21D MERROW LAIR WASTE PIT. This foul area is the place where the merrow deposit the bones of their meals and also where they go to the bath room. Over time they have also thrown some weapons that belonged to adventurers here. Among the rusting and broken weapons there are 3 arrows +1 and a short sword of sharpness which belonged to Blugger before the merrows confiscated it.
Thursday, April 27, 2017
Wednesday, April 26, 2017
21D MERROW LAIR LARDER. A muscular female merrow is here, poking at captives with her spear to see if they are tender enough to eat.
Hose (AC 4; MV 6”//12”; HD 4+4; hp 26; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-8 or large spear (2d6); SA Surprise on a 1-4; SD Camouflage, immune to charm; XP 260)
Three captives are bound with rusting chains, causing infected wounds on wrists and ankles.
Wispwave the Nixie (AC 7; MV 6"//12"; HD 1-4 hit points; hp 4; #AT 1; D By weapon; SA Charm; MR 25%; XP 36)
Wispwave has charmed the other two captives and placed water breathing on them. They will obey her even if it means their deaths. She will aid the party if they are trying to eliminate the merrows.
Blugger, Lawful Evil male human Fighter (AC 6; MV 12”; F5; hp 3 (normally 25), #AT 1; D By weapon +1 to damage due to strength; S 17, I 14, W 10, D 13, C 15, Ch 9; XP 168 (normally 300))
Blugger wears studded leather armor and has lost his left eye in a fight. He is boorish and interprets most comments as a slight against himself. He is fond of spitting.
Garnola, Neutral female dwarf thief (AC 6; MV 6”; T4; hp 4 (normally 16); #AT 1; D By weapon; S 15, I 16, W 11, D 16, C 14, Ch 16; XP 150 (normally 210))
Thief skills: PP 45%, OL 52% F/RT 50% MS 33% HS 25% HN 15% CW 78% RL 15%
She wears leather armor and is a vegetarian. She has a blue pearl (1000 gold crescent value) hidden in the small of her back which can be used to break the malign power of the Gray Pool.
Hose has hidden some treasure from the other merrows under some loose rocks near the north part of the cave. She checks on it periodically to gloat over it when she thinks the prisoners are sleeping, but she is not subtle and they have seen her do it. There is a total of 3 pearls (300 gold crescent base value each), a comb made from mother of pearl and decorated with a mermaid worth 550 gold crescents, and a jade statue of a fish-headed man worth 250 gold crescents.
Tuesday, April 25, 2017
21D MERROW LAIR ENTRANCE CAVE. The passage descends about fifteen feet while traversing an equal distance north. The water turns bone-chillingly cold as it nears the bottom and a sickly green light emanates from the membrane separating the lake water from the entrance cave.
A thin merrow, Rotclaw, sits in the cave tormenting some crustaceans he has captured.
Rotclaw (AC 4; MV 6”//12”; HD 4+4; hp 19; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-8 or large spear (2d6); SA Surprise on a 1-4; SD Camouflage, immune to charm; XP 225)
Rotclaw has a large spear which he will throw before melee. Rotclaw is dumb and there is a 50% chance that he will try to engage intruders alone. If he does remember to call for help, he will yell loudly for Hose (in the Larder) to come help him. All of the merrows have drunk from the corrupted waters of the Gray Pool and are immune to charm magic.
Hose will arrive in 1 melee round after the fight starts if Rotclaw yells for her or 2-5 rounds if not, as she will hear the ruckus.
This cave and the others in the complex contain green phosphorescent algae that is sufficient for humans to see. The liquid on this side of the membrane and in all the caves is breathable to air and water breathers, because this used to be a nixie lair.
Monday, April 24, 2017
NO. APPEARING: 2-8
ARMOR CLASS: 4
HIT DICE: 2+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
ALIGNMENT: Neutral (Evil)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 35 + 3/hp
These fish had overly broad faces with huge man-like mouths and teeth relative to their body size. They can speak common and have a nasty disposition.
