Sunday, November 30, 2014

INNER WARD FIRST FLOOR 55 HOUSE OF WAX.

55 HOUSE OF WAX. This strange museum-like room is decorated by thirteen wax statues irregularly placed throughout the room. The floor is purple-stained hard wood, and footsteps echo eerily. Torchlight will cause the wax figures to glisten and make the eyes seem to move.

Figure 1: This waxwork figure is a man in black Triskelion livery. He is displayed in a menacing fashion, with hands raised as if to pounce. He wears a wax wolf mask over his wax face and holds a silver dagger.

Figure 2: This waxwork is a smiling woman wearing a red gown and black pointy witch hat. She has a black-bristled broom as well.

Figure 3: This stylish waxwork woman wears a white evening gown. Her gold earrings are worth 40 gold crescents each.

Figure 4: This is a wax golem which resembles a man in a yellow tunic holding a horseman's flail. His face looks like the angry Triskelion. His phrygian style cap is made of gold and worth 290 gold crescents.

Wax Golem (AC 10; MV 12”; HD 4; hp 15; #AT 1; D Horseman's flail; SD Limited spell immunity; XP 145)

Figure 5: This odd looking waxwork man has purple skin, small antennae, and wears a green toga.

Figure 6: This a very realistic waxwork troll.

Figure 7: This femme fatale wax golem has small bat wings. She is dressed in a purple jumpsuit. Her dagger of venom carries the standard 6 doses.

Wax Golem (AC 10; MV 12”; HD 5; hp 20; #AT 1; D Dagger of venom; SD Limited spell immunity; XP 230)

Figure 8: This waxwork man has only a blank space where the face should be. He wears leather armor decorated in zebra-like bands of lime green and electric blue. In his left hand is a scroll with the magic-user spell write.

Figure 9: The waxwork appears to have been defaced – literally! The jaw appears to have been ripped clean off, perhaps by vandals. He wears a white smock splattered with red paint and carries a butcher's cleaver.

Figure 10: This waxwork is a caricature of a vampire, with classic high-collared cape and formal evening wear.

Figure 11: A wax golem with the appearance of a clown, complete with rainbow wig and white face paint. Unarmed, it strikes with its fists.

Wax Golem (AC 10; MV 12”; HD 4; hp 15; #AT 1; D 1-8; SD Limited spell immunity; XP 145)

Figure 12: This wax golem has the appearance of a blond woman. She wears long black judge's robes and carries a hamer slightly altered to resemble a gavel.

Wax Golem (AC 10; MV 12”; HD 4; hp 15; #AT 1; D Hammer; SD Limited spell immunity; XP 145)

Figure 13: Bugbear waxwork figure. It wears all white leather armor and carries a silver chalice (35 gold crescent value)

The wax golems are instructed to attack as a group if touched or targeted by missile weapons or ranged spells. The other figures described as 'waxwork' are not animated.

Saturday, November 29, 2014

INNER WARD FIRST FLOOR 54 LAUNDRY ROOM.

54 LAUNDRY ROOM. This out of the way room has four large glass windows and a fireplace. It was generally used for scrubbing and hanging drying laundry. Hooks on the wall and rope-like clotheslines are present. Scrub boards and wash tubs are here, along with soap. Several washing women slept in this room and there are five small beds. Stairs descend to Room 60 of the Ground Level.

Friday, November 28, 2014

INNER WARD FIRST FLOOR 53 LOCKED ROOM.

53 LOCKED ROOM. The color scheme of this room reflects the rooms around it. Thus the door, floor, ceiling, and walls in the southwest corner are blue, the northwest is red, and so on. The guardian of the room is an imposing seven foot tall wax golem.

Wax Golem (AC 4; MV 9”; HD 7; hp 30; #AT 1; D Footman's mace +1; SD Limited spell immunity; XP 590)

Its face is hidden by a great helm, and it wears chain mail armor +1. It guards a chest containing 8000 gold crescents, a jar of Keoghtom’s ointment, a periapt of health (appears as a 100 gold crescent carnelian), and five applications of dust of appearance. The dust is encased in small tubes made of bone, meant to be blown on the target whose visibility is desired.

Thursday, November 27, 2014

INNER WARD FIRST FLOOR 52 GREEN ROOM.

52 GREEN ROOM. The door to this room is painted green. The walls and floor are painted jade and dark gray-green in a checkerboard pattern. A freestanding variant of the mirror of opposition is bolted to the center of the room.

A green-skinned duplicate will appear for each person who states that they look in the mirror. It will take several seconds for the materialize from green smoke, so it is possible for several characters to look before the first duplicate appears.

