Tuesday, December 31, 2013

OUTER WARD FIRST FLOOR 22 YELLOW ROOM.

22 YELLOW ROOM. A giant tick is attached to the south wall above to the door and it will jump on the first adventurer to enter.

Giant Tick (AC 3; MV 3”; HD 3; hp 12; #AT 1; D 1-4; SA Blood drain for 1-6 points each round, disease; XP 101)

This room has plaster walls painted in lemon yellow and the floor is a yellowish wood. The five glass windows are large and give a nice view of the mountains during the daytime. This was once used a practice room for weapons training and there are several weapons racks against the walls. There are three long swords, four broadswords, two two-handed swords, three bastard swords, six daggers, and short swords.

Monday, December 30, 2013

OUTER WARD FIRST FLOOR 21 MEAT LOCKER.

21 MEAT LOCKER. The door to this room is encrusted with frost and anyone walking past the doorway will be able to feel the palpable cold. This room has frost rimed white plaster walls and a white tile floor with a drain in it. It is extremely cold (staying in this room will cause 1 hp/round damage starting on the third round, unless protected by warm clothing or magic). The cold is supernatural and no source can be identified. The food has been taken long ago.

ROOMS 21 TO 35 WEST.

ROOMS 21 TO 35 WEST. Within this area use the normal wandering monster table given for this level.

Sunday, December 29, 2013

OUTER WARD FIRST FLOOR 20 GREENHOUSE AND WORK ROOM.

20 GREENHOUSE AND WORK ROOM. The south wall is made completely out of glass and the ceiling is also glass. A fire pit is near the north wall, along with simple kitchen utensils and pots and pans. Against the west wall, there is a massive worktable holding large amounts of glassware. A large number of potted plants are in the room, so many that traversing the room is slightly difficult.

The worktable holds seventeen empty glass flasks, two potions of healing (blue and watery, tastes like charcoal in water), one potion of diminution (sickly yellow-green and fizzy, tastes like pepper), one potion of plant control (glowing, violet and syrupy, tastes like wine), a beaker of plentiful potions (healing, diminution, and delusion), and one container of balm that will reverse the effect of shock from a bee sting. The potions are properly labeled and there are several extra labels, corks, and glass stoppers. If the characters have behaved themselves, Malphaim may be willing to trade potions for magic items or fine jewelry (2000 gold crescent value minimum).

The plants include most of the ones from the Dungeon Master's Guide Appendix J, and whatever else the DM chooses to add.

Saturday, December 28, 2013

OUTER WARD FIRST FLOOR 19 BEDROOM.

19 BEDROOM. Two brandles are always on duty here.

2 Brandles (AC 9; MV 12”; HD 1; hp 7 each; #AT 1; D 1-6; SD Take half damage from most edged weapons, immune to sleep and charm; XP 21 each)

Malphaim's bedroom is comfortable and clean. All of the furniture is well made and attractive. She has a large four poster bed with pink sheets and frilly pillows. There is also a wardrobe, a dresser, a large mirror on the north wall, three mirrors on the south wall, and a large desk with a heavy wooden chair.

The wardrobe holds coats, dresses, and gowns, most of which are pink, red or black. She also has extra hats, red, pink, and black, for different moods.

The dresser holds underclothes.

On the desk is a spell book, four cookbooks, a book on magic brooms, twenty three sheets of vellum (valued at 3 gold crescents each), and three bottles of dark brown ink, one of which is the rare magic ink needed for the write spell.

The spell book has the following spells:

First Level Magic user Spells:
Find familiar, Friends, Magic Missile, Mending, Read Magic, Write

Second Level Magic User Spells:
Continual Light, Detect Evil, Knock, Wizard Lock

The book on magic brooms is titled “Brooms by Bilchner” and is written by a famous witch. On the page for the broom of brandles, there are written the words: “Braxas”, “Craxus”, and “Draxus”. To cause the broom to fly, one must say “Braxus”. Saying “Craxus” causes the broom to come to you, as long as it is within 30”. The command to make Brandles is “Draxus”. If the party gets their hands on the broom and this book, they must experiment to figure out which command works for which feature.

Friday, December 27, 2013

OUTER WARD FIRST FLOOR 18 COZY READING ROOM.

18 COZY READING ROOM. This room is inviting. Four large glass windows give an excellent view of the garden. A lit fireplace is in the north wall. The floor is wood and covered with attractive rugs and the room is meticulously clean. The bookcases built into the walls are filled with books on numerous subjects but mostly cooking and gardening. Malphaim Hedzel, a fourth level magic-user, is usually here, reading on a comfortable padded chair with her feet on an mismatched ottoman. Malphaim herself is an amiable old eccentric.

