Saturday, November 30, 2013


59 MASTER SUITE ANNEX. The door to this room is locked and there is no light source. There is a hardwood floor and the walls are papered with the same pattern as that in Room 58. Inside are three prisoners: Antonio, a merchant, Rami, his daughter, and Barca Cetruzzo, an adventurer. They are clothed in rags and Barca has been beaten and has had his armor and weapons taken.

Antonio, Neutral Good normal sedentary male human (AC 10; MV 12", HD 1-4 hit points; hp 2; #AT 1; D By weapon type; SA Attacks at -2 "to hit"; XP 7)

Rami, Chaotic Good normal active female human (ACX 10; MV 12"; HD 1-4 hit points; hp 4; #AT 1; D By weapon type; SA Attacks at -1 "to hit"; XP 9)

Barca Cetruzzo, Chaotic Good male human Fighter (AC 10; MV 12"; F2; hp 3 (normally 9); #AT 1; D By weapon type +1 to damage due to strength; S 16, I 8, W 8, D 13, C 15, Ch 12; XP 26 (normally 38))

Antonio and Rami were part of a merchant caravan that was waylaid by the talon goblins. They will ask to be escorted out of the castle as soon as possible and Antonio will be able to offer a reward of 100 gold crescents for their rescue. Barca has been separated from his adventuring party and will ask the characters to help him find them.

Friday, November 29, 2013


58 MASTER SUITE ANTECHAMBER.  One talon goblin stands guard here.

Talon Goblin (AC 6; MV 6"; HD 1; hp 7; #AT 1; D Morning star; XP 17) he carries 3 copper pieces and 7 wooden tokens from Room 45 which he believes to be valuable

If the party engages in noisy combat, the three goblins in Room 60 will investigate.

The room has a light gray carpet marred by bloodstains. The battered but rich furniture has been pushed to the walls, which are papered in a blue and white diamond pattern. A fireplace is in the west wall. Near the ceiling is a wooden moulding with sailing ships carved on it. This room is where the talon goblins chop up captives and food and practice torture on victims. When the goblins want to eat they arrange the tables in the center of the room.

Thursday, November 28, 2013


57 MAIDS' DORMITORY. This room has been burned out. The walls, once papered over, now show the exposed blackened stone. The overhead wooden beams are singed. The wooden door is also badly burned but still opens and closes.  Nothing of value remains.

Wednesday, November 27, 2013


56 MAIDS' CHAMBER. Two pyromaniac female talon goblins are throwing smaller pieces of furniture on a modest fire. They are each wearing maid uniforms which they have taken from Room 57 before they torched it.

Female Talon Goblin 1 (AC 7; MV 6"; HD 1-1; hp 3; #AT1; D Dagger; XP 13) 2 copper earrings worth a total of 3 gold crescents

Female Talon Goblin 2 (AC 7; MV 6"; HD 1; hp 5; #AT 1; D Horseman's flail; XP 15) copper and brass bracelet worth 4 gold crescents

This room contains more attractive furniture than that found in Room 54, decorated in pink and light blue stripes. The walls are wood and the floor is carpeted in light blue. A fireplace is in the west wall. Above the fireplace hangs a portrait of Alfonsina Triskelion the numerologist, a thin middle aged blond woman holding a globe on which are written thousands of tiny numbers.

Tuesday, November 26, 2013


I am reaching the end of the GROUND LEVEL for the OUTER WARD and have a choice to make.  I can do the upper levels, starting with the FIRST FLOOR, or I can do the LOWER LEVEL first before going up.  What would you like to see, up or down?


55 MANSERVANTS' DORMITORY.  Three talon goblins are sharing a large flask of rather good brandy, but none of them has had enough alcohol to affect them adversely in combat.

Talon Goblin 1 (AC 6; MV 6"; HD 1-1; hp 1; #AT 1; D Spear; XP 11) 6 silver spanners

Talon Goblin 2 (AC 6; MV 6"; HD 1; hp 7; #AT 1; D Spear; XP 17) 15 silver spanners

Talon Goblin 3 (AC 6; MV 6"; HD 1-1; hp 4; #AT 1; D Scimitar; XP 14) 13 silver spanners

The was the sleeping chamber of the male house staff. The furnishings are adequate, but not particularly attractive or well made. Simple beds, enough to hold twenty seven men, are here. There are wooden dressers and wardrobes holding black uniforms and everyday clothing of the sort a peasant would wear.

Monday, November 25, 2013


The restless dead are the remnants of humans who have unfinished business in the physical world. Some are relatively benign, while others are evil beyond redemption.

