Wednesday, November 30, 2016

THE GROUNDS 5 THIS IS A CASTLE.

5 THIS IS A CASTLE. This small court features in its center a very small castle (less than a foot high) surrounded by a tiny moat. Near the entrance to each pathway in the hedge maze there is a signpost that reads “This is a castle.”

This castle belongs to Wandra Triskelion. Years ago she used powerful magic to turn herself into a part-plant and now she wields unusual powers. Wandra is obsessed with her own appearance and very greedy. She is always eager to welcome new people into her castle … so she can turn them into vegetable people. While she has been telling her vegetable people that she is raising an army to conquer The Grounds, she has actually been using them to make delicious juices in the dungeon level of this castle. She believes that juices and soups made from vegetable men will prolong her life span and make her more beautiful.

If the party attempts to ally with Wandra Triskelion, her response will largely be based on her reaction roll. For her part, Wandra is trying to lure more humans, demi-humans, and humanoids to her castle so she can turn them into juice. An agreement with her would likely entail the characters luring new victims into her castle. Wandra is extremely narcissistic and will see herself as the superior partner in any agreement. She will be difficult and demand new concessions regularly.

If the adventurers assault the castle and then retire before defeating Wandra, there will be relatively little change between one encounter and the next. The chaotic nature of the inhabitants leads them to somewhat lax security. Nevertheless, Wandra is personally very intelligent and will respond to a real or perceived threat by posting pea head guards at the front gate and surrounding her self with more pea heads and vegetable men.

The pea heads are not a product of her magic, but a race of plant-humanoids indigenous to The Grounds. The serve Wandra because she supplies them with vegetable men for food and occasionally leads them into The Grounds on raids to satisfy the pea heads blood lust.

The vegetable men are ignorant of their role as food and drink to Wandra and the pea heads. They believe they are citizens of the castle with the same status as the pea heads. On being transformed into plant people, most succumb to Wandra's charm power. Those few that are not, such as Gratinati at Area 3, usually flee or are captured and dragged to the dungeons. The vegetable men who inhabit the castle are forbidden to enter the dungeon area unless escorted by pea heads. Those who are led into the dungeon emerge only later as food and drink.

If the party can convince the vegetable men that they are really being exploited and turned into food and drink, they will likely revolt against Wandra and the pea heads. If shown evidence of Wandra's perfidy, such as the book in Room 5Q or the presses in Room 5U, each vegetable man will get an immediate saving throw vs spells at +4. If they succeed then they will join the adventurers. If they fail then they remain loyal.

The castle and the items in the castle are decorated with messages written in paint or carved into the structure. Each label reads “This is a _______”, with the blank part being the name of the item in question, such as “This is a door”, “This is a chair”, or “This is a sword.” The reason for this is that the vegetable people are very stupid and need to be reminded frequently what things are so they can use them properly.

If any person approaches the castle, it will appear to grow larger and larger until it is a life-size two story building. What is really happening, however, is that the castle is not growing but the characters and their belongings are shrinking. A observant person will notice that the hedges surrounding the court are expanding to gargantuan proportions around them.

When inside the structure of the castle, size stays the same. A six foot tall person is about an inch tall at the castle. With the reduction in size there is an associated effect. Anyone who falls takes no falling damage because their mass is now so small that wind resistance is a factor. Also, because the surface area to volume ration of the characters has changed so markedly, they will now be much more sensitive to small changes in temperature. This is especially noticeable when entering the dungeon portion (Rooms 5R to 5U).

Tuesday, November 29, 2016

THE GROUNDS 4 DRY WELL.

4 DRY WELL. The sound of loud buzzing can be heard from a covered well located in the middle of this grassy lawn. Within the well is a nest of jousting wasps.