Each duplicate will have the hit points and armor class of the original, strike once per round with a normal version of the original's weapon, and attack as a 4 hit die monster. They will not have the special abilities (spell-casting, backstab, etc.) of the original but are 50% magic-resistant. Each is worth 125 points of experience plus an additional 4 per hit point.

Once the last (or only) duplicate is defeated, it will disappear in a cloud of green smoke, leaving behind a green key. Together with the red, yellow, and blue keys it will open the green door to Room 53.

Wednesday, November 26, 2014

INNER WARD FIRST FLOOR 51 YELLOW ROOM.

51 YELLOW ROOM. The door to this room is painted yellow. The walls and ceiling are bright yellow, while the floor is fine yellow sand. Near the center of this irregularly shaped room, a statue of a contemplative gnome sits on a stone box.

The sandy floor acts as an extremely efficient form of quicksand that offers less resistance than water. If the characters state that they are probing the floor with a pole or weapon, it will be obvious that it is not solid. Anyone stepping into the room will have a chance to save versus paralyzation (at -4 penalty) to grab hold of the door or floor, otherwise they will drop into the sand. Anyone running or jumping into the room will not have such recourse. Falling will cause no damage due to the softness of the sand, but the victim will begin to suffer the effects of drowning.

The real floor is fifteen feet below the apparent floor. A character engulfed in the sand may hold his or her breath for a number of segments equal to his or her constitution score. Recall that a segment is equal to 6 seconds, so a character with a constitution of 10 can hold his or her breath for one minute (one round).

After 10 segments (in that character' case), the character would begin to drown. This takes 3-18 additional drowning segments, in which the character cannot aid in helping themselves. Each segment spent drowning costs a hit point of damage, even if the character is rescued. If not saved from the sand within that time the character is dead, but can be revived by a cure wounds spell if cast within 5 minutes. This will bring the individual to the 1 hit point level.

The statue and box rest on a narrow pedestal which gives the impression that they are on the sand. The statue is somewhat heavy at 3000 gp weight, but can be toppled off the pedestal if struck with sufficient force. Note that it will be problematic to simply lift the statue, as the lifter will not have anything near by to brace themselves with.

The box contains a large yellow key with block-like bow and bit. Together with the red, blue, and green keys, the yellow key will open the yellow door to Room 53.

Tuesday, November 25, 2014

NEW MONSTER: SOOT TERROR

SOOT TERROR

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 0
MOVE: 9”
HIT DICE: 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 3-8
SPECIAL ATTACKS: Surprise on a 1-3
SPECIAL DEFENSES: Magic weapons to hit
MAGIC RESISTANCE: 30%
SAVE: Magic-user 3
INTELLIGENCE: Low
MORALE: See below
ALIGNMENT: Neutral evil
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: IV/ 120 + 3/hp

Soot terrors are evil semi-material creatures that dwell in coal bins, fireplaces, and like areas. The soot terror resembles a cloud of smoke or black particles. Paler areas are evident, recognizable as eyes and a sinister mouth. It has been suggested that these are not natural creatures at all, but rather the by-product of some terrible sorcery. They hate all forms of life and strike out in anger, their fine particles causing abrasive damage to flesh. This does 3-8 (1d6+2) points of damage. Due to their smoke-like appearance and ability to suddenly rise up and attack, they are likely to surprise opponents on a 1-3 in 6.

Soot terrors do not fear for their own safety, as they are consumed with the urge to extinguish the spark of life in any creature they encounter. For this reason, they never need to face morale checks, although magical fear is effective against them. Their insubstantial bodies make them difficult to hit and magic weapons are needed to cause them harm. They are particularly susceptible to a gust of wind spell or other forms of high wind which causes them 3d6 damage. They are destroyed by such attacks as the whirlwind powers of djinn or air elemental.

INNER WARD FIRST FLOOR 50 RED ROOM.

50 RED ROOM. The door to this room is painted red. The ceiling and floor are flat black, while the walls are painted in shades of red in an irregular, chaotic pattern.

An upright standing iron brazier burns with great intensity in the center of the room. Three large iron urns are arranged around the brazier.

A soot terror resides in each urn. Should the brazier or one of the urns be disturbed, the soot terrors will billow forth and attack.

3 Soot Terrors (AC 0; MV 9”; HD 3; hp 18, 15, 14; #AT 1; D 3-8; SA Surprise on a 1-3; SD Magic weapon to hit; MR 30%; XP 174, 165, 162)

Beneath some coals at the bottom of the brazier is an ornate red key. It will take a full turn before it will be cool enough to handle with bare skin. Together with the blue, yellow, and green keys it will open the red door to Room 53.

Monday, November 24, 2014

INNER WARD FIRST FLOOR 49 BLUE ROOM.

49 BLUE ROOM. The door to this room is painted blue while the interior walls, ceiling, and floor are painted light and dark blue with a swirling pattern.

