Sunday, November 13, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87L BRIG.

87L BRIG. This room holds five cells. Four dread skulls are here, including one officer.

Hook Hand Yakko, Chaotic Evil male dread skull Pirate (AC 7; MV 12”; F5; hp 26; #AT 1; D See below; SD Sharp weapons score half damage only, limited spell immunity; XP 381)

Hook Hand Yakko is missing his left hand. He uses prosthetic hooks instead, of which he has five. One is on his wrist the other four hang from his belt. He is so proficient at changing his hooks that he can attack with a different hook each round if he so chooses.

Hook
Description
XP Value
GP Value
Silver Hook
1-6 damage can be used against monsters only hit by silver or +1 weapons
450
2000
Red Hook
1d6+3 heat damage, gives light as a torch when hooked in
-
200
Spinning Hook
2d6 damage, works like a food processor
-
100
Spyglass Hook
Works like a single cusp of eyes of the eagle
1750
9000
Grappling Hook
Has thirty feet of rope, if aimed at a person it does 1d6+1 damage (short = 1”, medium = 2”, long = 3”), can be reeled back in
-
200

A person who cuts off their hand and who practices can master the use of the hooks and use them just like Hook Hand Yakko does (because they are magic). The amount of time required is 20 months less 1 month for each point of dexterity. Any one doing this is then unable to use two handed weapons, including bows.

3 Dread Skull Pirates (AC 7; MV 12”; HD 3; hp 7, 7, 8; #AT 1; D By weapon or 1-6; SA Fear; SD Sharp weapons score half damage only, limited spell immunity; XP 21, 21, 22)

The 8 hit point dread skull uses a battle axe +1 (it belonged to Larf the Barbarian (see below). The other two use scimitars. Each has 3-18 silver spanners and 2-8 gold crescents.

The room is furnished like a small office. The keys for the cells are on a small table.

Cell 1: Larf the Barbarian, Neutral male human Berserker Fighter (AC 7; MV 12"; F4; hp 25; #AT 1; D By weapon +1 to damage due to strength; S 17, I 5, W 4, D 15, C 16, Ch 13; XP 215)

He wears rough hides which act as some armor.

Cell 2: Lacedon (AC 6; MV 9"; HD 2; hp 14; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 93)

Cell 3: Empty

Cell 4: Empty

Cell 5: Snorra Alkabaad, Neutral female half pixie/half gnome Thief (AC 6; MV 6”/12”; T4; hp 14; #AT 1; D By weapon; SA Magic use; S 6, I 15, W 14, D 18, C 13, Ch 16; Size S; MR 25%; XP 350)

Thief skills: PP 55%, OL 52% F/RT 40% MS 43% HS 99% HN 25% CW 73% RL 20%

[Her thief skill racial bonuses are +10% hear noise, -15% climb walls (although she has wings) and always 99% hide in shadows]

Snorra has small wings and is 2½ feet tall. She can use the following spell-like abilities once per day: dispel magic (at 8th level/ability), dancing lights, ESP, and Otto's irresistible dance. She is unarmed and unarmored. She has also lost her thieves' tools. Larf and Snorra were part of the same adventuring party as Fiametta Sollarkones and Hermis Trigaminot (see Room 86I).


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