Friday, October 31, 2014

INNER WARD FIRST FLOOR 25 CELESTTINA'S ROOM.

25 CELESTTINA'S ROOM. This room once belonged to Celesttina Triskelion, the mother of Vicenne and Emiliano. The door is capable of being locked, but is not. The room is decorated in blues, silvers and whites and furnished as a bedroom with dressers, hampers, a wardrobe, etc. A fireplace in the east wall and a small basket next to the fireplace holds a white towel marked by the hair of a black cat. An open chest near the foot of the bed holds a neatly folded green cloak of feather falling (functions as the ring of the same name, sized as if to fit a man or elf).

Thursday, October 30, 2014

INNER WARD FIRST FLOOR 24 PAOZO'S SANCTUM.

24 PAOZO'S SANCTUM. A dissecting table is in the center of the room. Strapped to the table is a flesh golem. A scalpel is sticking out of its chest and many of the sutures have not been closed properly. Paozo was making the golem but was not able to enchant it properly.

Half Strength Flesh Golem (AC 9; MV 8”; HD 5; hp 20; #AT 2; D 1-8/1-8; SD Immunity to most spells; XP 265)

This creature has the normal spell immunities of a flesh golem, but is susceptible to normal weapons. Its bonds have weakened over time and when the characters enter the room it will break them and attack immediately. Because of the incomplete job, embalming fluids and blood will squirt of of its open wounds as it fights. It will attack until destroyed.

A candelabra with blood red candles is in each corner, but they are unlit. Along the north wall is a wooden table with various metal surgical tools (scalpels, bone saw, pickups, rulers, scissors, etc.) carefully laid out. Along the east wall are four sets of manacles. A fireplace is in the south wall and beside it is a small wooden treasure chest. Near the door is a hook holding the keys to Room 23 and the chest hang from it by a bit of ribbon.

The surgical tools are crafted masterfully and if the whole were collected and sold they would be worth about 90 gold crescents.

The locked chest contains finely made silver dagger with a gilded and bejeweled hilt worth 300 gold crescents, a ruby worth 500 gold crescents, and a red velvet bag holding old imperial Jalluxian coins: 58 silver stars, 13 golden dragons, and 3 platinum imperials

Wednesday, October 29, 2014

NEW MONSTER: WITHERED HUSK

WITHERED HUSK

FREQUENCY: Rare
NO. APPEARING: 1-12
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 3+1
% IN LAIR: 80%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-10
SPECIAL ATTACKS: Fear
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SAVE: Fighter 3
INTELLIGENCE: Low
MORALE: See below
ALIGNMENT: Neutral evil
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: IV/ 125 + 4/hp

These undead creatures resemble wrinkled, dried out zombies. Their gangrenous skin is tougher than leather and their eye sockets hold an undefinable darkness. Withered husks normally attack by striking with their arms. Their hands are fused into claw-like members, making grasping weapons or manipulating tools impossible. They do have a sense of their own condition and this serves only to make them more hateful of the living. Due to their hateful condition, the withered husk need never make a morale check, but can be commanded to retreat by its master.

Seeing a withered husk will cause fear. Creatures of 2 hit dice or levels or less will save at -4. Creatures of 3 hit dice have normal saving throws. Four hit die creatures save at +4 and creatures of 5 hit dice or more are unaffected. Individuals affected by fear flee at their fastest rate for the two to five melee rounds.

They can be turned or destroyed as if they were shadows, but can not be compelled by evil clerics the way other undead can, although evil clerics may turn or destroy them. They are immune to mind-affecting spells such as sleep, charm, and hold, and suffer no damage from normal or magical cold.

A withered husk can be created by a magic-user using an animate dead spell and a fear spell, or by a cleric casting animate dead and cause fear. In either case the body must belong to a murderer convicted in a righteous court and the body must be embalmed in a special solution for a week in order for the magic to take effect. The cost in materials is 100 gold pieces per hit point of the creature. This solution gives the husk its leathery, wrinkled appearance.

