14
HALL OF THE GHOSTLY FOOTSTEPS. This long hall has a white and green
checkered tile floor. Anyone walking down this floor will hear the
sound of phantom footsteps trailing them. There are seven large
stained glass windows depicting seven colorful scenes of torture:
the rack, bastinadoes, the iron maiden, the vice, the whip, the thumb
screw, and branding.
Friday, February 28, 2014
Thursday, February 27, 2014
OUTER WARD SECOND FLOOR 13 PAYMASTER'S BEDROOM.
13
PAYMASTER'S BEDROOM. The door to this room is locked. A comfortable
bed is here, with plain white sheets and yellow blankets. There is a
wardrobe, two red padded chairs, and a table. The Three windows in
the east wall are shuttered so tightly that only a sliver of light
comes from each.
The
paymaster, in the form of a shadow (hp 12) lurks beneath the bed. He
was killed by looters after the paychest. When he attacks, he will
surprise on a 4 in 6 chance.
The
wardrobe contains uniforms and clothing and a small wooden chest
holds a key (opens the vault in Room 29 Ground Level Inner Ward), a
scroll of protection from devils, 13 gold crescents, 23 silver
spanners, and 61 copper pieces.
The
table holds two glasses and three bottles of red wine. One has been
opened and is ruined, but the other two are in good condition are
worth 2 gold crescents each.
The
three windows are shuttered, but if opened or broken the magic
sunlight from the enchanted garden will destroy the shadow.
Wednesday, February 26, 2014
OUTER WARD SECOND FLOOR 12 PAYMASTER'S OFFICE.
12
PAYMASTER'S OFFICE. The door to this room has been violently smashed
in, and is hanging by a hinge. This was the office of the paymaster.
There is a heavy desk and a red padded chair. The ubiquitous
shelves hold large books. A metal strongbox lies in the center of
the room.
The
strongbox is broken into and its contents have been stolen. A false
back is present, however, and 82 gold crescents are hidden therein.
The
desk holds scraps of paper relating to wages made to servants and
men-at-arms in employ of the outer ward. The books on the shelves
hold similar records.
Tuesday, February 25, 2014
NEW MAGIC ITEM: BONE WHISTLE
This
is a seven inch long
whistle, which appears to have been carved from bone or ivory. It
makes no sound to the human ear, although canines will be able to
hear it. The first time the whistle is blown, it will summon a bone
hound.
Bone Hound (AC 7; MV 12"; HD 2+2; hp 12; #AT 1 bite; D 2-8; SD Sharp and/or edge weapons score half damage only, immune to sleep, charm, hold, and cold; Size S)
The skeletal dog will loyally follow and be affectionate towards the whistle-blower, who has now become the owner. It may be turned as a wraith.
If the dog is destroyed, it may not be summoned again for one week. If the whistle is destroyed, the dog will fall to pieces and is effectively done for. This item may not be transferred to another except in the case of the owner's death. The dog and whistle simply won't work for anyone else while the owner is alive.
XP VALUE: 200
Bone Hound (AC 7; MV 12"; HD 2+2; hp 12; #AT 1 bite; D 2-8; SD Sharp and/or edge weapons score half damage only, immune to sleep, charm, hold, and cold; Size S)
The skeletal dog will loyally follow and be affectionate towards the whistle-blower, who has now become the owner. It may be turned as a wraith.
If the dog is destroyed, it may not be summoned again for one week. If the whistle is destroyed, the dog will fall to pieces and is effectively done for. This item may not be transferred to another except in the case of the owner's death. The dog and whistle simply won't work for anyone else while the owner is alive.
XP VALUE: 200
GP VALUE: 2,000
OUTER WARD SECOND FLOOR 11 WEAPONMASTER'S BEDROOM.
11
WEAPONMASTER'S BEDROOM. This room is occupied by an enormous rat the
size of a dire wolf (AC 6, MV 12”, HD 3+3, hp 21, Size M, attacks
with a bite for 2-8 hit points of damage and 10% chance of causing
disease as giant rat, xp 169).
The
room contains a bed, a wardrobe, three wooden casks, There are three
windows which give a view of the first floor garden, if the shutters
are opened.
