Friday, February 28, 2014

OUTER WARD SECOND FLOOR 14 HALL OF THE GHOSTLY FOOTSTEPS.

14 HALL OF THE GHOSTLY FOOTSTEPS. This long hall has a white and green checkered tile floor. Anyone walking down this floor will hear the sound of phantom footsteps trailing them. There are seven large stained glass windows depicting seven colorful scenes of torture: the rack, bastinadoes, the iron maiden, the vice, the whip, the thumb screw, and branding.

Thursday, February 27, 2014

OUTER WARD SECOND FLOOR 13 PAYMASTER'S BEDROOM.

13 PAYMASTER'S BEDROOM. The door to this room is locked. A comfortable bed is here, with plain white sheets and yellow blankets. There is a wardrobe, two red padded chairs, and a table. The Three windows in the east wall are shuttered so tightly that only a sliver of light comes from each.

The paymaster, in the form of a shadow (hp 12) lurks beneath the bed. He was killed by looters after the paychest. When he attacks, he will surprise on a 4 in 6 chance.

The wardrobe contains uniforms and clothing and a small wooden chest holds a key (opens the vault in Room 29 Ground Level Inner Ward), a scroll of protection from devils, 13 gold crescents, 23 silver spanners, and 61 copper pieces.

The table holds two glasses and three bottles of red wine. One has been opened and is ruined, but the other two are in good condition are worth 2 gold crescents each.

The three windows are shuttered, but if opened or broken the magic sunlight from the enchanted garden will destroy the shadow.

Wednesday, February 26, 2014

OUTER WARD SECOND FLOOR 12 PAYMASTER'S OFFICE.

12 PAYMASTER'S OFFICE. The door to this room has been violently smashed in, and is hanging by a hinge. This was the office of the paymaster. There is a heavy desk and a red padded chair. The ubiquitous shelves hold large books. A metal strongbox lies in the center of the room.

The strongbox is broken into and its contents have been stolen. A false back is present, however, and 82 gold crescents are hidden therein.

The desk holds scraps of paper relating to wages made to servants and men-at-arms in employ of the outer ward. The books on the shelves hold similar records.

Tuesday, February 25, 2014

NEW MAGIC ITEM: BONE WHISTLE

This is a seven inch long whistle, which appears to have been carved from bone or ivory. It makes no sound to the human ear, although canines will be able to hear it. The first time the whistle is blown, it will summon a bone hound.

Bone Hound (AC 7; MV 12"; HD 2+2; hp 12; #AT 1 bite; D 2-8;  SD Sharp and/or edge weapons score half damage only, immune to sleep, charm, hold, and cold; Size S)

The skeletal dog will loyally follow and be affectionate towards the whistle-blower, who has now become the owner. It may be turned as a wraith.

If the dog is destroyed, it may not be summoned again for one week. If the whistle is destroyed, the dog will fall to pieces and is effectively done for. This item may not be transferred to another except in the case of the owner's death. The dog and whistle simply won't work for anyone else while the owner is alive. 

XP VALUE: 200

GP VALUE: 2,000

OUTER WARD SECOND FLOOR 11 WEAPONMASTER'S BEDROOM.

11 WEAPONMASTER'S BEDROOM. This room is occupied by an enormous rat the size of a dire wolf (AC 6, MV 12”, HD 3+3, hp 21, Size M, attacks with a bite for 2-8 hit points of damage and 10% chance of causing disease as giant rat, xp 169).

The room contains a bed, a wardrobe, three wooden casks, There are three windows which give a view of the first floor garden, if the shutters are opened.

The first cask is an intact cask of stale water. The second is an opened cask of salted pork, which has attracted the rat. The third contains wood shavings and a bone whistle (see NEW MAGIC ITEMS).

The wardrobe holds uniforms, a suit of leather armor, and a shield with a Triskelion design. A small unlocked wooden chest on the floor of the wardrobe holds files, whetstones, oils, and rags for cleaning weapons.

Monday, February 24, 2014

OUTER WARD SECOND FLOOR 10 WEAPONMASTER'S OFFICE.

10 WEAPONMASTER'S OFFICE. The door to this room swings open with the slightest touch. This was the office of the weaponmaster, who was tasked with training the guards in the outer ward. Instead of having a desk, this room is a sparring area with racks of wooden swords and staves. A two-handed sword hangs above the door to Room 11, which has been gnawed through, creating a hole big enough for a man to crawl through.

Sunday, February 23, 2014

NEW MAGIC ITEM: TRISKELION DAGGER

There are rumored to be three of these blades. Into the pommel of each is carved the three Triskelion faces (crying, laughing, and scowling). They function as +1 daggers and have the added function of giving +1 to armor class and saving throws. This effect is cumulative with armor, rings of protection, etc. In the hands of a blood member of the Triskelion family they become +3 daggers, granting +3 bonuses to armor class and saving throws.

As with other magic daggers, when the holder desires they shine with light to 10'. A Triskelion holding the weapon may increase this to 30'.

XP VALUE: 2,500

GP VALUE: 12,000

NEW MONSTER: FUNGOID ZOMBIE

ZOMBIE, FUNGOID

FREQUENCY: Rare
NO. APPEARING: 1-10
ARMOR CLASS: 8
MOVE: 9”
HIT DICE: 2+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-8
SPECIAL ATTACKS: Cause disease
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 60 + 3/hp

These walking corpses look much like a zombies, but they are actually infected hosts of a fungal organism. When encountered. their heads will have cracked open like eggs and purple branch-like tendrils of fungoid material will have blossomed.

