Monday, October 31, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86J BOSS FROG.

86J BOSS FROG. This room is illuminated by phosphorescent fungi growing on the cave walls, giving off a bright yellow-green light. The near pool is freshwater and holds Batrachus Versicolor, a monstrous wangateur. Maia the mermaid inhabits the far saltwater pool, manacled by a wrist to the wall.

Batrachus Versicolor, Froglodyte Wangateur (AC 4; MV 12”//15”; HD 7+3; hp 38; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/1-10 or by weapon +5 to damage due to strength of 18/94; SA Spit killer frog, steam breath for 2d8, chant; Size L; XP 1205)

Batrachus is about as bulky as a hill giant. As a special ability he can spit a glob of foul mucous, which will turn into a killer frog when it hits the floor. He can do so once per round, instead of a bite attack or steam breath but in addition to his normal claw attacks. He is not armed.

Killer Frog (AC 8; MV 6”//12”; HD 1+4; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 36 + 2/hp)

Maia the Mermaid (AC 7; 1+1; hp 8; #AT 1; D By weapon; SA Sing; SD Take double damage from flame; XP 81)

Maia is a special mermaid princess and her singing can aid those she wishes to. When singing, anyone she is singing for attacks at +3 on to hit rolls and do +1 damage. Batrachus has, through threat and punishment, trained to her to sing to benefit him. If Batrachus loses one half of his hit points in damage, she will gain hope and start singing for his opponents instead, an act which will infuriate Batrachus immeasurably. Maia also has the special ability to control barracuda, if she encounters any within the salt mere, they will serve her faithfully. If Batrachus is defeated, Maia will hope to be taken to the ocean (many miles to the east) and set free. She is afraid of the salt mere and the terrible creatures that inhabit it.

Batrachus is infatuated by Maia (love is not an emotion that froglodytes' possess) and has heaped treasure about her pool: 10,987 gold crescents, 8 pearls worth 1000 gold crescent base value, seven silver cups worth 125 fold crescents each, and a cloak of the manta ray.


Sunday, October 30, 2016

NEW MONSTER: DREAD SKULL.

DREAD SKULL

FREQUENCY: Very rare
NO. APPEARING: 1-20
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE: Individuals K, M; W in lair
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Fear
SPECIAL DEFENSES: Sharp weapons score half damage only
MAGIC RESISTANCE: See below
SAVE: Fighter 1
INTELLIGENCE: Average
ALIGNMENT: See below
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 14 + 1/hp

Dread skulls are undead creatures greatly resembling skeletons, but with their eyes still in their skulls and tongues between their jaws. They are victims of a powerful curse and retain their intelligence, alignment, and memories from before their death. They often work together, maintaining their previous relationships and authority.

The statistics above are for generic dread skulls. If they possessed class levels in life, they will retain those in death. They do not obey greater undead but can be turned (never commanded or destroyed) as if they were level 1 paladins by either good or evil clerics. If they posses class levels, they are affected instead as if they were a paladin of that level. Dread skulls wear clothing, as they did in life, and keep their equipment relatively well. They typically attack with a weapon. If no weapon is available they do 1-6 points of damage in melee.

Their odd appearance is unnerving and creatures of less than 4 hit dice must save vs spells or suffer -2 on to hit rolls due to the fear that they engender. Dread skulls take only one-half damage from sharp or edged weapons just like skeletons. They are susceptible to blunt weapons and fire but are immune to sleep, charm, hold and cold-based spells. Holy water causes 2-8 hit points of damage per vial to dread skulls.

UPPER DUNGEONS LEVEL 3A SALT MERE 86I PRISON.

86I PRISON. Each of the six alcoves hold a prisoner. A leg manacle keeps each prisoner in place, chained to the wall.

Alcove 1: A dead lizard man.


Alcove 2: Visnath the fangtooth hybrid

Visnath, Lawful Evil male fangtooth fishman hybrid Fighter (AC 6; MV 6"; F3; hp 23; #AT 1; D By weapon +1 to damage due to strength; S 17, I 8, W 6, D 12, C 14, Ch 8; XP 152)

Visnath wears scale mail armor. The froglodytes have taken his weapon and gold armband. His goal is to get back to serving Slackenslav (see Room 40). He will cooperate with fighting froglodytes if he is given a weapon and he feels that he will be allowed to return to the fishmen lair.


