66 ROOF OF THE BLACK TOWER. The roof is about twenty feet above the ground. The sides are adorned with merlons. The secret trap door goes to a staircase leading to Room 65.
Friday, September 30, 2016
Thursday, September 29, 2016
65 TRIPLE CONUNDRUM. There are three beautiful maidens in this room, each wearing a silk gown (none armed). Each is strapped to a bed by leather straps, and each appears to be in deep sleep.
The northern-most maiden is actually a sea hag who has been put under an illusion and an enchanted slumber by Sersay. She was the original owner of the Black Tower until she was defeated by the witch.
Ull Morda the Sea Hag (AC 7; MV 12”//15”; HD 3; hp 14; #AT 1; D By weapon type; SA Weakness, death gaze; MR 50%; XP 642)
The next, central, bed is occupied by a female ghoul under an illusion by Sersay and strapped down here. She can't claw, but she can bite, if someone tries to kiss her.
Female Ghoul (AC 6; MV 9"; HD 2; hp 10; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 85)
The final, southern bed holds a female human, the daughter of the bandit king Hrogmar the Wicked on Level 8. Sersay put her in an enchanted slumber and has sent a ransom note to Hrogmar to bargain for her safe return. She has asked for magic items for the safe return of his daughter.
Londaloss, Neutral female human Fighter (AC 8; MV 12”; F4; hp 23, #AT 1; D By weapon type +1 due to strength; S 17, I 14, W 8, D 16, C 15, Ch 18; XP 205)
Ull Morda and Landaloss can be wakened by a kiss. Ull Morda will try to get the party to free her. What she really wants is to get revenge on Sersay. Landaloss wants to be returned to her father. Each gown is worth 400 gold crescents.
Wednesday, September 28, 2016
64 MEN IN BLACK. The first floor is about ten feet above the ground floor. Two guards are here, each wears black chain armor and has a writhing pink-orange mass of tentacles instead of a head (actually they have a sea anemone for a head, it is just hard to tell). They are two human heroes polymophed by Sersay the witch (see Room 67). They will not attack unless someone tries to enter Room 65, but they are unable to communicate with their strange heads.
Hrans and Fanz, Neutral male human Fighters (AC 5; MV 12”; F5; hp 23, 26; #AT 2; D Long sword and head tentacles +3 to damage due to strength; SA Paralysis; XP 413, 431)
Hrans and Fanz each have a strength in the 18/01-50 range. Their head-tentacles can make a separate melee attack, doing no damage but acting like a ghast's touch (save or paralyzed for 6d4 turns). They are being forced to work for Sersay hoping she will restore them to their natural forms if they serve faithfully.
Tuesday, September 27, 2016
63 THE MAN WHO IS A CLAM. This room takes up all the ground level of the Black Tower. It is brightly lit by torches and there are no windows. A strange figure sits at the table to the east, facing the door. He appears to be human, except for a head shaped like a great gray clam with two googly eyes.
The Man Who Is A Clam, Lawful Neutral male (human?) Monk (AC 5; MV 21”; Mo7; hp 24; #AT 3/2; D 3-9; S 15, I 15, W 15, D 15, C 15, CH 6; SA Surprise on 22 in 100, chance to stun or kill; SD Dodge, mask the mind, immune to disease, immune to haste and slow, feign death, heal 2-5 hit points once per day; XP 1165)
Thief skills: OL 52% F/RT 50% MS 55% HS 43% HN 25% CW 94%
On the table in front of him are three clam shells and a placard that reads “1 game 100 gold crescents”. He cannot talk but will gesture to invite adventurers to play a shell game with him.
The Man Who Is A Clam has been cursed into this shape, granted temporary immunity to aging, and doomed to play a shell game with whoever passes by until he wins 1000 games (he is currently at 989). The Man Who Is A Clam has hands that are so fast and fluid and he is so tricky from past experience that participants only have a 1 in 6 chance of winning unless they cheat.
Each time he wins he the 100 gold crescents will vanish, but each time he loses he will hand over a black pearl (500 gold crescent base value). These pearls are supplied by the curse.
He wears a loose threadbare robe. He has a clam shucking knife (treat as dagger) which does +4 to damage due to his monk bonus, but he can only use it once per round, unlike his open hand damage as provided in the above stats. He also has a set of thieves' tools. A pile of discarded clam shells is on the floor next to him, as they provide his primary means of sustenance.
