Saturday, October 21, 2017


33X LOCKED ROOM. The door sports an overlarge brass doorknob with an ornate human-like face. Any attempts to open the door will result in the doorknob animating, enlarging and grumpily asking "who goes there?"

Only the use of one of the golden keys found in Hollow House will allow safe entry. Otherwise the doorknob's mouth will gape wide and the door will become rubbery, allowing the doorknob to attack.

Doorknob Monster (AC 5; MV 0”; HD 3+1; hp 22; #AT 1 bite; D 1-8; SA Die 20 indicates double damage (2-16); XP 213)

Within the room is a stack of 14 golden skulls. Each is eerily perfect and worth 50 gold crescents each. In fact the are made too well and are dramatically disturbing, lowering the price. If the gold is melted down, the whole lot is worth 1400 gold crescents.

Friday, October 20, 2017


33W DARK ROOM. The ceiling is high, impossibly high for a room on the first floor. The sound of a child singing comes from high in the rafters. Shortly after a giant roach with a large stinger on its bottom and the head of a young boy will scuttle down.

Beetle Boy (AC 3; MV 12”; HD 4; hp 19; #AT 1 sting; D 3-18; XP 161)

Under a false trapdoor in the floor is a chest holding 57 gold crescents and 4 earthen jars holding some moldy liquid long spoiled.

Thursday, October 19, 2017


33V CREEPY ROOM. This room appears completely ordinary except for a very large, heavy stuffed floral print chair in the center. A short sword is impaled in the chair back. Removing it will release a stream of black, rotten blood, because there is a corpse sewn into the body of the chair. The short sword has an 'H' insignia and a partial gold handle with small seed pearls worth 350 gold crescents, but the stain on the blade will never go away.

Wednesday, October 18, 2017


33U ROOM OF SKELETON CAGES. In each corner of the room, there are odd, rounded pieces of furniture covered with white sheets, the sheets themselves marked by odd-looking runes. Each is about four feet wide and six feet high.

Under each sheet is a frail cage made from human bones and each holds an undead.

Northwest Cage: Zombie (AC 8; MV 6"; HD 2; hp 9; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 38)

Northeast Cage: Ghoul (AC 6; MV 9"; HD 2; hp 10; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 85)

Southeast Cage: Ghast (AC 4; MV 15”; HD 4; hp 17; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 233)

Southwest Cage: Shadow (AC 7; MV 12”; HD 3+3; hp 16; #AT 1; D 2-5; SA Strength drain; SD Magic weapon to hit, limited spell immunity; XP 319)

If any of the cages are disturbed, the undead will all be awakened and crash (or slither for the shadow) through their cages and attack. In the cage with the zombie in the south east corner is a golden key (worth 300 gold crescents). This key will open the door to Room 33X.

Tuesday, October 17, 2017


The first person to read the words on this scroll (even a glance) will be forever able to converse with bears in their own vernacular (including part-bear creatures such as owl bears, gorilla bears, and koduka). When they speak with bears it will sound to everyone else like they are just saying the word “bear” over and over again, but bears will understand them and they can understand the bears.

The magic words will disappear following the first reading, so only one may benefit from this miraculous and curious item.




Any spellcaster who wears this ring may choose to change one of their memorized spells to burning hands as they cast it. They will cast it as a magic-user of their own level, even if they are a cleric, druid, illusionist, ranger, paladin, etc.


GP VALUE: 3,000


33T LIBRARY. Five zombies stagger about the room and one man sits on a sofa reading a book.

5 Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 38 each)

The man is Harald Hollow. He is alive but he looks so dishelved and smells so stinky that the zombies have assumed that he is just another one of them.

Harald Hollow, Neutral male human Fighter (AC 9; MV 12"; F5; hp 34; #AT 1; D Dagger; SA Disease; XP 429)

Harald is intent on reading his stack of light novels with names like "Goblin Hunter X", "Dungeon Delver Riki", and "Romance of the Unicorn and the Griffon". He will neither attack, nor help adventurers against zombies. He is so slovenly that his attacks have the same chance of causing disease as a giant rat.

If the library is searched there are hundreds of Harald's light novels, but these are worth only about a copper piece each. Most of the other books are moldy and valueless, but there are two notable exceptions. The first is an illusionist's spell book holding audible glamer, detect invisibility, detect magic, improved phantasmal force, invisibility, and wall of fog. The second is a scroll of bear-talking wrapped inside of a ring of spell burning.