The shallow fountain contains clear odd-smelling liquid and a small blue key. When the door to the corridor shuts, the stopper on the bottom of the fountain will be pulled out and the key will soon be sucked down the drain. Give the characters about 1 minute in real time to choose how they want to get the key, a stopwatch may prove useful here.

The trouble is that the liquid in the pool is actually clear acid. A splash will cause a point of damage, while inserting a hand or other body part will cause 2-5 points of damage. Drinking will cause 2-8 points of damage and requires a saving throw versus poison if death is to be avoided. Weapons or other objects dipped in the acid are entitled to a saving throw, see page 80 of the Dungeon Master's Guide.

There is no reason that the players can not use the acid for combat or other uses if they have a container that the Dungeon Master decides is adequate, but the fountain will not renew itself. Rules for using acid as a weapon are on page 64 of the Dungeon Master's Guide. Several gallons of the stuff are present. The blue key is itself impervious to the acid, and shows no sign of harm.

Assuming they manage to get the key, it will open the locked blue door to Room 53 together with the red, yellow, and green keys. Only the keys can open this or the other doors to Room 53, although multiple knock spells will work for this door or the other doors leading to Room 53. One knock is required for every lock on the door for which a key is not possessed.

Sunday, November 23, 2014

INNER WARD FIRST FLOOR 48 LADIES WASH ROOM.

48 LADIES WASH ROOM. This walls of this room are decorated with a mural of pink and blue dolphins and fish. Elaborate dolphin headed faucets supply hot and cold water. In the center of the ceiling is a hemispherical glass ornament upon which a continual light spell has been cast.

Saturday, November 22, 2014

INNER WARD FIRST FLOOR 47 GENTLEMEN'S WASH ROOM.

47 GENTLEMEN'S WASH ROOM. This room is not dissimilar to most of the others found in the castle with regards to function, although it is a lot classier. Five itch maggots are here.

5 Itch Maggots (AC 8; MV 3”; HD 1+4; hp 8, 7, 7, 6, 6; #AT 1 bite; D 2-5; SA Itching bristles; XP 44, 42, 42, 40, 40)

Pump faucets supply hot and cold water. In the center of the ceiling is a hemispherical glass ornament upon which a continual light spell has been cast.

Friday, November 21, 2014

INNER WARD FIRST FLOOR 46 ELEGANT DINING ROOM.

46 ELEGANT DINING ROOM. This room is dominated by a huge table with seating for forty. At the head of the table, to the east, is a massive wooden chair with arms and a carved Triskelion crest. If someone sits in this chair, a secret panel will slide out from the right side. It holds a gold necklace decorated with a ruby (750 gold crescents).

The room has stone walls and a stone tile floor. Nine large glass windows are to the south and the north wall is hung with red banners with the three-legged Triskelion design. Three elegant glass chandeliers hang from the ceiling.

Thursday, November 20, 2014

INNER WARD FIRST FLOOR 45 KITCHEN.

45 KITCHEN. This small kitchen is rather plain, with a stone floor. Eight dementings are here, making a ruckus throwing around pots and pans. As such, it is impossible for them to surprise the party.

8 Dementings (AC 8; MV 12"; HD 1-4 hit points; hp 4, 4, 4, 3, 3, 3, 2, 2; #AT 1; D 1-6; SD Immune to sight-based attacks; XP 11, 11, 11, 10, 10, 10, 9, 9)

They will attack with kitchen implements such as steak knives and cleavers, doing 1-6 points of damage. If disarmed, they will revert to 1-3 points of damage/ attack.

There are three large glass windows to the south, along with a brick oven. Also along the south wall is a pump faucet with cold water. A bin holds firewood. The north and west walls contain cupboards with common spices, dishes, cutlery, bowls, and other necessities.

Wednesday, November 19, 2014

INNER WARD FIRST FLOOR 44 MUSIC ROOM.

44 MUSIC ROOM. If the characters enter through the double door, they will see a young woman turn to look at them, then climb out through one of the four open windows in the north wall which open into the Throne Room (Room 48) of the Ground Level. If the characters enter the room through different means, vary the encounter accordingly.

Valphebe, Neutral human female Thief (AC 10; MV 12”; T3; hp 8; #AT 1; D Short sword or dart; S 8, I 13, W 12, D 17, C 11, Ch 12; XP 117)

Thief skills
PP 45%, OL 43% F/RT 30% MS 32% HS 25% HN 15% CW 87% RL -

She wears leather armor and carries a short sword and 5 darts. In her pack are thieves' tools, a silver holy symbol to the God of Thieves (30 gold crescent value), 95 gold crescents, and a wrought silver and gold necklace (240 gold crescents).