11 Jousting Wasps (AC 5; MV 3”/15”; HD 1-4 hit points; hp 4, 2, 1, 1, 1, 4, 4, 3, 2, 2, 2; #AT 1 sting; D 1-2; SA Attack as 4 HD monster on first attack; XP 9, 7, 6, 6, 6, 9, 9, 8, 7, 7, 7)

There is a sack holding 543 silver spanners, 4 normal marbles, and a tiger's eye gem worth 100 gold crescents base value at the bottom of the well.

Monday, November 28, 2016

THE GROUNDS 3 BURIED ALIVE.

3 BURIED ALIVE. This small court is located within the hedge maze. The hedges are extremely dense and twelve feet tall.

In the center of the court an unusual person has been buried up to their eyeballs. This is Gratinati, a potato man transformed by Wandra Triskelion at Area 5.

Gratinati (AC 10; MV 12”; HD 1; hp 7; #AT 1; D By weapon; XP 17)

Gratinati looks like a potato with eyes, ears, and a mouth. He has arms and legs sticking out of his body at appropriate places. He is not armed and has no wealth. Unless he is armed, experience points should not be awarded for defeating him.

After being turned into a tuber, Gratinati felt the urge to plant himself. If disturbed he will cry for help and there is a 90% chance that 1d4+3 jousting wasps from Area 4 will come to investigate. If the adventurers can convince him that they mean him no harm and want to help return him to being a human (this is based on reaction roll), he will likely consent to act as a guide. He can find his way about the ground floor of the castle at Area 5 in a general fashion. He does not know the secret behind the traps or secret doors.

Sunday, November 27, 2016

THE GROUNDS 2 THE RUNNING OF THE SHRUBS.

2 THE RUNNING OF THE SHRUBS. This rectangular stretch of lawn is inhabited by numerous two footed shrubs running about. One area is clearly marked off as a gaming field with white chalk.

This is the home of King Shrub and his subjects, a dozen walking shrubs. King Shrub is a very old and overgrown treant who likes watching games. His favorite game is called 'Shrub Ball' and unless he is attacked immediately he will invite adventurers to play a game “For all the marbles”.

If the adventurers agree to play a game they and a matching number of shrubs (up to 6) will line up at the start line. The idea is to race to one of three flag poles near the north end of the field, grab a flag (there is only one per flag pole), chase down a kiwi bird (the ball) and then cross the finish line with a flag and the bird.

Upon reaching a flag pole, it takes a hit vs AC 10 to grab a flag. It is possible to steal a flag or the ball from another contestant. Doing so requires the attacker to succeed on a “to hit” roll vs the defender's armor class. Then the defender still gets a chance to save vs paralyzation. If they succeed in making this saving throw they retain possession of the flag or the bird. A player can only try to steal one or the other from another contestant.

A contestant may hand off the bird or a flag to another. This takes slowing movement down to 3” by both contestants to pull off properly. Walking shrubs will not cooperate like this (because they are very competitive and want to win individually) but it is not against the rules.

Complicating factors include the walking shrubs, who will try to knock characters over, and the kiwi bird, who tends to wander.

12 Walking Shrubs (AC 6; MV 15”; HD 3; hp 10, 8, 16, 8, 13, 18, 8, 14, 11, 10, 13, 12; #AT 1 hand; D 1-8; SA Knock prone; XP 125, 117, 149 117, 137, 157, 117, 141, 129, 125, 137, 133)

Walking shrubs are chaotic good, have average intelligence, have two green hands and two green feet. They can attack with a fist, but will not do so during Shrub Ball. Instead, they will try to run into characters in order to knock them over. Characters of size S or M attacked in this way must save vs paralyzation or be knocked prone (and must spend their next round getting back up). Size L creatures are immune to this attack. Shrubs will not always try to knock over characters, they will also attempt to grab the flags and win the game. The Dungeon Master will control their movements.

Walking shrubs can move at a speed of 15”, but cannot sprint. Adventurers can move at their normal speed (removing armor to make on faster is allowed) and can sprint up to three times at twice their normal speed before being winded.