Following this process, the cleric or magic-user can force the withered husk to obey in the same fashion as a zombie, but it is far easier to set it to guard an area than to let it roam. Should the withered husk be sent on a mission where it can encounter living things without its master present there is a 10% cumulative chance per day that its hatred of life will cause it to abandon its master's orders and begin attacking those it meets indiscriminately. In such cases there is a chance equal to the master's level plus intelligence that it they can regain dominance, but they have only one attempt to be successful, and after that the husk is beyond their control forever. A cleric or magic-user can control a number of withered husks equal to their level.

INNER WARD FIRST FLOOR 23 PAOZO'S ROOM.

23 PAOZO'S ROOM. The door to this room is locked. This is the former room of Paozo Triskelion, the crazed magic-user who practiced vivisection on captives, servants, and anyone else who he felt he could capture.

Thinking to return someday, Paozo left two withered husks as guardians within the chamber, who remain to keep his secrets safe.

2 Withered Husks (AC 7; MV 12”; HD 3+1; hp 18, 11; #AT 1; D 1-10; SA Fear; SD Limited spell immunity; XP 197, 169)

The walls are papered in green, blue, and red. The floors are wood, but carpeted wall-to-wall in blue and green. There is a large and comfortable looking bed, four candelabras, and a fireplace in the west wall. A wardrobe and a dresser contain old-fashioned, but rich, men's clothing. Along the north wall are four ropes which descend from the ceiling, each a different color.

Pulling each of the ropes will activate a different function:


Rope
Effect
Green
Choking gas fills the room, all must save vs poison or lose 2d6 hit points
Purple
Makes a horrible grinding sound, but does nothing
Orange
2 darts shoot at the rope puller, attack as 14th level magic-user for 1d4 damage each
Yellow
Opens the secret door

Tuesday, October 28, 2014

INNER WARD FIRST FLOOR 22 SITTING ROOM.

22 SITTING ROOM. A fireplace is in the east wall and two portraits hang on the wall. There are also two comfortable looking chairs, two lit candelabras giving off a soft pleasant light, and a small table near the north wall upon which rests a stuffed fox.

The portraits are of the following Triskelions:

Family Member
Appearance
Vosmus Triskelion
Grossly obese man with black hair, dressed in white
Paozo Triskelion
Middle aged man with uncombed black hair and malevolent expression

As is usual, each has been signed by Patrizio Triskelion.

A magic mouth spell will activate on the fox the first time that the characters enter the room. The magic mouth will say "I wouldn't go that way if I were you" only if the adventurers leave by a different door than the one they entered through. After this initial outburst, the fox will be forever quiet.

Even if the characters snuff the candles on the candelabra, they will find them lit upon reentering the room. The candles can even be taken and new ones will take their place within a day. If the candelabras are removed, they will be found to be completely normal.

Monday, October 27, 2014

INNER WARD FIRST FLOOR 21 MEDICAL SUITE.

21 MEDICAL SUITE. Six metal gurneys are in the room, each burdened with bodies under white sheets stained with blood and pus. One hold a normal (inanimate) human skeleton wearing a ring of warmth. The other five hold zombies who will attack if any of the gurneys are disturbed.

5 Zombies (AC 8; MV 6"; HD 2; hp 14, 11, 10, 8, 6; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 48, 42, 40, 36, 32).

This room is unlit. The room's perimeter is lined with metal worktables and cabinets, which contain ample supplies of bandages, needles, scalpels, and other surgical tools.

Sunday, October 26, 2014

INNER WARD FIRST FLOOR 20 CLASS ROOM.

20 CLASS ROOM. Various wooden toys and schoolbook primers are scattered about the floor. Six small wooden desks hold paper, quills and dried up black ink. A wooden clown doll with a jagged smile painted on its face sits at one of the desks. It will animate and attack if approached.

Creepy Animated Doll (AC 5; MV 18”; HD 4; hp 20; #AT 2; D 1-4/1-4; SA Paralyzation, Attacks as 8 hit die monster; SD Saves as 8 hit die monster; XP 265)

The doll can attack with its saw like hand and is so fast it attacks twice per round.



Saturday, October 25, 2014

INNER WARD FIRST FLOOR 19 MEETING ROOM.

19 MEETING ROOM. This large room is impeccably clean. There is a large broad table with seating for forty people. The dozen large glass windows in the north wall are scrubbed and the hardwood floor is spotless. Nine Triskelion shields featuring the white legs on a black field are hung on the south wall. Standing suits of man-sized plate armor are in the northwest and southwest corners.