Alcove 3: A dead male elf. He wears a green robe decorated with orange leaves and has a magic-user scroll of charm person and monster summoning v stuffed into his boot. Fiametta in Alcove 5 knows about the scroll because this elf (his name was Hermis Trigaminot) was in her adventuring party.


Alcove 4: This alcove contains a dread skull, an undead pirate skeleton.

Hobnail Pete, Chaotic Evil male dread skull Pirate (AC 7; MV 12”; F3; hp 14; #AT 1; D 1-6 or by weapon; SD Sharp weapons score half damage only, limited spell immunity; XP 190)

The dread skull is part of the pirate skeleton crew from Area 87. It wears old but still colorful clothes as one would expect from a seafaring person. It holds a golden key in its chest cavity (worth 35 gold crescents), which matches the lock to Room 87O. It speaks in typical seafaring language and accent. It is not friendly and will not cooperate unless given rum, in which case it will become very cooperative indeed. It was a scout under Captain Bonebeard's command who was captured by the froglodytes. They don't know what to do with it.


Alcove 5: A living female human illusionist.

Fiametta Sollarkones, Lawful Good female human Illusionist (AC 7; MV 12”; I5; hp 12; #AT 1; D By weapon; S 11, I 16, W 10, D 17, C 10, Ch 16; SA Spell use; XP 496)

Fiametta was a member of a doomed adventuring party that included the dead elf in Alcove 3. She wears a white robe with a pattern of yellow stars. The froglodytes have taken her weapons and wealth. She has used up some of her spells but still has the following left:

First Level Illusionist Spells:
Change Self, Detect Invisibility

Second Level Illusionist Spells:
Blur

Third Level Illusionist user Spells:
Invisibility, 10' Radius

She has no spell components left so she cannot use the detect invisibility spell unless she finds some talc and powdered silver. She will be cooperative with any good or neutral aligned party.

Alcove 6: A living froglodyte. He is serving sentence for stealing rum.

Froglodyte (AC 5; MV 12”//15”; HD 3+2; hp 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 201)

He is not armed.

Saturday, October 29, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86H SLAUGHTER HOUSE.

86H SLAUGHTER HOUSE. Two froglodytes are dicing up the flesh of fish, lizard men, fangtooth fishmen, and humans on a wooden table and feeding scraps to a pet killer frog. There are four buckets of blood they are collecting to feed to the plants in Room 86E.

2 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 11, 16; #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 169, 189)

Killer Frog (AC 8; MV 6”//12”; HD 1+4; hp 10; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 56)

Each froglodyte is armed with a cleaver (treat as hand axe) but they prefer to fight with natural weaponry. The larger one has a gold armband worth 100 gold crescents that he took from Visnath the fishman hybrid in Room 86I.


Friday, October 28, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86G STORE ROOM.

86G STORE ROOM. This room holds the following items:

17 casks of fresh (but not too clean) water (60 gp weight)
3 casks of cheap rum (each worth 10 gold crescents and weighing 60 gp weight)
1 cask holding 57 golden spheres (each worth 10 gold crescents and weighing 8 gp weight)

A single froglodyte has snuck in and is sampling the rum.

Froglodyte (AC 5; MV 12”//15”; HD 3+2; hp 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 185)

He is not armed but wears a silver anklet worth 45 gold crescents.


Thursday, October 27, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86F CHIEFTAIN'S ROOM.

86F CHIEFTAIN'S ROOM. One very large male froglodyte and two females are here.

Gonton the Froglodyte Chieftain (AC 4; MV 12”//15”; HD 6+3; hp 34; #AT 2 claws and 1 bite or 1 weapon; D 1-4/1-4/1-8 or by weapon +3 to damage due to strength; SA Steam breath for 2d6; Size L; XP 400 + 8/hp)

Gonton wears a huge gold armband (900 gold crescent value) and twin anklets (300 gold crescents each).

2 Female Froglodytes (AC 5; MV 12”//15”; HD 4; hp 22, 15; #AT 2 claws and 1 bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size L; XP 125 +4/hp)

Each female has a silver and gold chain necklace (250 gold crescents value each). They each hold a pitcher of blood, which they use to water the plants in Room86E. None of the froglodytes are armed.

Wednesday, October 26, 2016

UPPER DUNGEONS LEVEL; 3A SALT MERE 86E HORRID GARDEN.