Each of the restless dead is unique and therefore only a few generalities can be mentioned. The restless dead are immune to cold and mind-influencing spells such as charm or sleep, like other undead. They cannot normally be turned, destroyed, or controlled by clerics. The restless dead are almost always found within a fixed area, whether it be a place important to them or the site of their demise. They will sometimes be guarding a treasure that was important to them in life. If they have cause to leave the site of their haunting in the course of their un-life (such as if their treasure is stolen), they may be turned as a 'Special' type of undead. The dead might be corporeal, semi-material, or completely non-corporeal.

The restless dead that have corporeal or semi-material form will normally be able to attack. Most commonly, they will attack by a means related to the way they died, though this is not an absolute. Attack may be physical, by means of a cold touch, withering, energy drain, strength drain, disease, or some other method. These restless dead will have hit dice, armor class, movement, and attacks as befits their form. Some will be hideous, but all will be otherworldly and strange. Some may be struck by normal weapons, while others can only be hit by silver or magical weaponry.

Restless dead may be exorcised. Sometimes, one can be rid of them by helping them finish whatever task or cause keeps them imprisoned in this world. At other times, the dead may be so confused or malevolent that this is impractical.

Not all restless dead are evil. When given help, some may even offer a boon in the form of a valued possession or curing touch. The restless dead will usually have the same intelligence and wisdom they possessed in life.


54 MANSERVANTS' CHAMBER. When this room is entered, the party will see a glowing transparent man. This is one of the restless dead. In life he was Santiago Triskelion, a large, fit man with short hair and a huge mustache.

Santiago Triskelion, Restless Dead (AC 0; MV 12"; HD 4; hp 18; #AT 1 touch; D 1-4; SD Limited spell immunity; XP 182)

He appears to be dressed in fine clothes and wears boots and a large coat. In reality, the clothes and the dead man are both nebulous in nature. Santiago cannot be turned while in this room, but he can be exorcised. He has normal undead immunities to cold, sleep, charm, and hold. If he is forced to he can attack with a chilling touch, doing 1-4 points of damage, but he will not initiate combat.

A labeled portrait of Santiago sits over a mantle of the fireplace in the east wall. This room also contains three dark green couches and several small coffee tables and end-tables. It was the leisure area for the various valets and butlers who lived in the outer ward. The walls are covered with blue and green vertically striped wallpaper. This large dark room was once lit by three large candelabra, but the ghostly glow given off by Santiago is now enough to light it.

Santiago is upset because his picture has been moved to this room. He is not aggressive, but instead he will ask that the adventurers move his portrait to Room 32, where it originally hung. He is unable to perform the task himself because he is only semi-material. If the adventurer's agree to help him he will pull a silver whistle out of his pocket. This is a real material whistle and when it is blown it will summon Santiago's ghostly hound. It is transparent and glowing, like Santiago, but can attack and be attacked normally.

Santiago's Hound (AC 6; MV 12"; HD 2+2; hp 18; #AT 1 bite; D 2-8; XP 89)

If the adventurers are willing, the hound will accompany them to Room 32, acting as a guide if necessary. It will fight for the adventurers if the circumstances arise, and it will accompany the party on their way back to this room. The hound's preferred route is through Rooms 43, 35, 34, and then to 32. If they take this route, they will meet the hobgoblins and half-elf in Room 43, unless the adventurers have already dealt with this encounter.

If they comply and return, he will reward them with the silver whistle before he disappears. The whistle can be sold and will be worth 300 gold pieces. However, if the adventurers keep the whistle, it can be used to summon the hound, who will then fight for the adventurers one time. If it reduced to 0 hit points, or in any case when the combat is over, the hound and whistle will vanish forever. Helping Santiago also gives the adventurers each a one-time 300 point bonus to experience points.

All the monsters on this level avoid this room because they are afraid of the occupants and there will be no wandering monster checks here.

Sunday, November 24, 2013


53 VISITING SERVANTS' ROOM.  Four talon goblins are here. The floor is covered with pieces of smashed glass.

Talon Goblin 1 (AC 6; MV 6"; HD 1; hp 5; #AT 1; D Footman's mace; XP 15) 5 silver spanners, 6 copper pieces

Talon Goblin 2 (AC 6; MV 6"; HD 1-1; hp 2; #AT 1 D Spear; XP 12) 13 silver spanners

Talon Goblin 3 (AC 6; MV 6"; HD 1-1; hp 3; #AT 1; D Morning star; XP 13) 9 silver spanners, 2 copper pieces

Talon Goblin 4 (AC 6; MV 6"; HD 1-1; hp 4; #AT 1; D Short sword; XP 14) no wealth

This room was used to house the servants of important guests. As such the furnishings were not terribly expensive, but were well-made. There are eight beds with blue and white bedclothes in a diamond pattern. There are four large wooden dressers and each has an accompanying mirror, which the goblins have smashed. There are eight footlockers, one at the foot of each bed.