The
first cask is an intact cask of stale water. The second is an opened
cask of salted pork, which has attracted the rat. The third contains
wood shavings and a bone whistle (see NEW MAGIC ITEMS).
The
wardrobe holds uniforms, a suit of leather armor, and a shield with a
Triskelion design. A small unlocked wooden chest on the floor of the
wardrobe holds files, whetstones, oils, and rags for cleaning
weapons.
Monday, February 24, 2014
OUTER WARD SECOND FLOOR 10 WEAPONMASTER'S OFFICE.
10
WEAPONMASTER'S OFFICE. The door to this room swings open with the
slightest touch. This was the office of the weaponmaster, who was
tasked with training the guards in the outer ward. Instead of having a
desk, this room is a sparring area with racks of wooden swords and
staves. A two-handed sword hangs above the door to Room 11, which
has been gnawed through, creating a hole big enough for a man to
crawl through.
Sunday, February 23, 2014
NEW MAGIC ITEM: TRISKELION DAGGER
There are rumored to
be three of these blades. Into the pommel of each is carved the
three Triskelion faces (crying, laughing, and scowling). They
function as +1 daggers and have the added function of giving +1 to
armor class and saving throws. This effect is cumulative with armor,
rings of protection, etc. In the hands of a blood member of the
Triskelion family they become +3 daggers, granting +3 bonuses to
armor class and saving throws.
As
with other magic daggers, when the holder desires they shine with
light to 10'. A Triskelion holding the weapon may increase this to
30'.
XP
VALUE: 2,500
GP
VALUE: 12,000
NEW MONSTER: FUNGOID ZOMBIE
ZOMBIE,
FUNGOID
FREQUENCY:
Rare
NO.
APPEARING: 1-10
ARMOR
CLASS: 8
MOVE:
9”
HIT
DICE: 2+1
%
IN LAIR: Nil
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-8
SPECIAL
ATTACKS: Cause disease
SPECIAL
DEFENSES: Regeneration
MAGIC
RESISTANCE: Standard
SAVE:
As non-intelligent monster
INTELLIGENCE:
Non-
ALIGNMENT:
Neutral
SIZE:
M
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: III/ 60 + 3/hp
These
walking corpses look much like a zombies, but they are actually
infected hosts of a fungal organism. When encountered. their heads
will have cracked open like eggs and purple branch-like tendrils of
fungoid material will have blossomed.
They
attack once per round for 1-8 hit points of damage. The quick
growing fungus repairs its host for 1d4 points of regeneration each
round. They are not slow like regular zombies and cannot be turned.
Treat them as fungus with regard to spell effects on them, noting
that they are susceptible to spells which affect plants.
Anyone
killed by the fungus will rise as a fungoid zombie. A cure
disease spell will stop the process. Anyone who takes half or
more of their hit points in damage from the fungoid zombies must save
vs poison or develop an acute severe respiratory disease within the
next day (as DMG, p 14). Though the character may fear they will
become a fungoid zombie, they will recover.
OUTER WARD SECOND FLOOR 9 QUARTERMASTER'S BEDROOM.
9
QUARTERMASTER'S BEDROOM. The door to this room is capable of being
locked, but is not. Lurking inside is the dead quartermaster and his
wife, who have been infected with a parasitic fungus which has taken
them over. They are fungoid zombies (hp 13 and 10, see NEW
MONSTERS). They look much like a zombies, but purple tendrils of
fungus have broken open their skulls, flowering out in a horrible
fashion.
There
are four large windows, whose shutters are open, allowing the
sunlight from the enchanted garden (Room 56 of First Floor) to shine
in. There is a large bed with purple sheets and blankets, a pair
of dressers, a hamper, and an armoire. Four silver daggers are
mounted on the south wall, forming a diamond pattern.
The
bedsheets are ruined by fungal growth. The dressers and hamper hold
clothing, although it has been likewise ruined. In the armoire is a
small locked wooden chest. It contains 17 gold crescents, 23 silver
spanners, 42 copper pieces, and a Triskelion dagger
(see NEW MAGIC ITEMS). The quartermaster coveted the dagger and
stole it from Ruggero Triskelion (see Rooms 24 to 26 of this level).
