TEXT: © 2012, New Big Dragon Games Unlimited
  S
  Sjaudvergrhall
  by Richard J. LeBlanc, Jr.
  For Characters Levels 4-7
  Background
  Reginn, son of Hreiðmarr (king of dwarves), 
  was a dvergr (dwarf) of not only great size, 
  but of skill and wisdom. Dark in spirit and 
  versed in magic, Reginn created a testament 
  to himself in Sjaudvergrhall (“hall of the seven 
  dwarves”)—a series of trials meant to test the 
  bravest and most heroic of men, while prov-
  ing the superiority of dwarvenkind.
  Long did Sjaudvergrhall seem only legend, its 
  location lost when Sigurd wielded Gram (the 
  sword he used to slay the dragon Fafnir) and 
  cut off Reginn’s head. But the roots of Ygg-
  drasil (the world tree) have twisted and turned 
  as they’ve grown over the ages, and passage 
  between Midgard (the world of humans) and 
  Nidavellir (home of the dwarves) now offers 
  access to Reginn’s conceit.
  A solitary cavern writhes for miles through 
  the bowels of Myrkrbjarg (the “dark moun-
  tain”) until it arrives at Myrkrgrind (the “dark 
  gate”)—the entrance to Sjaudvergrhall.
  Sjaudvergrhall
  Sjaudvergrhall consists of eight almost identi-
  cal 35'x35' rooms. The first seven “trial” rooms 
  each include an “entrance” hall from the west, 
  a white marble pedestal in the middle of the 
  room (about 5' in diameter and 1' tall), a port-
  cullis blocking the “exit” on the wall opposite 
  the entrance, and a rune inscribed on the floor 
  directly in front of the portcullis. The treasure 
  room is identical to the trial rooms, minus the 
  “exit” portcullis.
  When the first PC (or creature) that enters the 
  room passes through the entrance doorway, 
  an illusion of a dwarf unique to each room will 
  appear on the pedestal, welcome the comers, 
  then disappear. When the illusionary dwarf 
  appears, each character must make a saving 
  throw vs. magic or be unable to see or hear the 
  illusion (that is, failing the saving throw allows 
  that character to see/hear the illusion.) Once 
  a character fails a saving throw, he/she will be 
  able to see all the illusionary dwarves in the 
  successive rooms. 
  Stepping on the rune in each room will open 
  the “exit” portcullis from the room, but also 
  triggers the traps/effects for that room. The 
  order of effects differs slightly from room to 
  room (e.g., “summons monster then opens 
  portcullis” vs. “opens portcullis then sum-
  mons monster.”) Each rune cane be under-
  stood easily through the use of read magic 
  or read languages.
  1. Sællhall (“Happy Hall”)
  A dwarf appears atop the pedestal. He wears a 
  two-toned tunic of orange and brown. His white 
  beard flares out from both sides of his face, hid 
  nose and cheeks are remarkably red (even for 
  a dwarf), and his protruding belly casts his feet 
  in near complete shadow. He struggles to force 
  his welcome through almost maniacal giggling, 
  “Welcome to Sællhall.” He disappears.
  Rune (“happy/fortunate”): summons 5 tar-
  antellas (hps:27,24,21,18,15) that will appear 
  on the other side of the (closed) portcullis. On 
  the following round, the portcullis will open.
  2. Leithrhall (“Hateful Hall”)
  A dwarf appears atop the pedestal. He wears 
  a red tunic, his snow white hair wild and un-
  kempt, and his beard stretches nearly to his 
  knees. He grumbles, “Welcome to Leithrhall.” 
  He disappears.
  Rune (“hateful”): simultaneously opens the 
  portcullis and summons 2 spectres (hps:26,21), 
  one just beyond the portcullis and one on the 
  pedestal in the middle of the room.
  3. Villtrhall (“Foolish Hall”)
  A dwarf appears atop the pedestal. He wears 
  a green tunic, his hair is thinning and his stare 
  is blank. He st-st-stutters through his greeting, 
  “Welcome to Villtrhall.” He disappears.
