Saturday, October 31, 2015

UPPER DUNGEONS LEVEL TWO 19 FUNNY FUNGUS.

19 FUNNY FUNGUS. The floor is covered with green puffball mushrooms marked with purple spots. The dais sports a stone idol of a fat man with a smile on his face. If anyone approaches the dais, several of the mushrooms will release fluffy purple spores. Everyone in the room must save versus poison or experience one of the following effects.

1d100
Effect
01-10
Sleep for 1d20+20 minutes, experiencing pleasant dreams.
11-25
Good mood, giggle for 1d10+10 minutes.
26-30
Deep thoughts, gain 1 point of wisdom permanently but lose a point of constitution. This is a once per lifetime effect, re-roll if this is indicated for the same character more than once.
31-40
Happy but clumsy, -1 to hit for 1d2+2 hours.
41-45
Hyperactive, as a potion of haste, but no aging effect.
36-50
Talks backwards for 1d2+4 hours, cannot use spells with verbal components or trigger words for magic items.
51-55
Gains ESP, as the spell, for one full day. This is a once per lifetime effect, re-roll if this is indicated for the same character more than once.
56-65
Character sees pretty butterflies for 1d10+20 minutes, but they are not really there.
66-75
Character believes he or she is irresistible to members of the opposite sex for 1d6+4 hours.
76-80
Character acquires funky smell, -1 to Charisma for 1 day.
81-85
Character decides to change his or her name for 1 day. It is their choice as to the new name and whether to keep it permanently, but it must start with the letter 'H'.
86-90
Character feels invincible, add 1d2+4 hit points. These hit points will be the first to be lost. This is another one time effect, re-roll if this is indicated for the same character more than once.
91-95
Character has munchies and will consume a day's rations immediately unless stopped.
96-00
Character (and player) must speak in a little girl voice for the rest of the session.

Friday, October 30, 2015

UPPER DUNGEONS LEVEL TWO 18 FOG ROOM.

18 FOG ROOM. The floor is always bathed is harmless white fog to human mid-calf height. The fog can be temporarily removed by a gust of wind, air elemental, etc. but it will reappear almost immediately. Close examination will reveal that it rises through many tiny holes in the floor. The stairs ascend twenty five feet to Area 30 on Level 1.

Thursday, October 29, 2015

UPPER DUNGEONS LEVEL TWO 17 ARCHWAY.

17 ARCHWAY. This archway is decorated with the word “FORBIDDEN” upon the keystone on the side of the long wide hallway only.

Wednesday, October 28, 2015

UPPER DUNGEONS LEVEL TWO 16 ARCHWAY.

16 ARCHWAY. This archway is decorated with the faces of male lions upon the keystones, complete with flowing mane.

Tuesday, October 27, 2015

UPPER DUNGEONS LEVEL TWO 15 INTERROGATION CHAMBER.

15 INTERROGATION CHAMBER. This room was used for acquiring confessions from prisoners, either through violence or threat. Two ghouls have been attracted by the smell of old blood.

2 Ghouls (AC 6; MV 9"; HD 2; hp 6 each; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 83 each)

There is a grimy rectangular table and three wooden chairs. A large candelabra is here, but no candles. Against the west wall is a metal contraption, fitted with hooks and used for holding implements of torture. All that remain are a few thumbscrews, some pliers and three rusty knives.

Monday, October 26, 2015

UPPER DUNGEONS LEVEL TWO 14 SOLITARY CONFINEMENT.

14 SOLITARY CONFINEMENT. The door to this room is locked. Inside is the desiccated corpse of a man in gray prison garments. Above the corpse hovers a wisp of gray ash or dust. This is the restless spirit of the prisoner. It will follow the adventurers until they encounter sunlight, then it will dissipate. While it accompanies the party, they will enjoy +2 on all saving throws and all undead will strike at -2 on to hit rolls against them. However, they will unable to surprise any opponents, as all dungeon dwellers will be able to sense the presence of the restless spirit.

Sunday, October 25, 2015

UPPER DUNGEONS LEVEL TWO 13 STORAGE ROOM.

13 STORAGE ROOM. Although perhaps not originally intended to be a storage room this place served that purpose for the years the prison was functional. Here gruel and water were kept for the prisoners. Now the forty six remaining crates of foodstuffs have been invaded by rats and the sixty three casks of water are foul with corruption.

Saturday, October 24, 2015

UPPER DUNGEONS LEVEL TWO 12 PRISON.

12 PRISON. The door to this room is capable of being locked, but is not. Five men are here, wearing chain mail armor and great helms. Fat gray worms writhe from the vertical slits of their visors. 