They attack once per round for 1-8 hit points of damage. The quick growing fungus repairs its host for 1d4 points of regeneration each round. They are not slow like regular zombies and cannot be turned. Treat them as fungus with regard to spell effects on them, noting that they are susceptible to spells which affect plants.

Anyone killed by the fungus will rise as a fungoid zombie. A cure disease spell will stop the process. Anyone who takes half or more of their hit points in damage from the fungoid zombies must save vs poison or develop an acute severe respiratory disease within the next day (as DMG, p 14). Though the character may fear they will become a fungoid zombie, they will recover.

OUTER WARD SECOND FLOOR 9 QUARTERMASTER'S BEDROOM.

9 QUARTERMASTER'S BEDROOM. The door to this room is capable of being locked, but is not. Lurking inside is the dead quartermaster and his wife, who have been infected with a parasitic fungus which has taken them over. They are fungoid zombies (hp 13 and 10, see NEW MONSTERS). They look much like a zombies, but purple tendrils of fungus have broken open their skulls, flowering out in a horrible fashion.

There are four large windows, whose shutters are open, allowing the sunlight from the enchanted garden (Room 56 of First Floor) to shine in. There is a large bed with purple sheets and blankets, a pair of dressers, a hamper, and an armoire. Four silver daggers are mounted on the south wall, forming a diamond pattern.

The bedsheets are ruined by fungal growth. The dressers and hamper hold clothing, although it has been likewise ruined.  In the armoire is a small locked wooden chest. It contains 17 gold crescents, 23 silver spanners, 42 copper pieces, and a Triskelion dagger (see NEW MAGIC ITEMS). The quartermaster coveted the dagger and stole it from Ruggero Triskelion (see Rooms 24 to 26 of this level).

Saturday, February 22, 2014

OUTER WARD SECOND FLOOR 8 QUARTERMASTER'S OFFICE.

8 QUARTERMASTER'S OFFICE. This office holds a large wooden desk and a comfortable green padded chair. Two smaller wooden chairs sit in front of the desk. Several wooden shelves hold heavy books. On the north wall there is a mounted display holding knives. The entire east wall is made of frosted glass, excluding the wooden door. Light passes through, but one cannot clearly see through it. Nevertheless, the adventurers will be able to detect the shadowy outlines of the creepy denizens of Room 9 as they stumble about.

The desk holds quills and ink. The shelves hold ledgers recording allocations of goods to various castle residents. The quartermaster's hobby was collecting rare knives. There are twelve exotic knives on display, worth a total of 85 gold crescents if sold together as a set, individually worth between 4 and 7 (d4+3) gold crescents if sold separately.

Friday, February 21, 2014

FRIDAY NIGHT FIGHTS: EARTH ELEMENTAL VS STONE GOLEM

We are due for another edition of Friday Night Fights and this week it is the battle of Rocky vs Rocky II. Who will come out on top in a fight between a stone golem and an earth elemental.

Usually I start alphabetically, so I will start with the earth elemental. Let's use a 16 HD elemental because an 8 or 12 hit die elemental cannot actually strike a stone golem, making the fight moot.



ARMOR CLASS: 2
MOVE: 6”
HIT DICE: 16
HIT POINTS: 83 (rolled randomly)
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 4-32
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: Standard
SAVE: Fighter 16
INTELLIGENCE: Low
MORALE: 125%
ALIGNMENT: Neutral
SIZE: L

Notes include being able to do structural damage and having -2 on each die of damage against airborne creatures. Neither of these specials is germane.

A 16 HD earth elemental needs a '2' to hit an AC 5 stone golem.

Stone Golem



"Magical creatures with hit dice equal to or greater than those of the golem are able to attack it with effect. For purposes of determination of hit dice, figure 4.5 hit points per hit die, and points being rounded up. Thus a flesh golem has 9 dice, a clay golem 11, a stone golem 14, and an iron golem 18."

ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 14
HIT POINTS:  60
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 3-24
SPECIAL ATTACKS: Slow spell
SPECIAL DEFENSES: Spell immunity, can only be hit by +2 or better weapons, or creatures with 14 or more hit dice
MAGIC RESISTANCE: Special
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (9½' tall)

It can also do structural damage and it can cast a slow spell within 1” of its front every other melee round.

It needs a '6' to hit an AC 2 earth elemental.

Let's assume an underground dungeon environment, as I could not find golems in any of the outdoor encounter tables in the DMG.  At that point I didn't look for elementals.

First thing to do is roll for surprise. Eartha the Earth Elemental rolls a 3 and Stoner the Stone Golem rolls a 5, so no surprise. Next is encounter distance. An indoor encounter distance is 5” to 10” (d6+4) and I roll a 4, so the distance is 8”.

Declare intentions. Neither monster has a long range attack (the golem's is only 1”) and they both move at 6”, so they both close to combat. Initiative is pretty much moot, but they roll a 1 and a 6.

Next round. New intentions. The elemental will attack with the club-like fists and the golem uses the slow spell. Eartha rolls a 5 and Stoner rolls a 4, so Eartha goes first. It rolls a '20', so a hit for 12 points. The golem casts the slow spell, which: no saving throw! The elemental is now slow and will be so for 3+14 = 17 rounds, assuming the level=hit dice for purposes of duration.



End of round 1. The earth elemental is unharmed, but is slow (½ speed). The golem has 48 hit points left.

