Saturday, June 24, 2017

THE GROUNDS 25D LOOP DE LOUP DE GAROU.

25D LOOP DE LOUP DE GAROU. Emerging from the wall teleporter just as in 25C, the adventurers are faced with a new course. In the center there is an orange metal loop de loop, with its ten foot wide entrance on the right side, meaning the left side looks like a wall of orange metal from the START position.

The gravity on the loop de loop is always towards the bottom of the metal, so a person can walk comfortably sideways and then upside down without fear of falling. A werwolf hides at the top of the loop, out of sight of the START position and upside down in relation to the gravity at the floor. It will attack characters that pass it, but will let them go after one attack routine if they do not engage. Of course, it can also be killed.

Werewolf (AC 5; MV 15”; HD 4+3; hp 21; #AT 1; D 2-8; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 310)

The exit teleporter hole leads to Room 25E.


Friday, June 23, 2017

25C WHAT IS RED AND SMELLS LIKE BLUE PAINT?

25C WHAT IS RED AND SMELLS LIKE BLUE PAINT? Upon entering the teleporter in Room 25B, the characters will emerge one by one from a five foot wide hole located three feet above the floor at the START area. A sign reads "What is red and smells like blue paint?" The course is similar with a green floor except for the gray tiles marked by letters on the map.

To navigate the course, the characters must step on the tiles in the correct order (or fly, etc.). The correct order spells out RED PAINT. Stepping on a incorrect tile causes one hit point of electrical damage. Keep track of the order that characters enter the teleporter hole that leads to Room 25D.


Thursday, June 22, 2017

THE GROUNDS 25B PAR 4 THE COURSE.

25B PAR 4 THE COURSE. The double doors from Room 25A open onto a long corridor about 20 feet wide by eighty feet long before there is a turn to the right. The floor is made of a firm green and very durable substance that feels like felt. Next the the doors is a weapons rack holding on club (resembling a putter) for each adventurer. Their names are engraved on the shaft.

These clubs are special and act in the following fashion based on character class:

Fighter, paladin, or ranger – act as two handed sword +1 for damage, etc.
Thief, assassin, bard, or monk (and small fighters, dwarf, halfling, gnome) – act as a broad sword +2
Cleric or druid – act as a footman's mace +2
Magic-user or illusionist – act as a wand of magic missiles, may shoot one magic missile per round
Multi-class – DM's choice

The clubs may used, even for characters for which that weapon is not normally allowed.

Behind the bend there is one ballboy for each adventurer.

Ballboys (AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Club; XP 42 each)

The ballboys look like humans with enormous white spherical heads, marked by small dimples. They have eyes and a mouth in the areas one would expect them. Their clubs also resemble putters, but do only club damage.

After the bend the corridor continues another sixty feet, where there is a five foot wide hole in the floor. This hole is as dark as a darkness spell and is actually a teleporter to the Room 25C. The first character to enter will get a score of 1. The second a 2, and so on. The character who finishes all the courses with the lowest score is the winner.



Wednesday, June 21, 2017

THE GROUNDS 25A WELCOME CHAMBER AND ELEVATOR.

25A WELCOME CHAMBER AND ELEVATOR. The double doors on the exterior of the structure enter into a 20 foot by 20 foot room, with a twelve foot ceiling. A permanent magic mouth is located on the wall opposite the doors. It will say "Welcome, have you played flagball before?" Regardless of answers, if any, it will continue "Just wait for the room to stop and enjoy your game! Remember, the first person to complete each course gets the most points!"

At this time the room will begin to descend slowly, as it is actually an elevator. The double doors behind will be left above and after about a minute or two, a new set of double doors will come into view in front of the party (below the magic mouth). These lead to Room 25B, the first part of the flagball course.

Tuesday, June 20, 2017

THE GROUNDS 25 FLAGBALL.

25 FLAGBALL. This building looks like a faux keep (30 feet by 30 feet square base by 20 feet high) like one would see in an amusement park or tacky theme ride attraction. The keep has fake turrets, towers, and windows, but these are only superficial and not real. On the easternmost exposure there is a structure designed to look like a gatehouse and a huge double door. This is the only entrance, above it is a banner reading "FLAGBALL".