Monday, October 16, 2017


33S LONG HALL. This hall is short on the map, but appears at least 500 feet to a person standing within it. At the east end of the hall, standing at the top of the stairs, is the transparent ghostly figure of a little girl of about eight years. Any person who has been to Room 33J and studied the portraits will recognize her as Hilda Hollow.

Hilda Hollow, Restless Dead (AC -10; MV 9"; HD 3; hp 13; #AT 0; D Nil; SD Limited spell immunity; XP -)

Hilda is staring down the stairs if the adventurers have come from the hall. If the adventurers are advancing up the stairs, then she is staring at them.

If the adventurers should come at her from the hall way, she will turn to look at them and say "There is a bad man downstairs, he wants me to go down there with him." If the adventurers look at where she points, they will see nothing. She does not look frightened, only sad.

If she is not attacked she will follow the adventurers around the house. She is insubstantial, but barriers such as doors, walls, etc. seem to curtail her movements. However, she cannot leave Hollow House unless exorcised or destroyed and she will not go downstairs at all.

Sunday, October 15, 2017


33R WANDERING CORRIDOR. Every time this hall is entered and both doors are closed, there is a 50/50 chance that taking an exit will lead to the Piano Room (33C) or the Library (33T).

Saturday, October 14, 2017


33Q ROOM OF DOORS. There are four doors in this interior room.

The north door opens into a glass bubble far under the sea. The glass is very thick and gigantic fish, octopi, and stranger things can be dimly swimming outside.

The east door opens and beyond all that can be seen is space, with galaxies, red stars, and ringed planets in the distance. Those crossing the threshold will be sucked into the void.

The west door opens into a landscape from Hell. The ground is gray stone and giant devils and pathetic lost souls can be seen in the distance busy with their tortures. If the door is left open for more than a few minutes, diabolical attention will be focused upon it.

Friday, October 13, 2017


33P SECRET ROOM. This dark room holds six red-skinned manes demons dancing about a central unwholesome glowing rune on the floor.

6 Manes Demons (AC 7; MV 3”; HD 1; hp 8 each; #AT 2 claws and 1 bite; D 1-2/1-2/1-4; SD Magic, cold-forged iron, or black iron weapon needed to hit, limited spell immunity; XP 26 each)

The walls seem to press inwards and no windows are present. There is a fireplace with a mantle holding a golden ormulu clock and a sword with a painting hung above, but the chimney ends blindly after a few feet.

The golden clock is decorated with a unicorn and a griffin. It is worth 700 gold crescents.

The sword is a magic long sword +2. It's steel is blue in color and it has the special ability that it will allow any person who holds it to turn undead as if they were a level 1 cleric. In the hands of a paladin, it will allow the paladin to turn as a cleric of the same level. The scabbard is encrusted with small pearls and worth 300 gold crescents.

The painting shows the Gallery (Room 33J) and any person touching it will be sucked into that room.

This room is not inside Hollow House. There are no doors and if anyone tries to break through the wooden walls, floor, or ceiling they will find stone surrounding the room for miles.

Thursday, October 12, 2017


33O GROANING HALLWAY. This interior corridor is in good condition. The walls are painted bright yellow and the floor is decorated by a red rug. Light is always present, but adventurers will not be able to tell where it is coming from. As the hall is traversed, characters will hear low moaning-groaning sounds coming from immediately behind their heads, as of a man in the throes of torture.

At the east end, there are two suits of black platemail on display, each holding a halberd at attention. They are inhabited by unclean spirits.

2 Restless Dead (AC 3; MV 6"; HD 3; hp 14 each; #AT 1; D Halberd; SD Limited spell immunity; XP 132 each)

Wednesday, October 11, 2017


33N STORAGE ROOM. This room holds pieces of old furniture. A rickety ladder is near one wall.

An invisible restless spirit inhabits this room, and will begin flinging objects (pieces of wood, chunks of bricks, etc.) at intruders.

Invisible Restless Dead (AC 0 (4 to those which can see invisible); MV 12"; HD 3; hp 15; #AT 1d4 flung objects per round; D 1-4 each; SD Limited spell immunity; XP 200)

To those which can see invisible, it appears as a pale skinned bald man with too large eyes, an open mouth, and four skinny arms spaced equidistant about its torso. If defeated it will evaporate. Among the items it will fling are six decorative golden plates (50 gold crescents each) marked with the Hollow family insignia on one side and the Triskelion insignia on the opposite.

