This room is the largest one on the
upper level, and is quite different from
all the others.
Although the walls are the same as elsewhere
(rough blackish
stone), the
floor of this room is covered with ceramic tiles
arranged in mosaic fashion. The majority
of the thousands of
tiles are golden
brown in color, but patterns of white
and
black tiles
appear in various places to enhance the effect of
the very striking designs thus formed.
The designs (various
flowing lines, etc.) are purely decorative,
and carry no mysterious
message or meaning.
Arrayed throughout the room are 14 different
pools,
each about 10 feet in diameter, with sides
sloping to a maximum
depth of 5 feet in the center. This mystical
arrangement
is doubly amazing, since all the contents
of the pools
are different. . .
The individual pools are letter coded A
to N, and examination
of any particular pool will reveal the
following:
a)
Pool of healing—This pool contains a strange pinkish liquid
that will cause instantaneous
healing when ingested. It will
also cure
disease, but will not restore HP in doing so. <cure disease = 100%
chance>
Whenever a drink
is taken, 1-6 hit points of individual damage
are restored immediately
to the drinker, although this
can only be done
once per day per person (any further
consumption will
have no additional effect). Although the
liquid can be placed
into containers and removed from
the pool, the healing
properties will immediately disappear
once it is taken
from this room. Note: this pool disappears
and reappears from
time to time magically, so if
adventurers make
a return to this room, there is only a 30%
chance that the liquid
will be present again then (although
it will always be
there upon their first visit).
b) Acid pool—This pool is
filled to the brim with a clear, fizzing
liquid which gives off a strange and unpleasant
aroma to
those near it. It is full of acid, and
most deadly. If any adventurer
falls or leaps within it, certain and immediate
death will
result. Putting a hand or other body member
within it will result in an immediate 2-5
HP of damage
(roll a 4-sided die and add 1 to the result)—more
if a
greater portion of the body is exposed
to the liquid. Drinking
any of the liquid (even but a sip) will
cause immediate
gagging and cause no less than 5 HP of
damage,
plus a SAVE against poison to survive.
Putting just a
drop or 2 to the tongue will cause the
loss of 1 HP,
plus induce gagging && choking
for 2 melee rounds
of Time <2 minutes>, although no SAVE
for poison
will be necessary. Weapons |or| other objects
dipped
into the acid will deteriorate
(swords will be marked and <must make item
saves>
weakened, wooden items warped and
cracked, etc.)
and may even be ruined completely
at the discretion of
the Dungeon Master (who can roll
a die for each item to
determine how adversely it is affected).
The strength of the
acid is such that it will eat through any
type of container
within 2 melee rounds of Time.
A single
brass key of large size (about 6 inches long) is visible
at the bottom of the pool, seemingly unaffected
by
the acid. This key, if somehow retrieved,
will be worthless
and it does not correspond to any of the
locks within the
stronghold.
c)
Pool of sickness—This pool is filled with a murky gray syrup.
If any of it is consumed
(even but a sip), the victim will begin
to suffer sickness,
but not until 6 turns (one hour) afterwards.
If this occurs, there
is no loss of HP, but the
victim suffers from
strong and recurring stomach pains for
1-4 hours (roll a
four-sided die) which make fighting and
even movement impossible
for that period (although a
victim could be carried
by others), after which all symptoms
pass and the character
returns to normal. Placing a
drop of liquid upon
the tongue will give a sweet taste, but
will cause no symptoms.
Weapons or other items placed
within the liquid
will be totally unaffected. Any portion of
the liquid removed
from the pool will lose its special properties
within 3 melee rounds
<3 minutes>.
d)
Green slime pool—The horrid contents
of this pool are immediately
obvious to any gazing
into it. The slime (HP: 20) is
covering the walls
of the basin most of the way from the
bottom to the edge.
e) Drinking pool—This pool
is filled with icy cold spring water
which will refresh
anyone who takes a drink from it. The
water
is pure && good, but has no other special characteristics.
f)
Pool of wine—This pool is filled with powerful wine of a
deep red color. Not
only is it excellent wine, it has a taste
so inviting that
anyone tasting it will be prone to drink more
and more until intoxicated!
If a sip is taken, the taster will
have a 60% chance
of drinking more (regardless of the
player's wishes).
If this is done, three 6-sided dice are
thrown and compared
to the character's CON rating;
if the number rolled
is greater than the character's
CON
score, then the difference is figured, and this is
the number of hours
the character will be intoxicated (if
the roll is equal
or less, the character "holds his liquor"
and is unaffected).
Any character so intoxicated will suffer
the following penalties:
-2 on all rolls "to hit" in combat, -3
to DEX
rating, and any other disadvantages to being
drunk that the DM
may deem in effect (prone to loud and
boisterous speech,
stumbling about, a greater chance to
be surprised, etc.).
After the allotted number of hours have
passed, the character
returns to normal. Any intoxicated
character who returns
to the pool of wine will have a 90%
chance of drinking
too much again, and the check
against CON
will then be necessitated once more.