86E HORRID GARDEN. This long room holds hideous appearing nightmarish flowers of odious colors and shapes which writhe about suggestively and which smell of unwholesome and foul musks (occupying the gray area to the north). They are unnatural, dwelling underground, and living exclusively off of spilled blood brought to them by froglodytes.

All adventurers, even evil ones, will feel uncomfortable in this room, but druids are especially susceptible to the foul nature of the place. Each round that they spend in the room, they must save vs spells or they will attack at -3 due to their revulsion.

If the adventurers attempt to cross the room, the plants will amalgamate into a large bush-like mass. The flowers have oddly human-like mouths in the center of their fleshy petals. The mass will attack like on organism, draining blood as a giant weasel. The mass can also pull its roots out and slither if it needs to.

Terrible Flower Amalgam (AC 6; MV 1”; HD 8+3; hp 32; #AT 1 bite; D 2-12; SA Drain blood; SD Limited spell immunity; Size L; XP 1284)

The plant is subject to spells which affect plants (such as charm plant) but it is immune to spells which target persons or monsters (charm person, sleep, hold monster, etc.) It takes full damage from fire and cold, but half damage from lightning attacks.

There is the corpse of an unlucky froglodyte hidden in the plant mass, drained of blood. It wears a silver and gold braided torc worth 250 gold crescents.


Tuesday, October 25, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86D SHRINE.

86D SHRINE. This room, like Room 86C and the others in the complex is carved from the surrounding rock. Four froglodytes are here.

3 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 16, 15, 16; #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, 185, 189)

Rana Edulian (AC 5; MV 12”//15”; HD 3; hp 13; #AT 2 claws and 1 bite or 1 weapon; D 1-2/1-2/1-4; SA Steam breath for 2d4, chant; XP 144)

Rana Edulian is only a wangateur in training. He is a little sickly so does less damage in melee. He prefers to hang back and let the others fight for him, chanting. He wears a golden hat with three feathers stuck in it (250 gold crescents). None of the froglodytes are armed.

The altar in the northeast corner looks a bit like a sink. It is cursed so any water poured in it becomes unholy. It has golden fittings that would be worth 600 gold crescents if removed. Such a task would require about a turn using appropriate equipment (such as a crowbar), or about three times as long with a sharp weapon such as a dagger.

The altar holds blood and bits of tissue in its basin. Above the altar there is a dirty mirror, which is actually a secret door. It spins on a central axis and allows access to the passage beyond, which leads to Area 87Q.

Monday, October 24, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86C BASEMENT.

86C BASEMENT. The room appears to be carved from rock, except for a portion of the east wall which is a brick wall. The lever on the east wall will cause the brick wall to drop down as the staircase descends from the ceiling, allowing passage up to Room 86B.

Sunday, October 23, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86B BOTTOM LEVEL.

86B BOTTOM LEVEL. The ceiling height is about twelve feet. A ladder ascends to the trapdoor leading to Room 86A. At the cardinal points of each room is a metal face sculpture in high relief. Below each face is a lever. The faces the north, south, and east are beautiful maidens. The face to the west is a froglodyte. 
 
Before

Flipping the lever for the north, east, and south faces will cause a blast of steam to blast from the mouth, causing 2d6 damage (save versus dragon breath for half damage) to the person standing immediately in front of it. Flipping the lever for the west face will cause a staircase to sink and reveal itself, leading down about fifteen feet to Room 86C

After
 

After a turn the staircase will close itself again spontaneously.

Saturday, October 22, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86A TOP LEVEL.

86A TOP LEVEL. A huge froglodyte guards this area.

Froglodyte (AC 4; MV 12”//15”; HD 5+3; hp 27; #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 387)

The ceiling height is about eight feet. A trapdoor in the floor leads to Room 86B.


Friday, October 21, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86 GREAT STATUE.

86 GREAT STATUE. This huge statue looks something like a sitting frog-like creature carved from black stone. It is twenty feet high and the crown of the head is protected by a short wall. Four froglodytes wait on the head.