The dressers contain sleeping garments and underclothes.

One of the footlockers is locked and trapped with a paralysis poison needle (paralysis for 2d6+2 turns, successful save halves that) and contains wood shavings and a key made of jade and silver worth 200 gold crescents.

Saturday, November 23, 2013


52 MASTER GUEST BEDROOM. A neatly made four poster bed is present with its head toward the south. The sheets, blankets and pillowcases are red. There is a fireplace in the south wall. A large wardrobe is present on the west wall. A huge padlocked iron chest is near the north wall. The three windows are of red and green stained glass. The whole room is dusty, as if it has not been used in a long time.

The wardrobe contains a black cloak and a red robe. It has a false back that is actually a secret door to Room 62. It is opened by twisting one of the hooks inside the wardrobe.

The iron chest actually contains a ghoul.

Ghoul (AC 6; MV 9"; HD 2; hp 7; #AT 2 claws, 1 bite; D 1- 3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 79)

It is cunning and will stay quiet if it hears the party enter in hopes they will open the chest and it can surprise them. If it hears the party leaving, it will knock to get their attention. The chest also holds 13 silver spanners in loose change.

Friday, November 22, 2013


Okay Fight #2, so I guess this will be a bi-weekly thing. I'm going to pit a winter wolf against a hell hound. Let's say a fire giant and a frost giant are betting on the outcome. They have released the two into an underground maze and are watching from above.

Here is the Winter Wolf:


SPECIAL ATTACKS: Frost breath for 6-24, use once every 10 rounds, range 1”
SPECIAL DEFENSES: Cold-based attacks do not harm them, but fire-based attacks cause +1 per die of damage normally caused.
HIT POINTS: 27 (7,4,2,6,3,5) which also happens to be average hit points

And the Hell Hound:

HIT DICE: 4-7, let's say 6, so it has the same as the wolf
DAMAGE: 1-10
SPECIAL ATTACKS: Breathe fire (1 hp/HD) up to a 1” distance, surprise on 1-4
SPECIAL DEFENSES: Only surprised on a 1, see invisible (50%)
MORALE: 65% to 80%, with 6 HD it's 75%
HIT POINTS: 27 let's give it the same hit points

Time for surprise. I roll a 5 for the hell hound, which is only surprised on a '1' and it is not surprised. I roll a '6' for the winter wolf which would have been surprised on a 1-4, so it is also not surprised.

Next is encounter distance. Indoor encounter distance is 5” to 10” (d6+4). It could be modified by line of sight and other factors, but since I have not mapped the area, let's just use this. I roll a '4', so the encounter distance is 4+4 = 8”.

It is time to declare intentions. Both have a breath weapon, but the distance is only 1” in both cases. Both monsters intend to close to striking range, when combat will become possible.

Now the two beasts have closed the distance and it is a new round. Both choose to use their breath weapons. Time to roll initiative. The hell hound rolls a '5' and the winter wolf rolls a '3', so the hell hound can go first. The hound breathes fire. The winter wolf must save vs breath weapon. It saves as a 6th level fighter. It must roll a '13' or higher to take half damage. It rolls a '10' and fails its save. Normally a monster would take 6 points of damage, but the winter wolf is vulnerable to fire and takes an additional +1 point of damage per die.

I think you could rule this one of two ways. You could say the wolf only takes an additional +1, or you could say it takes an additional +1 for every hit die of the hound. I favor the former approach, and the wolf takes 7 points of damage.

Now the wolf breathes its frost breath. The hell hound also saves as a 6th level fighter. It rolls a '12' and fails its save. For damage I roll a '16' on 6d4.

It is the end of the first round. The hell hound has 27 - 16 = 11 hit points left. The winter wolf has 27 - 7 = 20 hit points left.

Time to roll for morale. The hell hound must roll at a penalty of 15% due to damage inflicted. Both have a morale of 75%. I roll a '30' and '56' so both stay to fight some more.

Next round. New intentions. The hell hound uses it breath weapon again, but the winter wolf can't use it again for 10 combat rounds, so it must bite.

Initiative time. Hell hound 4, winter wolf 5. The winter wolf has to roll a '9' or higher. It rolls a '6' and misses. The hell hound breathes fire again. The winter wolf rolls a 16 and makes its save, taking 4 points of damage.

End of round 2. The hell hound has 11 hit points and the winter wolf has 16. They roll '45' and '50' and neither fails morale, despite modifiers.

New round, same intentions. Roll for initiative. The hell hound rolls a 2 and the wolf rolls a 3. The wolf tries to bite and rolls an 11, good enough to hit. Damage is 4.

