Thursday, August 17, 2017


30F DINING HALL. This room is is furnished with tables and seating to fit all of the people of the tower and an additional ten guests.

Wednesday, August 16, 2017


30E KITCHEN. This room is outfitted with all the tools, ovens, fireplace, etc. required to feed the denizens of the tower. There is running hot and cold water. The cook sleeps here with her teenage daughter, who helps with the cooking and serving. They have 13 silver spanners and 85 copper pieces in a earthenware jar in a cabinet.

Cook and daughter, Lawful Neutral normal active female humans (AC 10; MV 12"; HD 1-4 hit points; hp 3, 2; #AT 1; D Knife for 1d2; SA Attacks at -1 "to hit"; XP 8, 7)

Tuesday, August 15, 2017


30D STORE ROOM. There is a enough good food and drink (including ale and beer) to keep the residents tower comfortable another month. There are also miscellaneous supplies (rope, oil, torches, tools).

Monday, August 14, 2017


30C BASEMENT. This is below ground. The ceiling here is ten feet. The ramp to the north goes up to Room 30B.

There is a cart here used to move supplies up and down. It is mounted to a groove on the wall so that it can be moved in a controlled fashion.

The passage to the south slopes gently until the floor of the complex is twenty feet below ground, with rooms and corridors having a ceiling of twelve feet.

Sunday, August 13, 2017


30B WEAPON'S ROOM. This room is at ground level. It holds 55 spears, 8 broad swords, 14 daggers, 21 heavy crossbows, and a barrel of 254 crossbow bolts. The ceiling is fifteen feet. The north ramp goes down to Room 30C and the south ramp goes up to Room 30A.

Saturday, August 12, 2017


30A MAIN ROOM. The entry to the tower is flanked by two arrow cross-slits. The double door is reinforced and locked. The floor is gray stone with the blue planet design in smaller stones fitted in artistically. The ceiling is ten feet. The north ramp goes up to Room 30N and the south goes down to Room 30B.

Four men-at-arms are normally here at all times.

Friday, August 11, 2017


30 GRAY AND BLUE TOWER. This tower reaches to sixty feet tall, seventy if the blue spire is considered. its stone is gray with blue ringed planets (like Saturn) painted at intervals. The tower is only accessible by a straight staircase on the east side leading up fifteen feet above the ground. Instead of windows, there are arrow cross-slits.

This tower was built by Kane Triskelion as a refuge away from the Castle for himself and his henchmen. Kane is currently away exploring the dungeons (see the Upper Dungeons level 3 Room 148) and his retainers are getting worried because he has been gone for so long. Decisions are currently being made by Kane's henchman Radabaugh and Quill.

Radabaugh, Neutral Good male human Fighter (AC 3; MV 6”; F4; hp 24; #AT 1; D Long sword +1, dagger, or heavy crossbow; S 15, I 16, W 15, D 10, C 12, Ch 9; XP 210)

He wears plate armor and a great helm into battle. He is unusually cerebral for a fighter and is trusted by everyone in the tower. He is a good judge of character and willing to help adventurers in need.

Quill, Neutral female human Magic-User (AC 8; MV 12”; MU3; hp 10; #AT 1; D Dagger; SA Spell use; S 7, I 15, W 9, D 16, C 8, Ch 17; XP 165)

First Level Magic user Spells:
Affect normal fires, sleep

Second Level Magic user Spells:

Quill wears gray robes with the blue planet design. Kane has given her a spell scroll with fireball and lightning bolt. Her wand of paralyzation (command word “blastem”) has 37 charges. Quill is more suspicious than Radabaugh and her temperament is grumpy. While the tower's garrison of soldiers admire Radabaugh as a leader and warrior, moreso they admire Quill's cool beauty.