4 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 11, 19, 22, 14; #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 169, 201, 213, 181)

The froglodytes have a supply of 40 javelins, which they will hurl at attackers. Along with the froglodytes, there is a huge rotating red beacon, looking a bit like a bullseye lantern and serving the same purpose as a lighthouse. This device is magical in nature, works by itself, and will continue on forever unless stopped by a wish, similar god level magic, or a dispel magic cast by a spellcaster of at least 18th level. The regular denizens of the Salt Mere have learned to use this beacon to unerringly find their way about.

The statue faces the east, and a built in ladder reaches up about twelve feet to the froglike mouth. At the back of the throat, there is a metal door to Room 86A. This door is rusty and creaks, so the froglodyte in Room 86A will not be surprised if this entrance is used in the conventional fashion.

Thursday, October 20, 2016

UPPER DUNGEONS LEVEL 3A SALT PUKE 85B PUKE PLACE.

85B PUKE PLACE. Three salt pukes are here in this sandy room.

3 Salt Pukes (AC 8; MV 6”; HD 4; hp 16, 18, 15; #AT 0; D Nil; SA Spit corrosive chemicals for 4-16; SD Not harmed by blunt weapons; XP 149, 157, 145)

The entry to Room 85A is also obstructed by a small hill of rubble from this side.

Wednesday, October 19, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 85A CAVE OF PILLARS.

85A CAVE OF PILLARS. This natural cavern holds many stone pillars, making it somewhat difficult to navigate. The concealed door to the north is actually a small aperture (three feet by three feet) partially hidden by rubble.

Tuesday, October 18, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 84 ROOM OF THE SINGING MERMAID.

84 ROOM OF THE SINGING MERMAID. The stairs ascend forty feet to Area 56 on Level 3. As one approaches this room an illusion (auditory and visual) of a beautiful singing mermaid will appear, as if she is floating in the air four feet above the ground. The song is very sad but also very beautiful. The illusion will remain active for 6 minutes.

The illusion is actually created by a small crystal embedded in the sixteen foot high ceiling. The crystal can be removed and will recreate the illusion whenever someone approaches to within twenty feet of it.

The mermaid is Maia, she is currently imprisoned beneath the statue at Area 86.

Monday, October 17, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 83 SHELF.

83 SHELF. The passage from Room 82 slopes gently here, so the shore here is actually a shelf, a small cliff, about five feet above the level of the water of the salt mere.

Sunday, October 16, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 82 TROLL'S LAIR.

82 TROLL'S LAIR. A salt water troll (marine scrag) has made this place its den.

Salt Water Troll (AC 2; MV 3”//12”; HD 6+12; hp 39; #AT 2 claws and 1 bite; D 1-4/1-4/9-16; SD Regenerate when immersed in salt water only; XP 837)

The troll keeps its treasure in three silver urns (each worth 100 gold crescents). The first urn holds 205 silver spanners. The second holds 62 silver spanners, a labeled potion of clairaudience in a metal flask, and an illusionist scroll of dancing lights, darkness, and rope trick. The third holds 13 silver spanners and a potion of delusion in a metal flask labeled “diminution”. On the floor is the body of a twilight dwarf wearing special chain mail +1. This magic armor is made of interlocking red and green rings and has the marvelous additional attribute of adjusting its size to fit the wearer (from sprite to storm giant size) and also gives an additional +1 on saving throws versus dragon breath.

Saturday, October 15, 2016

UPPER DUNGEONS LEVEL 3A 81 TRANSPORTER.

81 TRANSPORTER. A silvery metal platform (10 feet by 10 feet by 1 foot thick) floats in the center of the room about two feet off the floor. Any person who stands on the platform will be transported to Level 7, Room 77.

Friday, October 14, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 80 SENTIENT CRYSTALS.

80 SENTIENT CRYSTALS. This cavern is marked by extensive quartz deposits. Thirteen of the pieces of quartz are actually sentient crystals, quite friendly and fully capable of speech with average intelligence.

13 Sentient Crystals (AC -2; MV 0”; HD 1; hp 8 each; #AT 0; D Nil; XP -)

They can be removed and taken but talk at all the wrong times. Those with a sentient crystal are incapable of surprising other creatures under normal conditions. They should be treated as sages with a special category knowledge of Geology & Mineralogy but no other ability to answer questions outside of this special knowledge category.

Thursday, October 13, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 79 CAVE OF THE TRISKELION STATUE.

79 CAVE OF THE TRISKELION STATUE. This statue is of a crying man with a nine tailed whip. 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. Three horizontal holes in a line are in its chest, made to accept the three prongs on the magic weapon Dengurhamar in its trident form found in Room 22.

