The doors open very easily. There are no wandering monsters in Level I of this dungeon.
1) A huge painting is on the floor, of an angry man with fire for hair. As soon as someone stands on the face, the torches will light up, one by one, a to b, one every segment. The middle two will not light. If a character lights these, a voice, seemingly coming from the floor below the painting will boom out:
“Thou art in the Grand Palace of the Great Akram-Crandikon, Destroyer of Mountains and Builder of Empires. Who would seek audience with this great and wonderful Man?”
Then, if this were the old days (about 2,500 years ago), the visitors would proclaim their names and functions. Someone from inside would open the doors and let them in.
Unfortunately, the old days are long gone, and after this show of power nothing will occur. The doors are stuck, and the normal chances of opening hold.
2) A floating table, 4 feet by 6 feet, is in here. 4 skeletons guard the table and 4 skeletons guard the door. Both will ignore each other. On the table is a vase, worth 20 gp, with old, very dry dirt in it. The dots are statues of fighters. Skeletons: AC7, MV12, HD1, hp 5, At1, D1-6 (two handed swords), SD: half damage from sharp weapons.
3) This room is lit by continual light. 14 Giant Rats will attack. The opening to their lair is 1 foot by 1 foot. The rats: AC7, MV12//6, HD1/2, hp 1, At1, D1-3, SA: disease, Al: NE. Scattered about the room are 3 skeletons. There is a small alabaster statue (250 gp) under one table, of a weird being (Kopru).
a. Skeleton #1: a pouch with 50 gp, an amethyst (25 gp), wearing a gold ring (50 gp)
b. Skeleton #2: a crown worth 350 gp, a sceptre worth 250 gp, and an emerald/platinum ring worth 250 gp
c. Skeleton #3: a pouch with 25 gp, 10 pp, an amethyst (25 gp), wearing a gold ring (50 gp)
4) The torches are unlit. Scattered about this room are 2,200 coins of tin, each worth 2 cp for their historic value. 10 Rats will attack: AC7, MV12//6, HD1/2, hp 1, At1, D1-3, SA: disease, Al: NE.
5) There are lots of holes in this room, leading down into darkness. If the party was not silent coming here, 10 Crabmen will attack, in an attempt to test the strength of the party. They are hiding behind tables, etc. If they have NO chance of winning, they will retreat, down the holes. The dots with As in them are statues.
6) Kitchen, empty.
7) This is the pantry. Hidden in one corner, in a rathole, is a deck of many things, Stratton Style. Only two cards may be drawn by each character. The deck will be ‘lost’ by the holding character somewhere safe before reaching civilization.
a. Le Chariot: The character is immediately transported to the nearest large city.
b. Hermite: The character is immediately transported to the loneliest sport in the ethereal plane.
c. Le Jugement: Be judged; if found not correctly aligned, lose one level and change alignment, or lose two levels and stay.
d. Le Mort: The character must fight death or die.
e. Le Monde: The character is hated by all royalty.
f. La Justice: Character has the ability to see invisible.
g. Le Fendu: Character is jerked into the air, seemingly by the neck, and takes 2-7 points damage.
h. Le Fou: Character’s intelligence permanently lowered by 4 points.
i. La Pape: Character’s wisdom permanently raised by 2 points.
j. L’Amoureux: Character’s charisma permanently raised by 2 points.
k. La Papesse: Character gains a random clerical scroll.
l. Le Fen du Ciel: Character is able to cast one lightning at his own level, every week.
m. Le Bateleur: Character is suddenly juggling 3 balls. He must roll under his dexterity each round to be sure they don’t drop. If they are dropped the first round, they will do 5d6 to all within 10 feet. If dropped the next, they will do 4d6, then 3d6, then 2d6, then d6, then nothing. If the character is able to make it this far, his dexterity is permanently raised by 1 point.
n. La Roue de Fortune: The character must guess a number between and including 1-4. The DM rolls a 4 sided die. If the character’s number comes up, the character wins a gem worth all the money the character currently has on his person. If not, the character loses one random magic item.
o. La Force: The character’s strength is raised permanently by 1 point or 10%.
p. Le Diable: A Type III demon will attack the character in 1 week, fighting to the death.
q. L’Imperatrice: Character gains 4 gems. Roll up worth on DMG table.
r. L’Empereur: Character gains 4,000 coins. Roll d5: 1 Copper, 2 Silver, 3 Electrum, 4 Gold, 5 Platinum.
s. Les Etoiles: The character is never lost when the stars are visible.
t. La Lune: Character loses 2 points wisdom permanently.
u. Le Soleil: Character is hit by a 6 die fireball. If he does not fall, he has the ability to cast one fireball at his own level every week.
8) This was the bathroom. There is a gas spore in here now: AC9, MV3, HD1/8, hp 1, At1, D nil, SA: disease, explosion.
9) Waiting Room: Statues, remains of tapestries, and a gold pot worth 100 gp.
10) Two Fire Guardians guard this passageway. They let no one through. AC8, HD3, hp 16, 15, MV0, At1, D1-4, SD: can be hit only by magical cold, which does 1/4 damage, or +2 or greater weapon. They will get 1 attack on each character if running through, 2 if walking.
11) The Shadow Knows! A shadow has kept residence here: AC7, MV12, HD3+3, hp 13, At1, D2-5, SA: strength drain 1 pt, SD: +1 or better magic weapon to hit, 90% undetectable, Al: CE.
12) The Treasure Room: Two chests:
a. Chest #1) 1,000 gp, a sword (chaotic + or -3), two handed.
b. Chest #2) 500 ep, 2 gold rings (50 gp), crown (500 gp)
d. Empty: a wash jug, silver, worth 50 gp.