Next round. New intentions. The elemental wants to hit, but is slow, so it loses its attack this round. The golem can't cast a slow spell, so it will strike. It rolls a '18', so it hits for 11 points.

End of round 2. The earth elemental is slow for 16 more rounds and has 72 hit points. The golem is steady at 48 pips.

Round three. The elemental strikes out while the golem casts slow again. The elemental rolls a 5 and hits for 14 points. The golem slows the elemental again.

Round 3 is in the books. The elemental is slow at ¼ speed (it's cumulative!) and will be so for 15 more rounds, then he will be ½ speed for 2 more rounds after that. It has 71 hit points. The golem has 34.

Round 4 and the elemental can't attack. As a matter of fact, if my math is right, it can't attack until round 7. The golem spends round 4 hitting the elemenal for 15 points (he rolled a 7 to hit). The golem slows the elemental again in round 5, so it is now at 1/8 speed. In round 6, it attacks again for 9 points.

This slowness is getting out of hand. Never fight a stone golem on your own. I rule that the elemental gets its attack on round 7, but now can't attack again until round 15 or so. The golem is going to slow. Roll for initiative. The elemental rolls a 3 and the golem a 1, so the elemental rolls a 5 and hits the golem for 20 more points.

End of round 7. The elemental is now 1/16 speed and can't attack again until round 23. It has 71-24 = 47 hit points left. The golem has 14 hit points remaining.

On round 8, the golem rolls a 5 and misses. On round 9 it rolls a 8 and hits for 11 points. On round 10 it rolls a 20 and hits for 8 points. We are well past the point of checking the elemental's morale, but it couldn't run away even if it failed a morale check. On round 11 the golem rolls a 16 and hits for 14 points. On round 12 it rolls a 12 and hits for 17 points, turning the earth elemental into dust.

OK, its pretty obvious what happened. That slow spell was just too much for the elemental to beat, although the golem did get reduced to just 14 hit points.

OUTER WARD SECOND FLOOR 7 DARK HALL.

7 DARK HALL. For some reason, this corridor is always abnormally dark. Even the brightest light sources will appear to be dimmed and the maximum that can be seen is ten feet in each direction. This will affect even creatures normally able to see in complete darkness or use infravision. The floor of the hall is tiled in yellow and green in a diamond pattern while the walls are made of white stone carved with human faces with mouth open, as if screaming in torment. The long passage that connects this room to Room 35 is crenelated and open to the sky.

Thursday, February 20, 2014

OUTER WARD SECOND FLOOR 6 KILLER'S BOLT-HOLE.

6 KILLER'S BOLT-HOLE. The door to this room is locked. Opening it will release a poisoned heavy crossbow trap (type A insinuative poison). The first person to open the door will be targeted as if by a fifth level assassin.

Within the room there is a bed, a black and yellow throw rug on a floor, and a small table.

The bed has red and blue striped sheets and is dusty. Under the bed is a locked iron box. This is trapped with a poison needle (type B insinuative poison). It contain 45 gold crescents, 16 silver spanners, 6 copper pieces, a small diamond (200 gold crescent value), and a potion of sweet water (glass vial of colorless liquid with pleasant taste).

The small table holds two candles and a stone idol of a fat coiled worm (no discernible value).

Wednesday, February 19, 2014

OUTER WARD SECOND FLOOR 5 PRIVATE ROOM.

5 PRIVATE ROOM. The door to this room is capable of being locked, but is not. The floor is made of wooden planks. A comfortable but simple bed is covered by red and black sheets and blankets. A locked footlocker is present and holds normal clothing and two silver flagons worth 10 gold crescents each. Three large windows of plain glass are here.


Tuesday, February 18, 2014

OUTER WARD SECOND FLOOR 4 LAIR OF THE HORNED BEAST.

4 LAIR OF THE HORNED BEAST. The door to this room is capable of being locked, but is not. This is the home of a peryton (hp 15) who makes it nest on the broken and ruined bed. There is a curio cabinet and two windows, which are broken, leaving shards of glass on the floor and providing a way for the peryton to come and go as he pleases.

The peryton is past reproductive age, but enjoys collecting human hearts. Inside the cabinet are twelve mason jars, a metal urn, and a wooden music box. All the jars contain a clear liquid (laboratory grade alcohol). Five also hold preserved human hearts. A metal urn holds 723 copper pieces, a silver letter opener worth 30 silver spanners, and a star rose quartz worth 50 gold crescents. The music box at first appears valuable, but is broken. It would be worth as much as 5 silver spanners to a collector.

Monday, February 17, 2014

OUTER WARD SECOND FLOOR 3 PRIVATE ROOM.

3 PRIVATE ROOM. The door to this room is capable of being locked, but is not. The walls of rough stonework hold shelves. Someone has scrawled a crude pentagram on the floor in blue chalk. A bed is covered by dusty green and blue sheets and blankets. A footlocker is present. Two large dirt-streaked windows of plain glass are here.

The shelves hold dozens of wood carvings of bizarre fantastic creatures, having features of different animals with some also showing portions of human anatomy. If handled, they will bleed from tiny pin-sized holes, causing the holder's hands to become red. If taken from the room, they will catch fire and burn to ashes.

The center of the pentagram is stained brown with old, dried blood.