The hound breathes fire again and the wolf rolls a 4 on saving throw, failing its save and taking 7 points of damage.

End of round 3. Hound 7, wolf, 9. Morale rolls of 8 and 16 means that both stay to fight.

Same intentions. They both roll a 3 for initiative so simultaneous attacks. The hell hound breathes fire and the wolf rolls a 12 and fails its save, taking another 7 points of damage. The wolf rolls a '4' and misses the hound.

End of round 4. The wolf only has 2 hit points left and the hell hound has 7. Time for morale. They roll a 57 and 16 so we go to another round.

The hell hound has experienced success with its breath weapon, and stays with it. The winter wolf still has no choice but to bite. Time for initiative. The hound rolls a 3 and the wolf rolls a 5. The wolf can attack first. It rolls a 19 and hits for 7 points of damage. The hound is reduced to 0 and is out of it.

So there you go, quite an even fight.



MOVE: 9”
% IN LAIR: Nil
SAVE: As non-intelligent monster
SIZE: M (7' long and thick)
LEVEL/ X.P. VALUE: III/ 35 + 3/hp

Butcher worms are omnivores that enjoy a diet of fungus, detritus, and carrion.  Against man-sized or smaller opponents they are aggressive, attacking with a vicious bite. 

Description: The body of these bizarre worms is green with bright purple or blue-green spots. The freakish head possesses multiple black eyeballs and they sport two up-swinging cleaver-like mandibles.


51 MASTER GUEST ANTECHAMBER. If the characters are approaching this room from the corridor, instead of Room 52, they will notice a sizable part of the lower door has been chewed away. This attractive room is currently occupied by the butcher worm which has caused the damage.

Butcher Worm (AC 6; MV 9" HD 2+3; hp 12; #AT 1 bite; D 3-8; XP 71)

The room features two luxurious couches with a black and white striped pattern and a short coffee table along with a small dining table and four chairs. A desk, chair, and three plain glass windows complete the furnishings. These windows have been hinged to open. The worm has left a trail of slime over the furniture in its quest for food, and the room has a dank and unpleasant odor.

Thursday, November 21, 2013


50 GUEST ROOM. Two talon goblins are lounging here on padded chairs.

Talon Goblin 1 (AC 6; MV 6"; HD 1; hp 5; #AT 1; D Military fork; XP 15) 14 silver spanners, 1 copper piece

Talon Goblin 2 (AC 6; MV 6"; HD 1; hp 7; #AT 1; D Hammer; XP 17) 4 silver spanners, 1 gold crescent

They are lazy and will give a silver chalice (worth 14 gold crescents) to the party to leave them alone. If they buy off the party, they will report to their leader in Room 61 and the talon goblins in Rooms 53, 55, 56, 58, 60, and 61 will be on alert for the next few hours (chances to be surprised are 1 in 6 less likely).

This room's furnishings are similar to those in Room 49, except that the curtains and bedclothes are red and white striped. The dresser is empty and the wooden chest at the foot of the bed contains a pewter cup, extra bedsheets, and another silver chalice worth 14 gold crescents.

Wednesday, November 20, 2013


49 GUEST ROOM. The walls are obscured by green curtains. Against the north wall, the curtains are marred by an unsightly bulge, and a pair of brown feet poke out at the floor, giving the impression of a man hiding behind the curtain. This room also contains a simple bed and a modest dresser with an attached mirror. The bedclothes and sheets are forest green. There is a small wooden chest at the foot of the bed.

The figure hiding behind the curtain is actually just a featureless wooden mannikin, of the type used to hang clothes on.

Sewn into the pillow is a magic-user scroll of affect normal fires, identify, and sleep.

The dresser contains moldy clothing.

The chest at the foot of the bed is locked and trapped. When the chest is opened, four small darts will shoot inwards from the sides of the chest. They strike as if fired by a fourth level thief and each inflicts 1-3 points of damage on a successful strike. The chest contains a silver dagger, a bag of 12 gold crescents, a smart set of purple clothing, and a fine plum-colored hat.

Tuesday, November 19, 2013


48 ROOM OF THE SKULLS. Thirty six beds are here, each equipped with a footlocker and dresser. A large ornate fireplace is in the west wall. Against the east wall are racks for holding weapons and armor.

The Triskelions would occasionally loan out a group of experienced fighters in exchange for a favor or payment. This group of men, known as the Skulls, was quartered here and was also expected to keep the peace when disputes broke out between residents or visitors.

At one time the personal belongings of the Skull guards were worth a considerable fortune, but this area has been looted and most items of real value have been removed. 14 suits of studded black leather armor made to fit muscular human males remain. Each is decorated with a human skull face on the chest. Several leather belts and boots are also here. Hidden in one of the boots is an agate (60 gold crescent value).