Prangel, Lawful Neutral male half elf Fighter (AC 5; MV 12"; F2; hp 15; #AT 1; D Spear +1 +1 to damage due to strength or heavy crossbow; S 16, I 10, W 9, D 13, C 16, Ch 12; XP 70)

If Radabaugh can be treated as a captain, then Prangel is his lieutenant. He is not a henchman of Kane's but is the leader of the garrison of soldiers in the tower. He wears elfin chain and has a gold ring with an oak leaf design, a gift from his mother, worth 250 gold crescents. He speaks seldom.

14 Men-at-arms (AC 5; MV 9”; HD 4 to 7 hit points; hp 6 each; #AT 1; D Spear, dagger, or heavy crossbow; XP 11 each)

These men wear chain armor and each carry 1d8 silver spanners and 1d12 copper pieces. They are beginning to become nervous due to the long absence of Kane. They have discussed more than once about trying to fight their way through the Castle of the Perilous Forest in order to try to reach the outside world.

Orlando, Brownie (AC 3; MV 12”; HD 1-4 hit points; hp 4; #AT 1; D Small sword for 1-3; SA Spell use; SD Save as 9th level cleric, never surprised; XP 69)

Orlando is Kane's familiar. He misses Kane but knows that he is still alive somewhere. He spends most of his time with Quill as he appears to be the only being that is able to make her laugh.

The denizens of the tower may allow groups of adventurers to enter if they appear to be of good alignment and especially if they are wounded. Radabaugh in particular has a kind heart while Quill and Prangel are much more pragmatic and likely to keep a running tally of expenses made by adventurers in order to present a bill at a later date. Radabaugh and Quill would welcome any attempt made by the adventurers to mount and expedition to locate Kane.

If the party has already found Kane and is bringing him back, they will be lauded as heroes and given a party in celebration. Kane is likely to reward them with gifts from his private treasure room.

For defense, the tower mainly relies on Quill's spellcasting and the use of heavy crossbows to repel invaders. The arrow cross-slits are located around the tower to allow a view of attacks from any side.

Thursday, August 10, 2017


29 SUNDIAL. A stone sundial is in this small clearing. Anyone approaching to within thirty feet of it will feel a momentary resistance to forward progress as they breach an invisible dome-shaped membrane-like barrier surrounding the sundial.

The shadow-caster (gnomon) of the sundial can be adjusted. Moving it all the way to the right changes the local time (within the dome) to double speed. Moving it to the left does the same to lower the speed of time to one half relative to the outside world.

Clues will be readily apparent, as the movements of birds, clouds, etc. will change based on the sundial's setting.

Wednesday, August 9, 2017


28 THE FORGE. This large building is actually just a roof and wooden supports with no real walls. Quantities of firewood protected by tarps are nearby. As it is approached, the loud sounds of hammering on metal can be heard, only to go eerily silent when the place is approached to within fifty feet.

If entered, adventurers will find the forge to be complete with anvils, firepits, and all of the necessary tools. The fires are still blazing and the various weapons, horseshoes, and tools that are being worked on are present.

The forge is actually inhabited by a group of permanently invisible dwarves. They resent intrusion and will wait silently until strangers leave.

25 Invisible Dwarves (AC 0; MV 6”; HD 1; hp 5 each; D Hammer; SD Invisible; XP 19 each)

They are surly, prideful, and unfriendly, but not hostile unless placed under stress or attacked. They greatly dislike thieves and are naturally suspicious. Things personally carried by the dwarves will turn invisible. They can fight as invisible and their AC is 4 to creatures who can see invisible. Each dwarf will have 5-20 (5d4) gold mabans. The dwarves are neutral in alignment.

Tuesday, August 8, 2017


27O KITCHEN/ SERVANTS' QUARTERS. This cave is furnished as a working kitchen. A gnome matron offers cookies and tea and wishes to escort the party to Room 27N.

Meldred, Chaotic Evil female gnome Assassin (AC 7; MV 6”; A3; hp 12; #AT 1; D Dagger; SA Paralysis, back stab; S 14, I 12, W 9, D 16, C 14, Ch 13; XP 238)

Thief skills: PP 30%, OL 35% F/RT 30% MS 20% HS 15% HN 20% CW 70% RL -
Meldred is dressed in a similar fashion to Hilga and also has a dagger with paralysis poison. She has a gold and ivory broach worth 300 gold crescents, and a silver bracelet worth 80 gold crescents. She will try to steer adventurers to her colleagues in Room 27N.