21D MERROW LAIR. Dead weeds and fish skeletons choke the entrance to the merrow cave, which is about seven feet wide and four feet below the lake surface. Three evil-minded fish guard the entrance. These fish have relatively small bodies but huge faces and man-like mouths.
3 Man Gums (AC 4; MV 12”; HD 2+1; hp 13, 11, 8; #AT 1 bite; D 1-6; SD Immune to charm; XP 74, 68, 59)
The man gums have drunk from the Gray Pool and are immune to charm, including nixie commands.
Sunday, April 23, 2017
21C MYSTERIOUS ISLAND FIREPLACE ROOM. Any person who climbs down the twenty five feet of well shaft from the surface will find it is also the chimney of the fireplace in this room. A unanimated skeleton of an unknown human (it was an agoraphobic member of the Triskelion family) sits in an armchair facing the fireplace. He wears a fine red robe and holds a map in one hand and a book in the other. A small table is near the south wall holding three stoppered flasks.
The robe is partially made of phoenix feathers. Any person who wears it will take half damage from fire. It is sized to fit a human and won't fit over armor.
The map is of the lake, reproduced here:
The book is a spell book holding the magic-user spells hallucinatory terrain, read magic, repulsion and rope trick.
The first flask holds very fine and old brandy worth 100 gold crescents. The second holds an labeled potion of ghoul control (red, smells like tar, tastes like pickle-water). The third is labeled 'ghoul control' but is spoiled and is now a potion of poison.
Saturday, April 22, 2017
NO. APPEARING: 1-20
ARMOR CLASS: 6
HIT DICE: 1-3 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 0
SIZE: S (2½' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 5+1/hp
These small snakes have extremely rough and durable brown skin, resembling tree bark. They are ornery and likely to attack even man-sized or larger creatures if disturbed.
21C MYSTERIOUS ISLAND SNAKE ROOM. Hole number 4 will drop the faller about fifteen feet onto a soft bed of moss and snakes, doing 1d3 damage.
13 Bark Snakes (AC 6; MV 9”; HD 1-3 hit points; hp 2 each; #AT 1 bite; D 1; XP 7 each)
In the northeast corner of the room are 3 small golden urns, each worth 50 gold crescents. Two hold bone dust and one holds a gold ring in the shape of a snake eating its own tail. It is worth 350 gold crescents and whoever wears it gets +4 on saving throws vs snake venom.
Friday, April 21, 2017
21C MYSTERIOUS ISLAND HALL OF PILLARS. Hole 3 drops people about twelve feet into this room, doing 1d6 damage.
Three ghouls, mad with hunger for living flesh, prowl this pillared room.
3 Ghouls (AC 6; MV 9"; HD 2; hp 13, 9, 7; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 91, 83, 79)
The biggest ghoul wears a gold bracelet worth 210 gold crescents.
A silver holy symbol is nailed above the doorway leading to the Bubble Machine Room and surrounded by potent runes painted with a paste of honey and holy water. The ghouls cannot pass below it. If the holy symbol is taken down, it will prove twice as effective for turning/destroying ghouls and ghasts (double the number affected).
The secret door to the Snake Room is activated by pushing on a stone in the wall.
Thursday, April 20, 2017
21C MYSTERIOUS ISLAND EXIT. Inquisitive fish will peek at adventurers through a thick membrane which separates this passage from the lake water outside. It can be easily penetrated by any person wearing a bubble, but will impede the progress of all others. It can be destroyed by doing a combined 50 points of damage in a single combat round, but that will allow the lake water to flood the complex. The bottom of the floor is about ten feet below the lake surface, and the passage to the water is about six feet high, so there is another four feet of lake between the top of the membrane and the surface.
Wednesday, April 19, 2017
21C MYSTERIOUS ISLAND BUBBLE MACHINE ROOM. A vending machine is against the east wall. A coin slot will accept gold crescent coins only. After a gold crescent is deposited a bubble will emerge out of a hole near the top and land on the head of the person who paid the money.
These bubbles will envelope the character's head. They hold a heavier-than-water super-oxygen mixture that will allow a person to survive underwater for 1d6+12 hours. After this they will pop.