Close inspection of the ceiling will reveal that the white surface is marked by a area of distinct gray-brown discoloration in a rectangular shape. This is a concealed trapdoor, but it does not lead to the upstairs. Instead it leads to Room 33G by a teleporting rift in space-time.

Tuesday, October 10, 2017


33M HALL OF SKELETON MIRRORS. The walls and the insides of the doors of this chamber are covered in mirrors that reflect the skeelton of the person standing before them instead of their actual image. Due to the mirrors, all the doors should be considered concealed from the inside of the room.

Monday, October 9, 2017


33L WHISTLING HALLWAY. The wood paneling of the walls of this corridor have been replaced with human femurs and humeri with slits cut in them. For some reason there is always a moderate breeze (which will make any torches the party may have dance spectacularly) which plays in the opened marrow of the bones, creating a high-pitched and annoying, though soft, whistling sound.

Sunday, October 8, 2017


33K WATER CLOSET. The walls glisten wetly. A straight razor, brown with dried blood, rests on a small shelf in front of a shaving mirror. The toilet bubbles with green slime (8 hp). A second green slime covers the ceiling (16 hp).

2 Green Slimes (AC 8; MV 0”; HD 2; hp 8, 16; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 626, 642)

The green slime has a 2 in 6 chance of dripping for each person who enters.

Within the medicine cabinet is a potion of healing, a sprig of a rare herb called lavendine worth 50 gold crescents, and six cinnamon scented candles.

Saturday, October 7, 2017


33J GALLERY. This room holds several portraits. Each is labeled:

Hugo Hollow: A thin blonde man with a nice smile. His hand rests on a piano.

Harlan Hollow: A sullen looking young man with wild black hair.

Hew Hollow: A very thin balding man with greyish skin and a creepy smile.

Hender Hollow: A handsome man in his late forties. He wears a red smoking jacket.

Helga Hollow: A severe rotund woman with gray hair in a bun, holding a black book.

Hilda Hollow: A very pale sad looking young girl in a beautiful royal blue dress with a yellow bow.

Hinny Hollow: A horse faced woman of middle years. Her hat is adorned with peacock feathers.

Harlow Hollow: A beautiful woman with black hair and a black dress , She holds an impossibly long cigarette.

Each portrait is signed by Patrizio Triskelion. In addition to the above, there are four discolored spaces on the wall which once held portraits.

Friday, October 6, 2017


33I KITCHEN. The cobwebs hanf from the doorways to this room and the whole place is grey and dingy. Five whimpering larva are tied to the very large freestanding butcher block.

5 Larva (AC 7; MV 6”; HD 1; hp 5 each; #AT 1 bite; D 2-5; XP 15 each)

Within a minute after the characters enter, they will realize they can see hazy figures busting about the kitchen. These gradually become clearer and clearer until they are nearly distinct. Each is a skeletal figure with a thin layer of grey skin over their bones. They are dressed as chefs and are busy preparing a meal.

3 Chefs, Restless Dead (AC 4; MV 12"; HD 3; hp 14 each; #AT 1 weapon; D 1-8; SD Limited spell immunity; XP 132 each)

These restless dead are immune to spells that do not affect undead. One chef carries a cleaver, he intends to chop up the larva for a ragout and he has his chilis and carrots already cut. The next chef carries a thick iron frying pan and the third holds a heavy iron spoon as he stirs the stinking contents of an iron cauldron.

The chefs will ignore the party unless attacked or someone tries to stop them from cutting up the larva.

Among the cookbooks on a high shelf there is mixed in a magic-user's spell scroll holding the spells magic missile, tongues, and web.

Thursday, October 5, 2017


33H STORAGE ROOM. This crowded room contains wooden shelves holding foodstuffs, mostly pumpkins and ears of dried corn. Disturbing any of the shelves will result in giant rats pouring out from behind food, under the shelves, and from holes near the ceiling. They are lead by an unusually large and fierce rat, about the size of a dwarf.

10 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 3 each; #AT 1 bite; D 1-3; SA Disease; XP 10 each)

1 Ratwere (AC 6; MV 12”; HD 3+1; hp 18; #AT 1 bite; D 1-8; SA Surprise on 1-4; SD Silver or magic weapon to hit; XP 222)

The ratwere is similar to a wererat, but it really a rat that can turn into a semi-humanoid (ratman) shape. Treat it as a wererat for intelligence, alignment, etc.