If any of the wine
is removed from the room, it will immediately
lose its potency
and be considered as normal wine,
but actually rather
weak in its effects.
g) Dry pool—This depression
is completely dry, and there is
no trace of any liquid within it, nor any
clue as to whether
any type of matter was ever within it.
The basin itself seems
to be some kind of yellowish
ceramic origin, but it will be
impervious to striking or any similar attempt
at cracking or
fracturing.
h)
Hot pool—This steaming and bubbling cauldron is filled
with boiling water,
which will be obvious to any observer.
The water itself
is completely normal in all other respects,
although it has a
relatively high mineral content, as evidenced
by a
whitish crust built up around the edge of
the
pool.
i) Aura pool—This pool of
shimmering water (which otherwise
appears normal in every respect) is less
full than
many of the others. The water itself seems
to glisten and
sparkle, and will be seen to radiate magick
if an attempt to
detect
it is made. The water tastes normal in every respect,
but those drinking as little as a single
sip will experience
a strange effect. Upon swallowing the liquid,
the
drinker will feel his or her entire body
tingle, and at the
same time the character and others in the
area will see a
visual phenomenon: an aura of color will
glow around the
character's entire body for approximately
a full minute.
The color apparent will depend totally
upon the character's
alignment. It will glow blue for an alignment
of lawful,
yellow for
chaotic, while any neutral characters will exhibit
a white aura.
Of course, upon first consuming the liquid, <more colors needed>
the players will have no idea what the
strange appearing
colors may mean, so they may be puzzled
by the effects—
and there are no clues around the pool
to explain the colors.
The water will retain its special magickal
characteristics
even if it is removed from the pool, but
there are only 10
suitable drinks possible due to the small
amount of liquid
present. This pool, just like the pool
of healing previously
described, disappears and reappears from
time to time
(see "a" above for details and percentage
chance of reappearance
for future visits).
j) Pool of sleep—This
pool is full of a greenish liquid of varying
shades, with a swirling
pattern evident on its stagnant
surface. Putting
a drop on the tongue reveals a sort of
fruity taste, but
no special effects will be noticeable. Taking
a sip will be tasty
refreshment, but within ten seconds a
real drowsiness will
set in which may even cause (50%
chance) an immediate
sleep to begin, which will last from
1-6 minutes. Drinking
any greater volume of the liquid will
certainly induce
a comatose slumber of from 1-8 hours,
with no saving throw
possible. Any removal of the liquid
from the room will
totally negate its effectiveness, although
removing anyone who has consumed the stuff
will
not awaken them.
k)
Fish pool—This pool of normal lake water
holds numerous
small fish. It has
no other special properties, nor are the fish
unusual in any way.
I)
Ice pool—This basin is filled with steaming dry ice, although
for some unknown
reason it never seems to dissipate.
The ice is "hot"
to the touch due to its extremely low
temperature. Since
it is highly doubtful any character has
ever seen dry ice,
the entire spectacle will be highly mysterious,
appearing as some
kind of whitish rock giving off
eerie vapors and
feeling hot to the touch. If any pieces
are broken off and
removed from the pool, they will dissipate
into carbon dioxide
gas as normal dry ice would do.
Such pieces could
be handled with a gloved hand, but
the nature of the
substance will still likely be unapparent.
m)
Treasure pool—This basin, filled with normal water,
seems
to hold a great treasure
underneath the water. A pile of
gold pieces
appears to lie on the bottom of the pool, and
the golden image
is sprinkled with an assortment of sparkling
jewels. Alas, this
treasure trove is nothing more than a
magical illusion,
which will be dispelled once the surface
of the water is broken
or disturbed. Once the waters are
calm again, the image
will reappear.
n)
Pool of muting—This pool is almost empty, but a small
amount of water
remains. Although the liquid appears to
be normal water (and
has no unusual odor or taste to belie
its actual nature),
it is actually a magickal substance.
This liquid, when
swallowed, causes a complete loss of
voice and verbal
capabilities for 1-6 hours. This muting will
become apparent only
when it has been swallowed;
merely putting a
drop on the tongue will give no clue as to
its effect, and it
will seem like normal water. Any character
drinking the water
will suffer the effects, and that means
that the players
will be affected likewise. Thus, the referee
informs the player
or players of their limitation, and they
are barred from any
further communication by verbal
means with the other
players in the party for the duration
of the muting effects
(1-6 game hours, determined by rolling
a d6). In such cases,
they must remain completely
silent (no grunts
or groans allowed), and can only
communicate with
other players via nods, head shaking,
hand signals, etc.
If any player who is caller for the group
is so affected, another
player must take his place. Written
communication is
possible only if the muted player has an
INT of 14 or more,
and any such message can only
be read by another
character with a similar intelligence
rating.
Monster: --
Treasure: --
Trick: --
>>32>>