Floor 2: Venus - Not My Destination Index - Floor 4: Jupiter
Random Encounters
- 1d4 Star-Spirit Servants.
- Ice Elemental, 4 HD, 5 AC, movement 9"/15" (flying), immune to nonmagical damage except mundane fire, which deals 2x damage. looking for people it can nonlethally freeze and then drag back to be captured.
- 1d6 Wereboars, captured from the Lair of the Cursed.
- A manticore (6+1 HD, 4 AC, mv 12/18, 24 tail spikes it can fire 6 per turn.) sent to hunt escaped fighters and return them to the Abductee Pit. Its darts are nonlethal - targets "killed" with them fall into restless sleep.
- A wyvern, escaped from Chartreuse's nest to run rampant through the dungeon.
- Quiescent, star-vampire lord of the arena. 9 HD, 2 HD, killed by exposure to sun or starlight, regens 3 HP/turn, charm with -2 save penalty on humans, repelled by mirrors, impervious to non-magic, non-silver weapons. Flies.
1 - Sand Room - Empty
This room is filled with bags of quartz sand. Look, sometimes you need to put more sand in the arena, and you've gotta keep it somewhere.
2 - Food Storage - Empty
A frazzled Star-Spirit Servant tries their best to sort produce from Floor 2, miscellaneous plants from outside, and random objects from the pockets of abductees into human-edible and inedible substances. Could you help? Please?
3 - Kidnapping Machine - Special
A console on the eastern wall holds a pair of red spheres, a single button, and a screen. A red circle is marked out in the center of the room.
The screen displays a birds-eye view of the world, along with a set of crosshairs. The spheres move, zoom, tilt, et cetera. The button takes whatever is currently under the crosshairs and teleports it into the red circle in this room.
4 - Gambling Balcony - Monster w/ Treasure
1200 gp in Stellar coins dances between the hands of 10 Star-Spirit gamblers, more than willing to welcome even strange Earthlings to bet on the Arena.
5 - Visiting Champion - Monster w/ Treasure
Another alien freak like the one in 1:14 - though instead of being a wizard this one fights as a 5th-level fighter. It can teach PCs how to Cleave (fatal blows allow another attack).
It wears a 700gp moonstone-studded crown. The Stellar Spirits revile it, in a professional-wrestling-heel sort of way, and the alien is more than happy to act the part.
6 - Manticore Cavalry - Monster w/ Treasure
Two Star-Spirit servants armed with long spears ride the back of a Manticore, hunting escaped captives.
The manticore is heavily decorated, with 5 pieces of 1600gp porcelain-and-gold jewelry hanging from its spikes.
7 - Wereboar Cells - Monster
Five wereboars from the Lair of the Cursed, captured by the Kidnapping Machine, languish stuck to the wall by 50gp silver manacles.
8 - Dragon Cage - Monster
The 7 HD young (14 HP, 14 damage breath attack) green dragon Chartreuse is chained in this room, awaiting his turn in the Arena.
9 - Abductee Pit - Special
Three captives (the gormless first-level M-U Idla Sathmuma, overconfident first-level Fighter Daze, and 0th-level dog-owner Hehan (and Hehan's dog, Biter)) are chained to the walls of this room, awaiting their turn in the Arena.
10 - Axe Pendulums - Trap
The classic. Passage through this room is impossible due to four swinging axes, which hit automatically if you just gormlessly run into them.
11 - The Arena - Special
Thronging crowds of Star-Spirit Servants cheer from the bleachers as two duel in a sand-filled pit. An ice ceiling above leads to Floor 1, Room 8.
The victor is showered in Stellar coins (1000gp) and alien flowers. Particularly showy winners are paid double.
The Arena's champion is Titanium Doradus, who wears a Girdle of Giant Strength (as such, they attack as if they were 8 HD and deal 2d6 damage per attack). Defeating them awards this belt along with a base of 5000gp.
3-in-6 chance Quiescent watches from a top balcony, searching for the best fighters to show to the Fallen Star.
12 - Hall of Fame - Secret Treasure
Stone busts of prior star-spirit champions are lined up on the walls of this room. To humans they all look identical.
They each face in random directions - if all spun to face the center of the room, a trapdoor in the floor opens to a cache containing 2900gp, a Ring of Regeneration, and a scroll inscribed with Disintegrate and Create Water.
13 - Loser's Bracket - Monster w/ Treasure
12 Star-Spirit Servants spar here, among 1200gp of Arena winnings. One, Arsenic Aspidiske, poorly conceals a Displacer Cloak - they plan to cheat, using it (along with some well-timed distractions from the stands) to defeat Titanium Doradus.
14 - Manticore Stables - Monster
The eight Manticores in this room are perfectly safe and certainly not able to escape from their cages unpredictably, especially not if some loose Earthlings wandered in.
15 - Armory - Empty
Half a dozen Star-Spirit flamberges wait, held on stands by suits of baroque and insectile plate armor.
16 - Child of Nepotism - Monster w/ Treasure
The Wyvern Slightly-Lighter-Than-Forest-Green, one of Chartreuse's wayward children, sleeps on a stolen hoard of 1100 gp.
Two Stellar Spirits in the corner very quietly debate how to get the money back.
17 - Champion's Apartment - Empty
Gilded home of Titanium Doradus - a Star-Spirit shaped sleeping niche carved into the floor, a 150gp quartz lamp on the ceiling, and three 50gp delicate stained glass icons on the walls.
1-in-6 chance Doradus is here, unless they are known to be elsewhere.
18 - Arena Chute - Trap
The floor of this room is an illusion. In fact, stepping in dumps you on a conveyor belt that shoots you out into the Arena.
19 - Quiescent's Tomb - Trap w/ Treasure
Black granite resting place of a dead stellar spirit. Five 4000gp masks lie on pedestals around the room (Quiescent wears them all, chained to their body, when they meet the Fallen Star). Each pedestal is trapped - if a mask is removed (and no equal weight added), the pedestal rises up, revealing a 2d6-damage tesla coil and summoning Quiescent.
One of the masks, made of blue sapphire instead of gold, acts as a Ring of Djinn Summoning.
20 - The Elevator - Empty
Buttons in this room move it between floors 3 and 4 - it is the only route further down.
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