The rest of Valphebe's adventuring party has succumbed to the dungeon and she is trying to get out. If unmolested, she will climb down into the Throne Room and attempt to escape the castle through the Outer Ward Ground Level. She is normally a happy-go-lucky person but is currently very scared.

The room is crowded with chairs and musical instruments. Three large stained glass windows are to the east and three large tapestries are on the east wall.

Three harps, a lute, and numerous flutes are here, but each has been smashed and is quite unusable. A drum has been smashed open and contains a rotting human head.

The tapestries are each valued at between 151 and 250 (2d100+50) gold crescents and each weigh about 500 gp weight.

The stained glass windows shows scenes of musicians entertaining with ladies dancing.

Tuesday, November 18, 2014

INNER WARD FIRST FLOOR 43 DECORATED CHAMBER.

43 DECORATED CHAMBER. The walls of this room are decorated with red banners and Triskelion coat-of-arms. Three large plain glass windows are to the west and another five to the south. Flanking the double doors to Room 44 are two sets of black iron plate armor set upon wooden supports. Each suit of armor holds a black iron lochaber axe. Stairs descend to a corridor near Room 67 of the ground level and ascend to Room 53 of the second floor.

Monday, November 17, 2014

INNER WARD FIRST FLOOR 42 MASTER CANDLEMAKER'S ROOM.

42 MASTER CANDLEMAKER'S ROOM. The door to this room once was capable of being locked, but it is now hanging from its hinges. It was once the domain of the master craftsman responsible for making soap and candles, but now a giant weasel makes its home here.

Giant Weasel (AC 6; MV 15”; HD 3+3; hp 17; #AT 1 bite; D 2-12; SA Drain blood; XP 193)

The ruined remains of bed, chairs, wardrobe, and small table are scattered about the room. The weasel has made a nest of old clothing and blankets. The bodies of seven giant rats and a gnome are here. The gnome holds a carnelian worth 40 gold crescents and a normal dagger with a tiger eye gem in its pommel valued at 15 gold crescents.

Sunday, November 16, 2014

INNER WARD FIRST FLOOR 41 TAILOR'S ROOM.

41 TAILOR'S ROOM. The door to this room is locked. When opened the room will have a charnel reek. The body of the tailor hangs from the rafters by a noose. Unfortunately, he could not escape un-death through suicide and he is now a thrashing zombie.

Zombie (AC 8; MV 6"; HD 2; hp 4; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 28)

The party is quite safe from the zombie unless they cut it down. If they destroy it while it is helpless it will not be worth any experience points.

The chair that he used to assist his suicide is on its side next to him. There is also a bed, a short table, and a footlocker (locked; contains a sewing kit, some shirts, and a bag of 5 silvers spanners and 57 copper pieces). The keys to the footlocker and the room itself can be found in the zombie's pockets.

Saturday, November 15, 2014

NEW MONSTER: KILLER KLOD

KILLER KLOD

FREQUENCY: Very rare
NO. APPEARING: 1-10
ARMOR CLASS: 9
MOVE: 9”
HIT DICE: 2+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-8
SPECIAL ATTACKS: Spit clay
SPECIAL DEFENSES: Immune to blunt weapons
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 50 + 3/hp

Killer klods are animated magical creations made out of clay. They appear as extremely thin half-formed men with black bumps for eyes gaping holes where a mouth should be.

A killer klod may attack by striking with its fists, or by spitting a gob of clay from its insides. When they eject their clay spittle, they aim for the eyes and on a successful “to hit” they will blind the opponent for 1 to 4 rounds unless the victim makes a saving throw versus paralyzation. These malevolent entities are immune to blunt weapons which serve only to deform them.

INNER WARD FIRST FLOOR 40 MASTER POTTER'S ROOM.

40 MASTER POTTER'S ROOM. The door to this room is capable of being locked, but is not. Three large irregularly shaped pieces of clay are in the center of the room. The walls are decorated with four tapestries depicting griffins. A candelabra, a bed, and a footlocker with men's clothing are present. A rack holds aprons and work clothes smeared with clay. Two tall stoppered clay pots are against the south wall.

The pieces of clay are three killer klods, which will unfold themselves and attack.

3 Killer Klods (AC 9; MV 9”; HD 2+1; hp 9, 9, 7; #AT 1 fist; D 1-8; SA Spit clay; SD Immune to blunt weapons; XP 77, 77, 71)

The master potter was something of a novice spellcaster and gained the services of these three klods through shady deals. He used them as servants and guards. Embedded within the chest of the weakest is a sapphire worth 400 gold crescents.

Each tapestry is worth 50 gold crescents and weighs 200 gp weight. The pots hold soft clay, which the klods enjoy eating.

Friday, November 14, 2014

INNER WARD FIRST FLOOR 39 MASTER GLASSMAKER'S ROOM.