This room is the home of a force equivalent to a permanent unseen servant, except it is tied to the room instead of to a person. It will try to take the hat (or helmet) from any characters entering the room. Characters may assume they are being attacked telekinetically or are the victim of a haunting. The unseen servant is also responsible for the room's neat condition. If the characters realize the nature of the force, it will take orders readily but cannot leave the room.

On the table are quill pens, ink bottles, sheets of paper, glasses and carafes. All the ink has dried and the carafes are empty.

The suits of armor are normal and in perfect condition.

Friday, October 24, 2014

INNER WARD FIRST FLOOR 18 SPARE ROOM.

18 SPARE ROOM. The door to this room only allows entry during the day, as described in the entry for Room 17. The room's walls are paneled in dark wood, and a large wardrobe is against the west wall, the only furnishing. Seven plain glass windows are to the north.

Inside the wardrobe are several fur coats.

Thursday, October 23, 2014

NEW MONSTER: HATCHET-FACED GOBLIN

Hatchet-Faced Goblin

FREQUENCY: Rare
NO. APPEARING: 10-120
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 1+1
% IN LAIR: 50%
TREASURE TYPE: Individuals J (X 2), K (X 2), M (X 3); G,Q(X 20),R in lair
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 2
INTELLIGENCE: Average
MORALE: 51%
ALIGNMENT: Any non-good alignment
SIZE: M (5' tall, broad)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: II/ 20 + 2/hp
With missile weapon: II/ 28 + 2/hp

Hatchet faced goblins are a race of strong, stocky and hairless goblins of extreme ugliness. They thrive in dank and dismal surroundings, preferring desolate rocky hills and subterranean lairs. Hatchet-faced goblins are individualistic, roaming in bands because it increases their chances of personal success. They are neither particularly loyal, nor are different bands especially competitive. Hatchet faced goblins are capable of attain levels in the same way that humans and demi-humans do, and should be treated in the same way with regard to class abilities. These creatures are able to operate in two or more classes simultaneously, so fighter/thieves, for example, are possible. Note also that the level of proficiency may vary between the two or more classes one of these creatures is capable of performing in. These creatures are fairly strong (mean strength score of 15), and exceptional hatchet-faced goblins will tend towards great strength, to a maximum racial strength of 18/99.

For every 20 hatchet-faced goblins in a group in a group there will be a fighter of 2nd through 6th level (to determine level roll a 6-sided die, 1 equalling 2 and the other numbers indicating the level). If 60 or more monsters are in a group there will be in addition one 6th, and one 4th level fighter as chief, and lieutenant, of the group. If 75 or more are encountered there will be a magic-user of 3rd to 6th level ability in addition to the others. If 100 or more are encountered there will be the following additional hatchet-faced goblins with the group: an 8th level fighter, a 7th level fighter, a 6th level fighter/7th level thief, and two 4th level fighter/thieves. If encountered in their lair (home) there will be in addition from 2-12 fighters of 2nd to 4th level (each category), and females and young equal to 50% and 25% respectively of the number of adult males. Females fight as males. Young do not fight. A hatchet-faced goblin lair is generally an underground complex in solid rock, although these creatures are not particularly affected by sunlight and have been known to live above-ground on rare occasions. In these situations they will always occupy a castle or fortified keep of solid stoneworks.

Hatchet-faced goblins are typically armored with chain undercoat and a leather jerkin which gives them an armor class of 5. They have the following typical weaponing:

Sword & heavy crossbow 15%
Polearm 20%
Sword & spear 15%
Battleaxe & heavy crossbow 10%
Battleaxe & dagger 10%
Hammer & dagger 10%
Footman's mace & dagger 10%
Hammer & military pick 10%

Higher level fighters and fighter/thieves have a 10% chance per level of having magic armor and /or weapons. While most hatchet-faced goblins do not use shields, if a fighter possesses a magic shield, he or she will use it.

Hatchet-faced goblins can see in the dark to a distance of 60'. Because of their mining skills, hatchet-faced goblins are good (50% to 75% likely) at detecting passages which slope upwards or downwards, sliding or shifting walls or rooms, new construction, approximate depth, or unusual stonework.