In the icebox there are cuts of meat which are from both humans and gnolls. At the north end of the room there are two small beds behind a curtain. Under one of the beds is small jewelry box holding two pairs of gold earrings (200 gold crescent value total) and a silver pin with a death's head design (50 gold crescents).

Monday, August 7, 2017


27N LEUCROTTA LAIR. The north cave is decorated as a living room, with blankets draped over rods to cover up the cave walls. A female gnome sit in a plush chair, sipping tea and having a conversation with a woman changing behind a changing screen. The woman has a beautiful voice and pieces of skimpy lingerie are draped over the screen.

The gnome, a grandmotherly type, is actually the servant of a leucrotta who hides behind the screen. The leucrotta's favorite tactic is to seduce a single male adventurer to take off armor and weapons and come behind the screen to tell it if its outfit looks alright.

Leucrotta (AC 4; MV 18”; HD 6+1; hp 26; #AT 1 bite; D 3-18; SA Voice imitation; SD Kick in retreat (1-6/1-6); XP 683)

Hilga, Chaotic Evil female gnome Assassin (AC 7; MV 6”; A3; hp 10; #AT 1; D Dagger; SA Paralysis, back stab; S 12, I 13, W 10, D 16, C 10, Ch 14; XP 230)

Thief skills: PP 30%, OL 35% F/RT 30% MS 20% HS 15% HN 20% CW 70% RL -
Hilga wears a leather vest and skirt under her dress, which along with her dexterity gives her her armor class. She has a gold ring (400 gold crescents) and 10 silver hair pins (5 gold crescents each). Her dagger has a special paralytic poison that acts as ghoul paralysis. It will work for 1d4+1 times before all the venom is wiped off the blade. She will try to backstab if at all possible.

Under the tea table is a small chest holding 1432 silver spanners and 965 gold crescents.

Sunday, August 6, 2017


27M GARGOYLE LAIR. These two very aggressive monsters will immediately attack the characters when they enter their lair. In the foul pile of branches, leaves, and bones which is their nesting place is the following: 1383 gold crescents, 2311 silver spanners, and 2 potions of growth (both are sky blue, tasteless, and smell of pepper).

2 Gargoyles (AC 5; MV 9”/15”; HD 4+4; hp 24, 21; #AT 2 claws, 1 horn, and 1 tail; D 1-3/1-3/1-6/1-4; SD Magic weapon to hit; XP 285, 270)

Saturday, August 5, 2017


27L NOISY ROOM. In the center of the room floats a two foot diameter sphere of constantly changing lights and textures. Orbiting it a are four tiny (about six inches in greatest dimension) creatures looking something like a cross between a frog and an octopus. Each small creature is producing an awful atonal music with a set of miniature metal pipes.

The object in the center of the room is an embryonic chaos god. The music the pipers are playing keeps it small until it is ready to enter its next growth cycle and be sent into deep space to mature. Paying too close attention to it causes vague uneasiness, a slight eye-ache, and nausea. If the character persists in inspecting the chaos orb for a full round they must defend against a psionic blast vs non-psionic from short range (DMG, page 78). This is not actually a psionic attack from it, but only a reaction from the mind of the mortal character as they attempt to make sense out of what they are seeing. The orb is a true chaos being and has no pattern, but the mortal mind will try to make a pattern out of what it is experiencing and the results are frighteningly strange, uncanny, and mind blasting.

The satellite creatures are rather curious about strangers. If talked to, they will converse via perfect telepathy (like a demon). While they are doing this, they will stop piping and the musical influence on the chaos sphere-god will lessen and it will begin to destabilize. The same thing will happen if the creatures are attacked. If only one creature is conversing or fighting, the orb will fluctuate and its surface will gives off excrescences, like solar flares. If two creatures are involved at the same time, the size of the orb will begin to change smaller and then much larger. If three are affected, the orb will begin to produce a roar and grow to fill the room. If all four of the creatures are incapacitated, the orb will increase massively in size and rise through the roof at a significant fraction of the speed of light, causing 2d100 damage to anyone within one hundred feet. No more than two creatures will willingly converse with adventurers at one time.