The Ball (Kiwi Bird) (AC 2; MV 12”; HD 1 hit point; hp 1; #AT 0; D Nil; XP -)

The kiwi is dressed in a sweater with the word 'ball' written on it. It will move one square (ten feet) in a random direction each round (use grenade template) but has been taught to stay within the boundaries of the field of play. In order to pick up the kiwi, an adventurer or walking shrub must move on to the same space as the bird and succeed in a “to hit” roll.

King Shrub (Treant) (AC 0; MV 12”; HD 12; hp 62; #AT 2 hands; D 4-24/4-24; SA Control trees; SD Never surprised; XP 5144)

King Shrub will fight if the shrubs or the kiwi are attacked or killed. If a player wins the game of Shrub Ball he will keep his word and give his marbles to the winner. The royal marbles include:

4 pearls (1000 gold crescent base value each)
1 scarlet and blue spherical ioun stone
15 normal marbles

If the adventurers lose, they will owe him 20 marbles. If the adventurers don't have any marbles he will ask them to retrieve some from the witch at Area 23, who stole some from him some time ago.

Saturday, November 26, 2016

THE GROUNDS 1 LAWN.

1 LAWN. This is a lawn of bright green grass uniformly cut to a height of three inches. The doors to the east lead to Room 45 in the Ground Floor of the Inner Ward. The lawn is enclosed by sixteen foot tall walls, made of the same gray dressed stone as the Castle. It is possible to climb the wall, and a person could then walk along the top into the hedge maze or even to the towers at Areas 10 and 14.

The Grounds Wandering Monsters

Roll for random encounters using 1d6 once every six turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Day Time Encounter Table
1d12
Description
1
Badger (10% with giant badger instead)
2
Black bear
3
Brownie
4
Flail snail (50%) or spelling bee (50%)
5
Ghost spider
6
Giant bombardier beetle (50%) or stag (50%)
7
Giant flamingo (50%) or tree gnome (50%)
8
Sugar goblin
9
Thermite
10
Vegetable man
11
Wax golem groundskeeper
12
See Unusual Encounter Subtable

Night Time Encounter Table
1d12
Description
1
Ghost spider
2
Giant bat
3
Giant centipede
4
Giant fire beetle
5
Giant mole (10% chance of giant brain mole)
6
Giant owl
7
Giant weasel
8
Halfling
9
Ogre
10
Stirge
11
Sugar goblin
12
See Unusual Encounter Subtable

Unusual Encounter Subtable
1d8
Description
1
Deja Vu
2
Downpour
3
Fog
4
Hobgoblin
5
Iron egg
6
Knight
7
Squall
8
Wood Elf (50%) or Pixie (50%)


Encounter Key: The Grounds

The Grounds is an outdoor area that lies between the Inner Ward of the main castle and the Forest Perilous. The near portion consists of well-manicured lawns and a hedge maze. Farther on, there is a small lake and numerous buildings in a lightly wooded landscape extending to the forest line.

The Hedge Maze: This is the maze marked in light gray on Map 1. It includes Areas 3 to 14 and 17 to 19. The hedges are extremely dense and twelve feet tall. If adventurers want to try to go through the hedges, their movement rate will be ½”. The hedges are attended by the wax golem groundskeepers, are very hard, and fast-growing, and are repaired at an extremely accelerated rate. If they are damaged, they will have returned to their previous state within 6 hours.

There are numerous competing factions in The Grounds. Each is at the others throats and they each seek to do away with their rivals.

Wandra Triskelion: At Area 5, there is a tiny castle that is the home of Wandra Triskelion, a powerful sorceress and leader of a band of vegetable people. Wandra is determined to turn strangers into vegetable people. She uses them to fulfill her own sinister plans.

Ghost Spiders: A colony of ghost spiders inhabits the tunnels at Area 9. They seek to bring delicious morsels to their queen.

Giant Shoe House: The uncouth denizens of the giant shoe house inhabit Area 15. Saddled with so many mouths to feed, the old woman who lives in the shoe is at a loss as to how to provide for her dependents. They have been known to ambush the vegetable soldiers for food.