The Man Who Is A Clam will never seek to attack, since he only wants to win games and free himself from the curse. If he is attacked and killed, the person who performed the killing blow will fall under this curse unless they save versus spells at -10. Once under the curse the doomed one cannot lose on purpose and must win 1000 games. Naturally, the Dungeon Master is free to allow other means to end such as curse, as he or she chooses for the campaign.
If The Man Who Is A Clam is freed from the curse he will take up his wandering monk lifestyle again. It has been so long since he was cursed that he no longer remembers his name.
Monday, September 26, 2016
62 ISLAND AND BLACK TOWER. The island is artificial. It is made of a jumble of large gray rocks, each with an ovoid shape. The fog on the main shore is not found on the island. The tower is made of black stone and has two floors and a roof. There is a single door on the west aspect, ground floor.
Sunday, September 25, 2016
61 WONDER CAVE. Two formidable looking faces are carved into the rock, located at areas 'A' and 'B'. Carved into the north rock wall are the words “Evocarnata Giocherellonata”.
The face at area A looks like a gigantic demon face, with a mouth large enough for a person to pass through while the face at area B looks like an abstract terrified human face (a bit like Edvard Munch's The Scream). Its mouth is much smaller, a man would have to crawl in to enter the cavity.
If the words on the north wall are read aloud, one of the following will happen:
The demon face will spit out an angry piscodaemon.
The screaming face will stick a long tentacle-like tongue out and try to grab the reader (attack as 16+ HD monster). If it hits it will drag the reader inside its mouth and chomp for 5-20 points of damage. If it misses it will retract the tongue with a whimper.
The demon face will spit out a diamond (base value 5000 gold crescents).
The screaming face will scream causing 2d4 damage to everyone in the room (save vs spells for half damage).
The demon face will animate and offer to take the reader where ever they want to go (teleport without error) if they climb into its mouth. It will keep its word.
The screaming face will weep holy water (about 10 vials worth).
The demon face will spit out an imp, who will serve the reader faithfully for one day before abandoning the party forever (with a cackle).
The screaming face will change to a smile. It looks scarier than the scream.
The demon face will answer any one question asked by the reader truthfully (Dungeon Master's decision on whether the demon face knows the answer to the question).
The screaming face will exhale a rain cloud which will then cause a minor downpour. No damage but torches will be extinguished.
The demon face will telepathically beam a random third level magic-user spell into the reader's mind. The reader may now use the spell as a spell-like ability (instantaneous, no components needed) once only.
The screaming face will cast fear (as the wand) at everyone except the reader, who will instead gain +3 on to hit and damage rolls when facing his or her next combat.
Piscodaemon (AC -1; MV 6”//18”; HD 6; #AT 2 pincers; D 2-16/2-16; SA Seize, venom; SD Never surprised, water based attacks are -1 per damage die, invisibility, half damage from acid, cold, and fire, hit only by silver, cold forged iron, black iron, or magic weapons; MR 60% to 1st level spells; XP 455 + 6/hp)
Imp (AC 2; MV 6”/18”; HD 2+2; #AT 1 tail; D 1-4; SA Poison, Magic use; SD Regenerate 1 hit point each round, magic or silver weapon to hit, immune to magical cold, fire and electricity, save versus spells as 7 HD creature; MR 25%; XP 275 + 3/hp)
Saturday, September 24, 2016
60 DAEMON'S DEN. A piscodaemon has made this cave its lair.
Slorgrath the piscodaemon (AC -1; MV 6”//18”; HD 6; hp 31; #AT 2 pincers; D 2-16/2-16; SA Seize, venom; SD Never surprised, water based attacks are -1 per damage die, invisibility, half damage from acid, cold, and fire, hit only by silver, cold forged iron, black iron, or magic weapons; MR 60% to 1st level spells; XP 641)
Slorgrath has three silver scroll tubes (each worth 10 gold crescents). The first holds a magic user's scroll of fireball, locate object, and pyrotechnics. The second holds a folded portable hole. The last holds the following map map of this level:
Friday, September 23, 2016
59 PUZZLE PIECE. A weird creature is here. It looks a bit like a giant black frog with its head replaced by a swarming mass of black tentacles.
Terrible Beast (AC 4; MV 12"; HD 6; hp 34; #AT 6 tentacles; D Rot grub; XP 554)
The awful creature can attack with up to six tentacles per round. On a successful hit it has deposited a rot grub on the victim.
Rot Grubs (AC 9; MV 1”; HD 1 hit point; hp 1 each; #AT 0; D Nil; SA Burrow into flesh; XP -)
A large stone statue is here. It resembles a poorly formed cyclops, except its eye is actually a golden star shaped amulet (2000 gold crescent value) that fits neatly into the statue in Room 22.