The footlocker holds three bottles of lamp oil, a silver pendant with an demonic face (220 gold crescent value) and an old tome marked with a blue pentagram on the cover. If the book is opened it will catch fire and the heavy choking black smoke released from its pages will coalesce into a strange amalgam creature (AC 6, HD 3+3, hp 16, xp 191). This creature has the torso of a woman, with red-spotted bat-like wings and leonine claws instead of hands. Instead of legs, her lower body terminates in a yellow serpentine tail marked with red spots. She may attack twice with her claws for 1-6/1-6 and it can lash out with its strong tail for 2-9 points of damage. She may also breathe fire only once, doing 8 points of damage (save for half) against everyone within 10” of her mouth.

Should she be destroyed she will turn into a small wooden statue like those found on the shelves.

Sunday, February 16, 2014

OUTER WARD SECOND FLOOR 2 TILED ROOM.

2 TILED ROOM. This large room is tiled in stone (black and red checker pattern). There are nine animated skeletons dressed in black plate armor (AC 3, hp 8, 6, 5, 4, 4, 3, 3, 2, 2). Each carries a longsword. They do not wear helms and their skulls have been painted red.

There are nine windows of red stained glass and each depicts a black mail clad warrior with a red face. The long passage that connects this room to Room 14 is crenelated and open to the sky.

Saturday, February 15, 2014

OUTER WARD SECOND FLOOR 1 RED WOOD PANELED ROOM.

1 RED WOOD PANELED ROOM. The walls and floors are decorated in attractive red paneling giving the room a pleasant smell. The stairs lead down to Room 1 of the First Floor and up to a corridor on the Third Floor. There are four intact windows of plain glass.

Outer Ward Second Floor Wandering Monsters

Roll for random encounters using 1d6 once every twelve turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Random Encounters
1      1d4+3 giant rats
2      1d4 large spiders
3      1d8+1 dementings
4-5   Place creature from nearby room
6      Place creature from distant room
7      Place creature from adjacent level
8      Dungeon Dressing

Dungeon Dressing
1      Weird fog
2      Briny smell, as of seawater
3      Torn sack
4      Torch stub, still smoking
5      Fragments of blue chalk
6      Graffiti on wall (in blue chalk) “Turn back now”
7      Faint giggling in distance
8      Wriggling pile of common earthworms
9      Large sized shield with Triskelion crest
10    Wooden ten foot pole

Encounter Key: Outer Ward Second Floor

The Second Floor of the Outer Ward is the domain of no dominant group of creatures, although a talon goblin mage occupies the Inn of the Grinning Bear portion of the level .

Like the Ground Level and the First Floor, the majority of the rooms are of dressed stone, with wooden beams supporting the ceilings. Floors are made of wood planks, except as noted elsewhere. Ceiling height is normally sixteen feet. Many rooms have cressets for torches. The gray areas on the map represent an angled rooftop.

It directly connects to the First Floor and the Third Floor of the Outer Ward and the Second Floor of the Inner Ward.

Friday, February 14, 2014

OUTER WARD FIRST FLOOR 56N APIARY.

56N APIARY. This beehive is massive and is built off the ground. Thousands of bees swarm the area.

Being stung by a bee does no damage, although being stung by several may cause a temporary loss of one or more points of dexterity. There is a 1% chance that any character will have anaphylactic response to the sting, resulting in death from suffocation in 4 to 9 (1d6+3) turns unless treated by a cure disease spell or by another way that the DM allows as reasonable. In general, the bees will not sting unless harassed. Bees are susceptible to smoke.

If the adventurers dare the beehive they will find large amounts of delicious honey.

OUTER WARD FIRST FLOOR 56M DRAINAGE GRATES.

56M DRAINAGE GRATES. The ground about each of these two grates slopes downwards. At one time it must have rained in the garden or the gardeners used copious amounts of water for the plants, as these grates were intended to drain excess water.

Thursday, February 13, 2014

OUTER WARD FIRST FLOOR 56L LEPRECHAUN'S COTTAGE.

56L LEPRECHAUN'S COTTAGE. This is a tiny house made of round smooth rocks fitted together expertly. The roof is made of straw and sticks and the whole structure stands about four feet high. This is the home of Jef the Leprechaun. 
 
Jef (AC 8; MV 15”; HD 2-5 hit points; hp 4; #AT 0; D Nil; SA Magic use; SD Never surprised; MR 80%; XP 84)

He appears as a caricature of what players will expect a leprechaun to look like. He is ancient with a long white beard and a single tooth. He wears a ridiculous green buckle hat and carries a homespun tan sack.

The first time the characters come this way, the DM may want to automatically allow them to encounter Jef. After that, there is a 10% chance (or DM discretion) that Jef will be home, instead of out “collecting". He will not try to steal from characters. He has another motive, instead. Jef wants to sell stuff to the characters.

Jef will be friendly, if irreverent, and will produce his sack. The first thing he will bring out of his sack is a table (obviously too big to fit in there). Then he will bring out his wares, each marked with a price tag. The cost is in gold crescents, but he will accept the equivalent sum in other gold coins. Jef knows what some of the items do, and will explain them, at DM discretion, although he will always make them seem more valuable than they really are. One item of each type is available, except as noted below. When the characters hand over their money, Jef will put it in his sack. Buyer beware. All sales final.

If the characters attack Jef or steal his sack, they will find that it appears to be empty. It is a magic sack that functions much like a bag of holding, although it only appears to work for Jef.

