Thursday, August 17, 2017

THE GROUNDS 30F DINING HALL.

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

THE GROUNDS 30E KITCHEN.

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

THE GROUNDS 30D STORE ROOM.

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

THE GROUNDS 30C BASEMENT.

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

THE GROUNDS 30B WEAPON'S ROOM.

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

THE GROUNDS 30A MAIN ROOM.

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

THE GROUNDS 30 GRAY AND BLUE TOWER.

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:
Web

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

THE GROUNDS 29 SUNDIAL.

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

THE GROUNDS 28 THE FORGE.

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

THE GROUNDS 27O KITCHEN/ SERVANTS' QUARTERS.

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

THE GROUNDS 27N LEUCROTTA LAIR.

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

THE GROUNDS 27M GARGOYLE LAIR.

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

THE GROUNDS 27L NOISY ROOM.

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.

Creature
Grants power of
Wants in return
Oglesnitz
Double normal life span
Your fertility
Igglywurb
Eternal wakefulness
All the memories of your childhood
Karmelizer
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

THE GROUNDS 27K ENTROPY ROOM.

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

THE GROUNDS 27J BROKEN STONE FACE.

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

THE GROUNDS 27I MUTATION ROOM.

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:

1d%
Mutation
01-04
additional eye (1d6, 1=right palm, 2=scalp, 3=left nipple, 4=small of back, 5=right knee, 6=left shoulder)
05-08
additional head
09-12
albino
13-16
beak replaces mouth
17-20
bulging eyes
21-24
change gender
25-28
duplicate pair of arms (extra attack if weapon added)
29-32
ears grow huge
33-36
extra joint to arms (50%) or legs (50%)
37-40
eyes are now stalked
41-44
facial features rearrange
45-48
gains silly voice
49-52
grows fur on body
53-56
horns
57-60
lion's mane
61-64
long legs (increase move by 3”)
65-68
long tongue with small face at end
69-72
lose one eye and other one moves to middle of face
73-76
nose grows two feet long
77-80
obese (maximum weight for race/ gender)
81-84
skin color change (1d6, 1=red, 2=orange, 3=yellow, 4=green, 5=blue, 6=purple)
85-88
tail (1d6, 1=fox, 2=lizard, 3=fish, 4=tiger, 5=rat, 6=bird)
89-92
Thin (minimum weight for race/ gender)
93-96
warty skin
97-00
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

THE GROUNDS 27H HALL OF HEADS.

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.