If the ratwere is killed the giant rats will flee. Before dying, it will have a chance to speak in a croaking, ill-used voice "I curse you all", then spit up a golden key (worth 300 gold crescents). This key will open the door to Room 33X.

Wednesday, October 4, 2017


33G SECRET ROOM. This room can be accessed through one of the teleporting doors in Rooms 33D or 33N or by breaking in one of the outside windows.

The teleporter from Room 33D leads to a door on the north wall located about three feet above the floor, so adventurers entering by that path must roll vs paralyzation of take a point of damage from crashing to the floor.

Anyone traveling by the teleporter from Room 33N will come out of an open suitcase on a table near the east wall.

On the floor is a huge bear rug. Sitting in front of a roaring fireplace in a high-backed chair that almost totally conceals him is Hew Hollow.

Hew wil turn and greet the characters. He is a gray skinned man with emaciated features. He is, of course, dead.

Hew Hollow, Restless Dead (AC 5; MV 9"; HD 6' hp 35; #AT 1; D Long sword; SD Limited spell immunity; XP 585)

He is immune to spells that do not affect undead. If Hew is attacked, he will give a whistle, animating the bear rug which will attack as a real bear.

Animated Bear Rug (AC 6; MV 12”; HD 5+5; hp 33; #AT 2 claws and 1 bite; D 1-6/1-6/1-8; SA Hugs: 2-12; XP 498)

Hew does not want to fight, howver. He is actually terribly lonely and will try to get the characters to tell him stories. If he is sufficiently amused (DM judgement) , he will point out the secret teleporting door that goes through a faded painting above the fireplace. The painting is of Room 33P, showing a dark cramped room with six red dancers, and stepping into the painting takes the characters there.

If Hew and his bear are defeated, he is found to have silver and topaz cufflinks worth 100 gold crescents total.

Tuesday, October 3, 2017


33F DINING ROOM. This room holds a dining table with six seated guests with their faces plunged into their soup bowls. The whole room, lighted candles, table, place settings, and so on appear in perfect condition, as if it was a real dinner party and not in an abandoned house.

If the room is entered, the diners will rise from their seats. The soup is actually acid and has eaten away their faces.

6 Restless Dead Diners (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Spit acid for 1d4; SD Limited spell immunity; XP 63 each)

The diners can spit once every other round, to a distance of up to ten feet away. They are immune to spells that affect undead.

If the diners are defeated the apparent cleanliness of the room will fade and it will become shabby and decrepit. The centerpiece on the table is a huge golden soup tureen worth 800 gold crescents.

Monday, October 2, 2017


33E DRAWING ROOM. This room is tastefully decorated, or would be if the chairs and couches were not faded and the walls and floor not stained by patches of dried blood. The chandelier is lit with candles which give off a red light (if the characters are watching from outside, the light from the candles will not be apparent).

A large mirror is on the east wall. Scrawled by knife point into the wood of the wall beneath the mirror are the words "Harlan Hollow" in jagged irregualar but legible script. If any person should speak these words while in this room, there is a 50% chance that Harlan, a wight, will appear immediately behind them. If the person is in front of the mirror while speaking these words the chances increase to a certainty.

Harlan Hollow (AC 5; MV 12”; HD 4+3; hp 22; #AT 1; D 1-4; SA Energy drain; SD Silver or magic weapons to hit, limited spell immunity; XP 390)

Harlan wears a gold circlet on his brow (200 gold crescents) and two gold arm bracers (50 gold crescents each). At his hip is a long sword with a jeweled hilt (400 gold crescents). He will be able to get a free strike at the person that he appears behind but his position may also leave him vulnerable to others in the room. If any person has seen his portrait in the Gallery (Room 33J), then they will be able to recognize his features, even in death.

If Harlan is destroyed the red lights of the chandelier candles will extinguish suddenly.

Sunday, October 1, 2017


33D STUDY. The room holds a table and a dead body.

On the table are a candlestick, a lead pipe, a dagger, a rope, a wrench, and a pale stain where a strange shaped metal object used to lie.

The body is wearing a black lab coat with a name tag labeled "Doctor". Buried in the spinal column is an odd piece of metal, a cylinder roundly tapered at one end.

The fireplace is actually a secret door, leading to Room 33G via a teleporter. It is activated by pulling on a torch bracket, the only one in the room.