The bubble machine can be hacked apart. There will be 14 gold crescents inside plus whatever the characters deposited. This will make the machine inoperable.
Hole number 2 will deposit falling characters on the floor here. The fall is about 25 feet. Luckily there is thick carpeting and there is only 1d6 damage.
Tuesday, April 18, 2017
This weapon does not appear to be magical and cannot be used to hit creatures who require a magic weapon to hit, but all friendly creatures within twenty feet of the user will find that their weapons act as if they were +1 magical weapons. If their weapons are already magical, then they are increased by +1. This effect only works when the item is being used as a weapon, if it is merely held onto or in a backpack or something then the magic is dormant.
XP VALUE: 600
GP VALUE: 3,500
21C MYSTERIOUS ISLAND KITCHEN. Hole number 1 drops the faller about twenty feet, into a pot of hot soup being prepared by a gnome. Damage is 1d4+1 from the fall and heat.
Nobbler Nickelnees, Neutral Good male gnome Fighter (AC 7; MV 6”; F3; hp 17, #AT 1; D Hand axe of Helping; S 12, I 7, W 5, D 13, C 16, Ch 10; XP 128)
Nobbler is not particularly imaginative and has almost given up hope of escaping this complex. He will welcome visitors and will expect them to help him escape.
The room is a kitchen and holds all items that would expected of such. When Nobbler fell in here there was a fair supply of food and firewood, but now almost nothing is left. Nobbler has 3 gold mabans, 14 silver khurams, and 24 copper ganes in a pouch in one cabinet. He has visited the Bubble Machine Room , but has no gold crescents to operate it. He will no go further due to the ghouls and he can't leave via the exit without a bubble.
Monday, April 17, 2017
21C MYSTERIOUS ISLAND. The thick green shag of grass on this island reaches above the ankles on a man. It is infested with normal ticks. The island is shaped like a hill, reaching fifteen feet above the water level at its highest point. A covered well is clearly visible near the summit.
Small white flowers in the grass exude a hallucinatory perfume. Each character must save versus poison. Those who fail will think they see footsteps moving in the grass, as if an invisible person was walking along. These will tend to guide people towards the holes numbered 1 to 4 on the map. These holes are each about three feet wide but the thick grass conceals them to a great degree. A person in the vicinity of one of these holes will fall through on a 1-2 in 6. If they are being led by phantom footprints the risk goes up to 1-5 in 6. The distance of each fall is covered in the appropriate section in each room below.
Any person who has unprotected skin that is exposed to the grass has a chance of contracting a disease due to the ticks, see page 13 of the Dungeon Master's Guide. If the tick is found and removed within 12 hours, the roll can be ignored.
The covered well is about five feet square. There is a bucket and winch. A person may climb down the well in order to reach the underground complex beneath the island. Under the island there is a complex of rooms, its floor about ten feet below water level.
Sunday, April 16, 2017
Saturday, April 15, 2017
NIXIE QUEEN AND POOL OF SLEEP. An ornate throne and purple pool are here. The throne holds the nixie queen and she will be surrounded by admiring nixies.
Solange, Queen of Nixies (AC 4; MV 6"//12"; HD 3; hp 17; #AT 1; D Dagger; SA Charm; MR 25%; XP 156)
Solange's charm power is twice as effective as usual (you need to save twice to avoid it). Her sceptre is made from pearls and platinum and worth 2500 gold crescents. She can give the adventurers a blue pearl (1000 gold crescent value) that will return the Gray Pool from Area 21D into a nixie pool once again.
2d4+2 Nixies (AC 7; MV 6"//12"; HD 1-4 hit points; #AT 1; D Dagger or javelin; SA Charm; MR 25%; XP 32 + 1/hp)
The syrupy waters of the shallow sleep pool will cause deep sleep for 3d8 hours if consumed. A saving throw vs poison will negate.
Friday, April 14, 2017
Thursday, April 13, 2017
SWEET POOL. Drinking from this tasty pool will give complete nutrition. No food or water will be required or desired for the next 24 hours. It is a mild stimulant that imparts confidence. Encourage characters who drink from this pool to take risks and reassure them that their plans will succeed.