Description: Hatchet faced goblins are larger and stockier than other goblins. They weigh as much as a hobgoblin and tend to great muscularity. They are barrel chested and hairless. They live no less than 250 years on the average.

NEW MONSTER: DUSK REALM STALKER

DUSK REALM STALKER

FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVE: 12”
HIT DICE: 6+6
% IN LAIR: 15%
TREASURE TYPE: I
NO. OF ATTACKS: 3 or 4
DAMAGE/ ATTACK: 4-7/4-7/2-9 and see below
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Magic weapons needed to hit
MAGIC RESISTANCE: Standard
SAVE: Fighter 8
INTELLIGENCE: High
MORALE: 81%
ALIGNMENT: Neutral
SIZE: L (8' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: VI/ 475 + 8/hp

These inhabitants of the Dusk Realm are enforcers, bully boys, and trackers all in one. They are consummate mercenaries, lending themselves out to whichever force pays the most. Although quite intelligent, they are greedy and when not spurred on by the thought of acquisition of wealth and strong drink, they are quite lazy. Dusk Realm stalkers are sometimes hired to track, and are as capable as 9th level rangers.

The Dusk Realm stalker always has the head of a canine, but it can be of any dog breed, or even a mixed breed, wild dog, wolf, coyote, etc. Its body is always that of a massive monkey.

Their normal attack routine is a claw/claw/bite. They have an 18/51 arm strength and can hold a weapon in one paw, and gain a +3 to damage while doing so. However, while using a weapon they forfeit both claw attacks, so they do not normally do so. They have sufficient agility to attack with a weapon held in the tail, although they get no strength bonus for this additional attack.

NEW MONSTER: DUSK GOBLIN

Dusk Goblin

FREQUENCY: Very rare
NO. APPEARING: 4-16
ARMOR CLASS: 8
MOVE: 18”
HIT DICE: 1
% IN LAIR: 90%
TREASURE TYPE: A (copper, silver, and gold only)
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon or 1-4 or 1-6
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 1
INTELLIGENCE: Average to very
MORALE: 50%
ALIGNMENT: Neutral
SIZE: L (4' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: II/ 45 + 1/hp
Leader: III/ 90 + 3/hp

Dusk goblins are so called because they only appear when the sun goes down, and they go away, along with their possessions, on the break of dawn. Dusk goblins are from the Dusk Realm, an alternate plane of reality. They enjoy journeying to other worlds for fun and profit.

Dusk goblins are medium gray with tiny pitch black spots on their skin. They otherwise look very similar to regular goblins, although they never wear armor, instead choosing to wear simple peasant clothing, although such will be white as snow.

Dusk goblins can polymorph themselves into a monkey, dog, or goat, and cast know alignment at will. Once per day dusk goblins are able to use dispel magic (at 10th level/ability).

Dusk goblins that change into animals will retain their odd color. As dogs, they have an armor class of 7 and can bite for 1-4 points of damage. As goats they have an armor class of 7 and can butt for 1-6 points of damage. As monkeys they have an armor class of 8 and no effective attacks, but can pick pockets as a 5th level thief.

Dusk goblins do not normally carry any wealth on their person, yet as a group they always seem to have a ready supply of local money. They also appear to have access to virtually limitless amounts of alcoholic and non-alcoholic beverages.

Dusk goblins are loath to engage in physical violence, so it is uncommon for them to carry weapons. In extremis, they are capable of fighting, but they are much more likely to try to escape or turn themselves into a goat or dog and fight that way.

Dusk goblins are adept at speedily performing labor that humans find onerous. For example, a dusk goblin can easily and readily clean a stable in an hour, wash all the windows in a house in minutes, or count all the sheep in a herd in seconds.

If more than eight dusk goblins are encountered, they will have a leader, who has 3 hit dice and 14 to 16 hit points. It is rumored that in the Dusk Realm, there are huge dusk goblin cities ruled by powerful kings, but this is a damned lie.

INNER WARD FIRST FLOOR 17 DUSK GOBLIN CASINO.

17 DUSK GOBLIN CASINO. The door to this room is barred from within and painted bright red. The words “Knock For Entry” are written on it in white stencils and below this is a small sliding window which is used for vetting visitors. It is at eye level for a goblin or dwarf.