Saturday, September 30, 2017


33C PIANO ROOM. As this room is entered, the characters will hear piano music coming from the grand piano located in the room. The music is not audible outside the room, so some characters may stand outside the room and hear nothing while others stand just inside the room and hear the music.

The music is cheerful at first, slowly becoming more somber until at the end it is absolutely discordant with jarring violent notes before going suddenly quiet.

If the piano is closely inspected, the piano keys will start oozing blood. After about a minute the blood will coalesce into an ill-defined humanoid figure.

The Blood Man, Restless Dead (AC 4; MV 9”; HD 6; hp 34; #AT 1; D 1d8; SA Choking; SD Limited spell immunity, regeneration; XP 704)

The Blood Man is immune to spells which affect undead. He attacks by forcing his hand into the throat of a victim, causing 1d8 choking damage each round. After making his first "to hit" roll he will not need to roll to hit again until either he is destroyed or his opponent is killed. The Blood Man regenerates 2 hit points per round as long as he is within a foot of the piano, as the oozing blood replenishes his form.

Within the piano is a desiccated corpse, totally drained of blood. It appears to be the body of a young nobleman. His long blond wavy hair is decorated with 6 golden ringlets (100 gold crescents each) and his earrings are gold (50 gold crescents each). His belt buckle is gold (150 gold crescents) and decorated with the name 'Hugo' but it is bad luck, anyone who possesses it makes saving throws at -1.

Friday, September 29, 2017


33B GREAT HALL. This room is dominated by a grand staircase flanked by two statues. The ceiling is about thirty feet. As the room is first entered, the characters will hear a scream and a thump (as of a body falling) coming from the upstairs.

The statue on the left at the foot of the stairs is a white marble statue of a beautiful young man. The statue on the right is made of some black rough rock and is of a older man with a pitchfork, cloven hooves, a goatee, and horns.

The first time the stairs are used, the white statue will animate for the last person in the marching order (or the person on the left in the last row). It will turn to face them and say "You're in for a frightfully good time", then chuckle mockingly. It will then revert to a normal statue and cannot be coaxed into reanimating.

Thursday, September 28, 2017


33A ENTRANCE HALL. Upon entering this hall, the party will be greeted by an obsequious though transparent, servant. This is Oldroyd, the butler of Hollow House. He is about seven feet tall, very thin and has no color to him, only shades of grey. He is dressed impeccably.

He will offer to take the parties hats and coats, but if anyone actually hands him anything, the item will fall through his semi-corporeal hands and to the floor. Apologizing profusely, he will attempt to pick up the item, having great difficulty as he tries to make his hands solid enough to grasp things. He will hang items on a wall peg, avoiding the coat closet. He will not engage the party in combat, even if they attempt to fight him.

Oldroyd, Restless Dead (AC 0; MV 9”; HD 10; hp 48; #AT 0; D Nil; SD Limited spell immunity; XP -)

The thing is that Oldroyd doesn't realize he is dead. He exists only when a person enters the room, so he doesn't experience time the way that mortals do. He is immune to spells that target the mind, such as sleep, charm, and hold. He will not leave the room.

If anyone tries to open the coat closet door, Oldroyd will become agitated, though he doesn't know why. If the door is opened, Oldroyd's physical and very dead body will fall out of it, with a jewelled silver dagger (800 gold crescents value) sticking out of his back. He has been dead for some years and the body is a dried husk, though the features are clearly those of Oldroyd.

Should Oldroyd see his body, as seems inevitable if the door is opened, he will turn white (as a ghost). As he comes to the realization that he has died, he will start to slowly implode, first his face crumpling in, then a black void appearing in his head and his body being sucked into it. He has gone to his rest.

The furniture is antique and rather brittle. Tattered tapestries show the Triskelion coat of arms and the coat of arms of Hollow House, a dancing skeleton on a red field. Nothing else of value is in the room.
e of value is in the room.

Wednesday, September 27, 2017


33 HOLLOW HOUSE. As the party approaches this two-story grim looking mansion, the weather turns rainy and the sky becomes dark as night, even if the rest of the Grounds is in bright sunshine or under the weather changing influence of the tower at Area 14.

The manor was obviously rich and well-cared for at some point, but has fallen into ruin, the breeding place of vermin and rest of crows and bats. The front entrance is reached by a rotting porch. A sign hangs here, labeling the place as “Hollow House”. There is also a back entrance, and on the side, cellar doors.