Wednesday, April 12, 2017
NIXIE POOL. The water of this pool causes those who drink from it to take the shape of nixies for 3d4 days. Saving throw negates. Characters who assume to form of nixies can breathe water but have no other nixie special abilities (charm, command fishes, etc.)
Tuesday, April 11, 2017
Monday, April 10, 2017
HALL OF SHELLS. The walls of this place are decorated with beautiful seashells. 3d8 nixies will be here or in one of the tributary passages at any time.
3d8 Nixies (AC 7; MV 6"//12"; HD 1-4 hit points; #AT 1; D Dagger or javelin; SA Charm; MR 25%; XP 32 + 1/hp)
Sunday, April 9, 2017
POOL OF PEARLS. At the bottom of this six foot deep pool there are nine pearls.
Giant Jellyfish (AC 9; MV 1"; HD 4; hp 18; #AT 1; D 1-10; SA Paralyzation; SD Transparent; XP 257)
The giant jellyfish is transparent and 90% undetectable unless its opponent is capable of detecting invisible creatures. Its touch requires a save vs poison or the victim will be paralyzed for 3d4 turns and may begin drowning because the pool water is not breathable. Each pearl is worth 1000 gold crescents base value.
Saturday, April 8, 2017
POOL OF ABLUTIONS. The large blue pool of this room is used by the nixies to wash off any dirt or weeds that have accumulated on their bodies while swimming about the lake. Any person bathing in this pool will feel refreshed and will emerge from the pool with themselves and their belongings completely clean. The pool is about four feet deep.
Normally, this area will be inhabited by several nixies, each likely colored a different color if they entered the lake at different times.
2d4 Nixies (AC 7; MV 6"//12"; HD 1-4 hit points; #AT 1; D Dagger or javelin; SA Charm; MR 25%; XP 32 + 1/hp)
Friday, April 7, 2017
ENTRANCE. This wide passage descends gradually until it about another fifteen feet below the water surface by the time it reaches the first pool room. There are two giant pike here at all times.
2 Giant Pike (AC 5; MV 36”; HD 4; hp 19, 16; #AT 1 bite; D 4-16; SA Surprise on a 1-4; XP 161, 149)
Thursday, April 6, 2017
21B NIXIE LAIR. The entrance to the nixie lair is about six feet below the lake surface. It is obscured by reeds and weeds and it is 95% unlikely to be discovered by casual inspection.
Just within the cave entrance there is a membrane-like structure which is easily passable by a small amount of force. On the outside is normal water, but within the nixie lair there is a strange liquid which is breathable by air-breathers and water-breathers alike. The nixies share their lair with abundant small innocuous lake life: shrimp, crabs, fish, and molluscs.
There are numerous pools within the nixie lair. Each has a different size, color, and properties but the liquid of each pool is unbreathable and distinct from the liquid media that makes up the atmosphere of the lair. The liquid in each pool is separated from the atmosphere of the lair by a bulging dome-like membrane, also easily penetrable. Each pool provides dim radiance (of the same color as the pool) to the area near it, making traversing the lair a wonderland of competing lights, like a rave party underwater. The nixies dislike bright light, but the intensity of the pools' lights is below their threshold for discomfort. Recall also that each nixie will be colored a bright primary or secondary color from drinking the lake water and that also adds to the surrealness of the place.
If the nixies discover intruders or if they have already encountered adventurers as a random encounter, they will attempt to use their charm power to enslave party members. If successful, they will give water breathing to charmed victims and force them to fight the merrows at Area 21D. Note that the charm power of the nixies is much stronger than the charm person spell employed by magic users. The monstrous charm power of the nixies can compel total obedience.
Normally nixies keep enslaved characters for one year, but if the adventurers eliminate the merrows for them, the nixies will be likely to allow charmed individuals free before a year has passed.