This room will look quite different in the day than at night, because the dusk goblins (see New Monsters) only inhabit it between dusk and dawn. During the day time visitors will see four bare tables in the room. There is an empty bar against the west wall, and four wooden boxes against the north wall that is shared with Room 18. There are several unlit candelabras and chandeliers. The water closet to the east is unremarkable. It is outfitted with a sink and running cold water.

At night, the room comes alive as a troop of dusk goblins enter from the door to Room 18, a gateway to their home in the Dusk Realm. On any given night there will be a dozen dusk goblins working the casino along with the Lumpy the pit boss to give a lucky number 13.

Lumpy Wibblegripes (AC 8; MV 12”; HD 3; hp 15; #AT 1; D 1-2; SA Magic use; XP 135)

12 Dusk Goblins (AC 8; MV 12”; HD 1; hp 5, 1, 5, 8, 5, 6, 2, 6, 8, 4, 5, 6; #AT 1; D 1-2; SA Magic use; XP 50, 46, 50, 53, 50, 51, 47, 51, 53, 49, 50, 51)

Four of the dusk goblins man the gaming tables, three tend bar, three play bizarre otherworldly musical instruments, and two act as waiters. None of the goblins carry weapons or personal wealth. They avoid fighting, but if absolutely forced into combat, they can use improvised weapons, such as a chair or bottle of wine, for 1-2 damage. A dusk goblin can also polymorph itself into a dog (AC 7; #AT 1 bite; D 1-4), goat (AC 7; #AT 1 butt; D 1-6), or monkey (AC 8; #AT 0; D Nil; SA Pick pocket as 5th level thief).

Should the adventurers knock on the door at night time, they will be questioned through the sliding window by Lumpy. Depending on their answers and Lumpy's assessment of them (reaction roll), they may be invited into the establishment. It should be noted, however, that Lumpy leans on the side of inclusion, and will really only bar prospective patrons that he feels are really dangerous.



If the characters are in the room at twilight, they will see the dusk goblins arrive. They set up the room quickly, producing tablecloths, drinks, etc. as if from nowhere. In seconds the room will be scrubbed and swept clean and lights will be lit, to give a cheery glow. The bar is cleaned and well-stocked, and the empty boxes have magicked into slot machines.

Each gaming table is capable of seating five persons, which means that there is room for five gamblers and a dusk goblin dealer, who stands on a giant stool.


Table
Game
Maximum Bet
1
Craps
2 gold crescents
2
Knuckle bones
10 silver spanners
3
Twenty-one (blackjack)
1 gold crescent
4
In-between
5 silver spanners

The goblins accept any coin indiscriminately, but they only pay out with Sarcoy currency, of which they will always have sufficient amount.

The slot machines are the slot variant type which accept and pay out in silver spanners. The information for the games and slot machines can be found on page 215 of the DUNGEON MASTER'S GUIDE.

The goblins have an inexhaustible supply of beverages. Salty nuts and pretzels are available for free. All drinks are served in pints. Visitors who ask for a drink at a gaming table will have it brought to them. Dusk goblins do not ask for tips, but they do not refuse them, either.


Drink
Price
Ale
1 silver spanner
Beer, small
5 copper pieces
Mead
5 silver spanners
Wine, Lumpy's select
10 silver spanners
Wine, sweet red
5 silver spanners
Pumpkin juice
2 copper pieces
Goblin grog
1 gold crescent

Most of the drinks are mundane. Lumpy's select wine is a potent stimulant. The first sip will heal 1d4 points of damage, but thereafter will have no healing effect for that drinker for a week. Goblin grog tastes like liquid gold but causes flatulence in non-goblins. It allows imbibers to speak telepathically to each other at a distance of up to one mile, for the next 7 to 12 (1d6+6) hours.

The dusk goblins will actually administer all games fairly. If any character is caught cheating, they will be escorted to the corridor and told to leave. Characters who resist, or who start a fight will be treated differently. The dusk goblins are poor combatants and avoid combat. Instead Lumpy will blow a special tin whistle which will summon a Dusk Realm stalker, see New Monsters, who will enter through the door that leads to Room 18.