Malphaim Hedzel, Neutral female human Magic-User (AC 10; MV 12”; MU4; hp 10; #AT 1; D Magic broom, as quarterstaff +1; SA Spell use; S 6, I 17, W 17, D 13, C 9, Ch 13; XP 215)

First Level Magic user Spells:
Magic Missile, Mending, Write

Second Level Magic User Spells:
Detect Evil, Wizard Lock

She always wears a yellow shawl and a pointy black hat. She is the mistress of the brandles in Room 17 and can make more with her broom of brandles. She is usually accompanied by her blue hedgehog familiar (hp 1, no effective special abilities or attacks). In addition to her magic broom, Malphaim carries a small purse with 32 copper pieces and 12 silver spanners. She carries a small red velvet pouch holding two small magnets used for the mending spell and a small metal makeup case holding chalkdust, soot, and vermilion used for the friends spell.

She is likely to be friendly to the party and offer them some tea, assuming that she is not immediately attacked. If the party has destroyed her brandles in Room 17, she will demand that they find her some more brooms to make brandles out of. If she is attacked, Malphaim will flee into the garden through Room 20, looking for help from the sprites in Area 56I, with whom she is on good terms, having helped them in the past.

Thursday, December 26, 2013

NEW MAGIC ITEM: BROOM OF BRANDLES

This magic broom is only usable by magic-users and illusionists. It acts as a a broom of flying and can also be used as a quarterstaff +1 in combat. In addition to this, it has one other function. With a command word it will allow the creation of brandles.

Brandles must be made from broken broomsticks. They appear as headless stick figure men with rude limbs. As many brandles can be created and controlled as the user has points of intelligence, given that sufficient materials are present, but the broom of brandles can only be used to create a brandle once per day.  Once a brandle is made, it is faithful to its creator, even if that person goes on to lose the broom.

Each brandle is AC 9, HD 1, MV 12", and attacks once per round for 1d6 damage. They are immune to mind-affecting spells, such as sleep and charm and take only half damage from thrusting weapons in much the same way that animated skeletons do. They are normally mindless (non-intelligent), but each time a brandle is created, there is a 5% chance that it will have AC 5, HD 4, and attack for 1d10+2 damage. If this is the case the brandle will have average intelligence. Such a special brandle will be 50% likely to attack the user at once and 50% likely to be a generally reliable servant.

XP VALUE: 7,000

GP VALUE: 25,000

OUTER WARD FIRST FLOOR 17 STICK FIGURE GUARDS.

17 STICK FIGURE GUARDS. The northern door to this room is wizard locked by a 4th level magic-user. This room is littered with broken broomsticks. Seven brandles will instantly form from the stick piles and warn off any intruders who cross the threshold, unless they have been instructed to allow them in by Malphaim Hedzel (see Room 18).

7 Brandles (AC 9; MV 12"; HD 1; hp 8, 5, 4, 4, 3, 2, 2; #AT 1; D 1d6; SD Take half damage from most edged weapons, immune to sleep and charm; XP 22, 19, 18, 18, 17, 16, 16)

The brandles will attempt to make shooing motions to indicate that the characters must leave and they will not initiate hostilities. They will, however, bar the door to Room 18 and will reply in kind if attacked.

The room itself is ill-kept. There is coal dust, rocks, piles of coal, pieces of wooden and paper trash and discarded clothing in addition to the broken broomsticks on the floor. The dirty walls are of white plaster and there is a gray tiled floor. A fireplace is in the south wall.

ROOMS 17 TO 20 LAIR OF THE WITCH.

ROOMS 17 TO 20 LAIR OF THE WITCH. No wandering monsters will be encountered in this area.

Wednesday, December 25, 2013

OUTER WARD FIRST FLOOR 16 MESS HALL.

16 MESS HALL.  Five giant red mites (treat as giant worker ants) are scavenging the area. This room is painted in red and white and there are large mirrors on every wall. Four wooden tables and seventeen chairs are here. Each table has a red and white tablecloth and is decorated with empty iron candlesticks.

5 giant red mites (AC 3; MV 18"; HD 2; hp 10, 8, 7, 5, 4; #AT 1 bite; D 1d6; XP 40, 36, 34, 30, 28)

Tuesday, December 24, 2013

OUTER WARD FIRST FLOOR 15 BARRACKS.

15 BARRACKS. The door to this large room is not locked, but it is stuck and must be forced open. Inside the floor is caked with dust. A single set of footprints leads to the center of the room, where they mysteriously disappear. The white ceiling has large red magic runes written on it. Twenty four men once lived in this area, including the gardeners. There are twenty four dusty beds, each with locked footlocker. Each footlocker contains simple uniforms, plain clothes, worthless personal items, 1 to 8 copper pieces and 0 to 3 (1d4-1) silver spanners. There are nine large plain glass windows giving a view of the mountain wall to the north.

It requires the read magic spell to understand the words on the ceiling: “An annoying insect buzzed in my ear, speak me and see it reappear!” If the words on the ceiling are spoken aloud, a man will appear in the center of the room, over the site of the footprints. He is Bargo the Wizened, a powerful magic user.