5 Worm Face Cultists (AC 5; MV 9"; F2; hp 10, 12, 9, 12, 13; #AT 1; D Scimitar; SD Only surprised on a 1, see invisible; XP 65, 71, 62, 71, 74) 

These men are devotees of the Gray Worm and have received the kiss of the worm god. As a result, their facial features above the mouth have been replaced by worms. They are immune to blindness and are extremely sensitive to air currents, thus they can “see” invisible objects and are rarely surprised. They are away from the temple because they are searching for a thief who has stolen cult treasure.

Each carries between 7 and 12 (1d6+6) small gold cylinders, each equivalent in value to a gold crescent. In addition, each has a small silver holy symbol of the worm god on a chain around their neck. These appear to be worth 10 gold crescents each, but are cursed. If placed around the neck, they cause blindness in 1d4 rounds unless a saving throw vs poison is made. 

None of the cells are locked. A secret door in the northeast cell leads to the ladder that connects to Area 5 of The Sewers of the Inner Ward, thirty five feet up. The worm face cultists are ignorant about its existence.

Friday, October 23, 2015

UPPER DUNGEONS LEVEL TWO 11 PRISON.

11 PRISON. The door to this room is capable of being locked, but is not. Beneath each grate is an oubliette, twenty five feet deep and ten foot square in area. The south oubliette has been tunneled into and is described in the key for Level 3, Area 124.

Thursday, October 22, 2015

Castle Triskelion Inner Ward Ground Floor and New Materials II available at & Magazine

Well, its that time again. & Magazine has published the next installment of Castle Triskelion. This is the Ground Floor of the Inner Ward. Included are 67 encounter areas and some new illustrations by me.

Then there is New Materials Part II, where the monsters, magic items, etc. are explained. There are quite a few new monsters this time around and I did a bunch of illustrations.

Thanks go out to Bryan Fazekas and Handley Jackson for editing and formatting, Robert Irwin for the cover art, and Ron Redmond for public relations. Download the Inner Ward Ground Floor and New Materials II by following the link to & Magazine in the upper right corner of the blog!


NEW MONSTER: TWILIGHT DWARF

Twilight Dwarf

FREQUENCY: Very rare
NO. APPEARING: 40-400
ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 1
% IN LAIR: 50%
TREASURE TYPE: Individuals M(x5); G, Q(X10), R, W in lair
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Save at +3 (or better) vs poison and paralyzation
MAGIC RESISTANCE: As above
SAVE: As above
INTELLIGENCE: Very
MORALE: 50%
ALIGNMENT: Neutral
SIZE: S (4' + tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: Variables preclude a fixed number

Twilight dwarves are natives of the Dusk Realm, a parallel reality to the world of Castle Triskelion. These demi-humans will always be found in underground complexes and mines and they rely on trade with other creatures to provide comforts and most food.

Twilight dwarf lairs are very loosely structured compared to those of other dwarves. Therefore, dwarves with levels as fighters, thieves, assassins, and magic-users will be found, but not in specific proscribed numbers. Twilight dwarves are not pious and have no clerical members. Twilight dwarves are capable of operating in more than one class simultaneously, so fighter/thief, fighter/assassin, and magic-user/thief individuals may be encountered. Twilight dwarves who share similar interests (such as mining, gem-cutting, or practicing magic) tend to group themselves into smaller informal guilds to share experience and resources. Because of this arrangement, treasure in a twilight dwarf lair will not be found in a treasure vault, but rather spread out as the possessions of individual dwarves or as the communal treasure of small groups.

Like other dwarves, twilight dwarves are interested in wealth (especially gold and gems), alcoholic beverages, and their work. They are keenly interested in trade and not overly scrupulous about their trading partners. Most twilight dwarves will charge reasonable amounts for their services and goods, but there are always cheats and robbers in every twilight dwarf enclave. While the alignment of most twilight dwarves is neutral, there will inevitably good and evil dwarves in every community.

Twilight dwarves will use weapons that can be used in underground spaces. They use maces, hammers, axes, and especially military picks in large numbers. Swords, daggers, and military forks are also commonly used. Missile weapons are of limited utility in the spaces they inhabit, but they do employ heavy crossbows at times. Chain mail armor is typically worn by the average twilight dwarf when they are expecting trouble, and almost every twilight dwarf will have this type or a better type of armor available (excluding those whose class prohibits it).

Higher level fighters have a 10% chance per level of having magic armor and a 10% chance per level of having a magic weapon. Thieves, assassins, fighter/thieves, and fighter/assassins have a 5% chance per thief or assassin level of having magic armor and a 10% chance per thief or assassin level of having a magic weapon. Magic-users and magic-user/thieves have a 10% chance per magic-user level of having 1-4 additional magic items (potion, scroll, ring, wand/staff, misc. magic) usable by magic-users. Twilight dwarves can use magic rings without the 20% malfunction rate experienced by other dwarves.