Monday, November 18, 2013


47 WASH ROOM.   This area has become foul now that the water drainage system no longer works properly. Five aggressive giant rats are here, chewing on a small decayed human corpse.

5 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 4, 3, 3, 2, 1; #AT 1 bite; D 1-3; SA Disease; XP 11, 10, 10, 9, 8)

If the body is searched, the adventurers will find a small silver ring with a Triskelion insignia valued at 25 gold crescents.

Eight small glass paned windows are present. Each is placed near the ceiling. Six toilets are also here, against the east and south walls.

Sunday, November 17, 2013


46 DUELING ROOM.  This room was a dueling area, both for practice and for actual combat. Racks for swords line the walls (now empty) and there is a central red carpeted area forty feet by ten feet. Two skeletons are here, dueling with long swords.

2 Skeletons (AC 7; MV 12"; HD 1; hp 7 each; #AT 1; D Long sword; SD Sharp weapons score half damage only, limited spell immunity; XP 21 each)

They will stop fighting each other to attack any intruders. The lighting is supplied by four wall-mounted rods giving continual light.

Saturday, November 16, 2013


45 GAME ROOM. This was once a leisure area for important visitors. A few dozen green felt topped card tables are piled in the southwest corner. Thousands of coins are scattered on the floor. The walls are decorated in dark wood paneling and the floor is carpeted in blue. Two red crystal chandeliers hang gracefully from the ceiling.

The green felt topped card tables that are in the southwest corner serve as the lair of a large spider. It will not attack unless this area is searched.

Large Spider (AC 8; MV 6"*15"; HD 1+1; hp 7; #AT 1 bite; D 1; SA Poison; XP 79)

The coins are actually wooden gaming tokens. There are 6546 tokens that superficially resemble coins in the dim light. Among them are 2 gold crescents, 87 silver spanners, and 127 copper pieces. Separating all the real coins from the tokens is a feat that would take several turns.

Friday, November 15, 2013


44 CORNER ROOM. This massive stone room contains twelve large plain glass windows. The floor is tiled in a red and white checkerboard pattern. The room's purpose was to help coordinate troops in case of an outside attack. The stairs lead down to Room 8 of the Lower Level.

Thursday, November 14, 2013


Black iron is a black lusterless malleable metal. It is used by hobgoblins to forge weapons and these creatures are the only ones who know its source, which they will not reveal to anyone.  The typical black iron weapon looks to be carved from a single piece of metal.  It can be used in any application requiring the use of 'cold iron', including in striking night hags and demons. Black iron weapons, armor, shields, etc. are appropriate for enchantment, and if enchanted they can be used to produce items with a value of up to +2.


43 LONG HALL.  This hall connects by arcades to Rooms 35 and 67. Noise travels easily between all three of these areas. Three hobgoblins wearing Triskelion livery are conducting a prisoner who stole from Vicenne Triskelion to the gibbet in Room 7. They are located on the western portion of the hall, having just come from through the double doors from Area 68. They can be easily seen and heard from Rooms 35 and 67.

Hobgoblin 1 (AC 5; MV 9"; HD 1+1; hp 8; #AT 1; D Black iron morning star; XP 36) 4 gold crescents, 18 silver spanners, 8 copper pieces, 20 feet of strong rope that they are going to use to hang the prisoner with.

Hobgoblin 2 (AC 5; MV 9"; HD 1+1; hp 6; #AT 1; D Black iron broad sword; XP 32) 7 gold crescents, 9 silver spanners, 5 copper pieces.

Hobgoblin 3 (AC 5; MV 9"; HD 1+1; hp 3; #AT 1; D Black iron morning star; XP 26) 2 gold crescents, 12 silver spanners, 14 copper pieces 

Black iron is a special type of metal which acts as cold forged iron and can be used to hit some monsters normally requiring special weapons to hit.

The prisoner is Narciso the Nimble, Neutral male half-elf Fighter/Thief (AC 8; MV 12"; F2/T2; hp 4 (normally 10); #AT 1; D By weapon type; S 11, I 13, W 7, D 16, C 13, Ch 15; XP 36 (normally 48))

Thief skills: PP 45%, OL 34% F/RT 25% MS 26% HS 15% HN 10% CW 86% RL -

Narciso is tied up, gagged, and has a black sack over his head. He has also been roughed up a bit and his possessions (thieves tools, weapons, armor, etc.) have been confiscated. Narciso is a bit overconfident and headstrong, but likable enough. He is somewhat opinionated and proud, but will thank the adventurers if he is rescued, although he has no money to reward them with.