Bargo the Wizened, Chaotic Evil male human Magic-User (AC 10; MV 12”; MU18; hp 31; #AT 1; D Dagger +2; SA Spell use; S 5, I 17, W 6, D 11, C 8, Ch 4; XP 7430)

First Level Magic user Spells:
Protection From Evil, Read Magic

Third Level Magic user Spells:
Gust of Wind

Fourth Level Magic user Spells:
Fumble, Remove Curse

Bargo appears as an hunched-over man in his seventies, with a long white beard and wild eyes. He has used up all of his spells except those above. He carries a dagger +2 and wears a crimson robe and black wizard hat, having sacrificed most of his other personal possessions to an efreet (see below). He carries the following spell components: solidified milk fat sealed in a tiny jar for the fumble spell, a pouch of powdered iron for the protection from evil spell, a pouch of powdered silver for the protection from evil spell (valued at two silver spanners), a hunk of quartz for the read magic spell, and a bean for the gust of wind spell.

Bargo was here when the castle fell. He was chased into this room by a shadowy horror that he cannot and will not describe. He begged a favor of an efreet noble to rescue him from the menace, but the efreet betrayed him (as they are wont to do). Instead of saving him, it placed him in the Elemental Plane of Fire, not to be freed again until the words on the ceiling are read aloud. While only a few years have passed in the castle, time has traveled much differently for Bargo. He has experienced over two hundred and seventy years of searing pain from the burning of the elemental plane, although the efreet has made sure he was not killed (yet, anyway).

Bargo will certainly attempt to bully the party. He will demand that they escort him to his tower in the west (it was plundered years ago). He knows he is weakened, however, and will avoid a physical confrontation. He may even offer a reward if he needs to, although he has no intention of keeping his word.

As long as Bargo remains in this room, his artificially extended lifespan will continue normally. However, as soon as he steps out of the room he will combust as two hundred and seventy years of being burned alive catch up to him. All of his possessions must save vs magical fire or be destroyed and anyone standing within five feet of him must save vs dragon breath or suffer 1-6 points of damage. Bargo has no idea that this will happen to him, so he will not act differently as he approaches the doorway.

Monday, December 23, 2013

OUTER WARD FIRST FLOOR 14 WASH ROOM.

14 WASH ROOM. This room has a board running along the south wall with twelve holes used as toilets. A long porcelain trough runs along the north wall, used as a urinal. A sink is in the east wall, along with a huge faucet, but it is not working. Five small glass windows are in the south wall near the ceiling. Standing on the board and looking through the window allows one to see over the hedge and into Area 56N, where one will see a huge beehive.

Sunday, December 22, 2013

OUTER WARD FIRST FLOOR 13 EQUIPMENT ROOM.

13 EQUIPMENT ROOM. Four talon goblin zombies are skulking here:

4 Talon Goblin Zombies (AC 7; MV 6"; HD 2; hp 9, 4, 6, 10; #AT 1; D Spear; SA Always lose initiative; SD Limited spell immunity; XP 38, 28, 32, 40)

The first talon goblin zombie has 6 silver spanners in a small leather bag tied around its neck, while the third has 1 silver spanner sewn into a fake eye-patch.

This room is paneled in wood. It is dusty, cobwebbed, and cramped due to the shelves lining the walls and four aisles of shelves running north to south in the room. Tools like hammers, nails, saws, etc. are here, as well as and odds and ends like extra window frames, table legs, and wooden boxes.

Saturday, December 21, 2013

OUTER WARD FIRST FLOOR 12 LAUNDRY ROOM.

12 LAUNDRY ROOM. As the adventurers enter this room, they will notice the large number of clotheslines with dusty white sheets hanging from them. They effectively obscure the room, so that they will not be able to see more than a few feet in front of them. If it is daytime, the party will be able to tell that there is daylight coming from the north, as there are six large glass windows, capable of being opened in the same way as those in Room 9.

A restless spirit wanders the area, it is the Pale Mistress. She appears as an adult female figure wrapped in white sheets, obscuring her face so that only shadowy features are revealed.

The Pale Mistress, Restless Dead (AC 4; MV 12”; HD 2+2; hp 14; #AT 2; D 1-4/1-4; SA Kiss; SD Limited spell immunity, resistance to normal weapons; XP 147)

Because of her resemblance to the features of the room, she will surprise on a 1-4 in 6 and as an undead she is completely silent. She will target male characters only, although if attacked by a female, she will fight back. If she strikes with both of her claw-like hands she may automatically “kiss” her victim, causing them to take an additional 1-6 points of cold damage and make a saving throw vs poison or fall unconscious for 1d10 hours.

The Pale Mistress is immune to mind-affecting spells, such as sleep and charm. She is not affected by cold. She may not be turned while in this room. She may be turned as a Special undead if somehow enticed or forced to leave the room. She is subject to exorcism. The Pale Mistress takes only 1 point of damage from normal weapons, although silver or magic weapons can strike her normally.

This room has white plaster walls and a stone tile floor. There are large baskets lined with white cloth, washing boards and buckets are here, along with various soaps. These are scattered through the room, and the adventurers will tend to knock them over as they navigate the room. There are two faucets (red for hot and blue for cold water) against the west wall that are not working.

Friday, December 20, 2013

OUTER WARD FIRST FLOOR 11 GARDEN STORE ROOM.

11 GARDEN STORE ROOM. The first thing that adventurers will notice as they enter this room from the north is that there are two large open windows in the south wall that let in the fragrant air of the garden.