Satellite Chaos Creatures (AC 0; MV 0”/6”; HD 8; hp 50 each; #AT 0; D Nil; SA Magic use; MR 60%; XP 1425 each)

These creatures are too small fight in melee, but they are made of extra-terrene material and supernaturally tough. They can use the following sound-related spell-like abilities at will once per round one at a time by use of their pipes: audible glamer, charm person, clairaudience, confusion, deafness, or produce a sonic attack that does 1d8 damage.

They are not hostile unless attacked and will want to learn about characters that enter the room. They have the power to make a contract with mortals, in which they will give power. In return they will take something from the character that wishes to bargain.

Grants power of
Wants in return
Double normal life span
Your fertility
Eternal wakefulness
All the memories of your childhood
The ability to identify magic items on sight
You must become a worshipper of the embryonic chaos god
Reddy Freddy
Permanent immunity to poison and level drain
Service, see below

Service means that the creature can make one demand in the future on the character and the character must fulfill the letter of the creature's wishes. When the creature decides to exercise this right, the involved character will feel an irresistible summons to return here and do what the creature wishes. This will probably take place some time within the next year or whenever it is convenient for the DM. This function is much like a quest or geas. The nature of the demand is up to the DM, but should be significant, difficult, and entertaining.

Each creature is only willing to make one bargain.

Friday, August 4, 2017


27K ENTROPY ROOM. The walls radiate strange patterns of colored light, constantly moving and changing. A gnome sits near the west wall, facing the room entrance. A small stone statue of a head is strapped to the top of the gnome's skull, emitting a soft gibbering sound. Next to the gnome is a small leather bag.

The room is under a special kind of magic entropy field produced by the gibbering stone head. If a person starts to move towards the west wall, they will begin to slow down involuntarily, finally coming to a complete stop about halfway along. Any kind of movement is affected, so flyers will slow down and come to rest on the floor. Observers will notice the stop, but to the person doing the movement, the effect is not noticeable, although they will become frustrated that the room appears to be taking so long to traverse.

Silencing the stone head will stop the field, and teleportation works normally. Other solutions on how to reach the gnome are also possible. If the stone head is removed from the room it will stop gibbering until brought back. The person wearing the stone head is immune to the entropy field.

Chaos Gnome, Chaotic Neutral male gnome Illusionist (AC 6; MV 6”; I7; hp 20; #AT 0; D Nil; S 15, I 18, W 6, D 18, C 12, Ch 16; SA Magic use; XP 850)

First Level Illusionist Spells:
Change self, darkness, hypnotism, light

Second Level Illusionist Spells:
Blur, invisibility, mirror image

Third Level Illusionist Spells:
Dispel illusion, paralyzation

The lights are providing entertainment for the gnome. To his highly trained eyes they tell him stories and secrets. If the adventurers are able to reach him and they are not rude, he will give them gifts from his bag. He has the following:

  • wand of wonder (54 charges)
  • manual of puissant skill at arms
  • a music box with a tiny bear standing on atop and a windable key. If the music box is wound up the bear will dance and the winder will gain strength (as the spell) for one hour. Usable once per day.
  • a ring with a small golden beetle on it. Once per day the beetle may be removed and it will fly off, acting like a wizard eye with respect to the owner. It can stay away from the ring for one turn and can fit through any small space that would be accessible to an insect.
  • a small flask holding a potion that will cure any mutation from Room 27I.
  • a magic broom that will move behind the owner and sweep away all trace of his or her passage, usable for up to six hours per day.

One gift will be given per person. The chaos gnome will try to match gifts to owners who will find them useful. If there are not enough given in the list above for all the characters, add minor magic items, such as a potion or scroll so that all are included.