Gingerbread House: A candy mansion can be found at Area 23. Here a witch and her sugar goblin servants conduct raids on the surrounding groups for they adore freshly baked meat pies.

Tree Gnomes: At Area 26, a clan of tree gnomes can be found. Militant and vigilant they would love to be rid of the other predatory groups in The Grounds.

The Grounds directly connects to the First Floor of the Inner Ward, Level 1 of the Upper Dungeons, and the Forest Perilous. At Area 8, there is also an exit from the dungeon.

Friday, November 25, 2016

NEW MAGIC ITEM: BOW OF FEATHERED SERPENTS.

Arrows sent from this magic long bow become feathered serpents in flight. They are able to adjust their flight path somewhat, making them +4 to hit. Upon striking a target they do 1d6 damage and before turning back to wood they sink their fangs into the victim for an additional 1d4+1 venom damage if a saving throw vs poison is failed. Such is their potency that they can strike even creatures that normally require magic weapons of +3 or greater to hit them.

XP VALUE: 1,500

GP VALUE: 7,500

LOST WORM TEMPLE 7 PROGENY OF THE WORM GOD.

7 PROGENY OF THE WORM GOD. Three beautiful maidens sit on a splendid couch near the north portion of the room. Each is dressed in silks and chained to the couch at the ankle. The couch is surrounded by stout wooden chests and other treasures and the floor is front of the couch is strewn with gold coins. The room is well lit by tripods containing fiery globes that do not seem to require fuel and the ceiling is rounded, its apex reaching greater than forty feet above the floor.

Three large statues are here. They represent three of the aspects of the Worm God:
  • Northwest statue - has the torso of a man and the lower portion of a worm. It's head has three mouths and the torso has three arms
  • Central statue - man-like in shape but with a long neck that ends bluntly, like the body of a worm. The hands are clasped together, as if praying.
  • Northeast statue - a large muscular man with his face showing the 'Kiss of the Worm God'.

The maidens are not actually comely humans, but are really foul spawn of the Worm God who have used spectral force to cover their true forms. They will cry out for help to be released from their bonds and taken from the temple. They will claim that they are being kept here for the pleasure of a huge worm faced monster who is certain to return at any moment.

3 Daughters of the Worm God (AC 4; MV 6”; HD 8; hp 41, 39, 35; #AT 1 bite; D 3d4; SA Magic use; SD Magic weapon to hit, see below; XP 2192, 2168, 2120)

Their true forms are fat gray worms the size of men. They are not actually chained to the couch and they do not even possess ankles, this is just a part of the spectral force illusion. Though their parent is most certainly hermaphroditic in nature, these three sister-spawn are female, even obscenely possessing the gender characteristics of mammalian females.

These creatures can do any one of the following at will, once per melee round, as applicable: breathe a blast of frigid air that smells of the grave for 2d4 damage (range 2”, save vs dragon breath for half), detect magic, detect invisible, darkness 10' radius, or spectral force. They can cast fear (as the wand) once per day and can attempt to charm (requiring a touch) up to three times per day. This charm is monstrous in nature, similar to that of a vampire, dryad, or nixie. They are immune to spells of first or second level and cannot be damaged by cold.

The three sisters will prefer to use their charm ability on any persons who willingly get close to them. If they succeed in charming they will use their new allies to fight anyone not fooled by their act. They prefer to use their spell-like abilities but will bite if necessary with their horrible fanged mouths.

The fabric of the temple is linked to the health of the three sisters. When they take damage, the very walls of the temple will shake and pieces of the ceiling will come crashing to the floor. As one after one they are eliminated, the fiery glow of the tripods will dim and extinguish and when the last one is killed the whole temple will start to collapse.

