|
Sarcophagus Skeletons by David Sutherland. An illustration for Room N, although with a bit of artistic license as there is only one sarcophagus with an animated skeleton |
This is the second post in a series of notes for running The Ruined Tower of Zenopus using old school D&D rules. It continues from the first post here. This post focuses on a roster of monster stats for the dungeon rooms.
Page 5: Printer-Friendly dungeon map. Usable as-is with any ruleset.
Pages 4-13: Areas of the Dungeon. Here is a Roster of Monsters:
Room A. Goblins: MV 60, AC 6, HD 1-1, AT 1 weapon for 1d6. For 1-3 PCs: 3 goblins; 4-5 PCs: 5 goblins; 6+ PCs, 7-8 goblins
Room B. 4 skeletons: MV 120, AC 8, HD 1/2, AT 1 claws for 1d6
Room F. The veteran smuggler: MV 60, AC 5 (chain), F2, hp 11, AT 1 sword+1 for 1d6, Str 12, Int 10, Wis 9, Con 13, Dex 10, Cha 12
The thaumaturgist: MV 120, AC 9, MU4, hp 9, AT 1 spell or 1 dagger for 1d6, Str 9, Int 16, Wis 9, Con 10, Dex 11, Cha 12. Spells: Read Magic, Charm Person, Magic Missile, Protection from Good, Wizard Lock, Web
Room G. 2d4 giant rats: MV 120, AC 7, HD 1/2, hp 2, AT 1 bite for 1d3 + 5% chance of disease
Room J. 1 giant spider (Holmes manuscript): MV 60, AC 3, HD 1, hp 4, AT 1 bite for 1d6 + save vs. poison
1 enormous spider (1st edition rulebook): MV 20 (100 in web), AC 3, HD 6, hp 31, AT 1 bite for 1d8 + save vs. poison at -1
1 giant spider (2nd edition rulebook): MV 30 (120 in web), AC 4, HD 4+4, hp 21, AT 1 bite for 2d4 + save vs. poison
Spider attack rules:
1st round: If the room is entered incautiously, roll a die to select a PC, and then roll for the spider's attack on them. On a hit, the PC is knocked down (the original does not indicate whether this causes damage; it could be interpreted as a standard d6 of damage), and may not return a blow. Continue with rounds 2-4 below. On a miss, the next round instead switches to normal combat.
2nd round: If there was a knockdown, the spider gets an attack on the PC, who gets no return attack. Others may join combat now and attack the spider.
3rd round: Spider gets an attack on the PC, who may attack at -2 while getting up.
4th round and after: Normal attacks on both sides.
Room L. 1 monstrous sand crab: MV 60, AC 3, HD 2, AT 2 pinchers for 2d6 each
Room M. 4 smugglers: MV 120, AC 7, HD NH, hp 4, AT 1 cutlass for 1d6
Lemunda: MV 120, AC 9, F2, hp 11, AT 1 dagger for 1d6, Str 10, Int 14, Wis 12, Con 15, Dex 12, Cha 17
1 giant octopus: MV 120 (swimming), AC 7, HD 3, hp 16, AT 6 tentacles for 0 + drag underwater
Room N. Endless giant rats: see Room G
1 flying dagger: MV 0, AC 3, HD 1, hp special, AT 1 for 1d6; if hit, motionless for 3 rounds
1 sarcophagus skeleton: MV 120, AC 7, HD 1, hp 7, AT 1 scimitar for 1d6
Room P. 2 ghouls: MV 90, AC 6, HD 2, hp 11, 9, AT claw/claw/bite for 1d3 each & paralysis
Option: 1d6 cultists: MV 120, AC 9, HD NH, AT 1 scimitar for 1d6
1 ghoul; as above, but with 7 hp
Room RT. Endless giant rats: see Room G
Option: 1 monstrous rat: MV 180, AC 5, HD 1-1, hp 7, AT 1 bite/1 claws for 1d3+1 each
1d6 giant rats: see Room G
Room S. 1 giant constrictor snake: MV 100, AC 6, HD 2, hp 13, AT 1 bite for 1d6
Room S2. Ape: MV 120, AC7, HD 2, hp 9, AT 1 pummel for 1d6