Thursday, August 3, 2017


27J BROKEN STONE FACE. Carved into the east wall is a huge stone face. It is fractured, as if struck by a great blow, and the left half of the face is ruined. The intact half sports an empty eye socket but within the eye socket of the ruined half is a green rock with purple veins. It is cracked and contains a small amount of glowing purple liquid. If the liquid is consumed it will permanently increase the drinkers hit points by 1d3 but their eye color will change to purple.

Wednesday, August 2, 2017


27I MUTATION ROOM. Worked into the west wall is a large stone face. Any person who touches it must save vs spells or suffer one of the following mutations:

additional eye (1d6, 1=right palm, 2=scalp, 3=left nipple, 4=small of back, 5=right knee, 6=left shoulder)
additional head
beak replaces mouth
bulging eyes
change gender
duplicate pair of arms (extra attack if weapon added)
ears grow huge
extra joint to arms (50%) or legs (50%)
eyes are now stalked
facial features rearrange
gains silly voice
grows fur on body
lion's mane
long legs (increase move by 3”)
long tongue with small face at end
lose one eye and other one moves to middle of face
nose grows two feet long
obese (maximum weight for race/ gender)
skin color change (1d6, 1=red, 2=orange, 3=yellow, 4=green, 5=blue, 6=purple)
tail (1d6, 1=fox, 2=lizard, 3=fish, 4=tiger, 5=rat, 6=bird)
Thin (minimum weight for race/ gender)
warty skin
DM choice

Touching the head more than once does nothing. For purposes of getting the mutation removed, treat the effect as a curse. Once a person has touched the head, they now carry a faint aura which can be smelled out by a certain tribe of gnomes. Two gnomes will arrive in 1d4 days to serve them. The gnomes will be chaotic in alignment and good/evil/neutral based on the alignment of their master.

Chaotic Gnome (AC 6; MV 6”; HD 1; #AT 1; D By weapon; XP 10 + 1/hp)

Each will have 0-9 (1d10-1) gold crescents, 0-19 (1d20-1) silver spanners, and 0-99 (1d%-1) copper pieces. They will be armed with a short sword (40%), hand axe (30%), or club (30%).

The gnolls treat this as a sacred object. Occasionally a gnoll will come here and toach the face on purpose in order to receive a mutation. Then they will go out to explore the Castle and Grounds with their gnome servants.

Tuesday, August 1, 2017


27H HALL OF HEADS. The entry cave quickly becomes worked stone after a few feet. The room is lined by bizarre stone heads worked into the walls, each with a gaping mouth and vacant eyes. The heads are greater than the height of a tall man and their features are deformed, stretched, squashed, and otherwise strange. Three of the mouths actually open into hallways. The loud buzz coming from the noise room, 27L, can be heard to the north.

Monday, July 31, 2017


27G STORAGE ROOM. 2 Gnolls are here.

2 Gnolls (AC 5; MV 9”; HD 2; hp 9 each; #AT 1; D Broad sword +1 to damage due to strength; XP 38 each)

Each gnoll has 1d8 of gold crescents, silver spanners, and copper pieces.

The room holds crates and barrels of food and water sufficient to last the gnoll tribe for about two weeks. There are also eight flasks of oil, 250 feet of rope, and a small tool chest with simple carpentry tools. The tool chest has a false bottom an hidden within are three base 100 gold crescent citrine gems and a solid gold egg holder (like for breakfast) worth 50 gold crescents.

The secret door pivots on a central axis. The gnolls are not aware of it.

Sunday, July 30, 2017


27F GUARD ROOM. Three gnoll males are stationed here.

3 Male Gnolls (AC 5; MV 9”; HD 2; hp 9 each; #AT 1; D Broad sword +1 to damage due to strength; XP 38 each)

Each gnoll has 1d8 of gold crescents, silver spanners, and copper pieces. They are guarding two prisoners, a bugbear and a elf, each manacled to the wall, with several other sets of unused manacles also present.

