Dungeon Barkon, first level

  1. Towers of Castle Barkon
  2. Castle Barkon
  3. Dungeon Barkon, second level
Dungeon First Level.jpg

Wandering monsters

1-5 Black widows (2-7, room 6)
6-7 Basilisk (1-3, room 7)
8-9 Ochre Jelly (1, room 12)
10-12 Mummy (1-2, room 14)
13-16 Spectre (1-3, room 19)
17-20 No monster

Description

1. Empty.

2. Full of food. The food looks okay while in this room, but if any is eaten, a save vs. poison must be made, or the person will be sick for 2-8 days, unable to move at more than 1/2 speed, and no attacks.

3. Empty.

4. Some old food. Any spells cast while in here will either act in the opposite manner, cause damage to the caster, or not work at all—although the spell will have been used up.

5. The food, decomposed, gives off a gas which will cause sleep in 1-6 rounds.

6. Seven Black Widow spiders are among the food supplies here, 95% of the time. AC6, HD3, hp 19, 11, 17, 16, 8, 21, 10, D2-12+poison, save F2, N. Their lair contains 116 electrum pieces and a lance+1 behind the food.

7. Three basilisks are here 95% of the time: AC4, HD6+1, hp 30, 33, 30, D1-10+petrification, save F6, N. Their treasure is 40,000 silver pieces. Under it is a spinel and gold necklace (1,300 gold pieces), a beryl and amethyst anklet (1,400 gold pieces), a turquoise-in-gold earring set (1,500 gold pieces), a jadeite and silver pin (1,100 gold pieces), a garnet and sardonyx in amethyst bracelet (900 gold pieces), and a jade, gold, and diamond locket (1,300 gold pieces). Also, a lot of rotten food.

8. Upon coming in here, one person must save vs. turn to stone or turn to stone.

9. Old rusted armor and weapons in here. Upon entering, each person must roll d6. On a 1-3, they lose all their hit points but 1. On a 4-6 they regain all hit points.*

10. Empty, except for an illusionary pool of water in the middle.

11. d6 darts will hit the person opening the door, for d6 points.

12. An ochre jelly is here 90% of the time: AC8, HD5, hp 16, D2-12, save F3, N.

13. This room is filled with weird, pulsating colors. In the middle is a pool of water, acting as a mirror of life trapping, now empty. To be ‘broken’ it must be evaporated.

14. Two mummies are here 95% of the time: AC3, HD5+1, hp 25, 26, D1-12+disease+fear, save F5, C. They have 200 platinum pieces, a jade gem (10 gold pieces), an emerald-in-platinum locket (1,300 gold pieces), and a turquoise necklace (200 gold pieces, or 10 gold pieces per ball).

15. Two phantasmal force mummies will attack.

16. When the door is closed, a kaleidoscope of colors will fill the room.

17. Living Darkness: AC6, HD3+2, hp 23, D1-6 automatically, save F3, C. It has 86 electrum pieces.

18. Six treasure chests. Chests (e) and (f) are poisoned.

a) 3,512 copper pieces.

b) 5,000 gold pieces.

c) 4,000 silver pieces.

d) 1,000 electrum pieces.

e) a spell scroll of quest and a scroll of protection from elementals.

f) A potion of polymorph self, a potion of flying, and a potion of control plant; plate+1, shield+1, a cursed shield-2, and a broom of flying.

19. Three spectres are here 75% of the time: AC2, HD6, hp 29, 25, 19, D1-8+2 levels, save F6, C. In the north by the hall on the stairs is 800 electrum pieces and a diamond-encrusted sheath (1,000 gold pieces).

20. It looks like 5 piles, of 10,000 copper pieces, 10,000 electrum pieces, 10,000 platinum pieces, 10,000 gold pieces, and 10,000 silver pieces. If someone tries to take from any pile it will disappear, but if the copper pile is tried first a gold ring of questions (275 gold pieces) will appear on the floor where it was.

21. In here it looks like a miniature desert, but feels normal. In the middle is the illusion of a guru with a wound pouring blood. If a cure wounds spell is cast on him, the illusion will disappear, and where the guru was will be a vial with powder of monster creation/red dragon: AC-1, HD7, hp 32, D1-8/1-8/4-32 or hit points, save F7, N.

  1. Towers of Castle Barkon
  2. Castle Barkon
  3. Dungeon Barkon, second level