Wednesday, April 5, 2017
21A THE BOATHOUSE. The area in and around this wooden house smells musky and swampy. This structure, partially built over Rainbow Lake, has a normal sized door on the east aspect and a larger double door on the west which opens onto a dock. Two glass bottom rowboats are hung by rope in the rafters of this fifteen foot tall structure, each able to fit four man-sized characters. There are four pairs of oars.
A giant lizard lives in the crawl space under the boathouse. Its odor is responsible for the swampy smell. Loud noises such as lowering the boats will likely (90% chance) disturb it and cause it crash up through the floorboards, surprising on a 1-4 in 6.
Giant Lizard (AC 5; MV 15”; HD 3+1; hp 13; #AT 1 bite; D 1-8; SA Die 20 indicates double damage (2-16); XP 177)
It has recently eaten an unlucky magic user, whose shredded robe and satchel can be found under the boathouse. The satchel holds 23 gold crescents and a spell book with the spells light, protection from evil, read magic, Tenser's floating disc, water breathing, and web.
The boats are made of wood except for the glass panel in the bottom, which is about three feet square. They will prove seaworthy if an expedition is made on the lake.
Tuesday, April 4, 2017
NO. APPEARING: 1-10
ARMOR CLASS: 6
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-4
SPECIAL ATTACKS: Giggle
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 35%
ALIGNMENT: Lawful good
SIZE: S (3' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/ X.P. VALUE: II/ 49 + 1/hp
Pygmy dolphins live in freshwater rivers and lakes, feeding on small fish and crustaceans. They can speak the common language of men but will generally avoid hostile monsters and men. If attacked they can deliver a bite or make a special kind of giggle.
The giggle of the pygmy dolphin is infectious. Any person hearing a dolphin giggle must save vs spells or begin giggling themselves. The saving throw is at -1 for every additional dolphin giggling. Giggling characters may not fight, cast spells, or swim and will begin to drown the round after they begin giggling if they are in deep water. A giggling character, including a drowning one, may attempt to shake off the effects of the giggle by making a new saving throw each round, at a penalty of -4 in addition to the penalty caused by the numbers of dolphins.
Mindless undead, golems, and similar creatures are immune to other dolphin's giggles, as are the pygmy dolphins themselves. They may rescue drowning gigglers, provided that they haven't become too angry.
21 RAINBOW LAKE. The waters of this lake include all of the colors of the rainbow. The colors march across from the lake from north to south in wide bands at about the speed of a crawling baby, never staying still and having no regard for the normal physics of waves and ripples. A boat house stands on the east shore of the lake and there is an island with bright green turf and a covered well.
Drinking the lake water will cause the skin and hair of the drinker to change to the hue of the lake water in that particular band. This effect will last for one hour or until a new drink of water is taken. Because of this effect, all creatures which are encountered in the lake will be the color of the nearest band of water. Despite being brightly colored, the lake water is still transparent when viewed from close up.
The lake is well stocked with normal fish (including rainbow trout). It is rather shallow and small, being only fifteen feet deep at its deepest point and just over 300 feet by 300 feet in total area. Substitute the following table for adventures on or below the lake.
Rainbow Lake Encounter Table
1d3 aquatic ogres (20%) or 1d4+2 electric eels (80%
1 giant crayfish
1d4+1 giant flamingos
1d6+1 giant frogs
1d4+1 giant otters
1 giant pike
1d2 giant water beetles
1 giant water spider
2d6 nixies (50%) or 2d4 pygmy dolphins (50%)
Aquatic Ogre (Merrow)
This encounter will be with Hose, Jayce, and/or Rotclaw, the denizens of Area 21D. If attacked and/or killed as wandering monsters then this will affect the description at that area. Each merrow carries a large spear which they will use before moving to melee.
Ogre, Aquatic (Merrow) (AC 4; MV 6”//12”; HD 4+4; hp 26, 22, 19; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-8 or large spear (2d6); SA Surprise on a 1-4; SD Camouflage, immune to charm; XP 260, 240, 225)
These merrows are only immune to charm due to their drinking the Gray Pool water. If all the merrows are eliminated, repllace this encounter with electric eels.
