Rooms 48 and 50 - Connecting Hallways
Rooms 48 and 50 are 10' wide x 20' long hallways with 15' ceilings (unlike most of the rooms on the floor that have 10' ceilings. They connect this residential area to the lest friendly area to the west, as well as to the kitchen (on the south of 48), the common room (in the middle), and the "treasury" (to the north of 50). Each set of double doors has the right door (as you approach) marked with an upward arrow and the left door marked with an X. They open in the direction of the side with the X.
The west doors in both 48 and 50 are barred from inside (STR 20 check to open) with an alarm spell cast on them and a trap (a magic missile spell with five missiles goes off if someone tries to force them from the west - one spell per each pair of doors). The north door in 50 are locked by a key lock (STR 16 to open; 18 to pick locks). The east doors to 50 are typically propped open (the north door on the inside of the room, the south door on the outside). The south doors in room 48 also has a lock (same as north in 50), but isn't locked.
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That's very kind of you.
1-3-2: Mass grave. Someone has buried dozens of villagers here in one spot, with some limbs still visible. The corpses are slowly animating, and digging up any corpse has a chance that it will animate as a zombie.
I assume room 14 is at the top right (with the big skull), but I don't see a number on the map.14. The Dragon's Maw - An elaborate facsimile of a dragon skull dominates this room, with a hallway leading down its throat. Attempting to walk directly along the path releases a flock of undead cockatrices as the teeth close behind you.
Room 71 - The Entryway to Madness
A 15' x 15' room with a trapdoor in the center of the floor, a grate in the center of the ceiling, and doors in the center of each wall. Only the north door is locked.
The sewer grate in the ceiling leads to the floor grate in room 76.
The trap door in the floor leads through the ceiling in room 70.
The west door leads to south door in 72.
The locked north door leads to south door in 74.
The east door leads to south door in 71.
The south door leads to north door in 76.
The Gibbering Mouther in 76 can see the party through the floor grate in its room and will gibber as soon as either the trap door in the floor is shut or four people are in the room.
The two Invisible Guardians in the room (one in NE corner and one in SW corner) will wait until the gibbering (to which they are immune) starts to attack. As Invisible Stalkers except HP are 30 each, to hit bonus are +5, damage are 7 (2d6), and their purpose is to attack things in the room.
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