Jef's goods for sale:

Barry's Mnemonic Entrancer: A small yellow hard candy wrapped in a green piece of paper, tastes like butterscotch.
Benefit: If consumed by any spellcaster following the casting of a spell, he or she will be be able to coax the spell back into his or her brain and cast it again. If the spell requires material components, they must still be available. The instructions are on the wrapper.
Side effect/Drawback: None
Cost: 103 gold crescents

Eye-On Stones: These are a pair of white spherical rocks. A blue iris and black pupil have been painted on them, giving them the appearance of eyeballs.
Benefit: When one holds one of the eye-on stones up to their eye, and closes their other eye, they may see through the other eye-on stone.
Side effect/Drawback: None
Cost: 434 gold crescents

Foldable Leprechaun Hats: Sized to fit the head of an leprechaun, sprite, or infant human.
Benefit: None
Side effect/Drawback: None
Cost: 1 gp for a pack of a dozen, 5 packs are available

Fredrico's Familiar Finder: This is a small pink ball of some strange, rubbery substance. When compressed, it lets out a squeak.
Benefit: When used as a spell component in the magic-user's find familiar spell, it will eliminate the possibility of “no familiar available”. On a roll of 16-20, the magic-user may instead choose a familiar from the list or an alignment-specific special familiar.
Side effect/Drawback: Can only be used by a magic-user. The magic-user will have hyper-realsitic dreams that they are an animal running through the forest. Using the Familiar Finder in a spell destroys it.
Cost: 199 gold crescents

Granny's Gutbusters: These dumplings each weigh about 10 gp weight.
Benefit: Anyone who manages to swallow one of these greasy lumps does not have to eat for a week. The gutbuster provides all the nourishment necessary.
Side effect/Drawback: The taste and the constipation.
Cost: 1 gold crescent each, 7 are available

Hare Tonic: This vial of clear fluid is clearly labeled “Magic Revitalizing Juice” and “Baldness Cure!” It tastes like beet juice.
Benefit: The drinker will instantly gain a lot of hair.
Side effect/Drawback: This is because the drinker has now become an anthropomorphic hare. Class and race abilities will be unchanged, as will ability scores. It will take a remove curse to reverse it, assuming the character wants to.
Cost: 5 gold crescents

Horn of Bumbos: A trumpet fashioned from very thin aluminum.
Benefit: Usable by any class. Summons as a horn of Valhalla, but instead of fighters it summons 4-7 (d4+3) bumbos, which look just like blue-skinned leprechauns with bright orange hair

Bumbos (AC 7, MV 15”; HD 1; hp 5 each; #AT 1; D Tiny sword (as dagger, 50%) or tiny polearm (as hand axe, 50%); SA Berserk (+2 to hit or 2 attacks per round); Size S; XP 15 each).

They do not have the magical abilities of leprechauns. They will gladly fight for the horn's owner as if berserk, for up to 6 turns.
Side effect/Drawback: May be used once every seven days, but each time you blow it deforms the fragile horn somewhat. After sounding it the third time, it is crumpled and is useless.
Cost: 137 gold crescents

Mystery Meat Pie: There are six different but identical-appearing meat pies.
Benefit: Eating each one will cause a different effect.

1d6
Effect
1
Can now converse with goats, including giant goats, chimera, etc. This is a permanent new ability.
2
Very spicy, smoke pours out of the ears.
3
Heals 12 hit points of damage, or up to the character's maximum, if they have been injured.
4
+2 on to hit, damage, and all saving throws in next fight.
5
Turns hair white. If bald, gives white hair. If hair already white, turns it purple.
6
Can now perform comedic dance at professional level, may earn room, board, and a few coppers at inns, taverns, etc.

Cost: 7 gold crescents each, as stated above, 6 are available

Oaf Potion: This is a a green bubbly liquid in a Erlenmeyer flask with the taste of dirty water.
Benefit: It has the effect of a potion of growth and of hill giant strength. The potion lasts for the normal amount of time (5-8 turns).
Side effect/Drawback: When the potion wears off, the user's feet will stay hill giant-sized. This can be reversed with a remove curse or similar remedy that the DM allows.
Cost: 373 gold crescents

Ode to No Were: An oily sheet of parchment.
Benefit: This humorous poem is a potent cure for Lycanthropy. If read aloud in its entirety in front of were-creatures, it will reverse the condition of all within ear-shot. It takes a full turn to read the thing. After the last verse is finished, the writing disappears.
Side effect/Drawback: None.
Cost: 121 gold crescents

Picture Frame of Ikan Cee-yew: This pale blue wooden rectangle (11 inches by 7 inches) has a strange power. Whatever is viewed through it appears strangely exotic and intriguing. Thus, a woman will appear as a beautiful princess, a broken down nag will appear as a noble steed, and undead will appear as they were in life. Only one person can look through the frame at a time.
Benefit: The viewer saves against gaze attacks at +10. If no save is normally allowed, they may make a saving throw.
Side effect/Drawback: The drawback to this item is that the viewer is susceptible to monstrous powers and spells such as charm, suggestion, and similar magics such as the illusionist's hypnotic pattern and hypnotism. They make saving throws at -10. For elves, it will reduce 90% charm resistance to 20%. This only applies when the owner is viewing the caster or monster through the picture frame. It also does not protect from viewing a nymph.
Cost: 543 gold crescents

Vanishing Cream: A tub of thick white lotion.
Benefit: When smothered on an item, animal, person, etc. the vanishing cream will cause it to vanish for one full day, when it will reappear in the same spot where it was left. Note that it requires the cooperation of a animal or person to use the cream, as it must be applied over the whole body. If a person uses the cream on themselves, they can choose to vanish for any shorter period of time than the given one day, but the time must be verbalized as the cream is applied. There is enough cream for a man-sized creature to use it twice, or a gnome or halfling to use it five times.
Side effect/Drawback: The user and possessions will be transparent for another 2-5 hours after the vanishing wears off, although this will not alter the character's ability scores, class skills, attacks, etc. in any way.
Cost: 241 gold crescents

Wednesday, February 12, 2014

OUTER WARD FIRST FLOOR 56K OAK TREE.

