stalls which contain the treasure of the demon.  The first stall has a pile of 1000PPs, the second an untrapped chest with a Candle of Invocation, a footman's mace +2, and a Potion of Heroism.  The third stall is has a number of opened barrels with staffs/sticks/broken bows sticking out of them.  Within a Wand of Magic Detection, a Staff of Power and buried at the bottom of a barrel is a scroll with 1d4 magic-user spells and a Ring of Warmth.

35b - Prisoners

Within this room are 3 chained prisoners that are barely alive, bodies of half-eaten rats lay near these poor excuses for men.  Each has been obviously tortured, whipped and made to experience that which makes people mad.  They will cower from the PCs and bite/claw at any who come close.  Diseased, and crazed these men will attack if released. Madmen: AC: 9, HP: 2, AT:Claw x2(1d2).  There is no hope for these poor people.

36 - Skeletons

A number of skeletal bodies surround the door to 38 - Entry to the Game.  When the door is opened, the bones will join together magically and quickly to form 2+number of PCs skeletons: AC: 7, HD: 1, AT:Short Sword(1d6).

37 - Barred Passage

Once the last member of the party has passed the barred area, a huge portcullis will drop.  Consider that only 2 PCs can attempt to lift at any time and requires 4 success rolls each PC to lift.  If the PCs have not investigated 35 - Demon Room, the Type II will come out to investigate 'its catch'.  The door to 38 - Entry to the Game is a False Door.  A lever will pop out of the wall about 20' from the gate in 33 - Dragon Nest which can be used to lift the gate.

38 - Entry to the Game

This room will let the PCs rest prior to the game.  This is a good location for the Doppleganger from 34 - Cove to betray the PCs and attack.  It will retreat into 39 - Chess Room if hurt badly and attempt to go invisible.

39 - Chess Room

This room is expansive, with a chessboard marked on the floor and a huge tapestry along the east wall and a huge grinning stone face on the northern wall.  As soon as the players step on the chessboard (and progress further into the room is impossible without crossing the board.) a Magic Mouth spell will animate the grinning visage and state, "Enter the game Chevalier. Move as you will, but beware the rules." It will then silence.  As long as the PCs move across the board as a Knight does (2 spaces in one direction, 1 space 90 degrees in an L.) the chest board will not activate.  If someone mis-steps the entire board electrifies Damage: 4d6 (Save vs. Breath for 1/2 damage.)

40 - Grinning Visage

This grinning face has two gems for eyes (1000GPs value, 100# weight each) that will require 1d4 hours to pry loose safely.  A lever can be reached within the mouth cavity of the face to lift the gate at 43 - Gated Hallway.  (DM should add suspense that something might happen to those who stick their arm within the mouth.)

41 - Huge Tapestry

This tapestry depicts courtesans in various positions on a chessboard.  It is moth-eaten but still whole.  Its worth is indeterminate due to its size (easily 400#).  It hides a secret door to 42 - Phantasm.  The tapestry is unique in that it is magicked to be be impervious to normal weapons.  Magical weapons will slice through the cloth easily.  Attempts to remove the tapestry without magical assistance will cause the tapestry to fall from the top onto the PCs causing 2d12 damage from the collapse.  (And remember they are on the chessboard from 39 - Chess Room.)

42 - Phantasm

This room contains a Phantasmal Killer spell (See PHB) that will ignite if anyone goes down the eastern hall.  This hall is cloaked again in an inky darkness akin to that of 25 - The Way Down.  As the spell goes off, a mass Slow spell will be cast at all PCs (Save vs. Spells -5 modifier to save).

42a - Passage

There is nothing of note in this passage.

43 - Gated Hallway

This hallway has designs on the doors that appear to look like Glyph's of Warding (See 10 - Entry Room, 26 - Many-Doored Hallway) but are not magical.  The locks are medium difficulty on each door.  The last door DOES have a Glyph of Warding on it causing Fire damage (3d6, Save vs. Spells 1/2 damage.)

44 - Skeletal Hall

This hallway shows signs of an epic battle, bodies lay in various states of decay and condition.  Weapons in differing states of repair stick from bodies and the walls/tiles of the hall show chips and scorches from weapons and magical blasts.  Once the PCs have reached half-way down the hall, 10 skeletons will animate from behind them and 10 zombies from in front of them.  Each group will move towards the other and attack the PCs and each other.  Skeletons: AC: 7, HD: 2, AT:Short Sword(1d6), Zombies: AC: 8, HD: 3, AT:Claw(1d8).  No treasure can be found amongst the bodies, the weapons are of low quality.

