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1 Entry from the Market 2 Entry to Temple of Yendor 3 Entry from the bloody manhole cover (Players exiting through here emerge in an unfamiliar part of the city. Roll on the Summershore Random Encounter Chart 4 Opening into forgotten sepulchre 5 Large drain 6 Room full of mushrooms 7 Lair of the White Worm 8 Entrance from well
Random Encounters: {{{1
Roll whenever entering an empty room, or just whenever things are dragging: (1) Murder Hobos. MR 35. {{{2
(2) Alligator Shaman. MR 75. {{{2
(3) Sewer Slime. MR 45. {{{2
(4) Cannibalistic Humanoid Underground Dweller. MR 55. {{{2
(5) Mushroom Man. MR 20. {{{2 Whatever it is now, it looks like it might once have been a man...
(6) Traps & Treasures: {{{2 Roll 1d6: (1) Gas. SR vs CON or take 1d6-3 dmg. Any open flames instantly result in dmg without chance of SR. (2) Sudden rush of water. SR vs. STR or be slammed into wall for 1d6-2 dmg. (3) Falling brick. Everyone roll 2d6 + LK. Lowest roll makes SR vs SPD or takes 1d6 dmg. (4) In the wall there is a fist-sized hole. Next to it is painted a money symbol. SR vs. LK: 100 gp if successful, painful bite (1d6-2 dmg) otherwise. (5) Corpse. Here lies an unfortunate adventurer, chewed on by some creepy-crawly down here. A search reveals: (1-2) 50 gp (3-4) A buckler shield (+3 armor) (5-6) 30 ft rope w/ grapnel (6) As the party passes through, one of you feels your leg brush something and you hear a distinct "click." What do you do? Arrow trap at chest level: 1d6 dmg, depending on players' reaction. Afterwards, a small chest is found containing a silver tiara worth 75 gp. Some thief must have stashed his haul here and set up the trap to protect it.
Locations: {{{1
Sepulchre: {{{2 Behind hidden door. All players make SR vs. INT. If anybody makes it, they notice something odd about the western wall. Investigating reveals a brick that, when pressed, causes the wall to swivel inward. Inside is a large ornate sepulchre containing a stone carved sarcophagus. Within it, players discover a desiccated body within, decked out in a silver crown (300 gp) and a jewelled ring (100 gp) on one finger. If players take these, the corpse opens its eyes and rises from the tomb as they try to leave. Restless Dead. MR 240.
White Worm: {{{2 Whelp, now you know where Otto went. His torn body lies near the business end of an enormous, toothy worm. White Worm. MR 200.
Otto: Players who inspect Otto's body (L1SR vs. INT) that he was not killed by the worm, but rather by a knife wound to the heart. A search reveals a triangular copper pendant under his shirt engraved with various runes in an arcane and completely incomprehensible script. One in the center, larger than the others, is a word you can read: Shazora."
Drain: {{{2 In the center of this room is a large drain. The kind you might expect to see in, you know, a SEWER. There does seem to be something sparkling down there, though. Players investigating will find themselves ensnared by tentacles emerging from the grating. The tentacles will crush the players for 1d6+2 dmg per turn until they can escape. Each set of tentacles has 25 CON; however, there are so many of them that they almost completely restrict player movements -- they must fight without personal adds. Loot: That sparkly thing turns out to be a hardwood club engraved with religious symbols (3d6 dmg). Does double damage against undead foes (zombies, ghouls, vampires, etc.).
Mushroom Farm: {{{2 As you enter this room, you are almost overpowered by the funky smell of fungus. The entire room's floor is covered in small black mushrooms, which apparently thrive in the warm dank environment here. Players who go further into the room will be greeted by a blast of spores from the nearest mushrooms and must make a SR vs. CON or be overpowered by the spores. Affected players feel strangely and suffer from -5 DEX and INT penalties (but also a +10 WIZ bonus) until they come down (sleep 8 hours).