This structure is actually a bizarre series of courses, each floored by green felt and having various obstacles. As each course is finished, the Dungeon Master should keep track of who enters the hole at the end of the course. Assign numbers in the order that adventurers enter as they will be used to compute a score at the end.

Monday, June 19, 2017

THE GROUNDS 24H THE JADE GIANT.

24H THE JADE GIANT. A large green tent is erected at this site. Two men are here, one very tall and strong and the other the size of a halfling. The larger man, Sir Quercus will greet party members with a heart "Ho, ho, ho!"

Sir Quercus, "The Jade Giant", Lawful Neutral male human Fighter (AC 3; MV 12"; F8; hp 75; #AT 3/2; D Battle axe +6 to damage due to strength; S 18/00, I 14, W 13, D 14, C 18, Ch 14; SD Regeneration, immune to certain spells; XP 1800)

Sir Quercus stands eight feet tall, has green skin, and green armor. He has the habit of challenging fighters that pass by to a contest. He will always challenge the strongest looking fighter to combat. If there are no fighters in the party, he will greet adventurers but will not attack unless attacked first.

His challenge is that each will strike the other and he will allow the one he challenges to strike first, exposing his neck to be struck. Sir Quercus has the ability to regenerate identical to that of a troll. Once struck, Sir Quercus will congratulate his attacker for the powerful blow. If it was the strike of an edged weapon, his head will be hanging off to the side, but this will not kill him. He will then strike his opponent and if the blow does not kill him or her, he will apply a healing salve that will heal all but 1 hit point, leaving a rather nasty scar.

He (and his squire) are actually under a powerful curse that makes them into a kind of plant person. Because of this they cannot be affected by spells that take animals, people, or monsters, but they can be affected by spells that target plants.

The smaller man is Sir Quercus' diminutive squire.

The Verdant Varlet, Chaotic Neutral male human Fighter (AC 6; MV 12"; F3; hp 25; #AT 1; D Short sword +1 to damage due to strength; S 16, I 16, W 15, D 16, C 13, Ch 8; SD Regeneration, immune to certain spells; XP 185)

The varlet also has green skin and stands about three feet tall.. In his case it is quite obvious that his hair is actually made of leaves. He wears green leather armor and a belt holding an emerald (5000 gold crescent value). While Sir Quercus is noble, brave, and honest, the varlet is conniving, sneaky, and a dedicated liar. He favorite past time is to mock those who are afraid of accepting Sir Quercus' challenge. He has a pouch holding three doses of the magic healing salve.

Sunday, June 18, 2017

.THE GROUNDS 24G ASK THE MOONFLOWER.

24G ASK THE MOONFLOWER. The area twenty feet around the Moonflower is distorted by a hazy semi-opaque dome of shimmering light. When this is breached, it will always be nightime within the dome.

The Moonflower is a large (about eight foot high) white plant with a yellow crescent shaped human-sized head instead of a flower at the end of its stem. It has two large pale green leaves which take the place of hands and arms, and with which it can use to manipulate objects. The Moonflower prides itself on its knowledge and it will answer any question put to it if the asker agrees to be asked a question in return. The Moonflower will answer 1d4+1 questions per visit before getting bored.

The Moonflower is self-assured and egotistical. It has a vast knowledge but no desire to share unless it can gain information in return. If asked a question it will always give the best answer it can. Sometimes this will be cryptic or partial if the Moonflower does not know the answer. For example, if asked what the true name is of the most powerful type VI demon, the Moonflower might answer "That information can be found by tricking Wenzel the Arch-mage, who dwells in the Lonely Tower near the realm of Ab-Thuth the Bile Dragon."

When asking questions, the Moonflower usually starts out with something simple, such as "What is your name?" Although the Moonflower is true neutral it has a bit of a cruel streak and sometimes asks personal questions that it suspects will cause argument between party members if truths are exposed that might have better been left hidden.