39 MASTER GLASSMAKER'S ROOM. The door to this bedroom is capable of being locked, but it is now wide open. Many delicate glass ornaments hang by strings from the overhead wooden beams. Any light source will cause them to sparkle in a dazzling display. There is a bed with a nightstand and a candleholder. A dresser holds brightly colored and well cut men's clothing, as the glass blower considered himself a ladies man.

Thursday, November 13, 2014

INNER WARD FIRST FLOOR 38 MASTER COOPER'S ROOM.

38 MASTER COOPER'S ROOM. The door to this room is capable of being locked, but is not. One corner has been entirely chewed off, allowing a person to pass without even opening the door. Inside, two carver bugs are looking around.

2 Carver Bugs (AC 5; MV 12"; HD 2; hp 15, 6; #AT 2 claws; D 2-9/2-9; SA +1 to hit, attacks as sword of sharpness; XP 58, 40)

This room is furnished as a bedchamber. The room appears to have been looted, as the bedclothes are torn away and the furniture is upended. A normal hand axe is embedded in the bed frame.

Wednesday, November 12, 2014

INNER WARD FIRST FLOOR 37 STORAGE ROOM.

37 STORAGE ROOM. This room is stuffed with all sorts of wooden furniture and other odds and ends: tables, bed frames, posts, wardrobes, and even unused doors. The place is unlit and moving about could be dangerous.

Three tringitipedes have made this area their home and are quite adept at navigating the area. While in this room they have an effective armor class of 5 and attack at +2 to hit.

3 Trigintipedes (AC 5 (7); MV 15”; HD 2; hp 14, 13, 7; #AT 1 bite; D 2-5; SA Weakness; XP 93, 91, 79)

The dead bodies of two orc Red Legs and a half elvish magic user are stashed away near the eastern portion of the room, under a bookcase. The first orc corpse has a belt pouch with 13 silver spanners and 8 copper pieces. The second orc corpse has 4 silver spanners and 4 copper pieces. The magic user has 23 gold crescents and a scroll with blink and hold person.

In the south wall, there are two open windows which look into the Throne Room, Room 48 of the Ground Level, suggesting that perhaps this room had a different purpose at one time.

Tuesday, November 11, 2014

INNER WARD FIRST FLOOR 36 LODOVICO'S ROOM.

36 LODOVICO'S ROOM. The door to this room is not locked or barred, but will resist opening. A casual pull is not sufficient to open the door, but a hefty tug will do the trick (no roll needed). When it does open, it will swing wildly, causing the opener to save versus petrification or take a point of damage from its force.

This was once the room of Lodovico Triskelion and his portrait still hangs on the south wall: a heavyset man with full beard and crazed expression. Below the portrait is a small table with a gold goblet (40 gold crescents) and an hourglass made of a strange purple metal with silvery grains of sand. This item is worth 200 gold crescents, but is also the key to Lodovico's imprisonment.

Lodovico angered a powerful cousin and has been trapped in his painting about five years or so suffering frustration and rage. No one particularly liked Lodovico due to his black moods and so he has never been set free. If the hourglass is touched the spell will be broken and Lodovico will leap from the painting and attack.

Lodovico Triskelion, Neutral male berserk human Fighter (AC 9; MV 12”; F5; hp 30; #AT 1; D Morning star +1 and another +4 to damage due to strength; S 18(78), I 10, W 7, D 15, C 16, CH 9; XP 330)

He wears a gold torc valued at 150 gold crescents, a fur cape, and fur loin girdings. Because he is a berserker, Lodovico may attack at +2 to hit (in addition to his strength bonus of +2) or attack twice per round. He cannot be surprised but has a normal chance of surprising others (because leaping from a painting can be unexpected). He will fight to the death because he is just that kind of stubborn guy but if he is alive at the end of the combat (through being put to sleep, held, etc.) he can be reasoned with, especially if it is shown that it is in his best interest.

Monday, November 10, 2014

Lower Level of Outer Ward is published.

I'm happy to report that the next level of the dungeon has been published over at & Magazine. This time it is the Lower Level of the Outer Ward, where you will find undead, an ogre lair, and a foul temple.  Thanks got to Handley Jackson and Bryan Fazekas for editing and to Robin Irwin for the cover.  I have included some interior art.  The next level to be published will be the Second Floor. 

As usual it is a free download.



INNER WARD 35 DRAWING ROOM.

35 DRAWING ROOM. In the center of the room is the husk of a long-dead giant spider. In the darkness, it is possible that the characters may not realize that it is dead (2 in 6 chance of confusing it with a live giant spider).