At this point, even the most dim-witted of adventurers will realize that they will soon be buried beneath a mountain of rubble. Unless they have been carrying out treasure during the battle, the adventurers must make quick decisions about what to grab before high-tailing it out of the temple. The entire compound is affected, not just Room 7. Assuming the adventurers do not dally, they should dramatically just be able to make it to the entrance before the temple has completed its self-destruction.

The following riches are here, offerings by generations of cultists in the centuries before the temple was lost:

14765 Jalluxian gold dragon coins scattered about the feet of the couch.

A bow and quiver of arrows. The bow is a bow of feathered serpents. The quiver is encrusted with lapis lazuli and worked with gold. It is worth 1500 gold crescents and holds nineteen normal arrows.

An ancient Jalluxian rug, rolled up and bound with silver threaded rope. The rug is worth 3000 gold crescents and the rope is worth 245 gold crescents.

A silver tray (310 gold crescent value) holding two golden chalices, each decorated with eight huge gemstones. The chalices are each worth 6000 gold crescents.

A chest of blue painted wood holding 1464 Jalluxian platinum imperials.

A locked box holding six unlabeled potions in corked metal containers: hill giant control, frost giant strength, growth, invulnerability, oil of etherealness, extra-healing.

An iron chest holding eight silver pieces of jewelry ornamented with semi-precious stones (three necklaces, two armbands, two rings, and one tiara, roll separately for value: 1,000 to 6,000 gold crescent value each).

Three javelins +2 in a special case made of owlbear leather and silver worth 400 gold crescents.

A chest of green painted wood trapped with a poison needle (save or die). It holds 154 gems (135 base 10 gold crescents, 40 base 100 gold crescents, 24 base 500 gold crescents, 2 base 1000 gold crescents, 1 base 5000 gold crescents)

A chest of red painted wood with 3789 Jalluxian copper galleon coins. There is a secret opening worked into the lid holding three scrolls. The first scroll is marked by explosive runes which will detonate unless detected for 6d4+6 damage. The second scroll holds the magic-user spell polymorph (other) but can only be used to polymorph the target into a giant gray worm with the same statistics as a giant constrictor snake. The third scroll is an illusionist scroll of the spells audible glamer, continual darkness, shadow door, and mass suggestion.

Any persons under the quest of the statue in Room 2 will be freed of the spell with the destruction of the sisters. The oozes and worms in Rooms 3 and 5 will flee by their own methods of egress and will not harass adventurers escaping from the place.

Thursday, November 24, 2016

LOST WORM TEMPLE 6 ROOM OF PILLARS.

6 ROOM OF PILLARS. The architecture is noticeably different in this room. The hall is lined by pillars and there are two alcoves that hold two statues. These alcoves are not visible until the center of the room is reached.

The east statue is made of gray stone in the fashion of a tall woman holding a mace. Her face is stylized to display the 'kiss of the worm god' stigmata. The west statue is also of gray stone. It is that of a great worm, similar to the one in Room 2. They will animate to defend the temple.

Woman Statue (AC 3; MV 9”; HD 7; hp 35; #AT 1; D footman's mace +2; SA Attacks as a 7th level cleric; SD Magic weapon to hit; XP 630)

Worm Statue (AC 5; MV 9”; HD 6+1; hp 25; #AT 1 constrict; D 2-8; SA Constriction as a giant constrictor snake; SD Magic weapon to hit; XP 550)

The worm statue has two golden yellow topazes as eyes worth 500 gold crescents each. The mace can removed from the hands of the woman statue if it defeated.

Wednesday, November 23, 2016

LOST WORM TEMPLE 5 DEATH FROM ABOVE.

5 DEATH FROM ABOVE. The ceiling is pocked with seven large holes. Each contains a huge eyeless gray worm with huge jaws and sharp teeth.