This room was used to hold gardening supplies. There are sacks of potting soil, shovels, rakes, hoes, watering cans, leather gloves and aprons. Spouts for running water are present, but are not working. A huge double door made of oak leads to the garden (Room 56). It is decorated on both sides (in bas-relief) by bearded gardeners wearing Phrygian style caps.

100th POST

Well, I am at 100 posts.  If you like how this is going chime in.

Thursday, December 19, 2013

OUTER WARD FIRST FLOOR 10 SIGN OF THE BOW AND ARROW.

10 SIGN OF THE BOW AND ARROW. The door to this room is decorated with a painted green bow and black and yellow arrow. This room is where the fletchers and bowyers in service to the Triskelion family worked.

Many worktables and tools are present along with large stools. Four rather large glass windows are placed high on the south wall, looking into the garden (Area 56). Unfortunately the overgrown hedge obstructs the view. Chips of wood and feathers litter the floor.

On the worktables are twelve finished shortbows, seven finished longbows and eighty seven arrows, along with enough wood, string, feathers, etc. to make many more. Four pots of hide glue are on one table, but the glue has turned solid and is useless.

Wednesday, December 18, 2013

OUTER WARD FIRST FLOOR 9 TANNERY.

9 TANNERY. The tannery was placed in this out-of-the-way location so that the smell would not annoy anyone living in the Inner Ward, and even now the room smells strongly of urine.

This place is cluttered with stiff dry hides that have not yet been processed. There are several sturdy wooden tables and workbenches. Baskets are hung from the walls, along with objects resembling leather wineskins. Numerous large and small metal vats are scattered throughout the room. Racks hold finished stretched leather and several fur products (coats, rugs, etc.). There are five large glass windows that have hinges located on their tops. These are wide open. They were usually left open, even in cold weather, to alleviate the stench.

The tables hold pestles and hammers for pounding the skin.

The baskets hold dried animal dung and the thirteen "wineskins" actually hold a crude brown hide glue which can be squeezed out like a tube of toothpaste. This is best if applied hot and takes about an hour to set and is usually used for wooden furniture. The glue is vulnerable to wet and excess heat, however, and may fail if exposed for too long to such conditions.

The vats once held animal urine, salt solution, and lime mixtures. Although the liquid contents have evaporated over time, they have deposited foul smelling remnants.

The finished leather and fur are only stored here temporarily. Normally they would be moved to the currier's workshop (Room 59 on the Ground Level of the Inner Ward).

Tuesday, December 17, 2013

OUTER WARD FIRST FLOOR 8 ARCHERY RANGE.

8 ARCHERY RANGE.  This long room was originally lit by eight wall-mounted rods with continual light cast on them. Only three are left and they are all near the north portion of the room, leaving the southern portion in darkness. A peg on the wall holds a quiver of arrows. The floor is littered with hundreds of spent arrows.

In the darkness to the south are seven straw 'bulls eye' targets used for archery practice. They are all placed about two feet from the south wall.

On the floor are 234 broken arrows and 101 salvageable arrows.

The quiver is red and yellow. Inside the quiver are seven arrows +1. Each arrow is fletched with blue and red striped feathers and the tips are serrated.

Monday, December 16, 2013

OUTER WARD FIRST FLOOR 7 GREEN ROOM.

7 GREEN ROOM.  This room is overwhelmingly green. It is an assault on the senses. It is obscenely green with countless shades of olive, emerald, jade, lime, cyan, moss, verdigris, and every other green imaginable. Even the doors, ceiling, and floor are marked by greens. There are four windows and the glass of each has been painted green, causing green light to bathe the room during daytime. A green slime clings to the door to Room 8.

Green Slime (AC 8; MV 0"; HD 2; hp 8; #AT 1 (drip); D Turn to slime in 1d4 rounds; SA Corrosive properties; XP 626)

It is virtually indistinguishable from the other greens of the room, except that it has a somewhat wet appearance which will not be noticed unless someone says they are looking for it. Anyone attempting to use the door to Room 8 will contact it, as will those who listen at the door. Remember that anyone listening at a door must remove their helmet or other head protection.

Sunday, December 15, 2013

OUTER WARD FIRST FLOOR 6 THE MALIGNANT MURAL.

6 THE MALIGNANT MURAL. The west wall is completely occupied by a huge mural of a scene out of the Abyss. Two windows are to the south and the stairs lead up to Room 34 of the Second Floor.

Within the mural, there are four manes demons burning in flames. As the characters watch, the demons come to life and step out of the mural to attack.

4 Manes Demons (AC 7; MV 3”; HD 1; hp 7, 5, 5, 4; #AT 2 claws, 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 25, 23, 23, 22)

Every manes that is defeated is one than will not reappear in the mural if the party leaves the room and returns later. For every party member that the manes kill, there will be an additional manes demon in the mural if the party returns at a later date.

Saturday, December 14, 2013

OUTER WARD FIRST FLOOR 5 GUARDROOM.

5 GUARDROOM. The first time the characters enter this room it will appear to have been recently occupied. This room contains a card table and two simple wooden stools. A white basin holding steaming hot water is in the northeast corner, and two plain white towels are folded on an end table. Four windows of plain glass look out over the ruined stables below.