This place is the home of a branch of the Triskelion family, they are deceased but many of them are not aware of that fact. Adventurers may look through the many grimy windows about the house. If they do, describe the rooms as though inhabitants and lighting do not exist. In other words, only those inside the house can perceive the residents and their activities. For their part, the undead will ignore voyeurs.

Tuesday, September 26, 2017


32 FOUNTAINS OF LOVE AND FORGETFULNESS. Two fountains grace this dell. The west fountain is decorated with marble sculptures of muscular men and beautiful women caressing each other. The east fountain is rather plain.

Drinking from the west fountain causes effects as a philter of love. Drinking from the east fountain causes the drinker to forget the last 24 hours, including any spells memorized in that time.

Monday, September 25, 2017


31Z TELEPORTATION ROOM. Wiggling up the tubes from 31B leads to this room, about thirty feet up. Against the south wall is a small passage that leads to the top of the structure. On the wall next to the passage is a metal box with a horizontal slit in it.

Placing a data card from Room 31W in the slit will allow a person to teleport without error. The site that the person is teleported to will match the data on the card, corresponding to the address of a child who has lost a tooth. If the tooth has been replaced with a silver coin, the teleportation device will return the person to this location.

The top of the tooth tower is shaped like the top of a molar.

Sunday, September 24, 2017


31Y TOOTH VAULT. This large chamber has a ceiling height of about twenty feet, but beyond the ledge the depth of the chamber is at least fifty feet (the gray area). Millions of children's teeth fill the floor of the vault and falling in would result in 4d6 damage (the teeth break the fall a bit) and conceivably drowning damage. Suspended from an iron chain is a spherical cage holding a giant white mouse.

The mouse is Topolino, the spirit that gives silver coins in return for children's teeth.

Topolino (AC 5; MV 12”; HD 7; hp 34; #AT 1 bite; D 1-10; SA Spell-like abilities; XP 847)

Topolino can perform the following magical abilities: shrink to normal mouse size and back, cough up a silver spanner (when he takes a tooth from a child's pillow only), assume gaseous form, and forget. He has the class abilities of a 20th level human thief. Topolino is neutral good in alignment, gentle and non-violent. His cage (made from magicked silver and worth 10000 gold crescents) negates his special abilities.

If freed, Topolino will grant a boon to the adventurers. They may ask of him anything that is in his power and he will try to help. What this entails and how this play out is left to the discretion of the Dungeon Master.

Saturday, September 23, 2017


31X FANG FAIRY. This is the Fang Fairy's office and it is decorated in tooth and mouth-related paintings, sculptures, and bric-a-brac, all of which is garish and worthless. The Fang Fairy sits behind a large desk. Two of her underlings sit at smaller desks in front of her. If not immediately attacked, the assistants Hitchard and Gred will inquire if the adventurers have an appointment while the Fang Fairy pretends to be engrossed in paperwork, studiously ignoring the interruption. All three are rude and self-important, although Hitchard and Gred are properly deferential to their msitress.

The Fang Fairy (AC 5; MV 9”/18”; HD 6; hp 28; #AT 1; D Dagger; SA Gaze turns to dental enamel, wand of magic missiles; XP 893)

The Fang Fairy wears a white mask that mimics the face of a beautiful woman, but it comes off as creepy. She has insect like wings and a wand of magic missiles (70 charges, command word “Brat a tat”). Her voice is sickly sweet and she calls people by spurious nicknames like “Widdlebottoms” and “Flopsy-Lopsy”. She tricked Toplino (see Room 31Y) into captivity and took over his job of taking teeth from children, although she doesn't give coins to the children like Topolino did, and she eats the teeth instead of storing them.

She prefers to fight from afar using her wand, but if given a real fight, she will remove her mask, revealing a snarling face that would show great pulchritude if it was not always twisted into a sneer . She has the ability to petrify, as a medusa, but those she petrifies turn into dental enamel instead of stone.

Her two assistants are two evil dentists that worked for Toplino, but that she seduced to her side with the promise of riches and power. Due to the supernatural corrupting influence of the Fang Fairy, each now has the head of an animal. Each carries 3d20 gold crescents and 4d20 silver spanners.