Dusk Realm Stalker (AC 3; MV 12”; HD 6+6; hp 32; #AT 2 claws, 1 bite, and 1 weapon; D 4-7/4-7/2-9 and long sword; SD Magic weapons needed to hit; Size L; XP 731)

This stalker has the body of a giant monkey and the face of a vicious poodle. He uses his tail to wield the sword. It will obey Lumpy in combating troublemakers, but expects to be well-rewarded for his services. Now, it is certainly possible for a group of adventurers to prepare a full-on assult on the dusk goblins. The Dungeon Master should note, however, that there are likely to be gamblers about, see below, and these may support the dusk goblins, according to the Dungeon Master's discretion. If they are in dire straits they will flee back to the Dusk Realm through Room 18.

A significant amount of treasure is recoverable from the room if the inhabitants are killed or driven off. A thorough search, requiring perhaps 2 or 3 turns, will yield 2044 gold crescents, 6064 silver spanners, and 8763 copper pieces. A more cursory search will yield a proportionally smaller haul. If all the beverages are taken as well, another 600 gold crescents can be recovered from their sale, although the goblin grog and Lumpy's special wine lose their extraordinary properties when taken from the room unless with the blessing of the dusk goblins.

The door to Room 18 appears different at night than it does by day. In daytime it is a simple wooden door, but at night it becomes midnight blue. Opening the door by day leads to a bare room (see the room description for Room 18), but opening the door at night reveals a weird wall of shifting color, the gate to the Dusk Realm. Unfortunately this way to the Dusk Realm is not open to those not from there. Those from the world of Castle Triskelion trying to walk through the wall of color will disappear for a few minutes, and then be noticed coming back the way they came in, with no memory of the journey.

If the party arrives at night, there is a good chance that there are already patrons at the casino. There will be 0-3 (1d4-1) groups of gamblers. These gamblers will be intent on winning money and having a good time, for the most part. They are not particularly interested in fighting the player characters. Reroll if duplication occurs.


1d10
Patrons
1
Atomies
2
Grey Elves
3
Hatchet-faced Goblins, see New Monsters
4
Lizard Men
5
Talon Goblins
6
Limus
7
Droy
8
Boniface Beppe
9
Lisanna and Arabella
10
Malphaim Hedzel

Atomies
6 Atomies (AC 4; MV 12”/24”; HD 1 to 4 hit points; hp 4, 4, 2, 3, 1, 4; #AT 2; D By weapon type; SA Magic use; +1 to initiative, attack as 3rd level fighter; 90% likely to surprise; SD Only surprised 10% of time; MR 20%; XP 44, 44, 42, 43, 41, 44)

The atomies might be found playing at one of the tables, at the bar, or just listening to music. Each carries 2-8 (2d4) gold vinimes. Four use small spears (1d4 damage) and 2 use miniature swords (1d3 damage)

Grey Elves:
2 Grey Elves (AC 4; MV 9”; HD 1+1; hp 9, 7; #AT 1; D Longsword; SA +1 to hit with bow or sword; SD 90% resistant to sleep and charm; XP 38, 34)

They wear chain mail and have shields (decorated with a purple tree design). They have 30 platinum sirastars, 40 gold vinimes, and 64 silver tamos.

It is very unusual for grey elves to associate with non-elves, and these two brothers are here to arrange to buy a quantity of special wine from the dusk goblins. They will be by the bar waiting for Lumpy to meet with them.

Hatchet-faced Goblins:
3 Hatchet-faced Goblins (AC 5; MV 9”; HD 1+1; hp 7, 5, 6; #AT 1; D By weapon type; XP 34, 30, 32)

These three favor the knuckle bones table. The first hatchet face carries a broadsword, the second has a short sword and hand axe, and the third has a footman's mace. Together they have 27 gold crescents, 77 silver spanners, and 127 copper pieces.

Lizard Men:
5 Lizard Men (AC 4; MV 6”//12”; HD 2+1; hp 14, 11, 12, 5, 15; #AT 3 or 1; D 1-2/1-2/1-8 or club (treat as morning star) +1 to damage due to strength; XP 77, 68, 71, 50, 80)

These are evolved lizard men, who carry shields made from the shells of very large turtles. They might be found anywhere in the room and have 22 silver spanners and 93 copper pieces to spend.