A deck of normal cards are on the table, placed as if in the middle of a game. A hot glass of cider is on the table in front of one of the stools, while in front of the other is a still smoking meerschaum pipe (decorated with the head of a hare and valued at 2 gold crescents).

Friday, December 13, 2013

OUTER WARD FIRST FLOOR 4 BLUE ROOM.

4 BLUE ROOM. A large table holding a chest is against the north wall. A large wardrobe is against the east wall. This room has plaster walls and ceiling. The walls are painted light blue, the ceiling is dark blue, and the room has a yellow hardwood floor. Eight plain glass hinged windows are here.

The table is very large and sturdy. It has been made of wood and painted blue. The chest is locked; it contains four glass jars. The first two contain honey. The third contains holy water. The last contains twelve blue beetles (each about two inches long), which appear to be dead. If the last jar is opened, the beetles will fly out and attack.

12 Blue Beetles (AC 10; MV 12”; HD 1 hit point; hp 1 each; #AT 1 bite; D 1; XP 6 each)

Anyone who takes damage from one of the beetles will have a rash over the site of the wound for the next week. Over the next 1-6 rounds they will experience a bitter taste in their mouth that will last for the next hour. After that it will resolve. These effects are disturbing, but not otherwise harmful.

The wardrobe has been painted blue. It holds four sets of blue padded armor with special spherical mesh helmets. These suits were once used by apiarists working in the Enchanted Garden (Room 56).

Thursday, December 12, 2013

OUTER WARD FIRST FLOOR 3 GRAND GARDEN ENTRANCE.

3 GRAND GARDEN ENTRANCE. The west wall is made entirely of glass and hugely overgrown boxwood hedge can be clearly seen through the wall. Sunlight will be visible coming from the garden. This floor is tiled in black and white in a checkerboard pattern. Large broadleaf potted plants (algaonema), still in bloom, are in each corner. The denizens of the Enchanted Garden (Room 56) make sure they stay alive.

The double door in the west is also made of glass, showing a cobblestone path heading into the garden. If this door is opened, the adventurers will hear the tinkling of tiny bells, although they will see nothing.

Wednesday, December 11, 2013

OUTER WARD FIRST FLOOR 2 TAPESTRIES.

2 TAPESTRIES.  In the daytime seven giant bats cling to the ceiling beams.

7 Giant Bats (AC 8; MV 3"/18"; HD 1; hp 4, 5, 5, 3, 2, 1, 1; #AT 1 bite; D 1d4; SA Disease; XP 14, 15, 15, 13, 12, 11, 11)

This large room is of simple stone. Fourteen tapestries depicting battle scenes run along the west wall. There are ten glass windows, four of which suffer from broken panes. Two are on the south wall and eight are to the east. The floor is dusty and dirty with bat droppings.

Due to the weathering, each of the tapestries is worth only between 1d10 gold crescents. Each of the tapestries weighs between 801 and 900 gp weight (d100+800).

Each of the windows has right sided hinges to allow them to be opened and six of them are partially or fully open, allowing the bats to exit at will.

Tuesday, December 10, 2013

OUTER WARD FIRST FLOOR 1 RED WOOD PANELED ROOM.

1 RED WOOD PANELED ROOM. The walls and floors are decorated in attractive red paneling. The wood gives the room a pleasant smell. The stairs lead down to Room 3 of the Ground Level and up to Room 1 of the Second Floor. There are six intact windows of plain glass, four in the north wall and two to the east.

ROOMS 1 TO 16 NORTHEAST.

ROOMS 1 TO 16 NORTHEAST. Normal rolls for wandering monsters are used.

Monday, December 9, 2013

Outer Ward First Floor Wandering Monsters

Roll for random encounters using 1d6 once every six turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Random Encounters

1d10
Description
1
1d4+1 dementings
2
1d4+1 giant rats
3
1 huge spider
4
1d2 large spiders
5
1d2 talon goblin zombies
6-7
Place creature from nearby room
8
Place creature from distant room
9
Place creature from adjacent level
10
Dungeon Dressing

Dementing
Dementings (AC 8; MV 12"; HD 1-4 hit points; #AT 1; D 1-3; SD Immune to sight-based attacks; XP 7 +1/hp)

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

Huge Spider
Huge Spider (AC 6; MV 18"; HD 2+2; #AT 1 bite; D 1-6; SA Poison, leap, surprise on 1-5; XP 145 +3/hp)

Large Spider
Large Spiders (AC 8; MV 6"*15"; HD 1+1; #AT 1 bite; D 1; SA Poison; XP 65 +2/hp)

Talon Goblin Zombie
Up to seven talon goblin zombies can be encountered wandering through areas 1 through 16 and 21 through 35.

