66 ROOF OF THE BLACK TOWER. The roof is about twenty feet above the ground. The sides are adorned with merlons. The secret trap door goes to a staircase leading to Room 65.
Friday, September 30, 2016
Thursday, September 29, 2016
65 TRIPLE CONUNDRUM. There are three beautiful maidens in this room, each wearing a silk gown (none armed). Each is strapped to a bed by leather straps, and each appears to be in deep sleep.
The northern-most maiden is actually a sea hag who has been put under an illusion and an enchanted slumber by Sersay. She was the original owner of the Black Tower until she was defeated by the witch.
Ull Morda the Sea Hag (AC 7; MV 12”//15”; HD 3; hp 14; #AT 1; D By weapon type; SA Weakness, death gaze; MR 50%; XP 642)
The next, central, bed is occupied by a female ghoul under an illusion by Sersay and strapped down here. She can't claw, but she can bite, if someone tries to kiss her.
Female Ghoul (AC 6; MV 9"; HD 2; hp 10; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 85)
The final, southern bed holds a female human, the daughter of the bandit king Hrogmar the Wicked on Level 8. Sersay put her in an enchanted slumber and has sent a ransom note to Hrogmar to bargain for her safe return. She has asked for magic items for the safe return of his daughter.
Londaloss, Neutral female human Fighter (AC 8; MV 12”; F4; hp 23, #AT 1; D By weapon type +1 due to strength; S 17, I 14, W 8, D 16, C 15, Ch 18; XP 205)
Ull Morda and Landaloss can be wakened by a kiss. Ull Morda will try to get the party to free her. What she really wants is to get revenge on Sersay. Landaloss wants to be returned to her father. Each gown is worth 400 gold crescents.
Wednesday, September 28, 2016
64 MEN IN BLACK. The first floor is about ten feet above the ground floor. Two guards are here, each wears black chain armor and has a writhing pink-orange mass of tentacles instead of a head (actually they have a sea anemone for a head, it is just hard to tell). They are two human heroes polymophed by Sersay the witch (see Room 67). They will not attack unless someone tries to enter Room 65, but they are unable to communicate with their strange heads.
Hrans and Fanz, Neutral male human Fighters (AC 5; MV 12”; F5; hp 23, 26; #AT 2; D Long sword and head tentacles +3 to damage due to strength; SA Paralysis; XP 413, 431)
Hrans and Fanz each have a strength in the 18/01-50 range. Their head-tentacles can make a separate melee attack, doing no damage but acting like a ghast's touch (save or paralyzed for 6d4 turns). They are being forced to work for Sersay hoping she will restore them to their natural forms if they serve faithfully.