  Rune (“foolish”): simultaneously opens the 
  portcullis and triggers a confusion spell that 
  affects all creatures within a 100' radius of the 
  pedestal. Saving throws apply per normal as 
  the 4th level MU spell.
  4. Hræzlahall (“Hall of Fear”)
  A dwarf appears atop the pedestal. He wears 
  a purple tunic and his beard is knotted and 
  twirled. He stares downward and his words are 
  so soft as to almost be inaudible, “Welcome to 
  Hræzlahall.” He disappears.
  Rune (“fear”): causes fear to all in 100' radius 
  (on failed saving throw; as 5th level cleric spell), 
  then simultaneously opens the portcullis and 
  summons 4 shadows (hps:25,21,20,19) which 
  each appear in a corner of the room.
  5. Sofahall (“Hall of Sleep”)
  A dwarf appears atop the pedestal. He wears a 
  brown tunic and seems exhausted to the point 
  of collapse. He speaks so slowly as to resemble 
  a treant talking, “Welcome to Sofahall.” He dis-
  appears.
  Rune (“sleep”): causes sleep to all in 100' 
  radius (on failed saving throw; as MU spell), 
  then summons 4 shadows (hps:23,21,17,13) 
  which each appear in a corner of the room. 
  Only after these 4 shadows are killed will 
  the portcullis open.
  6. Meinhall (“Hall of Disease”)
  A dwarf appears atop the pedestal. He wears 
  a yellowish-brown tunic and itches incessantly. 
  He pauses for a long moment... then blurts out, 
  “Welcome to Meinhall.” He disappears.
  Rune (“disease”): simultaneously opens 
  the portcullis and summons 4 werebears 
  (hps:33,29,29,26) that appear just inside the 
  “entrance” doorway to the room.
  7. Heillhall (“Hall of Health”)
  A dwarf appears atop the pedestal. He wears 
  an orange-brown tunic and his white beard is 
  trimmed neatly, making his face seem rounder 
  than it really is. He squints as if struggling to 
  see anything at all, and his voice rattles with 
  a life wisdom as he greets you, “Welcome to 
  Heillhall.” He disappears.
  Rune (“health”): a number of potions ap-
  pear on the pedestal equal to the number of 
  living creatures in the 35'x35' room. Each 
  potion will be either a poison potion or a 
  potion of healing (50% chance for either; 
  roll to determine for each potion). All of the 
  potions must be imbibed fully then the port-
  cullis will open.   
  8. Hringrúm (“Ring Room”)
  Rune (“ring”): causes Sjauhringr (see New 
  Magic Item) to appear on the pedestal. 
  Monster Stats
  Shadow: HD:3; AC:7; AT:1 touch (1d4 + 
  special); M:90'(30'); ST:F/2; hit drains 1 pt. 
  of STR (8 turn dur.); sleep/charm immune; 
  harmed only by magical weapons; surprises 
  on a 1-4 (on 1d6).
  Spectre: HD:7; AC:2; AT:1 touch (1d8 + 
  drains 2 levels); M:150'(50'); ST:F/6; affect-
  ed only by magical weapons; sleep/charm/
  hold/cold immune.
  Tarantella: HD:4; AC:5; AT:1 bite (1d8 
  + poison: save vs. poison or suffer dancing 
  spasms, watchers save vs. spells or suffer 
  dancing spasms); M:120'(40'); ST:F/2; affect-
  ed only by magical weapons; sleep/charm/
  hold/cold immune.
  Werebear: HD:6+3; AC:2; AT:2 claws (2d4)/ 
  1 bite (2d8); M:120'(40'); ST:F/6; silver/mag-
  ical weapons needed “to hit”; call/control 
  1-6 bears; 2 claw hits = hug (+2d8).
  New Magic Item
  Sjauhringr: interlace-engraved gold ring; 
  provides wearer the following: sleep, fear, 
  and confusion immunity,  +1 protection from 
  undead, +1 bonus to saves vs. poison, 1 h.p. 
  per melee round regeneration.
  r
  r
  r
  1
  2-7
  8
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Adventures & Settings/Sjaudvergrhall (BasicF).pdf