45 - Golem Statues

This room contains four Golem statues, one of each 'kind' (Clay, Flesh, Iron, Stone).  If touched, the Golem of that particular type will animate and attack the PCs.  (Clay: AC: 7, HPs: 50, AT:Pummel(3d8), Flesh: AC: 9, HPs: 40, AT:Fist x2(2d8), Iron: AC: 3, HPs: 80, AT:Crush(4d10), Stone: AC: 5, HPs: 60, AT:Pummel(3d8).)  A gem on the forehead of the Stone Golem can be discovered with a perception check.  Once released from the golem, the gem will vibrate the closer it gets to the demon necklace from 35 - Demon Room. (The necklace will also start to vibrate.)  If they are put in contact with one another a mystical voice speaking Dragonic will say "Together these are and soon they shall open a way."

45a - Crypt Room

Two Mummies: AC: 6, HD: 6 + 3, AT:Grasp(1d12) inhabit this room, their sarcophagi in disarray to the sides of the chamber.  Within various jars/crates in the room can be found: 100gp, a Crossbow of Accuracy +2, and potions of Flying and Clairvoyance.

46 - Gargoyle Room

This room has a huge vaulted ceiling that goes up into the darkness (60'). This room has 10 Gargoyles: AC: 5, HD: 4 + 4, AT:Claw x2(1d3), Bite(1d6), Tail(1d4) resting on perches above.  There is a chest hanging from chains above with a clerical scroll containing 2-Level 6 spells and another scroll written in Dragonic stating "Together at the Entrance with the Purple Heart shall escape be."  On one of the perches a Cube of Force can be discovered as well as 5 gems (quality random determine per DMG.)

47 - Clean Room Note: this room was supposed to have 15...Trolls in it with 12,000SPs, 7,000EPs, 6,000GPs and 800 gems...well I'm sorry I just can't write that out without laughing my ass off. So I'm going to add a 'empty room that will cause confusion' to the PCs instead.<
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This room is immaculate, scrubbed clean and almost pine-scented in its freshness.  If the PCs track in dirt/mud from any of the rooms attached, a 'tsk tsk tsk' shall sound from the room of growing anger, but nothing will ever happen.

48 - Nymph Room

There are three Nymph's in this room splashing and laughing at one another.  This grotto-like room has a riverlet that runs from elsewhere in the world into 32 - Lake through a diving passage.  The Nymph's will attempt to lure the PCs to play with them and stay with them forever.  There is a 10% random chance that one of the Nymph's has disrobed (see Nymph entry in MM).  The Nymphs: AC: 9, HD: 3, AT:0 can cause permanent blindness (Save vs. Magic negates) and a disrobed Nymph can cause death (Save vs. Spell).  Their treasure in the riverlet (requires Swimming check due to flow.) is a Chest with Prayer Beads, two Potions of Healing and a +2 Dagger.

49 - Owlbears

Two Owlbears: AC: 5, HD: 5 + 2, AT:Claw x2(1d6), Bite(2d6) have a nest of bones to the side of the room in the right corner which has 5 unhatched eggs.  There are also 3 pieces of jewelry (100gp value) and a Potion of Fire Resistance.

49a - Roper Hallway

Three Ropers: AC: 0, HD: 10, AT:Tentacles(5d4) inhabit this twisting hallway.  Inside their bodies can be found 3d6 PPs and 1d4 gems (50gp value).

50 - Salamanders

The two Salamander's AC: 3, HD: 7 + 7, AT:Spear(1d8), Bite(2d6) will talk to one another during the combat with the PCs, "Look that one is trying to cast a spell.", "Oh, that was a nasty cut.", "I do believe they are trying to kill us."  There is a chest in the room with the illusion as a pile of hay.  Once disturbed its true form will appear.  This chest is trapped, Poison Gas (DC: 20) Damage: 2d10 (Save vs. Poison 1/2 damage.) within is a bundle of 10 platinum rods worth 100gp each, and a potion of Growth, also wrapped in a silken cloth is a purple-colored heart.  On the side of the wall in the room, discarded is a kite shield that is actually a Kite Shield +3.<
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A tile mural with someone holding up an amulet, the gem and the purple heart at the stairs of 10 - Entry Room will show the steps reforming to steps and the door opening to the outside.


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