If the prongs from the trident are fitted in its chest, it will release its hold on the nine tailed whip it is holding.

The nine tailed whip is actually made of gold, silver, copper, platinum, and mithril and worth 10000 gold crescents. It can be used in combat as a flail and has the unusual property of being able to hit any creature that can normally only be hit by magical weapons (even those needing +2, +3, +4, etc. weapons to hit). It does not actually provide a bonus to hit or damage. The gold and silver parts are not very strong and every time a natural '1' is rolled while it is being used in combat it will dent and lose 10% of its current value.

Wednesday, October 12, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 78 GREEN CAVE.

78 GREEN CAVE. The ceiling is marked by nine large patches of green moss which resemble green slime, but are completely innocuous. However, there are seven stalactites here, which are actually piercers.

2 Piercers (AC 3; MV 1”; HD 1; hp 3, 4; #AT 1 drop; D 1-6; SA 95% likely to surprise; XP 13, 14)

3 Piercers (AC 3; MV 1”; HD 2; hp 9, 11, 9; #AT 1 drop; D 2-12; SA 95% likely to surprise; XP 38, 42, 38)

2 Piercers (AC 3; MV 1”; HD 2; hp 16, 6, 19; #AT 1 drop; D 3-18; SA 95% likely to surprise; XP 83, 53, 92)

Tuesday, October 11, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 77 MOCK LOBSTER SINGING ROOM.

77 MOCK LOBSTER SINGING ROOM. This cavern is where the mock lobsters spend most of their time. It is always kept lit by torches to provide a cheery atmosphere. The cavern has great acoustics and the mock lobsters love to sing. This sounds a bit like cats getting strangled and might spook animals (acts like a wand of fear against normal animals like mules). There is a piano here and one mock lobster is usually playing on it.

7 Mock Lobsters (AC 4; MV 9”//9”; HD 3+4; hp 13, 17, 17, 17, 16, 20, 15; #AT 2 pincers; D 2-8/2-8; SA Surprise on a 1-3; XP 112, 128, 128, 128, 124, 140, 120)

The toughest lobster has personal jewelry: a gold claw-band worth 750 gold crescents. The mock lobsters also keep their treasures here on soft pillows: nine pearls (base value 500 gold crescents) and 2259 gold crescents worth of gold nuggets. The mock lobsters don't really care about the nuggets but know that men value them and they are useful for trading.

Monday, October 10, 2016

UYPPER DUNGEONS LEVEL 3A SALT MERE 76 ROOM OF THE NIPPERS.

76 ROOM OF THE NIPPERS. This room holds a shallow salt water pool (about three feet deep at its deepest point). This is where the young mock lobsters (nippers) live. There are a dozen of the little critters in the pool.

12 Nippers (AC 6; MV 3”//3”; HD 1; hp 1, 3, 8, 4, 2, 7, 3, 4, 7, 7, 8, 5; #AT 2 pincers; D 1-2/1-2; XP 11, 13, 18, 14, 12, 17, 13, 14, 17, 17, 18, 15)

The nippers are quite curious about the outside world and will ask adventurers to smuggle them out with them, a practice that the older mock lobsters disapprove of.

Sunday, October 9, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 75 SENTRY ROOM.

75 SENTRY ROOM. Two giant crayfish guard this room along with a mock lobster handler.

2 Giant Crayfish (AC 4; MV 6”//12”; HD 4+4; hp18, 23 ; #AT 2 claws; D 2-12/2-12; SA Surprise on a 1-3; XP 180, 205)

Mock Lobster (AC 4; MV 9”//9”; HD 3+4; hp 16; #AT 2 pincers; D 2-8/2-8; SA Surprise on a 1-3; XP 124)

The giant crayfish will obey the mock lobster's commands. The mock lobster is used to talking before fighting unless the intruders are fangtooth fishmen, froglodytes, or otherwise obviously hostile intruders.