56K OAK TREE. This is the home of Sephora the dryad.

Sephora (AC 9; MV 12”; HD 2; hp 10; #AT 1; D Dagger; SA Charm; SD Dimension Door; MR 50%; XP 135)

Sometimes, a small brown and green banded door is on the side of the tree and a staircase leads to a comfortable 20' x 25' room. It is furnished with a couches, and tables. Two smaller staircases are here. One leads up to a 10' x 10' bedroom and the other to a 5' x 5' viewing area complete with a window facing northwest. People looking for the window outside the tree will not be able to find it unless Sephora wishes for it to be seen.

In her bedroom, she keeps a box with a silver and sapphire medallion (worth 150 gold crescents). This belonged to her lover, recently deceased, and she keeps it for its sentimental value. Sephora is still overcome with her feelings for him and therefore will not try to charm a party member.

The black square on the map to the north of Sephora's tree represents the skylight from Room 37 of the Ground Level

Tuesday, February 11, 2014

OUTER WARD FIRST FLOOR 56J OAK TREE.

56J OAK TREE. This is the home of Ellora the dryad.

Ellora (AC 9; MV 12”; HD 2; hp 12; #AT 1; D Dagger; SA Charm; SD Dimension Door; MR 50%; XP 141)

When Ellora wishes for it to be present, a small yellow and green banded door is on one side of the tree. Opening it reveals a staircase leads up to a comfortable furnished room including a couches, tables, and chairs. Anyone ascending the staircase will immediately notice that this room, 20' x 30', could not possibly fit inside of the tree. Here Ellora has a small dining area and a closet containing clothes. A second staircase leads to a 10' x 15' bedroom. Ellora will be cautiously friendly towards a non-violent party, but may become interested in a male human, elf, or half-elf and use her charm capability.

Monday, February 10, 2014

ELVISH CURRENCY

Not only do dwarves produce coins, but elves do as well.  Unlike dwarves, they use only three types of metal:  silver, gold, and platinum.

The platinum coin is known as the sirastar, the gold coin is the vinime, and the silver coin is the tamos.  The decoration varies by each piece, but a sirastar will always have a star design somewhere in the design, while a vinime will always have a tree and a tamos will always have an animal, usually a stag or unicorn.

All elvish coins weigh only half what a normal human coin does, but is worth twice as much.
 
Here is a summary of Elf and Dwarf Coins:

 

OUTER WARD FIRST FLOOR 56I MEADOW.

56I MEADOW. Eleven sprites live here in small-sized houses made of leaves, twigs, and living flowers.

11 Sprites (AC 6 (2 while invisible); MV 9”/18”; HD 1; hp 6, 1, 4, 6, 7, 7, 1, 8, 8, 7, 7; #AT 1; D Tiny Sword (as dagger) and tiny bow; SA Sleep arrows; SD Invisibility; XP 86, 81, 84, 87, 87, 81, 88, 88, 87, 87)

The sprites endeavor to keep the garden in good condition. They will ignore adventurers, unless they are evil or disruptive. They are likely to be favorably disposed towards elves or gnomes of good or neutral alignment. Each sprite will be armed with a tiny sword (equivalent to a dagger) and bows with eleven to fourteen sleep arrows. They also have access to pixie war arrows (which do 2-5 hit points of damage). The sprites have a small treasure hoard under a tree stump in the middle of their village. This hollowed out space contains 37 Elvish gold vinimes, a spinel gem worth 100 gold crescents, and two tiger eye amethysts worth 10 gold crescents each.

Sunday, February 9, 2014

OUTER WARD FIRST FLOOR 56H TOMB OF JAREEL AND DIAMANTE TRISKELION.

56H TOMB OF JAREEL AND DIAMANTE TRISKELION. This eight foot high barrow is covered with grass. A small (5' high by 3' wide) stone door is on the south aspect of the mound. Inside are two skeletons, a married couple.

Jareel and Diamante Triskelion, animated skeletons (AC 7; MV 12”; HD 1; hp 8 each; #AT 1; D Long Sword; SD Sharp weapons score half damage only, limited spell immunity; XP 22 each)

Each has a silver crown, worth 50 gold crescents, and a long sword infused with silver (effective against lycanthropes, otherwise just as hardy as a normal longsword, but worth 5 times as much). Their grave goods include rotted finery and two gold bars (actually just lead bars painted gold, weighing 200 gp weight each).

Saturday, February 8, 2014

OUTER WARD FIRST FLOOR 56G BIZARRE STATUE.

56G BIZARRE STATUE. This statue has the body of a woman, clothed in a toga. The head, however, resembles a cross between a octopus and a cow. For some reason the sculptor has placed a large penetrating hole in the abdomen. Within is an apple. The first person to take a bite will find it to be the most delicious fruit they have ever encountered and will gain 1 hit point permanently. Thereafter the fruit is no longer magical and will taste merely adequate.