Magup the Bugbear (AC 5; MV 9”; HD 3+1; hp 19; #AT 1; D By weapon +1 due to strength; SA Surprise on a 1-3; XP 211)

Magup, dressed in baggy green and purple clothing, will call out to the party, as if they are old friends. He is ingratiatingly charming in his own dark way and if rescued will attempt to join the party. His goal is to lead the party to level three and a fight with the resident bugbears there, where he will turn on the party. If it clear that the party will not take him into their confidence, he will go his own way after 1d4 days.

Hunny Garzfelkers, Chaotic Good female wood elf Fighter (AC 6; MV 12"; F3; hp 20; #AT 1; D By Weapon Type +1 due to strength; S 17, I 8, W 7, D 18, C 16, Ch 17; XP 140)

Hunny has a rustic accent and speaks in quaint backwoods sayings “your look sadder than a tick on a dead dog”. She is so entertaining that the gnolls haven't eaten her yet.

Saturday, July 29, 2017


27E GNOLL CHIEFTAIN'S LAIR. A minotaur, 3 gnoll males, and 5 gnoll females reside here.

The minotaur is actually a gnoll, who wears a magic ring that gives him the appearance of a minotaur. He has used this deception to take control of the band. The displaced gnoll chieftain is one of the male gnolls in the room.

Minotaur (Gnoll) (AC 5; MV 9”; HD 2; hp 12; #AT 1; D Battle axe +1 to damage due to strength; XP 44)

Former Gnoll Chieftain (AC 4; MV 9”; HD 3; hp 16; #AT 1; D Spear +1 +2 to damage due to strength; XP 83)

2 Male Gnolls (AC 5; MV 9”; HD 2; hp 10 each; #AT 1; D Broad sword +1 to damage due to strength; XP 40 each)

5 Female Gnolls (AC 5; MV 9”; HD 1+1; hp 5 each; #AT 1; D Dagger; XP 30 each)

The Gnoll/Minotaur wears a set of silver leg greaves (80 gold crescents each) and a matching silver torc (120 gold crescents). His ring is gold and embossed with a bulls-head design. It is worth 300 gold crescents but gives any wearer the illusory appearance of a fierce minotaur. The former chieftain has a jade and silver medallion (150 gold crescents). Each male gnoll has 1d8 of gold crescents, silver spanners, and copper pieces. Females have 1d4 each of the same.

The furnishings of the room are in poor shape. Under an owlbear skull on a small table there is a tin holding 128 copper pieces, 69 silver spanners, and 57 gold crescents.

Friday, July 28, 2017


27D GNOLL COMMON ROOM. 7 male gnolls, 9 females, and 13 young, who do not fight, are here.

7 Male Gnolls (AC 5; MV 9”; HD 2; hp 9 each; #AT 1; D By weapon +1 to damage due to strength; XP 38 each)

9 Female Gnolls (AC 5; MV 9”; HD 1+1; hp 5 each; #AT 1; D Dagger +1 to damage due to strength; XP 30 each)

Each male gnoll has 1d8 each of gold crescents, silver spanners, and copper pieces. Females will have 1d4 of each. 4 of the male gnolls have spears and the rest have broad swords.

If the battle is going against the gnolls the young and females will flee, possibly through the secret door, taking their chances with the cockatrice.

The room holds an assortment of ill-used furniture. A tarnished shield hangs on the wall, as a decoration. It is actually a normal-sized shield +1.

Thursday, July 27, 2017


27C GNOLL LAIR ENTRY CAVE. At all times four gnolls guard this area.

4 Gnolls (AC 5; MV 9”; HD 2; hp 9 each; #AT 1; D broad sword +1 to damage due to strength or long bow; XP 38 each)

The gnolls each have a long bow and there is a small barrel of 145 arrows. If there is a loud noise in the gulch, they will be alerted and will pelt arrows at intruders from the cave mouth, in which case they will have 25% cover (AC 3). Each gnoll has 1d8 each of gold crescents, silver spanners, and copper pieces.