Saturday, October 8, 2016

NEW MONSTER: MOCK LOBSTER

MOCK LOBSTER

FREQUENCY: Rare
NO. APPEARING: 1-20
ARMOR CLASS: 4
MOVE: 9”//9”
HIT DICE: 3+4
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 2
DAMAGE/ ATTACK: 2-8/2-8
SPECIAL ATTACKS: Surprise on a 1-3
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 4
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L (8' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 60 + 4/hp

Gigantic crustaceans, mock lobsters can walk half upright on their six back legs. Their first pair of walking legs has become modified to grasp quite well. They have a very hard brown or green (very rarely blue) exoskeleton and strong pincers. For purposes of grappling they should be considered strength 18/50.

Mock lobsters will eat dead and rotting food, though they will hunt if hungry and have also been known to stock pools with prey animals as a form of farming. They vastly prefer salt to fresh water but can dwell in either. They are capable of hiding and blending into their surroundings or behind rocks (surprise on a 1-3 on a 6-sided die).

Mock lobsters value treasure and may keep pearls (treat as treasure type Q X 6, pearls only). They have been known to wears specialized jewelry fit for their unusual anatomy, especially on their claws. They will trade with men for goods they cannot obtain from their environment.

For their part, they are usually well disposed towards other sentient life forms. They can speak the common language, although it sounds like they are screaming in a high pitched voice when they do so. This will spook normal horses, mules, cattle, and other livestock as if they were attacked with a wand of fear.

Boiled and buttered mock lobsters are delicious.

UPPER DUNGEONS LEVEL 3A SALT MERE 74 ROOM OF THE POOL.

74 ROOM OF THE POOL. Two mock lobsters are here, harvesting sea slugs and small fish from the pool here.

2 Mock Lobsters (AC 4; MV 9”//9”; HD 3+4; hp 18, 21; #AT 2 pincers; D 2-8/2-8; SA Surprise on a 1-3; XP 132, 144)

The pool is quite deep (about twenty feet) and well-stocked with fish and small invertebrates which the mock lobsters prize as food.

Friday, October 7, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 73 FOUNTAIN OF VERMOUTH.

73 FOUNTAIN OF VERMOUTH. This fantastic fountain is decorated with plants. Grapes are featured prominently, but there are also cloves, cinnamon, ginger, mugwort, and wormwood (druids will be able to identify). The fountain holds vermouth. It is sweet but if any is taken out of the room it will become dry.

Thursday, October 6, 2016

NEW MONSTER: SALT PUKE

SALT PUKE

FREQUENCY: Uncommon
NO. APPEARING: 1-8
ARMOR CLASS: 8
MOVE: 6”
HIT DICE: 4
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ ATTACK: Nil
SPECIAL ATTACKS: Spit corrosive chemicals for 4-16
SPECIAL DEFENSES: Not harmed by blunt weapons
MAGIC RESISTANCE: Standard
SAVE: Fighter 4
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: IV/ 85 +4/hp

A salt puke strongly resembles a huge striated brownish gray gourd with a large pore or stoma at one end. They are most commonly found in wet underground areas or marshlands. The salt puke is an enigma of nature. It takes the minerals found in its surroundings and converts them internally to salt. A salt puke always has a distinctly briny smell about it.

Having no ability to attack in a conventional sense, the salt puke relies on a disgusting tactic to ensure it has a supply of ready protein to add to its diet. It can eject a jet of highly corrosive saline from its pore, reaching distances of up to 6”. If the target is within 1”, the salt puke is at +2 to hit. If the range is greater than 3”, the hit probability drops to -2, and to -4 at greater than 5”.

This noxious mixture causes 4-16 hit points of damage to the creature that it strikes, half that if a saving throw versus dragon breath is made. When it kills a victim, the salt puke sucks up the semi-liquid remnants of the creature's body through its pore.

These creatures have no bones, making them highly distensible. They move by means of rhythmic contractions and are able to squeeze through relatively narrow openings. Because of their rubbery body structure, these creatures are not affected by blunt weapons.

UPPER DUNGEONS LEVEL 3A SALT MERE 72 CAVE OF THE BUZZED BEAR.

72 CAVE OF THE BUZZED BEAR. This area is home to an inebriated cave bear.

Cave Bear (AC 6; MV 12”; HD 6+6; hp 33; #AT 2 claws and 1 bite; D 1-8/1-8/1-12; SA Hugs: 2-16; XP 739)

The cave bear is moderately intoxicated at all times and attacks at -1 on to hit rolls.

The northwest cul-de-sac holds the bones of countless fish. Among the debris are scraps of blue wizard's robes with red stars and a dismembered human skeleton with a ring of shooting stars on one bony finger.