The Moonflower (AC 4; HD 6; hp 30; #AT 0; D Nil; SD Immune to certain spells; MR 75%; XP -)

The Moonflower has the following powers, usable at will: detect lie, dispel magic, telepathy (as a demon), and know alignment. It is immune to spells that affect animals, monsters, or people, but can be affected by spells that target plants. If the Moonflower is attacked it will scream for help. 1d3 rounds later 2d4+2 needlemen (70%) or 1d2 treants (30%) will arrive to fight for it.

Saturday, June 17, 2017

THE GROUNDS 24F MAGIC BERRY TREE.

24F MAGIC BERRY TREE. This lush tree has beautiful gold berries. Any person who eats from them will heal 1d8 hit points. This effect can be gained but once per day. Eating additional berries within a 24 hour period does not heal more.

Friday, June 16, 2017

THE GROUNDS 24E NEEDLE TREE.

24E NEEDLE TREE. This large evergreen tree has unusually thick needles. There are always 5 needlemen guarding the tree, which appears to be important to their life cycle in some way.

5 Needlemen (AC 6; MV 9”; HD 3+4; hp 24, 9, 17, 11, 18; #AT 1-6 needles; D 1-2 each; SA Surprise 75%; MR Special – vulnerable to magic, takes 3X damage; XP 85 + 4/hp)

In a hole on the north face of the tree trunk are 2456 Jalluxian gold dragons, 432 Jalluxian platinum imperials, and a scroll tube made from an orc femur. Inside the tube are 2 scrolls. The first has the druid spells pass plant, wall of thorns, and warp wood. The second has the magic-user spells Leomund's tiny hut and magic missile.

Thursday, June 15, 2017

THE GROUNDS 24D STATUE.

24D STATUE. This area holds a huge pedestal (about ten foot square by ten feet high) topped by a bronze statue of Orso Triskelion, the accomplished druid. The dotted area is a witherweed that has grown surrounding the pedestal.

Witherweed (AC 8; MV 0"; HD 4; hp 19; #AT 17 fronds; D Drain 1-4 points of dexterity; SA Seizure; SD Burning produces toxic smoke; XP 201)

The pedestal is hollow and there is a secret door on the south aspect leading to a small room. Within are four scrolls in wood tubes and a magic scimitar.

The first scroll holds the druid spells barkskin, cure disease, and protection from fire.

The second scroll holds the druid spell fire seeds.

The third is a a scroll of protection from all elementals.

The fourth scroll is a detailed study of plants of the foxglove family, and worth up to 500 gold crescents to an established druid or sage that specializes in flora.

The scimitar once belonged to Orso himself and is intelligent:

Kindle, Neutral scimitar +2 (Intelligence 15, Ego 11)
  • Find fresh water within 1 mile
  • heal 1/day
  • Detect evil/good in a 1” radius
  • Ignite once per day for one combat, acting as a flame tongue sword (+3 vs inflammable, cold-using, or avians and +4 vs undead)
  • Can speak the common language
  • Can speak with animals and plants

Wednesday, June 14, 2017

THE GROUNDS 24C TRIPLE THREAT.

24C TRIPLE THREAT. Just around the bend are three triflower fronds.

3 Tri-Flower Fronds (AC 9; MV 0"; HD 2+8; hp 13, 17, 14; #AT Special; SA Sleep, enzymatic sap and tendrils for 2-8 and 1-6 damage; XP 159, 171, 162)

Tuesday, June 13, 2017

THE GROUNDS 24B GAZEBO

24B GAZEBO. This graceful wooden gazebo is surrounded by gorgeous flowers. It is raised about four feet above the ground and accesed by steps. Underneath is the lair of nine mandragoras, which will attack only at night.

9 Mandragoras (AC 5; MV 12"(6"); HD 2+2; hp 10, 12, 9, 12, 10, 16, 13, 9, 12; #AT 2; D 1-4; SA Strangulation; SD Immune to certain spells, half damage from fire; MR 20% XP 150, 156, 147, 156, 150, 168, 159, 147, 156)

The mandragoras guard a treasure of 4326 gold crescents in old dirty sacks and a wand of conjuration (command word "Bricklebit") with 63 charges in a silver wand case decorated with gold leaf (200 gold crescent value).