7 Ceiling Worms (AC 7; MV 1”; HD 4; hp 18, 14, 20, 22, 23, 25, 17; #AT 1 bite; D 3-12; SA Surprise on 1-3; SD Immune to sight-based attacks; Size L; XP 180, 160, 190, 200, 205, 215, 175)

These worms simply wait for creatures to enter their room, which they detect by vibrations, then they strike. They are long, greater than twenty feet, and three feet thick. They can bend their necks to reach those not immediately beneath them. Up to two can attack a man-sized opponent at one time. Only one can attack a character the size of a dwarf or smaller.

Tuesday, November 22, 2016

LOST WORM TEMPLE 4 CHAPEL OF THE DAMNED.

4 CHAPEL OF THE DAMNED. The northwest wall holds a raised altar of plain gray stone with a body recumbent upon it. Facing the altar and occupying the majority of the room are benches holding the still seated but dried corspses of dozens of men and women.

The figures on the benches are merely bodies, rigid in death, but the souls of these cultists are bound within the very walls of the chapel. When this room is intruded upon, the spiral patterns in the walls will begin to metamorphose into vague faces. From the designs will emerge gray phantoms. 1d4+1 will appear per round as long as the room is occupied by living beings, up to 35 in all.

35 Gray Phantom Restless Dead (AC 4; HD 1; hp 6 each; #AT 1 touch; D See below; SD Silver or magic weapon to hit; XP 55 each)

The touch of a gray phantom is dangerous to a living person and calls for a saving throw vs death magic. If the saving throw is failed the victim will suffer the following effect:

1d10
Effect
1-4
1d6 damage
5
Age 1d4 years
6
Drain 1 attribute point (roll 1d6, 1=strength, 2=intelligence, 3=wisdom, 4=dexterity, 5=constitution, 6=charisma)
7
Fear (roll 1d10, 1-3= run towards Room 3, 4-6= run towards Room 7, 7-10= paralyzed with fear) They may make another saving throw each round to try to cast off effect.
8
Disgust at touch of unclean thing, vomit or dry heave and may perform no other action for one round
9
Lucid nightmare (roll 1d10, 1-4= attack fellows believing they are undead, 5-7= believe they are a lost soul and try to enter wall, 8-10= believe they are a dried corpse and sit on bench) They may make another saving throw each round to try to cast off effect.
10
Slow for 1d4+2 rounds

Lost attribute points will return at the rate of 1 per hour in reverse order in which they were lost.

The figure on the altar is the shriveled gray corpse of a man with a bejeweled dagger buried in his chest. The dagger has a gold handle decorated with rubies and appears to be worth about 400 gold crescents. The dagger is cursed: it appears to be a +1 weapon, but when its owner is faced by an enemy the dagger will teleport to the character's hand and will become glued to it, forcing the owner to fight with it, where it will act as a -1 weapon. If the character tries to throw the dagger it will act akin to a backbiter spear, doing 2-5 points of damage. The dagger cannot be gotten rid of unless an exorcism is performed.

Monday, November 21, 2016

LOST WORM TEMPLE 3 ROOM OF THE GRAY POOL.

3 ROOM OF THE GRAY POOL. This room holds a large pool of gray syrupy liquid. If swallowed this stuff will cause the kiss of the worm god, as mentioned in Room 63 of the Upper Dungeons Level Three of Castle Triskelion. Two gray oozes have been attracted to the pool, as they find its taste to their liking. They have swelled to great size.

2 Giant Gray Oozes (AC 8; MV 1”; HD 6+6; hp 28, 36; #AT 1; D 2-16; SA Corrosive properties; SD Psionics, Immune to spells, heat, cold; Size L; XP 999, 1063)

Each is psionically aware and will attack with a psychic crush attack if psionics are used near them. The 28 point ooze attacks with a 93 point strength, the 36 point ooze with 71 points.