Wednesday, October 5, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 71 CAVE PAINTINGS.

71 CAVE PAINTINGS. The walls of this room are decorated with crude but charming paintings of fountains. The floor is painted blue with fishes, serpents, and stranger creatures painted in miniature frolicking about.

Tuesday, October 4, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 70 GROM THE MIGHTY.

70 GROM THE MIGHTY. The god of lizard men resides here in adulation and splendor: a dragon turtle named Grom.

Grom the Mighty, male average young Dragon Turtle (AC 0; MV 13”//9”; HD 13; hp 26; #AT 2 claws and 1 bite; D 1-6/1-6/2-18 (1d8+1d10); SA Breath weapon, capsizing; XP 7768)

As befits a being of his eminence, Grom is served by eight lizard maidens and Scalamond, the largest of the lizard men.

8 Lizard Maidens (AC 5; MV 6”//12”; HD 2+1; hp 13, 12, 10, 12, 9, 13, 9, 4; #AT 3 or 1; D 1-2/1-2/1-8 or by weapon type +1 to damage due to strength; XP 74, 71, 65, 71, 62, 74, 62, 47)

Each lizard maiden wears a silver tiara (worth 200 gold crescents each) to symbolize their special place in Grom's court.

Scalamond the Lizard Man (AC 5; MV 6”//12”; HD 3+1; hp 18; #AT 3 or 1; D 1-3/1-3/1-10 or trident of fish command +2 to damage due to strength; Size L; XP 132)

Scalamond is large and strong for a lizard man and wears a gold crown (2000 gold crescent value). He often forgets to use his trident of fish command in combat and reverts to claw and bite (base 1 in 4 chance each round he will drop the weapon). The trident has 17 charges left and has been mainly used by the lizard men for fishing and avoiding large predators in the mere.

Grom cannot speak with men, but he is very intelligent and can communicate effectively with the lizard men. The lizard men and Grom are reasonably rational and would make good allies if the adventurers can gain their trust. Remember that Grom is still young and mostly just wants lots of food and shiny things. His shell is about 12' wide now and soon he won't be able to squeeze out of the cave, so he is planning on permanently moving to another lair soon.

Grom keeps the following treasure in a loose pile: 5582 silver spanners, 2597 gold crescents, 246 dwarvish platinum zamukkarbhus, 12 pearls (1000 gold crescent base value each), and four silver tubes (each worth 300 gold crescents).

The tubes are unlabeled. They work like thermoses. Three hold potions: healing, ESP, and super-heroism. The last is dry but holds a rolled up scroll of 5 magic-user spells: hold portal, ice storm, ray of enfeeblement, scare, and suggestion.

Monday, October 3, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 69 LIZARD MAN CAVE.

69 LIZARD MEN CAVE. The cave entrance is decorated by the skulls of froglodytes and fangtooth fishmen, as well as the claw of a mock lobster. These grisly trophies are meant to ward off incursions by hostile rivals.

Thirteen lizard men and women are in this main cave. The are going about daily tasks, such as eating fish, mating, and guarding their eggs (there are a total of 19 eggs in mud nests).

13 Lizard Men and Women (AC 5; MV 6”//12”; HD 2+1; hp 14, 8, 10, 13, 9, 9, 7, 15, 15, 9, 6, 4, 7; #AT 3 or 1; D 1-2/1-2/1-8 or by weapon type +1 to damage due to strength; XP 77, 59, 65, 74, 62, 62, 56, 80, 80, 62, 53, 47, 56)

They are not armored and carry no wealth, having given it all to their deity Grom. The lizard men are likely to be hospitable, or at least not immediately hostile, if the lizard men from Room 45 have been rescued and returned here.

Sunday, October 2, 2016

NEW MONSTER: SHARKADON

SHARKADON

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVE: 15”//15”
HIT DICE: 4-6
% IN LAIR: 50%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: 4 HD: III/ 60 + 4/hp
5 HD: IV/ 90 + 5/hp
6 HD: IV/ 150 + 6/hp

Sharkadons are evolutionary rejects, something like a great shark faced lizard. They are excellent swimmers as well as powerful runners. They can smell blood and can track wounded prey as if they were 10th level rangers.

Sharkadons are amphibious and need to immerse themselves in water every few hours. They will eat carrion but prefer live food.