7 Talon Goblin Zombies (AC 7; MV 6"; HD 2; hp 4, 10, 11, 12, 4, 7, 12#AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 28, 40, 42, 44, 28, 34, 44)

Dungeon Dressing

1d10
Description
1
Infestation of thousands of normal-sized cockroaches
2
A single right leather boot, fitting to a gnome male foot
3
Dank, moldy smell
4
Smell of rank manure
5
Whispering sound
6
Small silver bell (worth 2 gold crescents)
7
Broken crossbow bolt
8
Leaves and twigs on floor, placed in strange geometric patterns
9
Blue smoke obscures area
10
Normal bee lazily flying by


Encounter Key: Outer Ward First Floor

The First Floor of the Outer Ward holds a garden in a central enclosed area. Also of note is a lair of a witch and the main portion of the Inn of the Grinning Bear with its population of talon goblins.

Like the ground level, the majority of the rooms are of dressed stone, with wooden beams supporting the ceilings. Ceiling height is generally sixteen feet. Many rooms have cressets for torches. Individual water closets are scattered over this level and several others. They look like this:


The First Floor directly connects to the Second Floor and the Ground Level.

The talon goblins on the level, at least the living ones, belong to the faction led by Ulixes the Mage (Second Floor Room 39). Most are only loyal as long as it is convenient and they largely run their own affairs. In a crisis, Ulixes or his lieutenant and bully boy Scevelo can whip them into a fighting unit.

If faced with repeated invasions by hostile adventuring parties, Ulixes will erect a plausible defense, organizing goblins into larger groups to better handle the enemy. If left alone or attacked sporadically only, the goblins will not maintain a vigilant defense, however. The goblins can be negotiated with, but will have their own demands as part of any treaty. Full details of their position are described with Ulixes in the Second Floor document.

Three other powers that can be considered "minifactions" are the witch Malphaim Hedzel (Rooms 17 to 20), the evil clerics temporarily occupying Room 28, and the sprites and their allies in the Enchanted Garden (Room 56).

OUTER WARD GROUND LEVEL 68 BRIDGE.

68 BRIDGE. This area is a cobbled stone bridge to the Ground Level of the Inner Ward. It is open to the sky and affords a view of the steep drop to the south. It traverses a rushing river which flows from north to south and has a depth of about ten feet. The river emerges from a series of arches in the wall to the north and before reaching this point it is underground beneath the mountainside. The river becomes a steep waterfall just a few feet south of the castle, plunging down about 40 feet and emptying into a small lake before continuing as a river to the south.

Sunday, December 8, 2013

OUTER WARD GROUND LEVEL 67 TRAINING ROOM.

67 TRAINING ROOM. If the characters have not been to Room 43, they will be able to see and hear the 3 hobgoblins with their prisoner, because there is an arcade in the north and any noises made in the long hall (Room 43) are easily heard in Rooms 35 and 67. Furthermore, much of Room 35 can be viewed from this room.

This room was used by the guards and other worthies of the outer ward to practice. Wooden weapons and shields, training dummies, and such items are present. The walls are stone and the floor is wood. A huge fireplace is in the southwest corner. The staircase leads up to Room 33 on the First Floor.

Saturday, December 7, 2013

NEW MONSTER: CARVER BUG

CARVER BUG

FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ ATTACK: 2-9/2-9
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: II/ 28 + 2/hp

The carver bug is a huge round-bodied insect predator, although it also consumes carrion. It scuttles forward on four of its legs, while the first two are large and maneuverable, with scythe-like blades. These limbs attack with +1 “to hit”, and they have the effects of swords of sharpness.

Description: Carver bugs have dark brown shells, decorated with black circles and other markings. Their scythe fore-arms are bone white. Eyes are blue-green and iridescent.

OUTER WARD GROUND LEVEL 66 TAXIDERMY.

66 TAXIDERMY.  This is a very large room filled with excellent examples of the taxidermist's art. Two carver bugs are here. They are attempting to make a meal of a stuffed bear.

2 Carver Bugs (AC 5; MV 12"; HD 2; hp 12, 9; #AT 2 claws; D 2-9/2-9; SA +1 to hit, attacks as sword of sharpness; XP 52, 46)

Among the larger mounted animals there are an elk, two bears, five wolves, a lion, a hippogriff, a giant skunk, and three eagles (on well-made wooden perches resembling tree limbs). In addition there are scores of waterfowl, weasels, smaller cats, foxes, rabbits and similar creatures. Many of these animals are missing limbs and scarps of fur lie in testament to the many other trophies that were here at one time. Massive numbers of antlers and deer heads also line the walls.

A grand fireplace graces the east wall. Above the mantle is a portrait of Sergi Triskelion, the famous big game hunter. He appears as an overweight but vigorous middle aged man with a heavy beard and long black hair.

There are three other paintings. Two are portraits hanging on the north wall. One is of Luciana Triskelion, a girl of about 10 years old. She has straight black hair and very dark eyes. The next portrait is of her sister, Salvatrice. She appears to be about 8 years old and has curly blond hair and light green eyes. Like Sergi's portrait, these are labeled and signed by Patrizio Triskelion.

The final painting hangs on the south wall. It is labeled "The Hunt" and shows Sergi in chainmail and mounted on a large brown horse. He is charging a seven headed hydra, but each hydra's head has been replaced with the head of a rooster.

The walls are paneled in dark wood. The floor is likewise wood. The place is massively cobwebbed and the whole area has a musty smell.