The ceiling height is thirty feet and there are large holes (up to 1' in diameter) here and there in the upper reaches of the walls. If characters linger here, there is a 1 in 6 chance per round that 1-2 gray oozes will come from one of the holes to drink. If they are allowed to do so, they will grow to giant size and gain Psionic strength of between 21 and 121 points:

Gray Ooze (AC 8; MV 1”; HD 3+3; #AT 1; D 2-16; SA Corrosive properties; SD Immune to spells, heat, cold; XP 200 + 4/hp)

Giant Gray Ooze (AC 8; MV 1”; HD 6+6; hp 28, 36; #AT 1; D 2-16; SA Corrosive properties; SD Psionics, Immune to spells, heat, cold; Size L; XP 775 + 8/hp)

An ancient adventurer died here. His body has long since turned to dust, but he left behind a human-sized suit of plate mail +3. This is golden in color and decorated will leonine designs. Near the body there are 8 Jalluxian platinum imperials and 17 Jalluxian gold dragon coins. The bag that held these coins rotted away long ago.

Sunday, November 20, 2016

LOST WORM TEMPLE 2 FOUL STATUE.

2 FOUL STATUE. This room features a man-sized statue of a gray worm, the same statue that Ormond Triskelion is shown with in the mural in Room 89 of Upper Dungeons Level Three of Castle Triskelion.

The statue holds a fragment of the consciousness of the Worm God. It will attempt to ensorcell adventurers who enter the room.

The attack will take the form of either a quest (30%) or a charm (70%). Roll separately for each adventurer. If there is only one intruder, the statue will always attempt to attack with a quest. The quest attack will take effect as if it was made by a 14th level cleric. Evil characters who fail their saving throw must found a new temple dedicated to the Worm God and will leave immediately. Neutral or good characters who fail their saving throw will come to believe the Worm God is actually a kind, beneficent deity. They will install themselves in this room as permanent guardians until this statue or the three daughters of the worm in Room 7 are destroyed.

The charm is akin to monstrous charm attack of creatures from the Monster Manual. This charm attack will cause the victim to turn lose their mind and attack his or her fellows. Saving throw negates. This charm will last for 1 turn.

The statue has no other capabilities. It is very durable but can be destroyed by exorcism, immersion in holy water, a mace of disruption, or any other means attempted by the adventurers which the Dungeon Master agrees is reasonable.

Saturday, November 19, 2016

LOST WORM TEMPLE 1 ENTRANCE.

1 ENTRANCE. The ceiling is open to the sky. The area is marked by five large natural stone columns, each reaching up to 20 to 30 feet high. The floor is made entirely of loose gray billiard-ball sized rocks. This is difficult to walk through as it shifts and adventurers legs sink easily in the stuff, lowering ground movement by 3” (minimum 1”) and running is not possible. Creatures such as mules and horses can make no headway as their long legs and heavy bodies cause them to sink quickly.

A monster hiding in the rubble guards the temple entrance.

Giant Gray Slagworm (AC 3; MV 6” (12”); HD 8; hp 50; #AT 1 bite; D 3-18 (+ 1-4); SA Surprise on a 1-4, squirt acid for 8-32; XP 1050)

It fights as an ankheg, except for changes noted above. It lurks under the rocks and when it emerges, it will try to appear in a group of people. Everyone within ten feet of its position must save vs paralyzation or fall prone.

Encounter Key: Lost Worm Temple

This location is marked on the map found in the Upper Dungeons Level 3, Room 95It is located within a barren region of crags, boulders, and gray sands about fifty miles northeast of Castle Triskelion. It is built into the side of a small mountain, the largest such landform in its vicinity.

The tunnels and rooms of the temple are decorated with a plaster-like or stucco-like gray substance pasted onto them. Spiral and circular designs have been worked into them, reminiscent of the Chapel of the Worm and environs in the dungeons below Castle Triskelion Levels 2 and 3. The tunnels are tube shaped, giving the feeling of walking through large blood vessels or paths created by giant worms.

This temple was extremely active in the past, though always as the base of a subversive and proscribed cult. With the persecution suffered by the Worm Cult under the period of the Jalluxian Emperors several centuries before the fall of Castle Triskelion, the temple was visited less and less often as the worshipers were systematically eliminated. It had not been visited for many years before the arrival of Ormond Triskelion, who was beguiled by its ancient and hidden mysteries. Even he did not delve deeply into its recesses and so the horror awaits a band who would plumb its riches.