Thursday, September 22, 2016
Wednesday, September 21, 2016
56 CARRION CAVE. Two carrion crawlers are here, eating the body of a third carrion crawler, who has an axe in its head.
2 Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp 24, 11; #AT 8 tentacles; D Paralysis; XP 676, 624)
The axe is a boar axe.
57 SLUBS AND GRUBS. This cavern is lit by large amounts of phosphorescent fungi, which has attracted nine slub beetles. A human form lies near the southwestern portion of the cave.
8 Slub Beetles (AC 4; MV 1”/9”; HD 1-3 hit points; hp 3, 3, 2, 2, 2, 1, 1, 3; #AT Nil; D Nil; SA Collision; XP 8, 8, 7, 7, 7, 6, 6, 8)
The human form is the corpse of a middle-aged male human wearing plate armor. It wears a great helm stylized to resemble a boar's face and decorated with gold inlays (600 gold crescents value). On the body are six torches, flint and steel, forty feet of rope, seven iron spikes, a small hammer (used to drive the spikes), and a pouch of 34 gold crescents and 6 copper pieces. The corpse is also infested by rot grubs.
6 Rot Grubs (AC 9; MV 1”; HD 1 hit point; hp 1 each; #AT 0; D Nil; SA Burrow into flesh; XP -)
Tuesday, September 20, 2016
This battle axe is decorated with the tusked face of a boar. It appears to be made of solid gold, but is stronger and harder than gold has any right to be. It has no '+' to hit or damage but can hit creatures that can normally only be hit by +3 or better magic weapons. When it strikes it does 1d8 damage but any roll of a '1' is instead re-rolled as 2d8 damage.
XP VALUE: 700
GP VALUE: 4,000
56 CARRION CAVE. Two carrion crawlers are here, eating the body of a third carrion crawler, who has an axe in its head.
2 Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp 24, 11; #AT 8 tentacles; D Paralysis; XP 676, 624)
The axe is a boar axe.
Monday, September 19, 2016
55 BEWARE FALLING ROCKS. A yellow sign is posted here, before the cave entrance leading to Rooms 56 to 61.
Rubble chokes the passage entrance. Anyone entering or exiting must save vs paralyzation (this is a dodge roll) or take 2d6 damage from very sensitive loose falling rocks which are dislodged by footsteps.
Sunday, September 18, 2016
54 CASETHON'S CAVE. A water naga inhabits this twenty foot deep freshwater pool. She is regarded as a goddess by the fishmen, froglodytes, and lizard men, who occasionally gift her with gold and pearls.
Casethon the Water Naga (AC 5; MV 9”//18”; HD 7; hp 32; #AT 1 bite; D 1-4; SA Poison bite, spell use; XP 831)
First Level Magic user Spells:
Friends, Mending, Nystul's Magic Aura, Read Magic
Second Level Magic user Spells:
Magic Mouth, Mirror Image
Third Level Magic user Spells:
Hold Person, Protection From Evil 10' Radius
Casethon is a bit shy but curious. If she is given a something shiny (gold, gems, jewelry) worth at least 100 gold crescents she will give a kiss in return which will allow the recipient to breathe water and swim as if they wore a ring of free action for one day.
If visited another day, she will have new random non-fire-based spells. As a monster , she does not require components to cast spells.
At the bottom of her pool she keeps the following treasure: 5 pearls worth 500 gold crescents base value each and 2507 gold crescents worth of gold nuggets and clunky froglodyte and fishmen jewelry.
Saturday, September 17, 2016
53 FOUNTAIN OF TOOTH. This magnificent fountain is decorated with stone bas-relief teeth: incisors, molars, canines. The water is hard (high in mineral content) and tastes a bit metallic. Drinking even a sip of this water will cause the imbiber to grow a new tooth. If the character is missing a tooth, the missing spot will be repopulated. If not, a supernumerary tooth will grow.
Gaining one tooth has absolutely no game effect and as many teeth as a desired can be gained through this method. However, if excessive (greater than about a dozen teeth are gained), they will affect breathing and cause a -1 to constitution. If more than two dozen teeth are gained, they will clog the mouth and the character will die of asphyxiation (as per drowning rules) unless they are surgically or magically removed.