Wednesday, November 13, 2013


42 BANNERS. This well appointed room is decorated by the tattered banners of enemies won by Triskelions in wars past. Four suits of man-sized antique gilded plate armor lines the walls. One is missing its great helm. The value of each is 20% above normal value due to the gilding. Thus, the plate armor suits are each worth 600 gold crescents, and each helm is worth 18 gold crescents. The door to the south is decorated with an iron skull emblem.

Tuesday, November 12, 2013


41 STORE ROOM. This bare stone room is the domain of a shaggy bipedal creature having features of both a bear and a wolf with blood red claws and teeth. The gralkin, dementings, and talon goblins are terrified of this creature, which they call "the Dragenbok", and which subsists entirely on the blood of its victims drained after it has killed them, leaving behind bloodless corpses.

The Dragenbok (AC 5; MV 12"; HD 3+1; hp 15, #AT 2 claws, 1 bite; D 1-4/1-4/1-6; XP 120) 

The Dragenbok lairs in the northwest recess. It has dragged pieces of furniture, rugs, clothes, and other assorted garbage into the recess and constructed a crude nest. It has an appreciation for shiny items and has gathered the following hoard in its nest: 62 copper pieces, 32 silver spanners, 8 gold crescents, 14 silver soup spoons (worth 2 silver spanners each), 10 silver butter knives (worth 3 silver spanners each), 4 silver salad forks (worth 2 silvers spanners each), A silver brooch in the shape of a crane (worth 5 gold crescents), and a functional bull's-eye lantern encrusted with small bloodstones (worth 250 gold crescents).

Monday, November 11, 2013


40 YELLOW ROOM. This area served to entertain before slave auctions or hangings took place in Room 7. Four dementing corpses are in the northwest corner, each has been completely drained of blood and they show signs of having been savaged before their deaths.

The walls are painted in lemon yellow. The ceiling is pale yellow and a large bronze chandelier is here. The furniture is well made and attractive but dusty. The floor is white tile, which is chipped and filthy. The pale yellow crown moulding is decorated with black Triskelion shield designs.

Sunday, November 10, 2013


39 FAITHFUL OLD JED. An ornate hat rack is near the north archway. A large green sack hangs by its drawstrings from the hat rack. Seventeen medium kite shields being the Triskelion insignia are hanging on the north, south, and west walls. There is evidence that several others were here, but have since been removed. Five large, but dirt-streaked windows are to the east.

The sack hanging from the hat rack has the script letters “Old Jed” sewn into it in white thread. It contains one complete human skeleton. If anyone takes the time to put the skeleton together (glue is not necessary), the skeleton will animate and serve. The skeleton is Old Jed. He has a strength of 18/00 for purposes of carrying capacity. In life Jed was a laborer and he will serve again in death. He is 100% loyal and will never willingly leave his master. Although he is still susceptible to turning and destroying, he cannot be commanded by an evil cleric. There is only one hitch: Old Jed was a pacifist in life and will not fight.

Old Jed (AC 7; MV 12"; HD 1; hp 8; #AT 0; D Nil; SD Sharp weapons score half damage only, limited spell immunity; XP -)

Saturday, November 9, 2013


38 INN OF THE GRINNING BEAR. This room has wooden floors and walls and is lit three by torches. Against the east wall is a bar which was once used to serve drinks and refreshments to customers and spectators at the slave auctions and hangings in Room 7. Three talon goblins are stationed behind the bar, which gives them 50% cover (AC bonus of 4, giving them an effective AC of 2 from missile attacks).

Talon Goblin 1 (AC 6 (2); MV 6"; HD 1-1; hp 3; #AT 1; D Spear or sling; XP 13) sling with 17 stones, 9 silver spanners

Talon Goblin 2 (AC 6 (2); MV 6"; HD 1-1; hp 4; #AT 1; D Short sword or sling; XP 14) sling with 12 stones, 7 silver spanners

Talon Goblin 3 (AC 6 (2); MV 6"; HD 1; hp 6; #AT 1; D Footman's military pick or sling; XP 16) sling with 14 stones, 12 silver spanners

If they run out of stones or are forced into melee, they are likely to flee up the stairs to get help. 

A small unlocked chest is hidden under a loose floorboard behind the bar (101 silver spanners). The goblins do not know about it. The stairs lead up to the First Floor and the rest of the inn. 

Friday, November 8, 2013


Always wanted to do a fight night. Okay, for the first battle, let's face off a hill giant and a troll. I seem to remember an argument in an old issue of Dragon or White Dwarf where the author argued a troll should be worth more experience points than a hill giant because it is more dangerous. Well, let's see what happens when these two square off.