Monday, June 12, 2017

THE GROUNDS 24A MEMORY MOSS.

24A MEMORY MOSS. At the edge of the garlic patch there is patch of four obliviax.

4 Obliviax (AC 10; MV 0"; HD 1-2 hit points; hp 2 each; #AT Nil; D 0; SA Steal memories, possible spell use; XP 32 each)

One of the obliviax has recently absorbed the memories of a magic-user. It can cast the following spells at the sixth level of magic use: dispel magic, forget, magic missile, and mirror image.

Sunday, June 11, 2017

THE GROUNDS 24 HAZARDOUS HORTICULTURE.

24 HAZARDOUS HORTICULTURE. This garden area is obviously man-made and well maintained with pebbled paths and trimmed verge. It is graced and obstructed with small trees, ivy, fencing, pergolas, and arbors so this should be treated as a forested area for encounter distance.

The map shows the general distribution of normal plants within the garden. There are also special encounter areas marked by letters.

Within this area, normal animal life is extremely rare to non-existent. Small topiary animals (squirrels, bunnies, skunks, opossums, etc.) are ubiquitous, constantly fleeing from adventurer's steps. Instead of animals, there are many vegetable monsters, including topiary versions of more substantial animals. Substitute the following table for random encounters.

Encounter Table
1d20
Description
1
1 basidrond
2
1d4+1 direburrs
3
1 kampfult
4
1d4 keepers
5
1d4+1 mandragora (night only, otherwise roll again)
6
1d4+1 needlemen
7
1 phycomid
8-9
2d4 shriekers
10-11
1d3 topiary boars
12-14
1d4+1 topiary deer
15
1d2 topiary lions
16
1 topiary porcupine
17
1 treant
18
1d2 violet fungi
19-20
Use standard encounter table for The Grounds

Basidrond
Basidrond (AC 4; MV 6”; HD 5+5; #AT 1; D 2-8 (+ smothering); SA Hallucinatory spores; SD Immune to certain spells, slowed but take no damage from cold; XP 475 + 6/hp)


Direburr
Direburrs (AC 0/8; MV Special; HD 3; #AT 1; D 1; SA Surprise, attack as 6 HD monster, lignification; SD Immune to certain spells; XP 90 + 3/hp)


Kampfult
Kampfult (AC 4; MV 3”; HD 2; #AT 6 appendages; D 1; SA Surprise on a 1-3; XP 36+2/hp)


Keeper
Keepers (AC 6; MV 12"; hp 5 each; #AT 1 fist; D 1-4; SA Possession; XP 15 each)


Mandragora
Mandragora (AC 5; MV 12"(6"); HD 2+2; #AT 2; D 1-4; SA Strangulation; SD Immune to certain spells, half damage from fire; MR 20% XP 120+ 3/hp)


Needleman
Needlemen (AC 6; MV 9”; HD 3+4; #AT 1-6 needles; D 1-2 each; SA Surprise 75%; MR Special – vulnerable to magic, takes 3X damage; XP 85 + 4/hp)


Phycomid
Phycomid (AC 5; MV 3"; HD 4; #AT 2; D 3-6/3-6; SA Infection; SD Immune to certain spells; XP 280 + 5/hp)


Shrieker
Shrieker (AC 7; MV 1”; HD 3; hp ; #AT 0; D Nil; SD Noise; XP 5+1/hp)


Topiary Boar
Topiary Boar (AC 7; MV 15”; HD 3+3; #AT 1 tusks; D 3-12; SD Limited spell immunity; XP 85 + 4/hp)


Topiary Deer
This encounter will be with 1 topiary stag and 1d4 does

Topiary Stag (AC 7; MV 24”; HD 3; #AT 1 antlers or 2 forehooves; D 2-8 or 1-3/1-3; SD Limited spell immunity; XP 35 + 3/hp)

Topiary Doe (AC 8; MV 24"; HD 2; #AT 1 antlers; D 1-6; SD Limited spell immunity; XP 20 +2/hp)