Friday, February 7, 2014

FRIDAY NIGHT FIGHTS: CHIMERA VS HYDRA

New Fight Night. Fight of the multi-headed horrors of Greek mythology. Let's pit a chimera versus a hydra.

Ok, first let's figure out where they are going to fight. I couldn't find any DMG wilderness encounter tables where a hydra and chimera might meet. So lets say they meet in a dungeon.

OK, on to the challengers. First we have the chimera:



ARMOR CLASS: 6/5/2
MOVE: 9”/18”
MANEUVERABILITY CLASS: E
HIT DICE: 9
NO. OF ATTACKS: 6
DAMAGE/ ATTACK: 1-3/1-3/1-4/1-4/2-8/3-12
SPECIAL ATTACKS: Breath weapon (3-24)
MAGIC RESISTANCE: Standard
SAVE: Fighter 9
INTELLIGENCE: Semi-
ALIGNMENT: Chaotic evil
SIZE: L (4' at shoulder)
HIT POINTS: 41 (I rolled 2,5,5,6,7,3,5,7,1)

Dragon head breathes fire to range of 5”, doing 3-24 points of damage. It has a 50% chance per round of doing so. The dragon head also bites, I think this is the 2-8 points of damage. It has AC 2.

The lion head bites for 3-12 and the lion paws do 1-4/1-4 points of damage. It has AC 5 because of the mane. If it was a female chimera, it would have a lioness head and AC 6. Yes, I think about stuff like this.

The goat head head butts for 1-3/1-3 (each horn). It has AC 6. All these attacks/armor class ratings are assumptions by me. I can't actually back them up. It probably doesn't matter unless it meets a vorpal sword.

To hit an AC 5 hydra, the chimera needs a “7” to hit.

OK, on to the hydra. A chimera is monster level VII based on the wanderring monster table in the DMG, page 178. So we should choose a hydra that is found on that same table, right? Let's see. A hydra on that level would have 10-12 heads! Wow, that seems like a lot. Let's try something else. Let's compare XP Values. A 41 hit point chimera is worth 1492 xp. Remember that hydrae all have 8 hit points per head (and an equal amount of that sum for the body). Factoring in head hp only, an 8-headed hydra is worth 650 + 10 xp/hp or 650 + 10*64 = 1290. A 9-headed hydra is worth 1000 + 12 xp/hp (just like the chimera) or 1000 +12*72 = 1864. This is all based on DMG Appendix E.

Let's go with the 9 headed hydra, but you could make a case that the 8-header would be closer.



ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 9
NO. OF ATTACKS: 9
DAMAGE/ ATTACK: 1-8 (X9), only up to 4 on same opponent
SPECIAL DEFENSES: All heads must be killed to slay
MAGIC RESISTANCE: Standard
SAVE: Fighter 9
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
HIT POINTS: 8 per head, and 72 for the body

The hydra dies if all the heads are killed, or if the body is killed. The body must either be reduced to 0 hit points and it will fight for 2-8 more rounds, or -20 hit pointsand it dies immediately.

Each head dies when it has 0 hit points, and excess damage does not carry over to another head.

A 9 headed hydra needs a “6” to hit AC 6, a “7” to hit AC 5 and a “10” to hit AC 2.

In my opinion, when the hydra suffers a area effect spell, or breath weapon, the damage should be equally distributed to the heads, with the body receiving a like amount. Saving throws are always made at starting HD or max HD in the case of a Lernaean hydra. Again, I can't pretend this is by-the-book.

First thing to do is roll for surprise. The chimera rolls a 2 and th hydra rolls a 2, so both are surprised. Next we must roll for encounter distance. Indoors it is 5” to 10” (d6+4), but we subtract 2” for the surprise.

How do monsters with this many heads get surprised. Ettins only have two and have a surprise bonus. Oh well.

I roll a 4, so the distance is 6” Now we must declare intentions. The chimera is too far away to use its breath weapon, so it moves forward 1”. The hydra closes to attack. Next we roll initiative. The chimera rolls a 6 and the hydra rolls a 3. The chimera has moved forward 1” and the hydra has moved forward the remaining distance, meaning they are effectively in melee.

Next round. New intentions. I roll for the chimera. Will it use its breath weapon? On a 01-50 it will and on a 51-00 it won't. I roll a 82 and it tries to bite. The hydra attacks with 4 heads. New initiative. The chimera rolls a 3 and the hydra rolls a 6.

I will randomly assign the hydra's attacks to different chimera body parts. I will assume for the purposes of the fight that the chimera is 1/3 AC 6, 1/3 AC 5, and 1/3 AC 2. Here is a random location chart:

d6
1-2 AC 6
3-4 AC 5
5-6 AC 2

Remember, the hydra has 9 heads but only 4 can attack one enemy.
The first head targets (Rolls a 3) AC 5 and rolls a 10, so it hits for 2 points of damage.
The second head targets (Rolls a 4) AC 5 and rolls a 5, so it misses.
The third head targets (Rolls a 2) AC 6 and rolls a 2, so it misses.
The fourth head targets (Rolls a 1) AC 6 and rolls a 3, so it misses.

Pretty crappy.

OK, the chimera's turn (1-3/1-3/1-4/1-4/2-8/3-12)
I will randomly assign the chimera's attacks to the heads on 01-50, it will go to the body on 51-00.
Goat horns: Roll a 5 an 10. So one hits (rolls) the body for 1 point of damage.
Lion claws: Roll a 9 and 6. So one hits (rolls) head #1 for 2 points of damage.
Dragon bite: Roll a 3, so it misses.
Lion bite: Roll a 2, so it misses.