Let's meet our challengers. First is the hill giant:

DAMAGE: 2-16
SPECIAL ATTACKS: Throw Rock up to 20” for 2-16
MORALE: 86-87% (Base 50% + 5%/hit die over 1 + 1% per additional hit point)

I rolled: 8, 8, 8, 5, 5, 8, 1, 7 and added 2
(I rolled a d6, 1-3 would be +1, 4-6 would be +2, and I rolled a '4')

The average would be 8 X 4.5 +1.5 = 37.5, so this hill giant is a bit tougher than usual.

Next is the troll:

DAMAGE: 5-8/5-8/2-12
SPECIAL DEFENSES: Regeneration, Only Surprised on a 1
MORALE: “A troll knows no fear and attacks unceasingly”
HIT POINTS: 7, 5, 1, 4, 7, 8 + 6 = 38

The average hit points for a troll is 6 X 4.5 +6 = 33, so this troll is also a bit on the tough side.

For the purposes of this encounter, the two will meet in the wilderness in the hilly terrain in which both can be found. The first thing to do is roll for surprise. The DM (me) rolls a 5 for the hill giant and he is not surprised. The troll is only surprised on a 1, and I roll a 4, so it is also not surprised.

Next we have to determine encounter distance. Page 49 in the DMG tells us outside encounter distance is 6” to 24”. Because we don't have surprise and the terrain is hilly, we don't have to adjust it. I roll 6d4 and get 16”.

The two see each other and decide to see who should own the territory. We have to declare intentions. The hill giant decides to throw a rock and the troll decides to charge. Now to roll initiative. The hill giant rolls a '5' and the troll rolls a '3', so the hill giant goes first. He throws his boulder and I roll a 20 to hit, so he does 13 points of damage. The troll is already down to 25 hit points before melee can even begin.

Okay, so now the troll can charge. He has a movement rate of 12”, but in the outdoors a biped can add 1/3 of its move to the charge. This brings him to

12” + 12”/3 = 12” + 4” = 16”

So he can get the whole distance in one round. At the end of the charge, he can attack. The troll's AC is worse by one (AC 5) because of the charge, but if he survives the hill giant's hit, he can attack at +2.

The hill giant has a longer reach than the troll. He is taller and has a club, so he can strike at the charging troll first. He rolls an '8' and only needs a '7' with the troll's new AC, so he hits the troll for (roll) only 3 hit points of damage. The troll can now finish its charge attack and only needs a '7' to hit because of its +2 bonus. It rolls '11', '18', and '13'. All three hits! The troll does 5-8/5-8/2-12 damage. Rolling that adds up to 5 +7 + 9 = 21 points to the hill giant.

After the first round, the troll has 22 hit points and the hill giant has 24 hit points.

The hill giant has taken more than 25% of his hit point damage, but less than 50%, so he should roll for morale. He rolls a '35'. This is adjusted by +5% to 40%, but is still well below his morale of 87%, so he fights on!

The next round. New intentions, both monsters decide to slug it out. Rolling for initiative, the hill giant rolls a '1' and the troll rolls a '5'. The troll can attack first. He now needs a '9' to hit the AC 4 hill giant because his charge is used up. He rolls a '12', '5', and '9', so he hits twice and does a total of 6 + 11 = 17 hit points of damage.

The hill giant is now at 7 hit points and must pass morale again. He faces the same problem, but has now lost more than 50% of his hit points, making his roll at +15%. He rolls an '8' on the % dice. The adjusted value is 23%, still well below his morale of 87%. He stays and fights.

He can now attack. He needs an '8' to hit the troll, whose AC is no longer affected by the charge. He rolls an '18' and hits easily for 14 hit points of damage.

After the second round the troll has 6 hit points and the hill giant has 7.

Third round. New intentions declared and both decide to continue the melee. Surely one will be the victor. Will it be the giant or the horrid troll?

Both roll a '4' for initiative so that means simultaneous attacks. The hill giant rolls a '17' to hit and does 6 damage, enough to bring the troll to 0 hit points! But the troll rolls a '9', '9', and an '8'. Good enough to hit twice and it does a total of 12 points of damage and the giant is reduced to -5 hit points.

Well, there you have it. The troll has been reduced to 0 hit points but will begin to regenerate in round 4 (3 rounds after suffering damage) and can live to fight another day.

Things could have gone differently for the giant. Some people like to play 'double damage on a 20'. His first strike with the rock was a natural '20' and if that rule was in effect, the giant would have won. Also, if the giant's damage was calculated using his strength score of 19 (+7 to damage) instead of the MM version of a straight 2-16 points, he also probably would have won. Alas.


37 RICHLY APPOINTED ROOM. This was once an elegant space. The beautifully tiled red and black checkerboard tiles are now cracked, scuffed, and worn. Once fine, but now frayed and ratty red curtains line the walls.  The room is amply lit by a twenty foot by twenty foot skylight connects this area to The Enchanted Garden (Outer Ward First Floor Room 56) above. Because of the magic of the garden, sunlight is always shining down through the skylight. A tavern sign hangs above the eastern exit. It depicts a side view of a pale yellow bear skull on a blue field.