Hitchard and Gred (AC 8; MV 12”; HD 3; hp 14, 15; #AT 1; D Long sword; SA See below; XP 92, 95)

Hitchard has the head of an overweight balding cat. Once per round, he can spit out a kitten, aimed at a character's face. If Hitchard hits an opponent, the character must save vs petrification or the kitten will steal the victim's tongue (this is painless due to magic) and start playing with it.

Gred has the warty head of a gray bullfrog. Once per round he can spit out a fat gray frog, aimed at a character 's face. If Gred hits an opponent, the character must save vs petrification or the frog will lodge in their throat, causing one point of damage each round, until the character spends an entire round inducing vomiting.

If Hitchard and Gred are defeated their kittens and frogs will turn into normal creatures. Tongues can be reattached without special magic.

Behind her desk, the Fang Fairy keeps her paychest for the molar bears. It currently holds
3206 silver spanners. Her dagger is made of a narwhal horn and worth 300 gold crescents. Her mask is made of silver and rare ivory and worth 3000 gold crescents.

Friday, September 22, 2017


31W PROGNOSTICATION OFFICE. This room is well lit by numerous continual light globes suspended from the twenty foot ceiling. The room is divided into dozens of miniature office cubicles staffed by half sized gnomes.

38 Half Sized Gnomes (AC 8; MV 6”; HD 1-4 hit points; hp 2 each; #AT 1; D Tiny metal letter opener for 1 point of damage; XP 7 each)

The tiny (1 to 1½ foot tall) gnomes were originally employees of Topolino the Mouse-Tooth-Spirit who have been forced to work for the Fang Fairy after her hostile takeover. They are all middle-aged or older, granny and sad uncle types, fond of complaining and arguing but good at their jobs. Their duty is to predict when children will lose their deciduous teeth and to discern where they are. They use various wooden abacuses, pendulum reading, spirit board reading, and tasseography to predict these events. They then write reports for each day indicating which children will lose their teeth and where they live.

Each cubicle holds pens, paper, tea cups, and other common office implements. Each gnome will have 1d10 silver spanners. They have a water cooler, a snack table, and a hot water faucet for making tea.

The gnomes are dissatisfied with the current arrangement and want to see Topolino restored his old position. They will not, however, place themselves at physical risk to do so.

Thursday, September 21, 2017

Map for Area 31 of THE GROUNDS available.

Took a while to get this one done, thanks for your patience.

Here it is, or check the link to the right.


31V LONELY DENTIST. An very old man named Jeem lives here. He is a follower of Topolino the Mouse-Tooth-Spirit and desperately wants him to be freed from the clutches of the Fang Fairy. If the adventurers are kind to him, he will present them with a small but intricate silver star (worth 25 gold crescents) that he has hidden behind his left false eye.

Jeem the Dentist (AC 8; MV 12”; HD 2; hp 9; #AT 1; D Dental instrument for 1 point of damage; XP 38)

Jeem wears a long white lab coat, platform shoes, and bright green gloves. His hair is white and unruly. He is an expert in dental related diseases and can cure them almost as magic. Jeem can operate the chair in Room 31T without causing damage.

The room is furnished as a bedroom. The furnishings are modest but tidy.

Wednesday, September 20, 2017


31U ART APPRECIATION ROOM. The walls are decorated with murals of teeth of many different species. A table holds a glass case that reads “Break in case of emergency”. It holds a scepter made of an iron rod with a gold apple on the tip (value 150 gold crescents).

Tuesday, September 19, 2017


31T EXAMINATION ROOM. The floor is tiled and a tan leather reclining chair is in the center of the room. If a person sits in the chair, they will notice two buttons on the right arm rest.

The nearer button will recline the chair precipitously, slamming the head of the adventurer to the ground for 1d3 damage unless a saving throw is made at -4 vs petrification.

The farther button will cause the chair and the adjacent floor in a five foot radius circle to sink into the ground at a breakneck pace, slamming to a stop about thirty feet down, causing 1d4 damage to passengers and 1d6 damage to anyone else who may have been standing too close. The chair will remain in this position for one hour, before rising to its original position at a more moderate speed.

Those who have made this ride will find themselves in a 20 foot square room with a large table. On the table are the following:

A set of dentures: These are wisdom teeth, any person who substitutes these for their natural teeth will gain +2 to their wisdom as long as they retain them.

A cup shaped like a giant tooth: This is the sweet tooth. Any beverage placed within will taste astonishingly sugary. Any poisons placed within will be purified, but magic liquids such as holy water or potions will be rendered inert.