Saturday, February 22, 2014
OUTER WARD SECOND FLOOR 8 QUARTERMASTER'S OFFICE.
8
QUARTERMASTER'S OFFICE. This office holds a large wooden desk and a
comfortable green padded chair. Two smaller wooden chairs sit in
front of the desk. Several wooden shelves hold heavy books. On the
north wall there is a mounted display holding knives. The entire
east wall is made of frosted glass, excluding the wooden door. Light
passes through, but one cannot clearly see through it. Nevertheless,
the adventurers will be able to detect the shadowy outlines of the
creepy denizens of Room 9 as they stumble about.
The
desk holds quills and ink. The shelves hold ledgers recording
allocations of goods to various castle residents. The
quartermaster's hobby was collecting rare knives. There are twelve
exotic knives on display, worth a total of 85 gold crescents if sold
together as a set, individually worth between 4 and 7 (d4+3) gold
crescents if sold separately.
Friday, February 21, 2014
FRIDAY NIGHT FIGHTS: EARTH ELEMENTAL VS STONE GOLEM
We
are due for another edition of Friday Night Fights and this week it
is the battle of Rocky vs Rocky II. Who will come out on top in a
fight between a stone golem and an earth elemental.
Usually
I start alphabetically, so I will start with the earth elemental.
Let's use a 16 HD elemental because an 8 or 12 hit die elemental
cannot actually strike a stone golem, making the fight moot.
ARMOR
CLASS: 2
MOVE:
6”
HIT
DICE: 16
HIT
POINTS: 83 (rolled randomly)
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 4-32
SPECIAL
DEFENSES: +2 or better weapon to hit
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 16
INTELLIGENCE:
Low
MORALE: 125%
ALIGNMENT:
Neutral
SIZE:
L
Notes include
being able to do structural damage and having -2 on each die of
damage against airborne creatures. Neither of these specials is
germane.
A
16 HD earth elemental needs a '2' to hit an AC 5 stone golem.
Stone
Golem
"Magical
creatures with hit dice equal to or greater than those of the golem
are able to attack it with effect. For purposes of determination of
hit dice, figure 4.5 hit points per hit die, and points being rounded
up. Thus a flesh golem has 9 dice, a clay golem 11, a stone golem
14, and an iron golem 18."
ARMOR
CLASS: 5
MOVE:
6”
HIT
DICE: 14
HIT POINTS: 60
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 3-24
SPECIAL
ATTACKS: Slow spell
SPECIAL
DEFENSES: Spell immunity, can only be hit by +2 or better weapons,
or creatures with 14 or more hit dice
MAGIC
RESISTANCE: Special
SAVE:
As non-intelligent monster
INTELLIGENCE:
Non-
ALIGNMENT:
Neutral
SIZE:
L (9½' tall)
It
can also do structural damage and it can cast a slow spell within 1”
of its front every other melee round.
It
needs a '6' to hit an AC 2 earth elemental.
Let's
assume an underground dungeon environment, as I could not find golems
in any of the outdoor encounter tables in the DMG. At that point I didn't look for elementals.
First
thing to do is roll for surprise. Eartha the Earth Elemental rolls a
3 and Stoner the Stone Golem rolls a 5, so no surprise. Next is
encounter distance. An indoor encounter distance is 5” to 10”
(d6+4) and I roll a 4, so the distance is 8”.
Declare
intentions. Neither monster has a long range attack (the golem's is
only 1”) and they both move at 6”, so they both close to combat.
Initiative is pretty much moot, but they roll a 1 and a 6.
Next
round. New intentions. The elemental will attack with the club-like
fists and the golem uses the slow spell. Eartha rolls a 5 and Stoner
rolls a 4, so Eartha goes first. It rolls a '20', so a hit for 12
points. The golem casts the slow spell, which: no saving throw!
The elemental is now slow and will be so for 3+14 = 17 rounds, assuming the level=hit dice for purposes of duration.
End
of round 1. The earth elemental is unharmed, but is slow (½ speed).