Twilight dwarves do not share the hatred of humanoids as other dwarves, and have no “to hit” bonus against them. In fact, the twilight dwarves may rely on trade with such creatures. When in melee combat with ogres, trolls, and giants, these creatures must subtract 2 from their rolls to hit the twilight dwarves, due to the twilight dwarves relative experience and skill in fighting these much larger monsters.

Twilight dwarves have no intrinsic resistance to magic, but have a bonus to save against poison and petrification (such as by spell, gorgon breath, basilisk gaze, etc.) based on their constitution score. For characters with class levels, they have a bonus of +1 per 3½ points of constitution (minimum of +3 bonus). For twilight dwarves without class levels, use the +3 bonus.

Twilight dwarves are allergic to direct sunlight. In the Dusk Realm, this is of no concern, but on worlds that experience direct sunlight it is a significant disadvantage. When touched by direct sunlight, a twilight dwarf must make a saving throw versus paralyzation every round of such exposure or become completely paralyzed. Their usual bonus vs petrification does not apply. The twilight dwarf will remain paralyzed until the sun is out of view. Moving the dwarf to an area without sunlight or blocking the sun (including with clouds) will cause the dwarf to revert in a turn (as long as the sun is completely blocked for this entire time). While paralyzed, the twilight dwarf and his or her possessions will appear to be made of stone. Magic items have a normal saving throw allowed to avoid the effect. When the dwarf returns to normal, the items carried will always do so as well.

Twilight dwarves can see, even in complete darkness, to 90'. Nevertheless, they prefer to have fire or another light source on hand. Twilight dwarves are competent miners, able to determine grades or slopes in passages, to detect sliding or shifting walls or rooms, and detect traps involving stonework 25% of the time. They can tell their depth underground 75% of the time. Twilight dwarves who are mining specialists will be even better at these skills.

Description: Twilight dwarves are usually pale tan to dark brown with pale blue or green eyes. Hair and beards are normally black. They wear long dress-like garments of single colors, and twilight dwarves practicing the same professions usually choose the same colors. Armor, if worn, will also be extra long, extending to the ground, to cover their feet. Twilight dwarf women are very uncommon, but do not have beards.

Twilight dwarves almost always suffer a deformity of the feet. The type of deformity varies by the individual, but examples include unusual numbers of toes, animal feet, and feet facing in the wrong directions. Twilight dwarves are very self-conscious about their feet and never show them to others, even other twilight dwarves.

UPPER DUNGEONS LEVEL TWO 10 PRISON.

10 PRISON. The door to this room is capable of being locked, but is not. Beneath each grate is an oubliette, twenty five feet deep and ten foot square in area. Within the north oubliette is an injured and very hungry twilight dwarf who stumbled into the oubliette while fleeing from ghouls. The locals goblins later replaced the grate.

Gundberg Skarllson, Neutral male twilight dwarf Fighter/Thief (AC 8; MV 6”; F3/T4; hp 8 (normally 19); #AT 1; D Bone knife for 1d2; S 15, I 13, W 12, D 14, C 16, CH 11; XP 170 (normally 225))

Thief skills
PP 45%, OL 47% F/RT 50% MS 33% HS 25% HN 15% CW 78% RL 15%

He wears leather armor and a long, kilt-like garment (that hides his foot deformity: he has but two large toes on each foot) and possesses a makeshift knife (damage 1d2) made from the sharpened shinbone of a fellow prisoner “in case those ghouls come a-callin”. He also has a nearly empty waterskin.

Gundberg is the only survivor among a group of twilight dwarves exploring the area to satisfy their curiosity and looking for loot. He tends to be abrasive and rough, but will be sincerely grateful for a rescue and will be willing to lead adventurers to the Twilight Gate (see Upper Dungeons Level 3, Area 44). If given the means he will happily visit revenge on the nearby hobgoblins and goblins who come by occasionally to jeer at his misfortune and throw rocks and spoiled food.

Wednesday, October 21, 2015

UPPER DUNGEONS LEVEL TWO 9 PRISON.

9 PRISON. The door to this room is capable of being locked, but is not. Beneath each grate is an oubliette, twenty five feet deep and ten foot square in area. Each contains bones, rags, and similar garbage.

Tuesday, October 20, 2015

UPPER DUNGEONS LEVEL TWO: EXCAVATED AREA

8 EXCAVATED AREA. This room appears to have been clawed into existence out of bare rock. The sinkhole from Room 11 of Level 1 deposits its contents onto the sandy floor of this room.

Monday, October 19, 2015

NEW MAGIC ITEM: GREEN DREAM

This magical substance can be either concocted as a potion, or rendered into a paste which can be smoked in a pipe. In either case it will last for 5-8 (1d4+4) hours (unless noted otherwise), and its effect will become noticeable 2-5 (1d4+1) segments after it is taken.

