-Characters begin in area 42 in nothing but common clothing. Assorted basic weapons and armor can be found on the floor here. Water in well is actually blessed and can be drunk to restore 1d8 HP (up to 5x per day).
-Numerous torch sconces along walls, many of them lit. The Skeletal Dire Owlbear that roams the halls follows the lit path as it was instructed. (Lighting different paths once characters know this could be useful!) Skeletal Dire Owlbear does not leave this path, even to pursue characters. (Could perhaps be a living OWlbear that's been magically brainwashed or something.)
-Area 84 is the end of Floor One, and leads to Floor Two. Room is locked by special runes. (The star marks.)
-Rooms A-I (North corridor) are each occupied by the corpse of a previous adventurer...complete with gear. (4 wands, a spellbook, 8 potions, 3 masterwork weapons, a ring, a cloak, and a magic weapon determined by the party makeup.)
-No NPCs on this floor! Save for a skull on a pedestal in Area 84. [You've made it this far, don't look so glum! Now isn't it time we had some real fun? Go up the stairs, go claim your prize! But please do be careful, the foolish ones die.]
-Floor inhabitants: Gray Oozes, Mimics, Troglodytes (Hidden pool area), Gelatinous Cube, and a talking skull.
-Troglodytes are actually non-hostile at first, and like to gamble with bone dice for 'treasure'. (Can get some cool stuff from them, potentially.) However, if killed, some things can be found at the bottom of the pool...which is covered by a really old gelatinous cube!
-A large number of traps, from simple pitfalls, to puzzle-solving, acid jets, falling ceilings, etc.
Map One (Floor One)
-Numerous torch sconces along walls, many of them lit. The Skeletal Dire Owlbear that roams the halls follows the lit path as it was instructed. (Lighting different paths once characters know this could be useful!) Skeletal Dire Owlbear does not leave this path, even to pursue characters. (Could perhaps be a living OWlbear that's been magically brainwashed or something.)
-Area 84 is the end of Floor One, and leads to Floor Two. Room is locked by special runes. (The star marks.)
-Rooms A-I (North corridor) are each occupied by the corpse of a previous adventurer...complete with gear. (4 wands, a spellbook, 8 potions, 3 masterwork weapons, a ring, a cloak, and a magic weapon determined by the party makeup.)
-No NPCs on this floor! Save for a skull on a pedestal in Area 84. [You've made it this far, don't look so glum! Now isn't it time we had some real fun? Go up the stairs, go claim your prize! But please do be careful, the foolish ones die.]
-Floor inhabitants: Gray Oozes, Mimics, Troglodytes (Hidden pool area), Gelatinous Cube, and a talking skull.
-Troglodytes are actually non-hostile at first, and like to gamble with bone dice for 'treasure'. (Can get some cool stuff from them, potentially.) However, if killed, some things can be found at the bottom of the pool...which is covered by a really old gelatinous cube!
-A large number of traps, from simple pitfalls, to puzzle-solving, acid jets, falling ceilings, etc.