The golem has 48 hit points left.
Next
round. New intentions. The elemental wants to hit, but is slow, so
it loses its attack this round. The golem can't cast a slow spell,
so it will strike. It rolls a '18', so it hits for 11 points.
End
of round 2. The earth elemental is slow for 16 more rounds and has
72 hit points. The golem is steady at 48 pips.
Round
three. The elemental strikes out while the golem casts slow again.
The elemental rolls a 5 and hits for 14 points. The golem slows the
elemental again.
Round
3 is in the books. The elemental is slow at ¼ speed (it's
cumulative!) and will be so for 15 more rounds, then he will be ½
speed for 2 more rounds after that. It has 71 hit points. The golem
has 34.
Round
4 and the elemental can't attack. As a matter of fact, if my math is
right, it can't attack until round 7. The golem spends round 4
hitting the elemenal for 15 points (he rolled a 7 to hit). The golem
slows the elemental again in round 5, so it is now at 1/8 speed. In
round 6, it attacks again for 9 points.
This
slowness is getting out of hand. Never fight a stone golem on your
own. I rule that the elemental gets its attack on round 7, but now
can't attack again until round 15 or so. The golem is going to slow.
Roll for initiative. The elemental rolls a 3 and the golem a 1, so
the elemental rolls a 5 and hits the golem for 20 more points.
End
of round 7. The elemental is now 1/16 speed and can't attack again
until round 23. It has 71-24 = 47 hit points left. The golem has 14
hit points remaining.
On
round 8, the golem rolls a 5 and misses. On round 9 it rolls a 8 and
hits for 11 points. On round 10 it rolls a 20 and hits for 8 points.
We are well past the point of checking the elemental's morale, but
it couldn't run away even if it failed a morale check. On round 11
the golem rolls a 16 and hits for 14 points. On round 12 it rolls a
12 and hits for 17 points, turning the earth elemental into dust.
OK,
its pretty obvious what happened. That slow spell was just too much
for the elemental to beat, although the golem did get reduced to just
14 hit points.
OUTER WARD SECOND FLOOR 7 DARK HALL.
7
DARK HALL. For some reason, this corridor is always abnormally dark.
Even the brightest light sources will appear to be dimmed and the
maximum that can be seen is ten feet in each direction. This will
affect even creatures normally able to see in complete darkness or
use infravision. The floor of the hall is tiled in yellow and green
in a diamond pattern while the walls are made of white stone carved
with human faces with mouth open, as if screaming in torment. The
long passage that connects this room to Room 35 is crenelated and
open to the sky.
Thursday, February 20, 2014
OUTER WARD SECOND FLOOR 6 KILLER'S BOLT-HOLE.
6
KILLER'S BOLT-HOLE. The door to this room is locked. Opening it will
release a poisoned heavy crossbow trap (type A insinuative poison).
The first person to open the door will be targeted as if by a fifth
level assassin.
Within the room there is a bed, a black and yellow throw rug on a floor, and a small table.
Within the room there is a bed, a black and yellow throw rug on a floor, and a small table.
The bed has red and blue striped sheets and is dusty. Under the bed is a locked iron box. This is trapped with a poison needle (type B insinuative poison). It contain 45 gold crescents, 16 silver spanners, 6 copper pieces, a small diamond (200 gold crescent value), and a potion of sweet water (glass vial of colorless liquid with pleasant taste).
The small table holds two candles and a stone idol of a fat coiled worm (no discernible value).
Wednesday, February 19, 2014
OUTER WARD SECOND FLOOR 5 PRIVATE ROOM.
5
PRIVATE ROOM. The door to this room is capable of being locked, but
is not. The floor is made of wooden planks. A comfortable but
simple bed is covered by red and black sheets and blankets. A locked
footlocker is present and holds normal clothing and two silver
flagons worth 10 gold crescents each. Three large windows of plain
glass are here.
Tuesday, February 18, 2014
OUTER WARD SECOND FLOOR 4 LAIR OF THE HORNED BEAST.