Green dream always causes mild auditory hallucinations, green skin discoloration, and feelings of intense well-being. In addition it will cause one of the following effects:

1d20
Effect
1
Believes self to be rat (50%) or owl (50%)
2
Develops impressive mustache
3
Must sing instead of talk
4
Grows mouth tentacles, can now eat without hands
5
Breath smells of sweet peaches (50%) or sewer sludge (50%)
6
Eyes glow bright green (acts like bullseye lantern)
7
Heals 1d8 hit points*
8
Extra green eye-beam attack for 1d4 damage
9
Save vs poison or lose a point of constitution
10
Invisible for 1d3 hours
11
Bad trip, save vs poison or die
12
Save vs poison or sleep for 1d6 hours
13
Experiences effect as maze spell**
14
Chance of listening at doors improves by 30%
15
Mellow vibes, intelligent living monsters won't attack you unless you attack them first 75% of the time
16
Undead taint, mindless undead won't notice you unless you attack them first
17
Intense visual hallucinations, hard to distinguish real enemies, -6 on “to hit” rolls
18
Grow 1d12 new teeth***
19
Stats as ogre, including size
20
Roll again on this table, using only a 1d6, and the effect is permanent

*Treat this as a regular cure spell or healing potion.
**This effect will last as long as described under the listing for the maze spell, not 5-8 hours.
***Teeth gained are always permanent.

Goblins consuming this substance always immediately and permanently turn a deep green color.

XP VALUE: -

GP VALUE: 100 per dose

UPPER DUNGEONS LEVEL TWO 7 MESS HALL.

7 MESS HALL. Once an area of great importance, this room has now lost a great deal of its significance since most of the troops eat in the barracks now, anyway. The large table that was once here has been moved to Room 6, leaving the center of the room looking bare. Of the thirty odd chairs that once graced this area, five remain, the rest having been used for firewood or some such. Three green-skinned goblins in torn and stained orange Triskelion livery are here, dissidents who can not get along with the others. They are each smoking a strange pipeweed called green dream, and are intoxicated by it (see New Materials Volume III, New Magic Items).

Crapulous Goblin 1 (AC 6; MV 6”; HD 1-1; hp 7; D Military pick; XP 17)

This goblin has a remarkably impressive mustache. He has no wealth.

Crapulous Goblin 2 (AC 5; MV 9”; HD 4+1; hp 17; #AT 1; D Spear +2 to damage due to strength; XP 175)
This goblin has the size and proportions of an ogre, and his tiny uniform has become only a shred of a loincloth (inexplicably purple, Incredible Hulk style). He has 3 copper pieces.

Crapulous Goblin 3 (AC 6; MV 6”; HD 1-1; hp 4; #AT 1; D Morning star or dagger; XP 14)

This goblin gives off mellow vibes, and anyone who wishes to attack him must roll a 1 on a d4 or they will not be able to do so (unless he attacks first, which is unlikely since he is feeling so mellow). He has a morning star, a dagger, and 2 silver spanners.

The goblins are not particularly interested in fighting, but will defend their herb to the bitter end. The room is lit only by the goblin's three pipes. Four filthy straw mattresses are here, one holds a goblin who died from an overdose. There are six rats in a makeshift cage and a leather bag with thirty seven packets of green dream. Against the east wall is a pump faucet for cold water and seven solidly built wooden buckets with metal handles. It is for the sake of the water that the hobgoblins and other goblins do not abandon this room altogether.

Sunday, October 18, 2015

UPPER DUNGEONS LEVEL TWO 6A LATRINE.

6A LATRINE. This room reeks of excrement and urine. Against the south wall is a primitive toilet consisting of a board with seven holes. Nailed to the east wall is a wanted poster with sketch for a particularly ugly human named 'Deadeye Hwam', offering 90 gold crescents for his head. It is actually posted on the back of a scroll of the magic-user spells dig and fly.

Saturday, October 17, 2015

UPPER DUNGEONS LEVEL TWO 6 BARRACKS.

6 BARRACKS. This room smells of stale sweat and small beer. This is where the rank and file of the former prison guards are stationed. Once it supported many, now just thirteen surly goblins in orange Triskelion uniforms remain.

13 Goblins (AC 6; MV 6”; HD 1-1; hp 4, 3, 4, 2, 5, 4, 1, 5, 4, 3, 2, 3, 5; #AT 1; D Hand axe or spear; XP 14, 13, 14, 12, 15, 14, 11, 15, 14, 13, 12, 13, 15)

Each goblin has 0-7 (1d8-1) silver spanners and 2-12 (2d6) copper pieces. They each have both a spear and a hand axe.

The room is dimly lit by three torches. Forty five bunks are in this room, but only a few have seen recent occupation. Near the center of the room is a very large rectangular table holding a barrel of beer and six mostly cooked goat carcasses. There are several wooden bowls, mugs, and spoons, and metal forks and knives scattered about. In the northeast corner are several barrels that are being temporarily stored here before they are shipped deeper into the dungeon.