Topiary Lion
Topiary Lion (AC 7; MV 15”; HD 3+1; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; SA Rear claws for 1-4/1-4; SD Surprised only on a 1, limited spell immunity; XP 110+ 4/hp)


Topiary Porcupine
Topiary Porcupine (AC 6; MV 6”; HD 2; #AT 1 bite; D 1-2; SA Shoot quills (1d6 for 1d2 each); SD Quills (1d2 per attack upon), limited spell immunity; Size S; XP 73 + 2/hp)

Topiary porcupines are about as big as a medium-sized dog with quills made from pine needles. Treat as a smaller version of the giant porcupine from the Monster Manual.


Treant
Treant (AC 0; MV 12”; HD 7; #AT 2 hands; D 2-16/2-16; SA Control trees; SD Never surprised; XP 1200 + 10/hp)


Violet Fungi
Violet Fungi (AC 7; MV 1”; HD 3; hp; #AT 1-4; D Rotting poison; XP 135 + 4/hp)

There is a 75% chance that 1d4+1 shriekers will be found with the violet fungi.

Saturday, June 10, 2017

THE GROUNDS 23N LOATHSOME LAIR.

23N LOATHSOME LAIR. This cavern is in stark contrast to the remainder of the house. It smells of rancid fat and singed flesh and the walls are coated with soot and waxy residues from burnt meat.

Four heavy black iron cauldrons rest in the southwest portion and there is a natural chimney with a roaring fire beneath it. A blackened shelf made from bone is against the east wall and an unconscious halfling is beneath it.

Brimmy Shortshanks, Neutral female halfling Fighter (AC 7; MV 6"; F4; hp 2 (normally 31); #AT 1; D By Weapon Type +1 to damage due to strength; S 16, I 14, W 16, D 17, C 17, Ch 14; XP 100 (normally 245))

Brimmy was in the same party as Snarly Ven Dungibot (see Room 23B) and was captured by sugar goblins to be used as food. If the Candy Crone has been killed then the licorice rope used to bind her will fall off by itself. She has been beaten badly by the Crone in order to tenderize her before being stewed. Brimmy has a short temper and tends to bite her lips when angry. She is not affiliated with the halflings in the Shoe House at Area 15.

The shelf hold the following:
  • a labeled potion of hill giant control (red, tastes and smells of cherry cordial)
  • a labeled potion of halfling control (green, tastes and smells of mint)
  • an unlabeled bottle holding philter of persuasiveness (brown, tastes and smells of chocolate syrup)
  • a human skull , inside is a small bag of 3 small diamonds (500 gp base value each)
  • a tome of understanding

The cauldrons hold the following:
  • 1: Bone ash
  • 2: 3523 gold crescents
  • 3: Tree gnome tails, lightly salted
  • 4: Empty

A small pile of items sit between the cauldrons and the wall, taken by the Crone from adventurers she has vanquished:
  • A journal written by a magic-user describing his favorite foods. It is rather boring but folded into it is a scroll of anti-magic shell.
  • A box made from lignum vitae and decorated with engravings of jumping deer. It is worth 200 gold crescents all by itself but appears to be empty (because the Crone emptied it). Actually, there is a false back inside (use a secret doors check) behind which is a ring of three limited wishes (silver with a dragon head design, appears to be worth about 140 gold crescents if the observer doesn't realize it is magic).
  • A special Lawful good short sword +2 (Intelligence 12, Ego 3, semi-empathy, detect magic in a 1" radius)

Friday, June 9, 2017

New Map available for Area 24 in The Grounds

Area 24 will begin to be described starting on Sunday.  Find the map here or to the right.

THE GROUNDS 23M BUTTERSOTCH BOUDOIR.

23M BUTTERSCOTCH BOUDOIR. This is the Candy Crone's bedroom.

Candy Crone (AC 4; MV 8”; HD 8+1; hp 39; #AT 1; D 2-16; SA Hurling candy chunks for 1-12; XP 1868)

The Crone is the size of a hill giant with decaying teeth, fetid breath, and wearing an outfit made of pink fondant. She can rip chunks out of the walls and floor and throw them like giant throws rocks. The candy house regenerates pieces she tears out of it.