Random encounter checks are not recommended for use in the temple.

Friday, November 18, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87Q CAVE AND PASSAGE.

87Q CAVE AND PASSAGE. Four dread skull pirates guard this passage.

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

Each has 3-18 silver spanners and 2-8 gold crescents.

The south passage leads to Room 86D. The blue line marks a membrane-like structure. North of the membrane is airy water, south is normal air.


Thursday, November 17, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87P CABIN.

87P CABIN. Two dread skulls are here.

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

Each has 3-18 silver spanners and 2-8 gold crescents.

This cabin features a large hole where the ship ran aground. There is the cave entrance that leads to Room 87Q.


Wednesday, November 16, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86O RUDDER CONTROL ROOM.

86O RUDDER CONTROL ROOM. This room is locked and can be opened by the key in Room 86I. Metal machine takes up the aft wall. A conspicuous heptagonal hole is here that perfectly fits the heptagon shaped emerald in Captain Bonebeard's left eye socket. If the emerald is placed in the hole, the ship will rise to the surface and can be steered around the salt mere by the helm at 87A. It drives like power steering and pushing forward on the helm increases speed (up to a movement rate of 24”) and pulling back slows and stops. The fact that much of the back of the ship is missing does nothing to hinder the ship's motility.


Tuesday, November 15, 2016

Inner Ward Second Floor Published by & Magazine!


I am happy to say that & Magazine has put out another issue of Castle Triskelion. The team of Bryan Fazekas and Handley Jackson did a great job editing and improving the work. Ronald Redmond is helping to spread the word about the new issue and as always the cover art is by Robin Irwin.

You can find it at the link to the right.


UPPER DUNGEONS LEVEL 3A SALT MERE 87N MACHINIST'S WORKSHOP.

87N MACHINIST'S WORKSHOP. The door to this room is trapped. It opens outward and trips a wire which causes a spiked lever arm to swing down from the ceiling of the room. The opener of the door must save vs paralyzation at -4 or be hit at belly level (for a man) for 2d6 damage.

Inside a dread skull pirate is gloating over some treasure he has in this room.

Cutty Dark, Chaotic Evil male dread skull Pirate Machinist (AC 7; MV 12”; F5; hp 30; #AT 1; D Scimitar; SD Sharp weapons score half damage only, limited spell immunity; XP 405)

Cutty has gone paranoid. He is sure that the other dread skulls are looking for him and want to steal his treasure. Actually they haven't even realized he has gone missing. He has made a necro-technological construct which he will command to help protect him and his treasures.

Parrot-bot (AC 4; MV 9”; HD 7; hp 41; #AT 1 claw; D 4-16; SA Squawk; SD Limited spell immunity; XP )

Parrot-bot looks like a giant parrot with key pieces replaced by metal. It is part machine, part undead giant parrot and is immune to sleep, charm, hold, and cold-based spells. It likes to say piratey things like 'pieces of eight' and 'shiver me timbers'. Once every other round it can emit a loud squawk which is similar to a dragonne's roar (weakness – lose 50% of strength - to all within 6” of the monster unless save vs paralyzation, deafen to all within 1” no save -1 on to hit rolls). The effects of the squawk last for 1d6+1 rounds. The parot-bot is powered by an iridescent spindel-shaped ioun stone which is embedded in its forehead.

The room is furnished with tools, oil, and sundry items that one would expect from an undead pirate machinist.

Cutty also has the following treasure:

1543 Jalluxian gold dragon coins
A necklace of sapphires (6500 gold crescent value)
Snorra's missing thieves' tools
Labeled potion of fish control (green, tastes like cod liver oil)
Mislabeled potion of good dragon control (labeled “potion of evil dragon control”, purple, tastes of salt water)