There are a total of 24 barrels. Seventeen contain pickled and smoked meat and fish. Four contain various packed vegetables. The last three each have holes punched in the top. These contain young men taken in a raid on a merchant caravan.

3 Normal Men (AC 10; MV 12"; HD 2-5 hit points; hp 2, 3, 3; #AT 1; D By weapon type; XP 7, 8, 8)

Treaty them as 0 level with regard to attack capability. They are unarmed and wear rags only. They are destined to serve as slaves in some unspeakable area below.

Friday, October 16, 2015

UPPER DUNGEONS LEVEL TWO 5 OFFICER'S QUARTERS.

5 OFFICER'S QUARTERS. This room houses the hobgoblin sergeants. Due to recent losses, the hobgoblins have promoted a few goblins. This room houses the toughest fighters, who all wear black Triskelion livery.

2 Hobgoblin Sergeants (AC 5; MV 9”; HD 1+1; hp 9 each; #AT 1; D Black iron broad sword or black iron dagger; XP 38 each)

3 Goblin Sergeants (AC 5; MV 6”; HD 1-1; hp 7 each; #AT 1; D Black iron short sword or black iron dagger; XP 17 each)

Each sergeant has 0-7 (1d8-1) gold crescents, 3-14 (1d12+2) silver spanners, and 6-25 (d20+5) copper pieces. Each carries both a sword and a dagger. The sergeants are all fond of cigars, and they will almost certainly all be smoking.

There are six bunks and six footlockers. The footlockers contain changes of clothing, flint and steel, torches, and cigars. Wall mounted torches provide lighting. The humanoids don't need the light, but they prefer to have the fire so they can light their cigars whenever they desire.

Thursday, October 15, 2015

UPPER DUNGEON LEVEL TWO 4 CAPTAIN'S QUARTERS.

4 CAPTAIN'S QUARTERS. The hobgoblin captain and his goblin servant wear Triskelion livery. The captain's is black, the goblin's is orange.

Carnassus, Hobgoblin Captain (AC 3; MV 9”; HD 3; hp 16; #AT 1; D Black lochaber axe or black iron dagger +2 damage due to strength; XP 83) 7 gold crescents, 1 silver spanner, 3 copper pieces, silver earring valued at 2 silver spanners

Goblin Valet (AC 6; MV 6”; HD 1-1; hp 3; #AT 1; D Short sword; XP 13) 2 silver spanners and 4 copper pieces

This room functions as the captain's bedroom and he also uses it to hold foodstuffs and supplies before sending them deeper into the dungeon. Although there are a half dozen torches mounted on the wall, the room is also lit by a monstrous wrought iron candelabra. A large unmade bunk is against the west wall. A small table holds a copper mug (1 silver spanner value) and flint for making fires. Four crates, four barrels, numerous sacks, and eight sealed glass jars are stacked near the south wall and a large wooden chest is near the east wall.

The crates hold candles, hard tack, salt pork, and pickled eggs, respectively. The sealed glass jars hold prunes and the sacks hold potatoes. Of the barrels, three hold beer and the fourth mead.

Scattered among the old clothing inside the wooden chest are 4 copper pieces, a bag holding 450 gold crescents, and an old bracelet made of copper and decorated with an amphisbaena snake design (appears to be worth 2 gold crescents). It is actually a bracelet of protection +1, like the ring of the same name.

Carnassus maintains a business relationship with Vicenne Triskelion from the Inner Ward and with various factions deeper in the dungeon. He helps Vicenne move food, slaves, and other items and takes a cut from the profits.

Wednesday, October 14, 2015

UPPER DUNGEONS LEVEL TWO 3 GUARD POST.

3 GUARD POST. This 90' square room is dominated by a large central statue. Four hobgoblins are on lookout duty.

4 Hobgoblins (AC 5 or 1; MV 9"; HD 1+1; hp 5, 3, 6, 5; #AT 1; D Short bow or black iron morning star; XP 38, 34, 40, 38)

The grey stone statue is a huge reverse minotaur. Its lower portion is centaur-like but with a bull body instead of that of a stallion. The torso, head and arms are manlike but the bearded head has a fierce expression and sports wicked horns. The word “MANLEUS” is carved on the statue's heavy marble pedestal. It faces south.

Each hobgoblin has 0-5 (1d6-1) gold crescents, 0-11 (1d12-1) silver spanners, and 1-20 copper pieces. Each carries a morning star, a short bow, and a quiver with a dozen or so arrows. The hobgoblins are located just north of the the large statue and it will provide 50% cover, or an armor class improvement of 4 for missile combat against attackers from the south.

These guards have been instructed to deal with minor nuisances by themselves, but to alert others if a significant danger arrives. If their enemies prove to be powerful, surviving hobgoblins will break off from missile combat to run and alert their fellows in Rooms 4, 5, and/ or 6.