4
LAIR OF THE HORNED BEAST. The door to this room is capable of being
locked, but is not. This is the home of a peryton (hp 15) who makes
it nest on the broken and ruined bed. There is a curio cabinet and
two windows, which are broken, leaving shards of glass on the floor
and providing a way for the peryton to come and go as he pleases.
The
peryton is past reproductive age, but enjoys collecting human hearts.
Inside the cabinet are twelve mason jars, a metal urn, and a wooden
music box. All the jars contain a clear liquid (laboratory grade
alcohol). Five also hold preserved human hearts. A metal urn holds
723 copper pieces, a silver letter opener worth 30 silver spanners,
and a star rose quartz worth 50 gold crescents. The music box at
first appears valuable, but is broken. It would be worth as much as
5 silver spanners to a collector.
Monday, February 17, 2014
OUTER WARD SECOND FLOOR 3 PRIVATE ROOM.
3
PRIVATE ROOM. The door to this room is capable of being locked, but
is not. The walls of rough stonework hold shelves. Someone has
scrawled a crude pentagram on the floor in blue chalk. A bed is
covered by dusty green and blue sheets and blankets. A footlocker is
present. Two large dirt-streaked windows of plain glass are here.
The
shelves hold dozens of wood carvings of bizarre fantastic creatures,
having features of different animals with some also showing portions
of human anatomy. If handled, they will bleed from tiny pin-sized
holes, causing the holder's hands to become red. If taken from the
room, they will catch fire and burn to ashes.
The
center of the pentagram is stained brown with old, dried blood.
The
footlocker holds three bottles of lamp oil, a silver pendant with an
demonic face (220 gold crescent value) and an old tome marked with a
blue pentagram on the cover. If the book is opened it will catch
fire and the heavy choking black smoke released from its pages will
coalesce into a strange amalgam creature (AC 6, HD 3+3, hp 16, xp
191). This creature has the torso of a woman, with red-spotted
bat-like wings and leonine claws instead of hands. Instead of legs,
her lower body terminates in a yellow serpentine tail marked with red
spots. She may attack twice with her claws for 1-6/1-6 and it can
lash out with its strong tail for 2-9 points of damage. She may also
breathe fire only once, doing 8 points of damage (save for half)
against everyone within 10” of her mouth.
Should she be destroyed
she will turn into a small wooden statue like those found on the
shelves.
Sunday, February 16, 2014
OUTER WARD SECOND FLOOR 2 TILED ROOM.
2
TILED ROOM. This large room is tiled in stone (black and red checker
pattern). There are nine animated skeletons dressed in black plate
armor (AC 3, hp 8, 6, 5, 4, 4, 3, 3, 2, 2). Each carries a
longsword. They do not wear helms and their skulls have been painted
red.
There
are nine windows of red stained glass and each depicts a black mail
clad warrior with a red face. The long passage that connects this
room to Room 14 is crenelated and open to the sky.
Saturday, February 15, 2014
OUTER WARD SECOND FLOOR 1 RED WOOD PANELED ROOM.
1
RED WOOD PANELED ROOM. The walls and floors are decorated in
attractive red paneling giving the room a pleasant smell. The stairs
lead down to Room 1 of the First Floor and up to a corridor on the
Third Floor. There are four intact windows of plain glass.
Outer Ward Second Floor Wandering Monsters
Roll
for random encounters using 1d6 once every twelve 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
1 1d4+3
giant rats
2 1d4
large spiders
3
1d8+1 dementings
4-5 Place
creature from nearby room
6 Place
creature from distant room
7 Place
creature from adjacent level
8 Dungeon
Dressing
Dungeon
Dressing
1 Weird
fog
2 Briny
smell, as of seawater
3 Torn
sack
4 Torch
stub, still smoking
5 Fragments
of blue chalk
6 Graffiti
on wall (in blue chalk) “Turn back now”
7 Faint
giggling in distance
8 Wriggling
pile of common earthworms
9 Large
sized shield with Triskelion crest
10 Wooden
ten foot pole
Encounter Key: Outer Ward Second Floor
The
Second Floor of the Outer Ward is the domain of no dominant group of
creatures, although a talon goblin mage occupies the Inn of the
Grinning Bear portion of the level .