A bowl shaped like a rooster's head: This holds five hen's teeth, which look like snake's teeth and are magical. If used as a spell component a tooth will be destroyed but double one effect of the spell (such as damage or duration) as chosen by the spell caster. If planted in the ground and watered, the hen's tooth will grow one of the following:

Creature or item
Second level human fighter
Giant chicken
A potion of avian control
1d4 hen's teeth

Creatures will spring to life fully mature in one round.

Cockatrices will behave as typical for their ilk.

Giant chickens have the statistics of an axe beak. They will serve for one hour or the duration of one combat encounter. After that they will wander off.

Fighters will be neutral, wearing chain armor, and have a shield with the design of yellow rooster rampant on a field of red. They will serve for a combat encounter. After that, they may be taken as retainers, but will always have half normal morale.

The potion of avian control will be bottled in a crystal decanter with a glass stopper (decanter value 50 gold crescents).

Monday, September 18, 2017


31S CAVITY CRITTERS. This room holds four foul smelling green rotund humanoids. They are unreasonable. When they see the adventurers they will attack, chanting “We make holes in YOU!”

4 Cavity Critters (AC 4; MV 9”; HD 3+2; hp 16 each; #AT 1 punch; D 2-12 + 1d10 acid damage; XP 189 each)

The cavity critters touch is corrosive and if a character is reduced to 0 hit points through their attacks, then the wearer's armor, robes, or other clothing must make a saving throw vs acid or be destroyed.

The critters are paid regularly by the fang fairy, but their corrosive touch destroys their treasure. As such, the room holds only tables and chairs made from stone. They have a supply of food in the form of teeth provided by the fairy.

Sunday, September 17, 2017


31R MOLAR BEAR DORMITORY. Eight molar bears are here. Each carries 4d20 silver pieces in their satchel.

8 Molar Bears (AC 5; MV 9”; HD 3; hp 14 each; #AT 1; D Spear +1 due to strength; XP 77 each)

The molar bears are off-duty and will not want to fight, although they will enjoy contests with adventurers, their favorite being wrestling. They also have a bean-bag toss game that they enjoy as a past time. The bears sleep on large rugs.

The two smaller rooms are a kitchen and a toilet. The kitchen holds food stores (mostly seal and whale, fruit preserves, and honey) sufficient to last the bears for about three months. The kitchen has running water.

Saturday, September 16, 2017


31Q MOLAR BEAR OUTPOST. Two large molar bears are here. They are peckish because their relief is late and they haven't eaten. This has made them have bad attitudes. If they are to be bribed, each will demand at least 200 silver spanners. However, they will accept twice that number of coins in gold, grudgingly. One has a silver horn (300 gold crescent value) which he will blow to alert the molar bears in Room 31R, should adventurers attack or refuse to pay a bribe.

2 Molar Bears (AC 5; MV 9”; HD 5; hp 22 each; #AT 1; D Battle axe +3 due to strength; XP 282 each)

In their satchels each has 10d20 silver pieces.

Friday, September 15, 2017


31P ACID CANAL. This room is made of stone blocks – quite different from the rest of the area – and a canal of clear fizzing liquid runs down the center of the room, between the two exits. The ceiling height is twenty feet.

The canal is composed of deadly acid. Any person who falls or leaps in will die (no saving throw). Putting a limb or other body part in to test the liquid will cause 1d4+1 damage. Adjust this up if more of the body is so exposed. Equipment, including weapons, which are dipped in to the canal must make an appropriate saving throw or be damaged or even destroyed entirely. The acid may be placed in a container and used as a weapon, but it will eat through wood in 1 round, metal in 1 turn, and stone in 6 turns.

Thursday, September 14, 2017


I have made a few new monsters (molar bears, curseback trolls, spittleback fish). I'm going to try to make some illustrations for them and blog them out when I get that done. Until then, thanks for your patience!


31O ROOM OF THE CROWN. The pillars in this room are marble and decorated in relief with mouthparts, especially teeth. A throne sits at one end of the room, a purple cushion upon it supporting a white crown made of some metallic alloy.

This crown is cursed, any person who places it upon their head must make a saving throw vs spells at -8 or their jaw, mouth, teeth, and tongue will triple in size. This may make wearing a great helm impossible and will lower charisma by 4. On the other hand, the person will now a have a bite attack for 1 point of damage.

The curse can be removed by a remove curse spell if the spellcaster is at least ninth level.