Tuesday, October 13, 2015

UPPER DUNGEONS LEVEL TWO 2 LONG HALLWAY.

2 LONG HALLWAY. This is a continuation of the hallway from Area 1. The walls in the broad corridor are decorated with the same disturbing faces and the entire area is lit by the same unusual light. The ceiling height is fourteen feet along the entire length of this very long hall.

Monday, October 12, 2015

UPPER DUNGEONS LEVEL TWO 1 STAIRS AND HALL.

1 STAIRS AND HALL. The stairs ascend sixty feet to Room 37 of the Ground Level of the Inner ward. This hall forms the beginning of the great corridor that is further described in Area 2. The ceiling height is fourteen feet, the walls are decorated with grotesque and monstrous faces in low relief, and the area is lit by a dim and unsettling orange-green glow. This glow actually radiates from the walls and provides light equivalent to torchlight.

Sadness in Mapping. Upper Dungeons Level 2.

Well, Level 2 starts today.  The first room will get posted about 2 pm central US time.  I'm still working on the Description and Wandering Monsters table so please be patient.

While editing the map paint.net kind of "ate it" a little, or at least took some bites, so it looks like this:



As you can see, I've already started to repair it.  I'm going to put it up anyway, and then fill in the missing pieces as I can.

Sunday, October 11, 2015

UPPER DUNGEONS LEVEL ONE 75 OVERPASS.

75 OVERPASS. The stairs to the east and west ascend fifteen feet, and the east-west corridor passes over the north-south corridor.

Saturday, October 10, 2015

UPPER DUNGEONS LEVEL ONE 74 THRONE OF THE FORGOTTEN KING.

74 THRONE OF THE FORGOTTEN KING. The corridor leading to this room is covered with thick dust and the humanoids who live on the level instinctively avoid it.

Each of the eight stone pillars in this room are decorated with a different motif. The two northern pillars are snakes entwined about themselves. The next set of pillars display multiple toad-like faces arranged haphazardly about them. The third set feature large weasel-like mammals wrapped around them. The most southern set of pillars are shaped like large dog-like creatures. The heavy bronze throne to the south is raised upon several steps and is occupied by a skeletal figure clad in rotting purple finery wearing a shining crown and holding a metal rod.

As the characters approach the first set of pillars, the skeleton in the throne will raise his hand and bring the rod smashing down on the floor, causing a minor tremor (dust will fall from the ceiling) and several stone snakes will dislodge from the first set of pillars and attack the party. There will be one for each party member, but no fewer than four.

Stone Snakes (AC 2; MV 12”; HD 2; hp 10 each; #AT 1 bite; D 1-6; SA Paralyzation and poison; SD Immune to mind-affecting magic; XP 93 each)

Those bitten by the snakes must save vs poison or suffer and additional 1-4 hit points in damage and become paralyzed for 1-4 rounds. The stone snakes, like the other creatures below, are immune to magic such as sleep, charm, or hold. They cannot be affected by cold-based spells or attacks.

Should the characters defeat the snakes and approach the second set of pillars, the skeleton will repeat its action. This time giant stony toads will wriggle out from their stony habitat. As before, there will be one toad per party member, but never fewer than four.

Stone Toads (AC 2; MV 6”; HD 3; hp 15 each; #AT 1 bite; D 2-8; SA Breath weapon; SD Immune to mind-affecting magic; XP 150 each)

These toads can choose to bite or breath fire. This fiery breath affects one opponent up to 1” distance from the toad's mouth, causing 10 points of damage (save vs breath weapon for half). Each toad can breathe fire three times.

As the characters approach the third set of pillars, the skeleton act as before, and this time giant stone weasels will wriggle from their perches. There will be one weasel for each party member, but always at least four.

Stone Weasels (AC 2; MV 15”; HD 4; hp 20 each; #AT 1 bite; D 2-12; SA Drain blood; SD Immune to mind-affecting magic; XP 190 each)

These creatures drain blood in the usual way.

The final defenders are two huge stone mastiffs.

2 Stone Mastiffs (AC 2; MV 15”; HD 5; hp 25 each; #AT 1 bite; D 1-10; SA Howl or bray; SD Immune to mind-affecting magic; XP 330 each)

These great dogs can see invisible objects and creatures. Once per combat each can use a special power instead of attacking. The east mastiff can howl, causing all living things within the room to save vs dragon breath or be rendered deaf for 1-4 turns. The west mastiff can give off a terrible bray, and all living creatures which hear this horrible sound must save vs spells or suffer loss of initiative every round for the remainder of the combat.

Should the characters defeat the guards and approach the figure on the throne they will find it to be a lifeless skeletal corpse despite its previous activity. The crown is made of glass only, but he holds a rod of lordly might with 28 charges remaining.

Friday, October 9, 2015

UPPER DUNGEONS LEVEL ONE 73 THE LONG HALL.