Friday, December 6, 2013

OUTER WARD GROUND LEVEL 65 SUITE BATH.

65 SUITE BATH.  As in Room 62, the walls and floor are tiled in white. Here, however, a massive quantity of purple fungus is growing in the cracks between the tiles. Three dirty stained glass windows are in the south wall. There is a blue porcelain toilet and a huge brass bathtub. A white cabinet is against the west wall.

The fungus has a strange effect do to the spores it produces. Anyone staying in this room for more than 2 rounds must save versus poison or experience occasional auditory hallucinations for the next twenty four hours. Check every 30 minutes or so, roll 1d6, on a 1 or 2 the character experiences a believable auditory hallucination appearing to come from a random direction. Consult the following table:


1d12
Hallucination Description
1
Baby crying
2
Frog croaking
3
Whistling
4
A very loud heartbeat
5
Cackling laughter
6
Chanting
7
Sounds coming from the behind the wall
8
Water dripping
9
A young girl crying for help
10
A harsh voice saying the character's name
11
A door slamming shut
12
Footsteps

The bathtub is equipped with hot and cold water faucets, but will not function.

The cabinet contains three sealed glass canisters. The first contains grain alcohol. The second contains witch hazel. The third contains cotton puffs. Hidden inside the cotton is a moonstone worth 75 gold crescents.

Thursday, December 5, 2013

OUTER WARD GROUND LEVEL 64 SUITE BEDROOM.

64 SUITE BEDROOM.  A carrion crawler occupies this room. The talon goblins occasionally put prisoners in here for the sake of amusement.

Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp 14; #AT 8 tentacles; D Paralysis; XP 636)

There is a fireplace in the south wall. The walls have the same red wallpaper as that in Room 63. The bed is large and comfortable. There are four plain glass windows which open on hinges. There is an alcove in the southeast.

Beneath the bed is an overlooked foot locker containing a bottle of vinegar labeled "potion of healing", a pair of boots of elvenkind, a small red felt bag containing 17 silver spanners, and a marble statue of a cockatrice worth 35 gold crescents.

The alcove in the southeast contains a shrine to an ancient evil god of unknown provenance. This portion of the room is unnaturally cold and will detect as Neutral Evil if a detection spell or device is used. The shrine itself is a marble platform with dozens of black candles and a small idol of an malformed humanoid figure. The idol is made of some strange green metal and appears slightly melted with runny features. It is cursed. Anyone who touches the idol must save versus spells or suffer -1 on "to hit" and saving throws for the next 1-4 days.

If anyone actually takes the idol out of the room, it will become heavier and heavier until they are unable to carry it. If the character states he or she wishes to return the idol to its shrine, they will be able to move it again, though it will still feel abnormally heavy until it is returned. If the idol is returned to the shrine, no further evil will occur. If the idol is not returned, but merely left somewhere, the offender will suffer a further curse, causing a loss of 2-5 strength points (to a minimum of 3) over the next 1-4 days. This effect will be permanent, until the idol is returned to its place or a heal, restoration, remove curse, wish, or alter reality is used.

Wednesday, December 4, 2013

OUTER WARD GROUND LEVEL 63 SUITE ANTECHAMBER.

63 SUITE ANTECHAMBER.  The two talon goblins stationed here are smoking a strange blue-green leaf from meerschaum pipes. They are somewhat apprehensive about the monster in Room 64 and are thus slightly easier to surprise by people entering from the hallway (extra 1 in 6 chance). If they have been warned by the goblins in Room 50 they will have normal chances of being surprised.

Talon Goblin 1 (AC 6; MV 6"; HD 1; hp 6; #AT 1; D Short sword; XP 16) 6 silver spanners, 1 copper piece

Talon Goblin 2 (AC 6; MV 6"; HD 1; hp 5; #AT 1; D Hand axe; XP 15) no wealth

The door to Room 64 is roughly barricaded by two of the couches and three wooden chairs (apparently brought from another room). The red and gray furniture is largely intact and the walls are papered in red. There is a dining table, a coffee table, a desk, two padded chairs, a bookcase, and several couches. A fireplace is in the east wall.

A coffee table holds two more meerschaum pipes and a small pouch of the same blue-green leaf. Each pipe is worth between 3 to 8 (1d6+2) gold crescents to a tobacco shop. The pipes the goblins are smoking are decorated with a bear and a unicorn. The pipes on the table are decorated with an old man's face and a devil face. The leaf is highly addictive. If sold it could fetch as much as 10 gold crescents to the right buyer.

Over the fireplace hangs a portrait of Vittorino Triskelion the alchemist, a bald elderly man with a kindly smile. It is labeled with his name and signed by the artist Patrizio Triskelion.

The small room in the south wall is a walk-in closet holding an old gray cloak decorated with fish and birds in blue and green (cloak of protection +2).

Tuesday, December 3, 2013

OUTER WARD GROUND LEVEL 62 MASTER SUITE BATH.

62 MASTER SUITE BATH. This room is lavishly decorated. The walls and floor are adorned with white tile. Two stained glass windows depicting bathing blue skinned nymphs are present. There is a white porcelain toilet and a large ornamental brass bathtub. A white cabinet is against the east wall.