The room is clearly worked stone and distinct from the cave entrance.

Wednesday, July 26, 2017


27B BACK ROOM. This room is clearly worked stone, not cave. It holds the statue of an ogre with a huge head. There is a large wooden chest against the east wall and a small pedestal holding a large rock of green mineral with purple veins.

The rock is cursed. Touching it requires a save vs spells at -6 or the victim's head will grow to three times normal size and intelligence will be halved (round up). This curse requires a remove curse spell by at least an tenth level spellcaster to reverse.

The statue is of an unlucky ogre who inhabited this lair and who was afflicted with the curse before being stoned by the cockatrice. The treasure was his and consists of 350 gold crescents, 818 silver spanners, and an unlabeled potion of invisibility (clear, odorless, tasteless) in a rock crystal vial worth 50 gold crescents. Hidden in a secret panel in the lid are 5 arrows +1 wrapped in the smelly leather of a owlbear.

The secret door is a sliding type and can be opened by application of force to its pivot.

Tuesday, July 25, 2017


27A COCKATRICE DEN. This cave smells of rank carrion and is the home to a cockatrice with an unusually large head and small brain, which rests on a nest in the northern part of the cave.

Big Head Cockatrice (AC 6; MV 6”/18; HD 5; hp 24; #AT 1 beak; D 1-6; SA Touch turns to stone; XP 435)

If aroused, the cockatrice will lumber forward dragging its huge head along. Because its head is so large and unwieldy, it's beak attack is at -2 on to hit rolls. Its nest holds three large eggs. The eggs are viable and if kept warm will hatch a basilisk, a cockatrice, and a giant chicken, respectively. The giant chicken will have the stats of an axe beak upon reaching maturity in 10 months and will be as loyal as a trained dog.

Monday, July 24, 2017


27 GRUESOME GULCH. The floor of this hollow is host to dead grass and sickly looking weeds. A long dried out stream gives easy footing. It slopes towards the north with elevation level provided on the map. These should be taken in context of a gradual slope, not a series of step-like ledges. After this gradual rise, there is a steep vertical like the rest of the surroundings of The Grounds. Five caves are present at various elevations along the sloping portion.

Sunday, July 23, 2017


26K GREEN SAP TREE. The sap of this tree, if processed properly by Fluxley Randritter or Noam Floan, can be distilled into a potion which acts like a potion of healing. Up to one such potion can be produced per week.

Saturday, July 22, 2017


26J FLOWERING TREE. This huge tree has many gigantic pink flowers. At the level of the village there is an opening that leads to tunnels that reach up to the upper branches of the tree. A pair of giant owls, which tolerate the presence of the gnome lookouts, nest in the upper reaches.

Giant Owl (AC 6; MV 3”/18”; HD 4; hp 19, 16; #AT 2 talons and 1 beak; D 2-8/2-8/2-5; SA Surprise on a 1-5; XP 226, 214)

There are three giant owlets in the nest. Among the branches and twigs there is a bone scroll case holding a scroll with the magic-user spells hold monster and Bigby's clenched fist.

Friday, July 21, 2017


26I GIGANTIC TREANT. This is a ancient treant that has been sleeping for millennia. It will not wake up unless someone does more than 50 points of damage from fire or a physical attacks in one round. It has an AC of -5, 1000 hit points, and can do 10-100 points of damage with a hit.

Thursday, July 20, 2017


26H SPELLING BEE HIVE. In the upper branches, about forty feet above the gnome village is a hive of spelling bees. The bees have a good relationship with the tree gnomes and share their honey.

17 Spelling Bees (AC 5; MV 3”/15”; HD 1+1; hp 1x3, 2x4, 2x5, 4x6, 2x7, 3x8, 3x9; #AT 1 sting; D 1-6; SA Spell use; XP 65+2/hp)

Each bee can cast 1d4 magic user spells of either level 1 or 2 once per day. Determine spells randomly, varying day by day.