73 THE LONG HALL. The ceiling is eighteen feet and vaulted. The rock wall to the north is decorated with knights bearing swords in bas-relief. The south wall is decorated with dancing gargoyles in bas-relief. This site is commonly involved in battles between xvart and zvart and the chances of random encounters are twice as high here.

Thursday, October 8, 2015

UPPER DUNGEONS LEVEL ONE 72 READING ROOM.

72 READING ROOM. The room is lit by a continual light spell cast on a quarterstaff in the southwest corner. There are three chairs, a coffee table, and a small red rug. On the table is a thick book titled “Dreaming of You”. It is an accurate biography of the person who picks up the book. The last page describes the character approaching the table and picking up the book.

Wednesday, October 7, 2015

UPPER DUNGEONS LEVEL ONE 71 THE TOMB OF SAINT CERASUS THE LOVELY.

71 THE TOMB OF SAINT CERASUS THE LOVELY. The walls are covered with frescoes depicting a beautiful maiden performing miracles: healing the sick, banishing storms, and fighting devils with a thin cherry tree branch. In the center of the room is a catafalque supporting the reclining marble statue of the maiden from the frescoes.

It bears the caption "St. Cerasus". The statue holds in her hands living cherry blossoms. Those who smell the flowers will be healed 1d4+1 hit points and gain a single extra hit point permanently. This is a once in a life time effect only. Non-player characters will also have their morale elevated by 25% for the next 24 hours.

Anyone defiling the place, breaking the statue to look for the saint's bones, or attempting similar actions must save vs death magic at -4 or suffer a potent curse: the permanent loss of 1d4 ability score points (choose attributes randomly or DM choice).

Tuesday, October 6, 2015

UPPER DUNGEONS LEVEL ONE 70 ROOM OF THE TERRIBLE GUARDIANS.

70 ROOM OF THE TERRIBLE GUARDIANS. A heavy and forbidding looking iron door is to the north, flanked by wall-mounted torches burning with eerie green flame and by demonic-looking statues, each with gems for eyes. Above the door is the caption “HERE LIES CERASUS THE UNCLEAN, THRICE-DAMNED AND DESPISED FOR ALL ETERNITY”. The southern door and western arch are not specially decorated.

The statues resemble those found in Rooms 28 and 32. The eyes of the east statue are bright blue sapphires and the eyes of the west statue are deep red rubies (all four gems are 1000 gold crescent value each). Attempting to dislodge the eyes will cause the statues to glow blue and red, respectively. The east statue will give off a cold aura causing 2d8 points of damage. The west statue's aura causes 2d8 points of heat damage. A save may be made against dragon breath to reduce the damage by half.

If the north door is approached, the statues will swivel their heads and both flash beams from their eyes towards the intruder, attacking as 8 hit die monsters. The east statue has blue eye-beams which cause 2d6 points of cold damage on a successful “to hit” roll. The west statue has red eye-beams which cause a similar amount of heat damage. The statues can fire once per round, but not if their eyes have been removed. The door is locked.

Monday, October 5, 2015

UPPER DUNGEONS LEVEL ONE 69 CROSSROADS.

69 CROSSROADS. The floor of this room is different from the rest of the level. The central path is a cross of sorts, connecting all four exits. The floor of the this path consists of tiles colored in gray and blue. Upon treading on these colored tiles, the character will experience a shock for 2d4 damage (save vs paralyzation for half damage, metal armor saves at -4 if no boots/insulation). The harmless remainder of the room is tiled in white and burgundy.

Once discovered, this trap should be fairly able to avoid in the future, except there is a 25% chance that the charged and uncharged portions of the floor will exchange each time the room is re-visited.

Sunday, October 4, 2015

NEW MONSTER: THERMITE

THERMITE

FREQUENCY: Rare
NO. APPEARING: 2-8 (50-120 (10d8+40) in lair)
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 2+2
% IN LAIR: 40%
TREASURE TYPE: Q (X10) and see below
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: +4 to hit with blistering spittle
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: S (3' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 50 + 3/hp
Warrior: IV/ 85 + 4/hp
Slasher: IV/ 90 + 5/hp
Burster: III/ 90 + 3/hp
Replete: Nil
Nymph: I/ 10 +1/hp
Princess: V/ 225 + 6/hp
King: VI/ 350 + 8/hp
Queen: VI/ 550 + 10/hp

Thermites are giant social insects that greatly resemble giant termites and live in colonies made of earthworks, or in the ruins of buildings made by civilized creatures. There are several castes within a single colony of thermites. The most commonly encountered is the thermite worker. Indeed, 90% of encounters will be with thermite workers only.