Electric Eel (AC 9; MV 12”; HD 2; #AT 1 bite; D 1-3; SA Jolt (1, 2, or 3D8); SD Immune to electricity; XP 65+ 2/hp)
Giant Crayfish (AC 4; MV 6”//12”; HD 4+4; #AT 2 claws; D 2-12/2-12; SA Surprise on a 1-3; XP 90 + 5/hp)
Giant Flamingo (AC 7; MV 6"//18"; HD 2; #AT 1 peck; D 1-4; MR 50%; XP 65+2/hp)
Giant Frog (AC 7; MV 3”//9”; HD 1; #AT 1 bite; D 1-3; SA Jump, surprise on 1-4, tongue; XP 14 + 1/hp)
This will be will a family. The first two encountered will be a mated pair.
2 Giant Otter (AC 5; MV 9”//18”; HD 5; hp 24, 21; #AT 1 bite; D 3-18; XP 210, 195)
Any additional giant otters will be partially grown pups.
3 Young Giant Otters (AC 5; MV 9"//15"; HD 3; hp 13, 11, 10; #AT 1 bite; D 2-12; XP 74, 68, 65)
There is only one family of otters. If all are encountered and killed, then replace this result with lampreys.
Giant Pike (AC 5; MV 36”; HD 4; #AT 1 bite; D 4-16; SA Surprise on a 1-4; XP 85 + 4/hp)
Giant Water Beetle
Giant Water Beetle (AC 3; MV 3”//12”; HD 4; #AT 1 bite; D 3-18; XP 85 + 4/hp)
Giant Water Spider
Giant Water Spider (AC 5; MV 15”; HD 3+3; #AT 1 bite; D 1-4; SA Poison; XP 190 + 4/hp)
Lamprey (AC 7; MV 12”; HD 1+2; #AT 1 bite; D 1-2; SA Drain blood for 2 hit points per round; XP 28 + 2/hp)
If the nixies charm adventurers, they will task them to defeat the merrows at Area 21D.
Nixie (AC 7; MV 6"//12"; HD 1-4 hit points; #AT 1; D Dagger or javelin; SA Charm; MR 25%; XP 32 + 1/hp)
Pygmy Dolphin (AC 6; MV 18”; HD 1; #AT 1 bite; D 1-4; SA Giggle; MR 35%; XP 49 +1/hp)
Monday, April 3, 2017
20 BEYOND THE HEDGE MAZE. As the party leaves the hedge maze behind, they will see the gently rolling land of the valley of the farther Grounds in front of them. Rainbow Lake dominates the view, with its multicolor waters, boathouse, and island. The wooded terrain behind it is clearly visible. The sunken house at Area 22 can be seen and there is a 50% chance that 1d4 worker thermites will be visible, though they will ignore any person who does not approach within thirty feet.
Thermite Workers (AC 4; MV 15”; HD 2+2; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 50+3/hp)
The landscape is one dotted with trees. Areas with thick tree growth are shown on the map. For purposes of encounter distance for wandering monsters, treat as scrub (see the Dungeon Master's Guide page 49)
Sunday, April 2, 2017
19 SECRET PATH. This is a cramped secret path in the hedge leading from Area 18 to the expanse beyond the hedge maze. It can be easily seen by anyone flying overhead, but treat the entrances as concealed doors for the purposes of searches. If the adventurers are following Princess Tulip it will of course be obvious that a concealed entrance is here.
The obstruction leading to Area 18 is described in that section. There is no obstruction on the west entrance.
Saturday, April 1, 2017
18 THE FROG PRINCESS. The smell of stagnant water is overbearing as this small clearing within the hedge maze is approached. Seated on the lip of the large and inoperative fountain there is a frog woman holding a small gold globe.
Princess Tulip (AC 6; MV 3”//15”; HD 2; hp 13; #AT 3 or 1; D 1-2/1-2/2-5 or by weapon; SA Hop; SD Camouflage; Size M; XP 62)
Princess Tulip will claim that she is a human princess magically enchanted into a monstrous body. She wears a faded and torn pink ball gown, to further add credence to her story. She will make the assertion that only a kiss from a handsome man will break the spell. She is lying. She is just a lonely bullywug who wants a kiss.