After two rounds. We have the following:

Chimera: 39 hit points
Hydra:
head 1 6 hp
head 2 8 hp
head 3 8 hp
head 4 8 hp
head 5 8 hp
head 6 8 hp
head 7 8 hp
head 8 8 hp
head 9 8 hp
body 71 hit points

Next round, the chimera wants to breathe fire and the hydra wants to bite. The chimera rolls a 5 and the hydra rolls a 4. The chimera breathes fire for 16 points, and the hydra rolls a 14 to make the save. The hydra takes 8 points. I roll to see which head is spared … head 4.

Goat horns: Roll a 17 an 2. So one hits (rolls) the head #6 for 2 points of damage.
Lion claws: Roll a 3 and 7. So one hits (rolls) head #7 for 1 point of damage.
Dragon bite: No bite, because it breathed fire.
Lion bite: Roll a 15, so it hits (rolls) the body for 7 points of damage.

Now the hydra bites:
The first head targets (Rolls a 5) AC 2 and rolls a 14, so it hits for 6 points of damage.
The second head targets (Rolls a 1) AC 6 and rolls a 13, so it hits for 6 points of damage.
The third head targets (Rolls a 4) AC 5 and rolls a 16, so it hits for 3 points of damage.
The fourth head targets (Rolls a 4) AC 5 and rolls a 18, so it hits for 1 points of damage.

OK, end of round 3.

Chimera: 23 hit points
Hydra:
head 1 5 hp
head 2 7 hp
head 3 7 hp
head 4 8 hp
head 5 7 hp
head 6 5 hp
head 7 6 hp
head 8 7 hp
head 9 7 hp
body 56 hit points

New round, so new intentions. The chimera rolls a 12, so it decides to breathe fire again. The hydra is still bitey. Initiative, chimera 2, hydra 2, so simultaneous attacks.

The chimera breathes fire for 12 points. The chimera makes its save and takes only 6 points. Heads 7,8, and 9 are spared.

Goat horns: Roll a 7 an 14. So they both hit and I roll it is one of the heads. Because both goat horns are on the same goat head I rule that they both hit the same hydra head. Makes sense to me. It is head # 7 and it takes 4 points of damage.
Lion claws: Roll a 12 and 10. So they both hit heads #1 and #9 for 2 points each.
Dragon bite: No bite, because it breathed fire.
Lion bite: Roll a 3, so it misses.

The hydra:
The first head targets (Rolls a 4) AC 5 and rolls a 19, so it hits for 7 points of damage.
The second head targets (Rolls a 3) AC 5 and rolls a 9, so it hits for 7 points of damage.
The third head targets (Rolls a 3) AC 5 and rolls a 14, so it hits for 1 point of damage.
The fourth head targets (Rolls a 2) AC 6 and rolls a 5, so it misses.

Chimera: 8 hit points
Hydra:
head 1 2 hp
head 2 6 hp
head 3 6 hp
head 4 7 hp
head 5 6 hp
head 6 4 hp
head 7 2 hp
head 8 7 hp
head 9 5 hp
body 50 hit points

The chimera is in serious trouble. All the hydra's heads are still alive and the chimera is at less than one-fifth of its starting hit points. Things are starting to become inevitable.

New round. The chimera decides to bite. The hydra attacks as always. Roll for initiative. Chimera 2 and hydra 2, another simultaneous combat.

Chimera:
Goat horns: Roll a 18 an 16. So they both hit and I roll it is head # 4 and it takes 3 points of damage.
Lion claws: Roll a 17 and 17. So they both hit the body for 3 points total.
Dragon bite: Rolls a 5, so it misses.
Lion bite: Roll a 6, so it misses.

Hydra:
The first head targets (Rolls a 6) AC 2 and rolls a 9, so it misses.
The second head targets (Rolls a 5) AC 2 and rolls a 7, so it misses.
The third head targets (Rolls a 2) AC 6 and rolls a 10, so it hits for 1 point of damage.
The fourth head targets (Rolls a 1) AC 6 and rolls a 2, so it misses.

Chimera: 7 hit points
Hydra:
head 1 2 hp
head 2 6 hp
head 3 6 hp
head 4 4 hp
head 5 6 hp
head 6 4 hp
head 7 2 hp
head 8 7 hp
head 9 5 hp
body 47 hit points

Wow, somehow the chimera got through that round and is still alive. It helps that the hydra targeted the armored dragon part of the body, causing the misses.

New round and new intentions. Chimera will (rolls) breathe fire. Hydra does the same-old. Chimera rolls a 3 and hydra rolls a 6. The hydra goes first.

The first head targets (Rolls a 3) AC 5 and rolls a 10, so it hits for 4.
The second head targets (Rolls a 4) AC 5 and rolls a 3, so it misses.
The third head targets (Rolls a 5) AC 2 and rolls a 1, so it misses.
The fourth head targets (Rolls a 1) AC 6 and rolls a 18, so it hits for 7.

Dead chimera. The hydra enjoys a nice three-course meal (goat, lion, dragon) and lumbers away on those big old legs. All nine heads are still alive.

Okay, what happened. I think the massive hit point advantage of the hydra was just too much for the chimera. In addition the chimera failed to hit with its stronger bite attacks more than once. The hydra also made its breath weapon saving throws. This was a mismatch and a chimera might only be as tough as a 6 or 7 headed hydra.