Thermite workers can attack with a vicious bite, but they can also squirt an unstable metal based compound from gland pits located in their jaw muscles. This spit attack has a range of up to 2” and ignites on contact with air, causing 2-8 (2d4) points of damage. Thermites are so accurate that they are at +4 on “to hit” rolls when using this attack. Workers only have enough chemical reserves to spit once every four rounds.

Warriors are larger versions of the worker class, with huge brown to red-brown heads. They have armor class of 3, 3+3 hit dice, attack for 1-8 points of damage with a bite and can use their spittle attack once every other round, doing 3-12 damage with a successful hit (again, at +4 to hit). They should be treated as size M creatures, reaching almost five feet in length.

Some warriors, called slashers, have exaggerated mandibles. These are similar to other warriors, but have 4+1 hit dice, do 2-12 points of damage with a bite, and lack a spit attack.

Bursters are similar in size and appearance to workers, but are specialists in suicide attacks. Instead of spitting a chemical solution, they engage an enemy in close combat, then use their oversized jaw muscles to rip their glands apart. This destroys the burster, but also causes 4-24 (4d6) damage to their opponent. A save vs dragon breath is allowable to reduce this damage by half.

Repletes are specialized workers that are force-fed a diet high in fats and sugars. They act as an emergency food source, willing to vomit up the contents of their storage gullets to their fellows.

Nymphs are immature thermites. They have nearly translucent skin, a weak bite attack (1d3 damage), no effective spit, and only a single hit die. Most are two feet long or smaller. Nymphs are incapable of most worker functions, but can produce silk, which the workers use to help fabricate tunnel and hold back earthworks.

Royal thermites found within a lair will include 1-4 princesses, one king, and one queen. Princesses are similar to warriors in terms of size and other statistics, but have 5+5 hit dice. Similarly, kings will have 6+6 hit dice and queens will have 7+7. All royal thermites have at least average intelligence.

All thermites are capable of speech, though the lower castes are single-minded of purpose and unable to maintain a complex conversation. All thermites serve the royals with unquestioned obedience. They are entirely willing to die for the good of the colony at any time, and never question authority. Royals lack any sense of morality or civilization and see other creatures primarily as food sources. However, they will bargain with other intelligent creatures if they believe that doing so will help the colony.

Thermites can and do feed on plant materials, but due to their caloric requirements and need to produce their glandular secretions, they also need to supplement their diet with animal protein and metal substances. Thermites have also been known to grow fungus gardens on the decaying bodies of giant insects, or to steal eggs from the nests of giant ants.

Thermites do not value treasure, but they know that others do and they have been known to trade with men, dwarves, and humanoids. In addition to the gems described under treasure type, there is a 65% chance that a lair will contain 1,000 to 10,000 gold pieces worth of gold ore pellets. If they discover magic items, the intelligent royal family will make use of these items to the best of their ability.

UPPER DUNGEONS LEVEL ONE 68 THERMITE'S DOORSTEP.

68 THERMITE'S DOORSTEP. This large room contains 5 to 12 (1d8+4) thermite workers.

Thermite Workers (AC 4; MV 15”; HD 2+2; hp 16, 10, 15, 7, 11, 17, 16, 12, 10, 7, 12, 16; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 98, 80, 95, 71, 83, 101, 98, 86, 80, 71, 86, 98)

They are tasked with defending the entrance tunnel to Room 22F of The Grounds in the west wall. The aperture to the tunnel is fairly wide, about five feet in diameter, and should easily fit most adventurers. At the end of the tunnel is a single thermite warrior guard.

Thermite Warrior (AC 3; MV 15”; HD 3+3; hp ; 21#AT 1 bite; D 1-8; SA +4 to hit with blistering spittle for 3-12; XP 181)

Saturday, October 3, 2015

UPPER DUNGEONS LEVEL ONE 67 TRASH.

67 TRASH. In the northeast corner of the room is a foul heap of dung, bones, offal, and similar dubious material.

This is actually the rotting body of an otyugh, although this fact will not immediately be apparent to casual observers. Sorting through its slimy carcass will reveal 23 gold crescents in loose change and a small iron box with 55 Jalluxian platinum imperials.

Friday, October 2, 2015

UPPER DUNGEONS LEVEL ONE 66 FALSE DOOR TRAP.

66 FALSE DOOR TRAP. The portcullis near the door appears stuck in place about five feet off the floor. The door will open, but a clever spring-loaded spear trap will discharge when it does so, attacking as a fourth level fighter.

Furthermore, the portcullis will close immediately with a grinding shriek and a paralyzing gas (save versus paralyzation of suffer the effects for 3d4 turns) will be released, affecting the whole passage between the secret door and the portcullis.

Next the portcullis will raise to five feet again with another horrendous sound. Should the adventurers remain in the area, random encounters are twice as likely due to the recent noise. This trap will remain sprung for 1d12+12 hours, when the spear and gas assembly will spontaneously reset (it can do this about a dozen times before maintenance is required to keep the trap operational).