The upper floors are all caved in. Only the first floor and the dungeon remain intact.
West Garden
West Garden: Legend
X: | Killer Tree | AC5, MV0, HD6, hp 24, 27, At5, D4x0/3-18. The range of the killer tree’s limbs are shown by dotted lines. |
T: | Normal Tree | |
Circle: | Amber Lotus Flower Patch | AC9, MV0, HD1/2, hp 2, number:10, 12, SA: sleep |
A: | Archer Bush | AC7, MV3, HD2, hp 8, 9, At1, D1-4, Al: CN. They can shoot up to 20 feet away. |
B: | Normal Bush |
There is a potion of Treasure Finding in a sack under one Archer Bush.
East Garden
Legend is the same. The patches here hold 11,13 flowers, and the bushes have 8, 11, and 11 hp respectively. There is 83 sp mixed with a skeleton under one bush. There is also a mound, which is actually a plant golem. It will attack when touched, gaining +3 to hit on the first attack: AC6, MV12, HD3+2, hp 9, At3, D1-4/1-4/1-4, using a club.
First Floor (Level III)
1) Entrance Room. There is a metal doll on the floor here, worth 15 gp.
2) Empty.
3) Empty.
4) Empty.
5) Empty.
6) Empty.
7) Empty.
8) 6 Gorbels be in dis spot. AC3(10), MV18, HD2, hp 1, AT1, D1-4, SA: after hits, sticks, for 1-6 automatically, when dies it explodes, doing 1-4 to any in 5 feet, SD: only hit by pointed or edged weapons.
9) 2 Fire Newts guard this room. AC5, MV9, HD2+2, hp 11, 11, At1, D1-8 (scimitar), SA: fire, Al: NE.
10) 3 Giant Toads frolic in the pool here, just waiting for tasty adventurer: AC6, MV6+6 hop, HD2+4, hp 10, 16, 10, At1, D2-8.
11) Secret Passageway—illusion here makes it seem to be 300 feet long, feels it, lantern will show so.
12) A mouthing gibberer† frolics at this pool: AC1, MV3/6, HD4+3, hp 25, At6, D1(X6)+1/round, SA: spit, babble, SD: control ground density. The gibberer has this treasure: 1 gem (10 gp blue quartz)
a. Chest #1: 1,000 gp, 500 ep
b. Chest #2: 250 pp, vial of 3 pinches of powder of light, ring of craft knowledge (pottery).
13) Empty.
14) Empty.
15) A tentafang: AC4, MV9, HD5+1, hp 21, At3, D1-6/1-6,1-4, Al: CN, Size: L. He has, scattered around, 1,000 sp, 666 ep, 1 star sapphire (1,500 gp), and the treasure map.
16) Empty.
17) Empty.
18) Empty.
19) The ceiling in here is highly unstable. On a 1 in 6 when walking under it, it will fall in. If it is prodded, it will fall on a 5 in 6. If one part falls, the entire room will, and all in will take d10, save vs. petrification halfing that.
20) See 19.
21) Empty
22) Empty.
23) This room is lit up by an eerie green glow, which seems just a little brighter at the window. When looking out the window, weirdly dressed men and women can be seen changing about a huge, green fire. Stepping out puts in natural alcove of rock.‡
24) Empty.
25) Empty.
26) Empty.
27) Empty.
28) Empty.
29) Empty.
30) Empty.
31) 3 Fire Newts guard this section: AC5, MV9, HD2+2, hp 12, 10, At1, D1-8 (scimitar), SA: fire, Al: NE.
32) Empty. This room is used to store food by the Newts.
33) 10 Fire Newts, the remaining of the Newt clan, live here: AC5, MV9, HD2+2, hp 11, At1, D1-6 (s. scord), SA: fire, Al: NE.
Dungeon (Level IV)
1) Stairwell: 2 Newts guard it: AC5, MV9, HD2+2, hp 12, 12, At1, D1-8 (scimitar), SA: fire, Al: NE.
2) The Fire Newt Treasure Room. Five Newts guard it: AC5, MV9, HD2+2, hp 12, 13, At1, D1-8 (scimitar), SA: fire, Al: NE. 750 gp, 1,500 pp, all lying for the taking.
3) 2 Huge spiders guard their paltry money (5,000 cp, 1,000 gp): AC6, HD2+2, hp 13, 15, At1, D1-6, SA: surprise on 1-3, poison.
4) filled with a useless, harmless gas, which simply obscures vision.
5) Empty
6) Glowing weapons line the walls: a number equivalent to the number of people in the party, one for each, and useable by them. The first time they make a hit in combat, they will disappear. It will take two rounds to get a new one, and the character will have a +1 AC, due to being surprised.
7) 1 Gargoyle: AC4, MV9/15, HD4+4, hp 22, At4, D1-3/1-3/1-6/1-4, SD: +1 or better needed to hit, Al: CE. Wears a ring+1, has 50 gp in a pile.
8) Empty
9) Empty
10) Empty
11) Empty
12) A Sonico sounds off here: AC7, MV60, HD3+7, hp 25, At1, D5-15, SA: will hit unless attacking with blast (does 11-23), SD: all in area get -3 to hit, cannot be hit, Al: CE. He has a treasure map (to monetary treasure, in a lair), 750 gp, 2,600 pp, 52 gems, 37 jewelry.
13) Empty
14) Hydraman: HD6, hp 20 (2@10, 4@5, 8@2, 16@1)§, uses scimitar. He guards an old chest with clothes, seven-pointed star (8 in. by 8 in.), which changes alignment diametrically with respect to law/chaos, a box of dirt which gives -1 on AC, and a string of beads which give -1 on AC, along with 2 vials of dirt, a copper chalice, and a copper ring.