Friday, September 16, 2016
52 LOST RUIN. This large cavern contains large blocks of masonry and fallen pillars. This place is taboo, froglodytes and other intelligent monsters on this level (fangtooth fishmen, lizard men, and mock lobsters) do not come here and will not enter this place unless giving chase to fleeing adventurers. For purposes of wandering monsters in this room ignore results of these monsters and treat them as 'no encounter' instead.
Thursday, September 15, 2016
This ring enables its wearer to cast the equivalent of a flame strike spell once per day, doing 6-48 (6d8) points of damage. The target is entitled to a saving throw in which case damage is halved (3d8).
XP VALUE: 1,000
GP VALUE: 5,000
51 XENOPIAN'S ROOM. A foul froglodyte wangateur inhabits this room.
Xenopian, Froglodyte Wangateur (AC 5; MV 12”//15”; HD 4; hp 22; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage due to strength; SA Steam breath for 2d6, chant; XP 238)
With a single round of preparation, Xenopian can channel the unclean spirit of a type ii demon. When he does so his mouth swells to obscene proportions and he has the new statistics:
Demon-possessed Xenopian (AC 53 MV 12”//15”; HD 4; hp 22; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/4-16; SA Attack as a 6+ hit die monster, use the following abilities at will: darkness 15' radius, cause fear (as a fear wand), levitate (as an 8th level magic-user), detect invisible objects, telekinese 3,000 gold piece weight; MR 55%; XP 751)
Xenopian keeps a fat gold idol of a hideous froglike deity here worth 4000 gold crescents. Its eyes are black pearls and its belly is hollow, capable of being reached through the wide open mouth. Within are two poisonous snakes.
2 Poisonous Snakes (AC 6; MV 9”; HD 1; hp 4, 5; #AT 1 bite; D 1; SA Poison; XP 49, 50)
The snakes' poison is relatively weak, save at +2 failure causes death. Along with the snakes there are three small moonstones (base 10 gold crescent value) and a ring of frying.
Wednesday, September 14, 2016
50 SMALL CAVE. Two froglodytes are here. They are armed with spears, which they will throw before combat.
2 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 14, 15; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage due to strength; SA Steam breath for 2d6; XP 181, 185)
Each has a gold bracelet decorated with horrid and sinister runes. The bracelets are worth 100 gold crescents each, or 150 each if the offensive etchings are removed.
Tuesday, September 13, 2016
49 CAVE OF THE TRISKELION STATUE. This statue is of a laughing man with a staff. It is dressed as is typical of such statues: bare of chest, with a Phrygian style hat, and skirt-like base like those used in antique armor. Nine small holes are in its chest, made to accept the nine prongs on the whip found in Room 79.
If the prongs from the whip are fitted in its chest, it will release its magic staff, a staff of striking with 25 charges.
Monday, September 12, 2016
48 ANOTHER HOT SPRING. This hot water spring is about ten feet deep and choked with seaweed. It holds eight immature froglodytes, more developed than those in Room 47 with actual forelimbs and only small tails remaining.
8 Froglodyte Young (AC 6; MV 6”//15”; HD 2; hp 14, 7, 9, 5, 12, 13, 8, 6; #AT 1 bite; D 1-3; Size S; XP 48, 34, 38, 30, 44, 46, 36, 32)
The water is still hot, but will not cause damage if entered.
Sunday, September 11, 2016
47 HOT SPRING. A mother froglodyte is here, counting her pearls. She will allow intruders to leave if they give her a gem or piece of jewelry.
Female Froglodyte (AC 5; MV 12”//15”; HD 4; hp 23; #AT 2 claws and 1 bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size L; XP 217)
Fourteen immature froglodytes are swimming in the spring. They will emerge if there is violence to swarm intruders. These small froglodytes still have their tails and lack front legs.
14 Froglodyte Young (AC 6; MV 3”//12”; HD 1; hp 2, 5, 5, 6, 3, 7, 3, 2, 4, 5, 3, 6, 8, 8; #AT 1 bite; D 1-3; Size S; XP 12, 15, 15, 16, 13, 17, 13, 12, 14, 15, 13, 16, 18, 18 )
The spring is freshwater and searing hot. Anyone finding themselves immersed will take 1d3 points of heat damage per round. It is merely comfortably warm for young froglodytes, of course.
The froglodyte's eight pearls are worth 100 gold crescents base value each.
Saturday, September 10, 2016
46 BOSS FROG. A large froglodyte is here. He is a loner and likes to bully the other males.
Froglodyte (AC 4; MV 12”//15”; HD 5+3; hp 28; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +3 to damage due to strength; SA Steam breath for 2d6; XP 393)
He wears a silver anklet worth 300 gold crescents and a silver armband worth 450 gold crescents. They both are shaped like some kind of eel or snake and don't look crude like the jewelry made by the froglodytes or fangtooths.