Wednesday, July 19, 2017


26G DRYAD TREE. This tree is the home of Nenome dryad and her baby dryad Cyline.

Nenome (AC 9; MV 12”; HD 2; hp 16; #AT 1; D Dagger; SA Charm; SD Dimension Door; MR 50%; XP 153)

Nenome is aware of the tree gnomes and allows them to make use of the tree. She will not try to capture males while her child is still so young. The lower portions of the tree hold a palace with dozens of rooms. Nenome has a treasure of 254 gold crescents and 7 rubies (250 gold crescent base value). The upper portion of the tree is hollow at the level of the gnome village with pathways up to the upper branches where tree gnomes can keep an eye on the surroundings.

Tuesday, July 18, 2017


26F SUPPLY HUT. The tree gnomes keep the following their food, craft, and trade items. The food consists of honey, nuts, and dried fruit sufficient for the entire village for one season. The craft goods including baskets, boxes, and an especially large supply of strong rope. There is also modest amounts of tree gnome-sized clothing and decorative trinkets made from bird feathers.

The tree gnomes have a small supply of useful items they may share with the party, should they prove friendly and show their worth by defeating menaces in the Grounds. These items are of no use to the gnomes, but may prove valuable to the party:

A large shield +1 decorated with the white legs on black field Triskelion design
On set of man-sized splint mail +2
A labeled potion of levitation (green with purple flecks, bitter, smells of burnt toast)

Monday, July 17, 2017


26E CAPTAIN'S HUT. The captain of the gnome militia and chief bodyguard to the king lives here.

Chopley Middlesmythe, Neutral Good male tree gnome Fighter (AC 7; MV 6”@12"; F4; hp 38; #AT 1; D Hand axe +3 to damage due to strength; S 18/43, I 8, W 13, D 11, C 18, Ch 8; XP 280)

Chopley is absolutely dedicated to the safety of the village first and foremost. He has a crush on Ariel Floan and has saved up 85 gold crescents and 312 silver spanners in hopes he can support her when he proposes to her. He keeps this wealth in a bag under an upside down bucket in his bedroom.

Sunday, July 16, 2017


26D ILLUSIONIST'S HUT. This hut is the home of the resident spellcaster.

Fluxley Randritter, Chaotic Good female tree gnome Illusionist (AC 7; MV 6”@12”; I4; hp 12; #AT 1; D Dagger or dart; SA Spell use; S 7, I 17, W 12, D 17, C 10, Ch 14; XP 225)

First Level Illusionist Spells:
Darkness, Phantasmal Force, Wall of Fog

Second Level Illusionist Spells:
Blindness, Mirror Image

Fluxley has her spell components: split dried peas and some fleece. She has two plain silver rings (40 gold crescents each) and one fancy gold and platinum one (400 gold crescents). She has a hidden area in her hut where she keeps the village's communal treasure: 543 gold crescents, 632 silver spanners, 1231 copper pieces, two silver armbands worth 75 gold crescents each, and six potions of green tree sap (as potion of healing). She also has a scroll with hallucinatory terrain that she will use to hide the village in the event of an attack from an overwhelming force.

Saturday, July 15, 2017


26C KING'S HUT. The king, Noam Hoan lives here along with his daughter, missing for the last week. She is captured by the Ghost Spiders and is in Room 9F. If she is rescued the chief will give a reward of a a signet ring that is a family heirloom and a potion. The ring is gold with an unusual blue and brown flecked stone (900 gold crescent value). Anyone who wears it can speak to birds. The potion is made from the green sap of the Green Sap Tree (26K) and is equivalent to a potion of healing.

The King's crown has also been stolen by Wandra Triskelion and it is located in Room 5O, If it is returned to him, he will give the gold crown he is wearing right now (1500 gold crescents) in return for the bird crown.

Noam Hoan, Chaotic Good male tree gnome Fighter (AC 7; MV 6”@12"; F5; hp 26; #AT 1; D Short sword +2 +1 to damage due to strength; S 16, I 13, W 17, D 10, C 14, Ch 16; XP 306)