8-1. Meeting hall of the colony of evil dwarves. Ten evil dwarves and a captain. Captain has a sword +1.
8-2. Prison cells. Six evil dwarf guards. Prisoners include a captive princess, a merchant, and a talking toad.
8-3. Workshop. Tools and workbenches along west wall.
8-4. Ten evil dwarves. Chests of unrefined gold worth 2,200gp.
8-5. Several dead, mummified, giant spiders hang from the ceiling.
8-6. Feasting hall of the evil dwarves. 27 evil dwarves, plus an evil dwarf king, with a flaming sword. Treasure stored under the throne: Five diamonds (4,000gp each).
7-31. Two shadows guard the trap door heading down. Among the remains of earlier dead robbers is a scroll of charm person. The other rooms on this level have been blocked by cave-ins.The complete map of Level 7:
I ended up at the Kentucky Highland Renaissance Festival a couple of weeks ago, so I took some pictures for painting reference.
7-24. Empty guard room. Discarded armor and weapons, all highly rusted. The phrase “127+9” is chalked on the wall.
7-25. Oval of tall, menhir-shaped boulders. Standing inside the oval, it’s possible to hear quiet voices whispering and the sound of distant funereal chanting.
7-26. A cage of magical force imprisons a wizard. He carries nineteen 100gp gems.
7-27. Funerary temple to salamander god. Pressure plate by north door will cause a steel plate to seal the door, and water to fill the temple from above.
7-28. Ghoul colony with 22 ghouls. Looted burial items totaling 6,100sp and 6,800cp.
7-29. Yellow mold covers a sarcophagus. It contains 500pp.
7-30. Tomb of the priestess of the goddess of peace. Anyone who craws a weapon in this room will be cursed. Sarcophagus contains a shield +1, a scroll with a healing spell, and a potion of gaseous form.
I’ve been painting like crazy recently. (Or, perhaps more accurately, “I’ve been painting like a crazy person recently.”)
7-9. Funerary temple. Living statue of two-faced crocodile god in front of the altar. Dish of water on the altar contains a ring of water walking floating on the surface.
7-10. Two grey oozes block the corridor south. A crystal tube by the north door contains a scroll of five wizard spells.
7-11. Pit trap in front of door leads to 10′ pit infested with stinging beetles. Ten sarcophagi, no treasure.
7-12. Two tombs of high priests. Both contain mummies. One has pectoral (6,000gp) and armband (2,00gp), and the other has jeweled belt (6,000gp).
7-13. Embalming room. Putrid, poisonous fumes. One black pudding. Potions of fire resistance and flying.
7-14. Looted sarcophagi. Brass mirror on the west wall, if cleaned, will function as a commune spell.
7-15. Six sarcophagi, each containing a wraith. Each sarcophagus contains 2-3 gems (100gp each)
7-16. Smashed furniture and crockery. Bones on the floor, many with ends dissolved by acid. The word “Gronark” scrawled on the wall with charcoal.
7-17. Two sarcophagi with mummies. False bottoms in each sarcophagus hides 3,500sp each.
7-18. Statue of a Type I Demon, wearing a gold crown (1,700gp). Removing the crown will cause the statue to transform into an actual demon.
7-19. Burned remains of coffins. Four shadows. Desiccated remains of unlucky thief on floor, including leather armor +2.
7-20. Wet staircase and floor. Webbed footprints. (Stair switches back halfway down.) Statue of shark-headed god, with secret door behind.
7-21. Four shark-headed men (treat as minotaurs). Chest of 3,400ep. Wall in north corner is broken through to the passage beyond.
7-22. Meditation room. Vivid hieroglyphs on the walls. Stepping on the pressure plate in the north corridor activated a sliding wall that cuts off the corridor.
7-1. Necropolis room. Funerary inscriptions on walls. Stone sarcophagus on east wall. Sarcophagus has been opened and is empty. (The map shows a trap door in the floor. That should be in the ceiling.)
7-2. Ablutions room. Continually refreshing basin of water on west wall. Bathing in water produces a temporary bonus against the undead.
7-3. Metal drainage grates in the floor. Smell of ammonia. Otherwise empty.
7-4. Sarcophagus of rotten wood. Inside is a colony of green slime. Contains highly tarnished copper and silver jewelry worth 6,300sp and 6,200cp.
7-5. Two gray oozes. A plastered-over niche in the wall contains five pieces of jewelry, each worth 5,000gp.
7-6. Mirrored walls reflect intruders as mummies and other undead creatures.
7-7. Two spectres, each in a sarcophagus. One sarcophagus contains a magic sword that does double damage to undead, but weakens whoever wields it.
7-8. Funerary temple. Two carrion crawlers. Silver ritual dishes on south altar worth 7,000sp.
6-25. Island enshrouded in permanent mist. Algae-encrusted path leads to a small circular temple.
6-26. Ceremonial display of ancient weapons, tarnished with moisture and stained with blood. Anyone who picks one up will be cursed with berserk rage and blood lust.
6-27. Hidden camp of halfling hero/thief. Among the loot is a silver mermaid statue worth 6,200sp.
6-28. Stone building sheltering a small crystal statue on a pedestal. Pendulum scythe triggered by a plate in the floor. Magic missile fired at whoever lifts the statue from the pedestal. Statue is valueless rock crystal.
6-29. Stone building contains an armory, haunted by ghosts of lake guardians.
6-30. Two carrion crawlers. Among the detritus is a platinum ceremonial helmet (worth 450pp). Further islands and adventure locations await deeper into the vast underground lake.
The Lost Catacombs of Som-Eguy, Level 6
6-18. Funerary temple. Small chapel with several empty coffins. Echoing sounds of ghostly footsteps.
6-19. Crypt of the high priests. Several sarcophagi of former high priests, marred by scorch marks. Statues of lake-elf gods in the corners. Chain lightning trap if the sarcophagi are tampered with.
6-20. Storage room. Six giant weasels nesting here. Hidden among the stacked litters and tools is a platinum crown of an ancient high priest (worth 400pp).
6-21. Meeting hall of the lake-elf outpost. Benches for seating, and a raised table for the elders along the north wall. In a box under the table is a copy of the history of the outpost, and a scroll of charm person.
6-22. Fishing warehouse and docks. Two lords waiting for secret meeting. One has a sword +1, the other has chainmail +1 and a shield +1.
6-23. Fishermen’s tavern. Mermaid figurehead mounted on the wall will bestow temporary clairvoyance if sufficient offering of drink is made.
6-24. Island enshrouded in permanent mist. Set of solid bronze manacles attached to the rock facing the channel between the islands.