This room suffers from the same water shortage seen elsewhere in the outer ward but some water still drips from the bathtub faucets. The goblins have placed a teapot to catch the water. Only the master goblin and his wives use it as a restroom and as a rule they do not bathe.

The cabinet contains scented soaps, fragrant candles, and white towels. The front of the cabinet is decorated by a mermaid carrying a jug. A secret door connects the back of the cabinet to Room 52. It is operated by twisting the mermaid's jug, causing the false back of the cabinet (behind the shelves) to swing open.

Monday, December 2, 2013

DWARVEN CURRENCY

In addition to human currency, some demi-humans also mint their own forms of money.  Dwarves make five kinds of minted coins:

The platinum coin is known as the zamukkarbhu.  The head aspect shows the face of the dwarf king in whose reign the coin was minted.  The tail show a hammer awash in flame.

The gold coin is known as the maban.  The head shows a stylized gemstone in relief while the tail shows a pick.

Dwarves are the only race known to make coins in electrum.  This coin is called the lugdush.  The head shows a tower while the tail depicts crossed swords.

The silver coin is called the khuram.  The head shows a door and an axe is on the back.

The copper coin is known as the gane.  The head is graced by an eye and the tail shows a torch.

All dwarven coins are twice as heavy as normal coins, but worth five times as much, due to the exquisite detail and workmanship.  Thus a platinum zamukkarbhu is worth 25 Sarcoy gold crescents, or 5 gold mabans, and has a value of 5000 Sarcoy copper pieces.  Like many other coins used by humans, they are reeded or milled, so they can accepted in confidence.

OUTER WARD GROUND LEVEL 61 MASTER SUITE BEDROOM.

61 MASTER SUITE BEDROOM. The master goblin and his three wives are here. Each of the wives wears human female clothing.

Straglietti, the master goblin (AC 4; MV 6"; HD 3; hp 14; #AT 1; D Bastard sword or dagger +1 to damage due to strength; XP 77) 14 gold crescents, 24 silver spanners, golden nose ring worth 8 gold crescents, key to Room 59, key to locked iron box under bed

3 Female Talon Goblins (AC 7; MV 6"; HD 1-1; hp 2, 4, 3; #AT 1; D Dagger; XP 12, 14, 13)

The first wife has a copper ankle bracelet worth 2 gold crescents and a pearl hairpin worth 1 gold crescent. The second wife has a silver necklace worth 5 gold crescents. The third wife wears a single silver earring worth 2 gold crescents.

If the characters are willing, they will find Straglietti to be more interested in peaceful negotiations than in being killed. However, should the characters somehow form an alliance with Straglietti, they will find him a graceless friend. Straglietti is not particularly bright, but he is also not stupid. He will attempt to feel out the party and assess strengths and weaknesses. If an alliance is made between him and the party, he will demand that they accept one of his wives as a peace offering (Janice, the 4 hit point wife), as she is a shrew and he is aching to be rid of her. He has the following goals:

1. He will first attempt to convince them to kill the Dragenbok (Room41, this level) as he and the other talon goblins have an deep fear of this monster.

2. He will next try to get them to kill the talon goblin mage Ulixes (Second Floor Room 39).

3. If possible and he is working from a position of strength, he will attempt to extort money from the adventurers.

In return he can offer little. He would be willing to release the prisoners in Room 59 and allow the party safe passage through this floor whenever they like. Under no condition will he give up treasure or allow conscription of goblin troops. If placed under extreme duress, or if the Dungeon Master finds it convenient, he may be willing to offer a talon goblin as a guide.

If the party has aided him, Straglietti will feel no loyalty. If he senses weakness (such as the party has visible wounds or fewer members) he will not hesitate to betray them, preferably when they are off-guard.

A beautiful four poster bed, now with stained and ripped bedding, is here. There is a lit fireplace in the south wall. An armoire and wardrobe are present. Once beautiful paintings graced the walls, but these have been slashed and discarded and crude drawings made from charcoal now decorate the walls. Two lovely stained glass windows featuring mountains with snowy tops are present.

Under the bed, the master goblin keeps his treasure:

Iron box with a lock on it
  • Gem (chrysoberyl, 100 gold crescents)
  • Triskelion signet ring (worth 1 gold crescent)
  • Elaborate jade snuff box (worth 38 gold crescents)
  • Elaborate cherrywood snuff box (worth 25 gold crescents)
  • 181 copper pieces
  • 16 silver spanners
  • 8 gold crescents
  • 4 gold mabans (dwarvish currency)

Long but shallow wooden box, not locked
  • Wand of illumination (84 charges)
  • Potion of super-heroism (orange color, tastes buttery)
  • Scimitar wrapped in leather
  • Ivory carving of an elephant (worth 600 gold crescents)
  • Knife sheath (worth 3 copper pieces)
  • 2806 copper pieces
  • 891 silver spanners
  • 104 gold crescents

There is also a barrel of pickled fish and Barca's equipment: chainmail, shield (crest is a green griffon), and long sword.