Talon Goblins:
4 Talon Goblins (AC 6; MV 6”; HD 1-1 or 1; hp 8, 4, 6, 3; #AT 1; D Short sword; XP 18, 14, 16, 13)

The talon goblins love the slots. They have 38 silver spanners and 63 copper pieces between the lot of them.

Limus :
Limus the Pseudo-dragon (AC 2; MV 6”/24”; HD 2; hp 9; #AT 1 bite; D 1-3; SA +4 to hit with poison sting; SD Chameleon power, see invisible; MR 35%; XP 218)

Limus mostly hangs around the bar and bums free drinks and snacks.

Droy:
Droy the Green Slaad (AC 3; MV 9”; HD 9+3; hp 42 #AT 3; D 2-16/3-8/3-8; SA Magic use; SD Magic weapon needed to hit; MR 50%; XP 4938)

The above statistics are for Droy in his slaad form. While slumming at the casino he will have the appearance of a seven foot tall bald olive-skinned elf (50%) or a dwarf with a green beard (50%). In demi-human form he carries Eleanor, his long sword of wounding , and does an additional +4 to damage due to his 18/76 strength. Droy carries a bag of holding (15 pounds, 250 pounds, 30 cubic feet) with his mad money: 1905 odd octagonal-shaped gold coins, each equivalent to a gold crescent in value. Droy might be found at any of the gaming tables, but his favorites are craps and twenty-one.

Boniface Beppe:
Boniface Beppe, Neutral Good male human Ranger (AC 7; MV 9”; R4; hp 24; #AT 1; D Battle axe, dagger, or short bow; SA Surprise on 3 in 6, +4 to hit giant class creatures; SD Only surprised on a 1 in 6; S 13, I 14, W 15, D 10, C 15, Ch 10; XP 250)

Boniface likes a good game of in-between and also greatly appreciates the establishment's bar. He wears studded leather armor and has a battle axe, a dagger, and a short bow with 16 arrows in a quiver. In his backpack are 2 weeks iron rations, flint and steel, 4 torches, and an empty waterskin. He keeps 35 gold crescents, 12 silver spanners, and 13 copper pieces in his belt pouch.

Lisanna and Arabella:
These charming ladies will generally find themselves playing a game of twenty-one.

Lisanna, Chaotic Good female half elf Fighter/Magic-user (AC 8; MV 12”; F3/MU3; hp 11; #AT 1; D Dagger or dart; SA Spell use; S 10, I 16, W 9, D 13, C 1,4 CH 17; XP 194)

Lisanna is an unusually attractive woman. She wears dyed purple leather armor and carries 4 daggers and 6 darts. Her purse contains 88 gold crescents, 35 silver spanners, and 43 copper pieces. She does not have her spell book with her, but she does carry a scroll with 2 magic missile spells on it.

First Level Magic user Spells:
Burning Hands, Charm Person

Second Level Magic user Spells:
Forget

Arabella Heimholt, Neutral female gnome Thief (AC 7; MV 6”; T3; hp 9; #AT 1; D Dagger; S 8, I 15, W 6, D 15, C 15, CH 14; XP 146)

Thief skills
PP 40%, OL 38% F/RT 40% MS 32% HS 25% HN 25% CW 72% RL -

Arabella wears leather armor and carries 3 daggers. She has 43 gold crescents, 76 silver spanners, and 74 copper pieces. She is friendly and quick to laugh, but has a low wisdom score, so she will probably end up betting more than she can afford.

Malphaim Hedzel:
Malphaim Hedzel, Neutral female human Magic-User (AC 10; MV 12"; MU4; hp 10; #AT 1; D Magic Broom, as Quarterstaff +1; SA Spell use; S 6, I 17, W 17, D 13, C 9, Ch13; XP 215)

First Level Magic user Spells:
Magic Missile, Mending, Write

Second Level Magic User Spells:
Detect Evil, Wizard Lock

Malphaim sometimes likes to come here for some excitement. She is described in the Outer Ward First Floor, Room 18. She will be accompanied by her blue hedgehog familiar and two brandles acting as menials and bodyguards.

2 Brandles (AC 9; MV 12"; HD 1; hp 8, 5; #AT 1; D 1d6; SD Take half damage from most edged weapons, immune to sleep and charm; XP 22, 19)