All the furnishings are made of candies, as one would expect by now, with the bed made of a hard butterscotch and the sheets cotton candy. The door to room 23N is made of metal and stands out from the rest of the room.

If the Candy Crone is killed, the Candy House will begin to fall apart. Anyone who doesn't leave the house in 1 round or take refuge in Room 23N will take 3d12 damage as the house collapses about them. This renders the house non-magical and it will start attracting monsters within 1d4 turns.

Thursday, June 8, 2017

THE GROUNDS 23L VANILLA VESTIBULE.

23L VANILLA VESTIBULE. This delightfully scented room holds sugar goblin underlings, including a master goblin.

2 Sugar Goblins (AC 9; MV 6"; HD 1-1; hp 4 each; #AT 1; D Short sword; SD Half damage from weapons; XP 18 each)

Master Sugar Goblin (AC 9; MV 6"; HD 3; hp 12; #AT 1; D Taffy Staff; SD Half damage from weapons; XP 101)

The lesser goblins hold the now familiar candy cane swords. The master goblin's staff has 17 charges.

Wednesday, June 7, 2017

THE GROUNDS 23K SWEET SUITE.

23K SWEET SUITE. The Candy Crone's second henchmen is here.

Yummy Bear (AC 6; MV 12”; HD 6+6; hp 30; #AT 2 claws and 1 bite; D 1-8/1-8/1-12; SA Hugs: 2-16; XP 715)

The Yummy Bear is made of transparent red gelatin. He values treasure and has a chest made from real wood and metal holding 325 gold crescents, three opals worth 500 gold crescents base value, and a gold statue of a bear worth 375 gold crescents.

Tuesday, June 6, 2017

THE GROUNDS 23J CONFECTIONARY.

23J CONFECTIONARY. Three sugar goblins are here, making candies for their mistress under the watchful gaze of her henchman, the Chocolate Moose.

3 Sugar Goblins (AC 9; MV 6"; HD 1-1; hp 4 each; #AT 1; D Short sword; SD Half damage from weapons; XP 18 each)

The short swords carried by the sugar goblins are actually hard candy canes with pointy ends.

Chocolate Moose (AC 7; MV 18"; HD 6; hp 26; #AT 1 (2); D 2-12 (2-12); SA Can gore two opponents if they are directly in front; SD Half damage from weapons; XP 431)

The chocolate moose is a fearsome combatant and evil to the core. He can gore two opponents that are directly in front of him, like an Irish deer. He is made of super dense chocolate and malice and takes reduced damage from weapons like the sugar goblins, but he takes double damage from fire.

The Candy Crone keeps her collection of potions here. There are six potions of sweet water and two potions of delusion that she thinks are sweet water. None are labeled.

Monday, June 5, 2017

THE GROUNDS 23I PEANUT GALLERY.

23I PEANUT GALLERY. This mini-museum holds dozens of paintings and objets d'art featuring peanuts as the subject of choice. Most are utter dreck, but two stand out.

The first is a stylized face made from actual peanuts on the west wall. It is friendly and wants to help. It will answer questions to the best of its ability but it is not particularly imaginative so it must be asked questions in detail. It has a fair to good knowledge of the Candy House and a very poor knowledge of everything else. The peanuts are stuck by sugar icing to the wall and trying to remove them will destroy it.

The second useful piece of art is a painting on the south wall signed by Patrizio. This magic painting depicts a bowl of peanuts. If a person touches the painting, their hand will go right into it and they can remove peanuts from the bowl, up to about five hundred or so per day. This painting can be easily removed from the wall and taken. It is worth at least 500 gold crescents as a curiosity.

The area in the hallway marked soggy area is a place where the crone spilled some potion. The floor has become weakened and there is a 50% chance per person walking on it that it will collapse and send them down to the ground floor in front of the door way to Room 23H, doing 1d6 damage.