Padded red armchairs, small wooden tables, and unlit candelabras make up the furnishings. The floor is littered with bones and husks of rodents, centipedes, insects, and other vermin. Among this debris can be found a bag of 53 gold crescents and a scroll with the cleric spells find traps and silence, 15' radius in a scroll case made from the horn of a minotaur (valued at 25 gold crescents). Two open windows give a view into the Throne Room (Ground Level Room 48).

Sunday, November 9, 2014

INNER WARD FIRST FLOOR 34 GUARD ROOM.

34 GUARD ROOM. The door to this room is capable of being locked, but is not. Paranoid, Tiziano had this room prepared for his bodyguards to use. As such the room is cozy but not ostentatious.

A fireplace and four plain glass windows are to the southwest. There are four beds, four footlockers, a wooden hamper, and a wardrobe holding black Triskelion uniforms.

Each of the footlockers is locked and contains various personal effects used by fighters (oil for polishing armor, whetstones for sharpening blades, knives, clothing, and so on). One also contains a false bottom and a map to the Second Floor of the Inner Ward detailing Rooms 1 to 16 and 73 to 78, including the secret door in Room 2.


Saturday, November 8, 2014

INNER WARD FIRST FLOOR 33 TIZIANO'S ROOM.

33 TIZIANO'S ROOM. The door to this room is locked. This was Tiziano Triskelion's bedchamber. Tiziano was once a famous general and the leading force in several war campaigns. He retired to live in the castle among his family, and passed away before the troubles began. That is why Rooms 32 to 34 have been placed out of commission.

In the center of the room is a small round table and several high-backed chairs. Sitting in the chairs and facing the door are three fungoid zombies, who will rise and attack.

3 Fungoid Zombies (AC 8; MV 9”; HD 2+1; hp 15, 9, 10; #AT 1; D 1-8; SA Disease; SD Regenerate 1-4 hit points each round; XP 105, 78, 81)

All three are males wearing black Triskelion livery. These were servants and fled here after being infected, eventually succumbing to the affliction.

The cracks and crevasses of the room have become colonized by a purple fungus, which has released its spores into the air. Because of the huge concentration of spores, anyone entering the room must save versus poison or be overcome by immediate intense hallucinations, which will last for as long as the character is in the room and for another 1 to 4 rounds after leaving.

1d12
Hallucination
1
Character is in the middle of the ocean. Strips off an armor to keep from sinking, moves arms and legs as if swimming.
2
Scores of talking pimples erupt on the individual's skin. Character must talk to them to learn their wisdom.
3
All possessions have turned to green slime. Character must drop them before they infect him or her.
4
The world has sped up. Character acts as though slowed, but is otherwise alright.
5
The character's skin has turned to liquid. Reaches down to scrape it back up and put it on his or her body.
6
Everyone else has turned into the walking dead!
7
A purple worm has erupted through the floor. Character must attack it in preference to anything else.
8
The ceiling is descended. Character hides under furniture so as not to be crushed.
9
The air has turned to fruit juice. Character is preoccupied with drinking it up.
10
Character is a powerful wizard. If he or she really is a spellcaster, they will begin casting random spells. If they are not, they will just pretend to.
11
Character is on a sheer cliff, must hold on to keep from plunging to his or her death.
12
Character is strangely confident. +2 to hit and saving throws for an hour.

Feel free to add more in the same vein if the above do not prove numerous enough.

Hanging strapped to a wooden shield on the north wall are two crossed bastard swords. A fireplace is to the southwest and the west wall holds a beautiful stained glass window depicting Tiziano's three-headed eagle. The other furniture: a bed, dressers, nightstands, etc. have been covered with thick white cloths.

The bastard swords mounted on the wall are quite valuable. One is gem encrusted and worth 450 gold crescents. The second has a jade set into its pommel and the sword appears to be worth 100 gold crescents but it is in fact a bastard sword +2.

The water closet to the south is carpeted, but otherwise unremarkable. Oddly, it is free of the purple fungus.

Friday, November 7, 2014

What I've been up to. A new map and revising some old posts.

It may not seem that way, but a lot has been going on behind the scenes at Castle Triskelion. Bryan Fazekas over at & Magazine asked me about a side-view map, something I have been thinking about for a while anyway. After a bit of pestering I put this together:



I'll put it in the sidebar with the others.

Meanwhile, I went back to the Outer Ward Ground Level and tried to correct any minor mistakes I saw in each room. I also added stat-blocks and I have discovered the joy of linking my posts to each other. Bear with me, I'm still learning. Ultimately it would be nice if people were able to run the dungeon from online and I hope my efforts make it easier to do so. Over the next few weeks to months I will update the other levels I've already blogged as well.

I'm pleased to announce we will soon have another pdf available from the & Magazine download site. We are working on the Lower Level of the Outer Ward. I added some more art and I hope you all enjoy it.  These actually require a lot of editing, but I will be surprised if it doesn't come out sometime next week.