Friday, September 9, 2016
45 PANTRY. Two female froglodytes are here, amusing themselves by throwing mud and stones at the captives in the penned-in area (marked in gray on the map).
2 Female Froglodytes (AC 5; MV 12”//15”; HD 4; hp 15, 20; #AT 2 claws and 1 bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size S; XP 185, 205)
The pen is made of woven seaweed stalks and branches. The captives in side are bound by crude ropes made from similar stuff. There are two lizard men and a human. If not rescued they will be the guests of honor at an upcoming feast.
Lentago and Garbanzo, Lizard Men (AC 5; MV 6”//12”; HD 2+1; hp 9, 12; #AT 3 or 1; D 1-2/1-2/1-8 or by weapon type +1 to damage due to strength; XP 62, 71)
Silus, Chaotic Good male human man-at-arms (AC 7; MV 9”; HD 4 to 7 hit points; hp 7; #AT 1; D By weapon type; XP 12)
Thursday, September 8, 2016
44 KILLERS' KENNEL. Three male froglodytes are here, handlers of six killer frogs.
3 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 16, 13, 19; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage due to strength; SA Steam breath for 2d6; XP 189, 177, 201)
Each froglodyte carries a trident and two daggers. The toughest froglodyte has a golden belt with a mother-of-pearl buckle worth 700 gold crescents.
6 Killer Frogs (AC 8; MV 6”//12”; HD 1+4; hp 5, 10, 8, 11, 12, 7; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 46, 56, 52, 58, 60, 50)
Wednesday, September 7, 2016
43 SLOPING PASSAGE. This passage slopes gently down towards level 4. Dwarves, gnomes, and certain humanoids may notice this slope if using their detection ability.
Tuesday, September 6, 2016
42 FOUNTAIN OF RUTH. This cave holds a marvelous fountain filled with clear bubbling water. It is adorned only with the name “RUTH'. Any person who drinks even but a drop of this liquid will find their name changed to Ruth. Anyone who addresses this person will call them Ruth and any stranger who meets this person will immediately know their name is Ruth. The name change will last for 24 hours. If the person wishes they may keep the name Ruth.
Any person who drinks whose name is actually Ruth will lose their name for 24 hours. The water will lose its magnificent properties if taken from the room.
Monday, September 5, 2016
FREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOR CLASS: 4
HIT DICE: 6
% IN LAIR: 30%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-10
SPECIAL ATTACKS: Water blast for 6 hit points damage, surprise on 1-4
SPECIAL DEFENSES: Only surprised on a 1, immune to cold
MAGIC RESISTANCE: Standard
SAVE: Fighter 6
ALIGNMENT: Neutral evil
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: V/ 350 + 6/hp
Eel hounds are thought to originate on some elemental plane or watery hell. They are sometimes found on the material plane in service to some evil creature.
Eel hounds may bite with their great fanged mouths or squirt a high pressure blast of water up to 1” distance, causing 6 points of damage per blast. If the opponent is able to save versus dragon breath, they will take one-half damage.
Eel hounds are capable of a quiet slithering movement, and surprise on a 1-4 (out of 6). They have excellent senses, and they are surprised only on a die roll of 1 (out of 6). The suffer no damage from cold attacks.
Description: Eel hounds are pale blue to dark black. Their eyes are bright blue and luminous. Teeth are pale green.
41 SLACKENSLAV'S ROOM. This room is guarded by an eel hound.
Eel hound (AC 4; MV 12”//12”; HD 6; hp 29; #AT 1 bite; D 1-10; SA Water blast for 6 hit points damage, surprise on 1-4; SD Only surprised on a 1, immune to cold; XP 524)
The room is furnished as an opulent bedroom. Curtains obscure the bare rock and the bed has silk sheets . A large chest holds 7 pearls (base value 500 gold crescents each) and 14 golden armband decorated with an 'S' worth 100 gold crescents.