She has no weapons. Her gold globe is worth 100 gold crescents. If she is attacked she will run away towards the concealed exit in the bushes to the south. If she succeeds in getting a kiss she will eventually do the same because she obviously will not have changed into a human princess.
The bushes to Area 19 will open for Princess Tulip as she whisphers the password "Barleyhops", but anyone who wants to follow must cut down or get around the bit of hedge guarding to the path.
Stubborn Hedge (AC 8; MV 0"; HD 2; hp 10; #AT 1 thorny limb; D 1-4; SD Immune to blunt weapons and missile weapons, limited spell immunity; XP 48)
The hedge is a plant and immune to spells that affect animals. It cannot be harmed by blunt melee weapons and missile weapons like arrows and sling stones are ineffective. If its roots are dug out, the diggers will find a bag of 200 gold crescents and a solid gold butter knife with the word "Barleyhops" written on it (value 30 gold crescents).
Friday, March 31, 2017
17 SOUTH TRISKELION STATUE. This statue is of a crying man with a nine tailed whip. A copper crown is over the statue's head, surrounding the Phrygian style cap. It is oversize, as if made for an ogre and worth 90 gold crescents.
Thursday, March 30, 2017
16 BROKEN KEEPER. The disabled metal humanoid body of a Keeper is lying face down here. It was attacked by some degenerate halflings and desperately wants to return to Area 14. It has already been away from its pool for more than five hours and will die soon.
Keeper (AC 6; MV 12"; hp 1 (normally 5); #AT 1 fist; D 1-4; SA Possession; XP 11 (normally 15))
It will attempt to possess any person who touches it. Treat this as a magic jar attack. The keeper's intelligence will be 5-7 (1d3+4) and its wisdom will be 2-8 (2d4). If it possesses the body of a character, it will attempt to walk to Area 14. Once there, it will relinquish its hold on the character as it returns to its home.
Wednesday, March 29, 2017
When the magic donkey in Room 15F gives it kiss, it ca open a third eye in the forehead of the lucky person. When the third eye is opened, it is a form of mental awakening but also a physical change as a third eye will really appear on the forehead of the person.
- This eye can manifest once per day an it will do so for the duration of one combat or one turn, whichever is greater.
- In combat, the user of the third eye may gaze for one round at an opponent as they probe for weaknesses. Following that one round of concentration, they are now at +6 to hit and +2 to damage for the remainder of that combat.
- Out of combat, the eye may also be used to identify magic items. It does so with no chance of failure and can do so for as many items at it can gaze at in one turn (quite a few as it turns out).
I will add this text to the description for Room 15F.
15ZZ SUPER SECRET ROOM. This room holds four large chests.
Chest 1: 310 gold crescents
Chest 2: 214 gold crescents and four gems (topaz, base value 100 gold crescents each)
Chest 3: Six pairs of solid gold cobbler elf-sized shoes (70 gold crescents each for a total value of 840 gold crescents)
Chest 4: 431 silver spanners
Tuesday, March 28, 2017
I finally got a chance to revisit the rough draft of the Random Encounter Tables for the Grounds. I changed up the monsters a bit and added the stat blocks. You can find it here.
15YY SECRET ROOM. This room holds numerous opened chests. The decaying body of a human male is propped against the north wall, a dagger sticking out from its back.
The adventurers who killed the man took most of the treasure from this room, There remains 124 copper pieces that they could not be bothered with.
The corpse is the physical body of the Restless Dead from Room 15XX. It wears battered chain mail armor and is missing its shoes. Its shoes are, of course, in Room 15XX.
If the body is given last rites or even a simple prayer, it will dispell the Restless Dead and give quadruple experience points (240 xp). At this point the Restless Dead will reform before the 24 hour period (if it was defeated) and become visible, looking like a human fighter, but ghostly and transparent. It will lead the party to the secret door to Room 15ZZ before vanishing forever.