INNER WARD FIRST FLOOR 32 ANTECHAMBER.

32 ANTECHAMBER. The door to this room is capable of being locked, but is not. In the center of the room, five gralkin are in a pitched battle with three adventurers and two goblins.

The gralkin are led by Jackdaw, a former guardsman.

Jackdaw, Chaotic Evil male gralkin Fighter (AC 10; MV 12"; F4; hp 17 (normally 20); #AT 1; D Halberd +1 to damage due to strength; S 16, I 13, W 5, D 12, C 12, Ch 6; XP 175 (normally 190))

Albatross (AC 10; MV 12”; HD 1-6 hit points; hp 2; #AT 1; D Trident; XP 7)

Grackle (AC 10; MV 12”; HD 1-6 hit points; hp 5; #AT 1; D Broad sword; XP 10)

Mockingbird (AC 10; MV 12”; HD 1-6 hit points; hp 2; #AT 1; D Footman's flail; XP 7)

Partridge (AC 10; MV 12”; HD 1-6 hit points; hp 6; #AT 1; D Spear; XP 11)

The adventuring party consists of the following members:

Grodderok, Neutral Good male dwarf Fighter (AC 2; MV 6”; F3; hp 16 (normally 25); #AT 1; D Battle axe; S 15, I 15, W 11, D 9, C 15, Ch 6; XP 124(normally 160))

Grodderok is middle-aged for a dwarf, but looks older. He is quiet and never drinks alcohol. He wears plate mail and uses a shield with a black bear on it. In his backpack are a small hammer, 12 iron spikes, 2 weeks standard rations, flint and steel, and three torches. He has a belt pouch with 14 copper ganes and 16 silver khurams. Twenty feet of rope hang from his belt.

Adelais, Lawful Good female human Magic-user (AC 10; MV 12”; MU3; hp 8; #AT 1; D Dagger; SA Spell use; S 11, I 12, W 11, D 12, C 12, Ch 12; XP 182)

First Level Magic user Spells:
Burning Hands, Message

Second Level Magic User Spells:
Detect Invisibility

Adelais is the older sister of Heloise (see below) and they are from the city of Fribourg. She never combs her hair or keeps her robe tidy. She tends to be a pessimist and gives away all of her extra money to the poor. She has a ring of spell storing with the following spells: monster summoning I, shield, and wall of stone, however she has already cast the monster summoning I to get the goblins to help her and she will not be able to recharge it. As spell components she keeps a short piece of copper wire for the message spell, vials of talc and powdered silver (2 silver spanners worth) for the detect invisibility spell, and a clear piece of crystal for the read magic spell. She has a labeled potion of longevity (purple and bubbly, smells like salt water) in a metal flask that she is planning on giving as a gift to Grodderok. She carries four daggers. Her traveling spell book is in a satchel. It contains all the above spells in addition to read magic.

Heloise, Chaotic Neutral female human Illusionist (AC 10; MV 12”; I2; hp 7; #AT 1; D Dagger; SA Spell use; S 8, I 15, W 9, D 16, C 15, Ch 14; XP 126)

First Level Illusionist Spells:
Hypnotism, Light

Heloise wears a dark blue robe with silver hearts. She has two daggers left (she already threw one at the gralkin) and has a satchel holding 17 Fribourg copper jackals, 3 Fribourg silver lions, 8 Fribourg gold griffons, and her travelling spell book with the above spells. Heloise loves her older sister but thinks she is too serious. She is talkative, funny, and always seems to know the latest clothing styles at the courts of Fribourg and Sarcoy.

Goblin 1 (AC 6; MV 6”; HD 1-1; hp 4; #AT 1; D Short sword; XP 14) 4 silver spanners, 5 copper pieces

Goblin 2 (AC 6; MV 6”; HD 1-1; hp 3; #AT 1; D Spear; XP 13) 1 silver spanner, 9 copper pieces

These goblins have been summoned by Adelais using the power of her ring. They will remain for another 4 rounds to serve her.

There are 3 dead goblins and 2 dead gralkin (waxbill and pigeon).

This room looks like it was dormant as all of the larger pieces of furniture are covered with heavy white sheets to exclude dust. This includes two couches and a table near the center of the room, a long table near the north wall, and a large wardrobe near the northwest corner. The walls are decorated by banners displaying the Triskelion coat-of-arms and Tiziano Triskelion's personal emblem, a three headed eagle holding a lightning bolt in one claw and a sword in the other. Four large windows are in the south wall. The drapes are closed, keeping it somewhat dark even in the daytime. Also along the south wall is a fireplace and a metal rack for holding firewood (now empty). Twelve brass candelabras and a glass chandelier complete the furnishings.