Thursday, November 7, 2013


36 ARMORY.  The room is excessively cobwebbed and has a musty smell. It holds almost a hundred each of spears, awl pikes, and guisarmes (roll 1d20+80 for number of each weapon). Although many are broken, warped, or rusted, a dedicated searcher will be able to find a weapon that is functional, if not ideal (roll 1d10+6, that is the number of functional weapons of each type). Such a search will take several turns. These weapons hang on racks and were placed in the case that a staunch defense was necessary. If resold, the functional ones will fetch only a quarter the value that a new weapon would, if any buyer can be found at all. The ruined weapons are valueless.

Wednesday, November 6, 2013


35 OUTER WARD DINING HALL. If the characters have not yet visited Room 43, they will see the three hobgoblins escorting their prisoner, because there is an arcade in the south and any noises made in the long hall (Room 43) are easily heard in Rooms 35 and 67. Furthermore, much of Room 67 can be viewed from this room.

This room is equipped with many large and firm tables with benches that could easily accommodate seventy men. A huge fireplace is in the west wall. Seven large stained glass windows are present showing scenes of feasting and fighting. Suspended from the ceiling is the skeleton of a 18 foot long dragon, mounted with and held together with wire. It is not animated.

Tuesday, November 5, 2013


34 BARRACKS. The furniture, including beds and footlockers are now so disorganized and destroyed that it is impossible to determine how many men once dwelled here. A protracted search will reveal significant amount of treasure. For every turn spent searching the place their is a 50% chance per party member of finding 1d6+3 coppers and 1d6 silver spanners. There is also a 5% chance of finding a gold crescent. A total of 568 coppers, 241 silvers spanners, and 7 gold crescents are here. Three large glass windows are present, but they are all broken and the sound of the rushing river can clearly be heard coming from outside.

Monday, November 4, 2013


33 SENTRY ROOM.  Four skeletons are here. Once they guarded the room in life and they do so now again in death.

4 Skeletons (AC 7; MV 12"; HD 1; hp 6, 4, 1, 1; #AT 1; D Short sword; SD Sharp weapons score half damage only, limited spell immunity; XP 20, 18, 15, 15)

A large sturdy wooden table is in the center of the room. Seated at the table is the hunched over skeletal corpse of a dead human magic-user (not animated), wearing blue and green robes with small lightning bolts of yellow silk sewn into them. Some dirty straw is present in the north corner and a second broken chair lies on its side in the center of the room. As there are no windows, it is quite dark. The staircase leads up to Room 29 on the First Floor.

On the table is a red-bound book with no title. Any magic-user can study the book (it takes about a week) and roll as Chance To Know Each Listed Spell from the Players Handbook Intelligence Table II page 10. With a successful roll the magic-user will gain 200 experience points. If the magic-users body is searched, it will be found to have a normal dagger tucked into his belt. He also has a small bag holding a hermetically sealed jar of delicious grape jam.

Hidden in the straw is a length of rusty iron chain with a small silver lock (with key) attached. The silver lock and key are worth 20 gold crescents together, or 10 and 5 if sold separately.

Sunday, November 3, 2013


32 RECREATION HALL. This comfortably appointed room was originally an area for relaxation. The walls are papered over in green. The furniture consists of couches and card tables. Dartboards and small darts (not useful in combat) are present. Wooden tables once held foodstuffs and drinks, but now hold only empty metal pitchers. Once a painting was against the west wall, but it is now absent as a pale rectangular area attests.

Saturday, November 2, 2013


31 KENNELS.  Twenty four wooden hutches provided boarding for the tracking dogs and guard dogs once used in the facility. The only two dogs remaining to the kennels have been horribly altered. The first has the head of a seagull, the other has the head of a snowy owl.

War Dogs (AC 6; MV 12"; HD 2+2; hp 7, 12; #AT 1 bite; D 2-8; XP 54; 71)

Their gralkin handlers are also present:

Bald Eagle (AC 10; MV 12"; HD 1-6 hit points; hp 3; #AT 1; D Long sword; XP 8) ornate silver ring worth 10 gold crescents

Hummingbird (AC 10; MV 12"; HD 1-6 hit points; hp 4; #AT 1; D Short sword; XP 9)

Two barrels are along the east wall. One holds salted meat and the other holds slightly brackish water.

Friday, November 1, 2013


30 CANINE EXERCISE ROOM. This room has a earthen floor. It is littered with feeding bowls, rawhides, rough brushes, etc. Piles of animal excrement are here and the room carries the unpleasant odor of canine urine.