Sunday, September 4, 2016
40 SPAWNING POOL. Slackenslav the fish priestess is here. Five female fangtooths are in the pool.
Slackenslav, Lawful Evil female hybrid fish Cleric (AC 4; MV 9“; C5; hp 17; #AT 1; D Footman's Mace +2 +1 to damage due to strength; SA Spell use; S 17, I 16, W 15, D 12, C 14, CH 17; XP 377)
First Level Cleric Spells:
Bless, Command, Cure Light Wounds X2, Darkness
Second Level Cleric Spells:
Chant, Hold Person, Silence, 15' Radius, Snake Charm
Third Level Cleric Spells:
Slackenslav wears chain armor chased with gold (worth 2500 gold crescents if intact, considerably less if damaged. Her gold torch holds a large pearl and is worth 3500 gold crescents. Her mace is encrusted with mollusk shells, engraved with runes, and infused with silver. It doubles as her holy symbol and in the hands of any one other than a fangtooth or hybrid fish man it is only +1 in its magic. She has a small piece of iron for the hold person spell. For the purposes of the bless spell, any saltwater should be considered holy for her.
5 Fangtooth Fish Wives (AC 4; MV 9”//18”; HD 4+4; hp 23, 22, 12, 22, 18; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-12 or by weapon +2 to damage due to strength; XP 205, 200, 150, 200, 180)
The fish wives are not armed. Each has a 50% chance of wearing a piece of crude gold and/or silver jewelry (bracelet, armband, necklace, torc, or anklet) worth between 31 and 130 (1d100+30) gold crescents.
Slackenslav is not usually aggressive. In fact she will be down right friendly if the adventuring party includes humans. She is looking for willing men and women to breed a race of hybrid warriors by unholy congress with fish men or fish wives. All of her previous volunteers were slaughtered recently in a raid by froglodytes. If forced to combat she will prefer to use her spells to support the fish wives. If she is losing badly she will flee under cover of darkness, going north to get hybrid fish men from Rooms 38 and 39, or to flee towards the salt mere, depending on which direction the adventurers came from.
The pool is used for holding eggs. Hundreds of 7 inch long eggs are at the bottom. When they hatch they will release either a fangtooth fish man spawn (look like nasty looking fish with large mouth and sharp teeth) or a fish man-human hybrid (looks like a 6 inch long human baby with gills). The fish man spawn travel by an underground channel to the mere, where the mature. The hybrid children are collected and raised by Slackenslav as warriors, reaching human adult height in six months. The fish men spawn once per year and the hybrids in Rooms 38 and 39 are only nine months old.
Saturday, September 3, 2016
39 BARRACKS. This is another barracks, very similar to Room 38. Four hybrid fishmen are here.
4 fangtooth fishmen hybrid Fighters (AC 6; MV 6"; F3; hp 21, 23, 20, 12; #AT 1; D Trident or dagger +1 to damage due to strength of 17; XP 144, 152, 140, 108)
These fishmen hybrid are equipped like those in Room 38, with scale armor and gold armbands worth 100 gold crescents. The room also contains a fresh water fountain.
Friday, September 2, 2016
38 BARRACKS. This rough cave is furnished as barracks, such as used by human soldiers, with bunks, footlockers, etc. Six fangtooth fishman hybrids, half-man, half-fishman are stationed here.
6 fangtooth fishmen hybrid Fighters (AC 6; MV 6"; F2; hp 7, 11, 8, 15, 14, 13; #AT 1; D Trident or dagger +1 to damage due to strength of 17; XP 56, 68, 59, 80, 77, 74)
These warriors look much like normal men, but are extremely pale, have larger than normal sized eyes, and gills. Each carries both a trident and a dagger and each wears scale mail and a golden armband decorated with an 'S' worth 100 gold crescents. When not wearing their armor they can move at 12”, like a man, and can swim at 9”. They are fanatically loyal to Slackenslav and will obey hr commands without question.
The fountain is bubbling with clean fresh water, good to drink but having no magic properties. A search of the room will things usually used by fighters (whetstones, rags and oil for cleaning weapons, etc.)
Thursday, September 1, 2016
37 NEISS'S ROOM. Neiss, an unusually large fangtooth fishman, makes his lair here.
Neiss, Unpopular Fangtooth Fish Man (AC 3; MV 9”//18”; HD 5+5; hp 36; #AT 2 claws and 1 bite; D 1-8/1-8/2-16; XP 366)
He is disliked by the other fangtooths due to his cannibalistic tendencies. He wears a huge gold torc with a black pearl inset (4500 gold crescent value).
Despite how he appears, Neiss is actually exceptionally intelligent and can be reasoned with if approached from a position of strength. While not quite a leader, he was previously very influential in the fishman community (such as it is) before the arrival of Slackenslav (Room 41), who displaced him. He hates Slackenslav and covets her staff. He also desires to kill and eat her.