Sunday, June 4, 2017

THE GROUNDS 23H DINING DELIGHT.

23H DINING DELIGHT. Five sugar goblins are setting the table with dubious dishes for a feast fro the candy crone and her cronies.

5 Sugar Goblins (AC 9; MV 6"; HD 1-1; hp 4 each; #AT 1; D Short sword; SD Half damage from weapons; XP 18 each)

The goblins weapons are actually hardened candy canes with pointy tips.

The Crone uses actual metal silverware. In fact it is made of gold and the complete set of place setttings for three is worth 435 gold crescents. The food is mostly meat pies made with tree gnome or halfling flesh. A huge golden goblet (200 gold crescent value) holds a potion of sweet water, the Crone's favorite drink.

Saturday, June 3, 2017

THE GROUNDS 23G TERRIBLE TOILET.

23G TERRIBLE TOILET. This water closet holds a huge toilet made of white chocolate and hardened sugar. Within dwells a foul fudge pudding.

Fudge Pudding (AC 6; MV 6”; HD 5; hp 24; #AT 1; D 2-12; SA Dissolve wood and metal, SD Blows, cold and lightning do not harm; XP 369)

Treat it as a half strength black pudding. A chocolate hamper in the room holds dirty towels (made from actual cloth!) and an ebony fly figurine of wondrous power.

Friday, June 2, 2017

THE GROUNDS 23F LICORICE LOUNGE.

23F LICORICE LOUNGE. This room is furnished with small tables, couches, and easy chairs, all made from candy and chocolate. One table holds twenty marbles in a gold bowl (200 gold crescents value), stolen from the residents of Area 2. On the southeast wall there is a huge stylized outline of a mouth and eyes made entirely from giant pieces of red licorice.

This is actually an animated face and it is eager to talk with the adventurers. The face will pretend to be friendly and helpful but it is really spiteful and nasty. It will give false answers about the inhabitants of the Candy House and give misleading descriptions, whatever it thinks will cause the most chaos and consternation. For example, it may characterize the Candy Crone as being very weak and injured, if it thinks that will cause the party to underestimate her. In particular it will be quick to slander the magic peanut face in Room 23I. If it is confronted with proof of its lies, it will say "What can you expect of a giant licorice face that can't move about?" as it is jealous of people's mobility. If the adventurers leave the area, it will inform any sugar goblins that it may see that there are intruders.

Thursday, June 1, 2017

THE GROUNDS 23E LUSCIOUS LARDER.

23E LUSCIOUS LARDER. This room holds wall shelving made from fudge and toffee. Three tree gnomes are bound with thick and strong licorice strips.

Harley, Barley, and Farley (AC 8; MV 6”@12”; HD 1; hp 5 each; #AT 1; D By weapon; XP 15 each)

These gnomes will eventually be served as dinner to the Candy Crone if not let go. They are desperate to return to Area 26. They can promise a reward of 50 gold crescents for their safe return. They realize it is not much, but they are not wealthy.

While the shelves are made of toothsome treats, some of the shelf contents are quite gruesome. The shelves hold the following labeled items in clear bottles of various sizes.

  • Easily recognizable body parts from humans, tree gnomes, and halflings preserved in clear alcoholic syrup (many)
  • Butterfly wings
  • Cinnamon spider poison (if drunk, causes euphoria as a cinnamon spider bite)
  • Honey Badger spittle
  • Jellyfish guts
  • Lemon Shark teeth
  • Sugar glider eyes

Wednesday, May 31, 2017

THE GROUNDS 23D CARAMEL KITCHEN.

23D CARAMEL KITCHEN. Six sugar goblins are preparing a halfling for baking.

6 Sugar Goblins (AC 9; MV 6"; HD 1-1; hp 4 each; #AT 1; D By improvised weapon for 1d3; SD Half damage from weapons; XP 18 each)

Each goblin will grab a knife, ladle, or other kitchen implement if needed for combat. These are made of candy also, but strong enough to be used for fighting.