The table near the couches holds a metal flagon containing 7 walnuts. Hidden among them is a small ruby worth 250 gold crescents.

On the north table are three worthless egg-shaped glass ornaments and a cask of good brandy worth 5 gold crescents.

The wardrobe holds the rotting corpse of a man in black Triskelion livery. He has been dead for a long time, but it may be possible to tell that his throat was slit. He has a single copper piece in his pouch.

Thursday, November 6, 2014

NEW MAGIC ITEM: TABLE OF PLENTY

These remarkable magic tables will reproduce nourishing and delicious food once per day. The food will be well prepared and be fit for the most educated palate. If the owner speaks of what he or she desires, that type of food will be prepared, otherwise it will continue to produce the previous day's type of food over and over again. These tables come in various sizes:

1d10
Size
Size
Capacity
1-4
Small
2' square
Feeds 2 persons per day
5-7
Medium
6'X4'
Feeds 6 persons per day
8-9
Large
8'X6'
Feeds 12 persons per day
10
Banquet
16'X5'
Feeds 30 persons per day

XP VALUE: 5,000

GP VALUE: 25,000

INNER WARD FIRST FLOOR 31 A FEAST FOR VERMIN.

31 A FEAST FOR VERMIN. The door was once capable of being locked but is currently hanging off of its hinges due to a violent break-in. This bedroom belonged to Vosmus Triskelion, the celebrated gourmand.

The majority of the room is occupied by a banquet-sized table of plenty, see New Magic Items. Currently gorging on the lavish dinner are numerous monsters.

Cross Worm (AC 8; MV 10" HD 2+1; hp 12; #AT 1 bite; D 2-5; SA Webs; XP 86)

Giant Boring Beetle (AC 3; MV 6”; HD 5; hp 23; #AT 1 bite; D 5-20; XP 205)

3 Giant Centipedes (AC 9; MV 15"; HD 1-2 hit points; hp 2, 1, 1; #AT 1 bite; D Nil; SA Poison; XP 32, 31, 31)

6 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 4, 4, 4, 3, 3, 3; #AT 1 bite; D 1-3; SA Disease; XP 11, 11, 11, 10, 10, 10)

2 Huge Spiders (AC 6; MV 18"; HD 2+2; hp 11, 8; #AT 1 bite; D 1-6; SA Poison, leap, surprise on 1-5; XP 178, 169)

Of course, normal-sized vermin are also here. These creatures are ignoring each other and will ignore adventurers unless approached within a few feet or fired upon, in which case they will attack. 

The sloppy eating of the creatures has knocked seven silver candlesticks (10 gold crescents each) and silver utensils for eight (total of 25 gold crescent value) on the floor.

The room is decorated with paintings of gourmet dishes, plates of fruit, and scenes of picknicking. Two chandeliers hang from the ceiling and there is a bed (huge, as befits a corpulent resident). The room is otherwise outfitted as a bedroom, with wardrobes, mirrors, nightstands, etc. Vosmus wore only white clothes and was a talented chef.

Wednesday, November 5, 2014

INNER WARD FIRST FLOOR 30 MASTER OF PUPPETS.

30 MASTER OF PUPPETS. The door to this room is capable of being locked, but is not. This was the bedroom and work shop of Jacopo Triskelion, the famous puppeteer.

A huge wooden puppet stage dominates the room. Three rows of wooden benches are placed before the stage. When the adventurers enter, a puppet show will start. It is a romantic comedy titled “The Leper Princess” and features the afflicted princess, Alabelle, and her true love, a goatherd named Giton. During the course of the story Giton must fight a giant wolf, a griffon, and a dragon in order to reach Alabelle. He defeats all his enemies but loses a body part to each one (a foot, a hand, and an eye). Giton worries that his true love will reject him because of his deformities. Finally he reaches Alabelle, who because of her disease, has lost those very same body parts and the story ends happily. When the play has ended, or if it is interrupted by the adventurers, they will not find anyone behind the stage. The five puppets (Alabelle, Giton, the dragon, the griffin, and the wolf) are exquisite and each worth 81-100 (1d20+80) gold crescents to a serious collector.

The walls have been painted white and splashed with primary colors to create an odd but festive effect. There are two large stained glass windows in the west wall along with a fireplace. One window depicts a giant with a backwards facing head (you can tell he is a giant because he is taller than the trees in the picture), the other depicts an upside-down dog. A wardrobe holds odd frilled and spotted clothing used by Jacopo for performances and a few somber black outfits for practicing mime. Four huge candelabras are present, they are already lit when the adventure's enter. Indeed, like in Room 22, the candelabra's are always lit and shed light, not exhausting their wax. If they are taken from the room they will immediately extinguish, but will glow merrily if returned.