Bobo Bunbucks, Neutral Evil male halfling Thief (AC 7; MV 9”; T3; hp 10; #AT 1; D By Weapon Type; S 8, I 10, W 6, D 17, C 10, Ch 11; XP 125)

Thief skills: PP 50%, OL 48% F/RT 35% MS 42% HS 40% HN 20% CW 72% RL -

Bobo lies on a silver platter (300 gold crescent value) on a table made of hard candy. He has a caramel apple stuck in his mouth, is stripped naked and covered with a sugar glaze, and is unconscious. Captured by a gang of sugar goblins and destined for the Candy Crone's menu, he is one of the hoodlum halflings from Area 15 and will try to return there if rescued.

The kitchen is furnished with the types of things one would expect, except edible and made of candy, cookies, and pastry. Due to the magic of the house, they are functional. For example, the oven made of nougat and coconut flakes can be heated like a regular oven. There is a fireplace, made of chocolate bricks that has a roaring fire. A sink has two faucets. One is labeled 'H' and gives hot chocolate. The other is labeled 'C' and gives chocolate milk.

If a noisy fight or argument breaks out here, the tree gnomes in Room 23E will begin shouting for help.

Tuesday, May 30, 2017

THE GROUNDS 23C SUGARY STAIRWAY.

23C SUGARY STAIRWAY. This wrap-around stairway goes up about fourteen feet to Room 23I. The bannisters are peppermint sticks with sugar icing and the stairs are made of marzipan and peanut brittle.

Monday, May 29, 2017

THE GROUNDS 23B DELICIOUS DEN.

23B DELICIOUS DEN. The furniture in this large room is made of candy, as are the walls, etc. The fireplace bricks, for example, are rock candy. Behind one gummy couch is a sleeping cleric.

Snarly Ven Dungibot, Neutral Good male human Cleric of the Scorpion God (AC 10; MV 12“; C5; hp 17; #AT 1; D By weapon type +1 due to strength; S 16, I 10, W 3 (15), D 12, C 13, CH 16; XP 252 (377))

Snarly ate too much of the candy house and his wisdom has dropped precipitously. He has discarded his weapons, treasure, and armor and laid down for a good nap. He is also out of spells and has lost all the other members of his party. The experience point value in parentheses represents his normal value when he has spells memorized.

Sunday, May 28, 2017

THE GROUNDS 23A PEPPERMINT PATIO.

23A PEPPERMINT PATIO. This simple porch is made of chocolate wafers with icing on the rails and decorated with disc shaped chocolate covered peppermint paste. A functional door bell is next to the gingerbread door leading to Room 23B. If any person actually rings the door bell it will alert all the sugar goblins and the witch that visitors are here for dinner.

Saturday, May 27, 2017

NEW MONSTER: SUGAR GOBLIN

Sugar Goblin

FREQUENCY: Very rare
NO. APPEARING: 6-60
ARMOR CLASS: 9
MOVE: 6”
HIT DICE: 1-1
% IN LAIR: 40%
TREASURE TYPE: Individuals K
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Half damage from weapons
MAGIC RESISTANCE: Standard
SAVE: Fighter 1
INTELLIGENCE: Low
ALIGNMENT: Lawful evil
MORALE: 50%
SIZE: S (4' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 14 + 1/ hp
Leader: II/ 28+ 2/hp
Master goblin: III/ 50 + 3/hp

These strange humanoids have bodies made entirely of hardened sugar. When they take damage bits of their bodies may be cut off, but they do not bleed. Thus, they can survive wounds that would be fatal to other creatures, such as losing parts of the head or torso with no loss of function. For this reason, they only take half damage from all weapons. When reduced to 0 hit points, their bodies crumble into lumps of white sugar.

Sugar goblins do not use armor, which can abrade their bodies. Instead they prefer cloth garments. For every 10 sugar goblins, there will be a 2 hit die leader with between 7 and 14 hit points (1d8+6). A group of greater than thirty will also have a 3 hit die master goblin with between 15 and 20 hit points (1d6+14).

The skin and hair of the sugar goblin is white. At first glance they appear somewhat elfish or child-like but in combat their malicious smiles and taunts reveal their true character.