Like
the Ground Level and the First Floor, the majority of the rooms are
of dressed stone, with wooden beams supporting the ceilings. Floors
are made of wood planks, except as noted elsewhere. Ceiling height
is normally sixteen feet. Many rooms have cressets for torches. The
gray areas on the map represent an angled rooftop.
It
directly connects to the First Floor and the Third Floor of the Outer
Ward and the Second Floor of the Inner Ward.
Friday, February 14, 2014
OUTER WARD FIRST FLOOR 56N APIARY.
56N
APIARY. This beehive is massive and is built off the ground.
Thousands of bees swarm the area.
Being
stung by a bee does no damage, although being stung by several may
cause a temporary loss of one or more points of dexterity. There is
a 1% chance that any character will have anaphylactic response to the
sting, resulting in death from suffocation in 4 to 9 (1d6+3) turns
unless treated by a cure disease spell or by another way that
the DM allows as reasonable. In general, the bees will not sting
unless harassed. Bees are susceptible to smoke.
If
the adventurers dare the beehive they will find large amounts of
delicious honey.
OUTER WARD FIRST FLOOR 56M DRAINAGE GRATES.
56M
DRAINAGE GRATES. The ground about each of these two grates slopes
downwards. At one time it must have rained in the garden or the
gardeners used copious amounts of water for the plants, as these
grates were intended to drain excess water.
Thursday, February 13, 2014
OUTER WARD FIRST FLOOR 56L LEPRECHAUN'S COTTAGE.
56L
LEPRECHAUN'S COTTAGE. This is a tiny house made of round smooth
rocks fitted together expertly. The roof is made of straw and sticks
and the whole structure stands about four feet high. This is the home
of Jef the Leprechaun.
Jef
(AC 8; MV 15”; HD 2-5 hit points; hp 4; #AT 0; D Nil; SA Magic use;
SD Never surprised; MR 80%; XP 84)
He
appears as a caricature of what players will expect a leprechaun to
look like. He is ancient with a long white beard and a single tooth.
He wears a ridiculous green buckle hat and carries a homespun tan
sack.
The
first time the characters come this way, the DM may want to
automatically allow them to encounter Jef. After that, there is a
10% chance (or DM discretion) that Jef will be home, instead of out
“collecting". He will not try to steal from characters. He
has another motive, instead. Jef wants to sell stuff to the
characters.
Jef
will be friendly, if irreverent, and will produce his sack. The first
thing he will bring out of his sack is a table (obviously too big to
fit in there). Then he will bring out his wares, each marked with a
price tag. The cost is in gold crescents, but he will accept the
equivalent sum in other gold coins. Jef knows what some of the items
do, and will explain them, at DM discretion, although he will always
make them seem more valuable than they really are. One item of each
type is available, except as noted below. When the characters hand
over their money, Jef will put it in his sack. Buyer beware. All
sales final.
If
the characters attack Jef or steal his sack, they will find that it
appears to be empty. It is a magic sack that functions much like a
bag of holding, although it only appears to work for Jef.
Jef's
goods for sale:
Barry's
Mnemonic Entrancer: A small yellow hard candy wrapped in a green
piece of paper, tastes like butterscotch.
Benefit:
If consumed by any spellcaster following the casting of a spell,
he or she will be be able to coax the spell back into his or her
brain and cast it again. If the spell requires material components,
they must still be available. The instructions are on the wrapper.
Side
effect/Drawback: None
Cost:
103 gold crescents
Eye-On
Stones: These are a pair of white spherical rocks. A blue iris
and black pupil have been painted on them, giving them the appearance
of eyeballs.
Benefit:
When one holds one of the eye-on stones up to their eye, and
closes their other eye, they may see through the other eye-on stone.
Side
effect/Drawback: None
Cost:
434 gold crescents
Foldable
Leprechaun Hats: Sized to fit the head of an leprechaun, sprite,
or infant human.
Benefit:
None
Side
effect/Drawback: None
Cost:
1 gp for a pack of a dozen, 5 packs are available
Fredrico's
Familiar Finder: This is a small pink ball of some strange,
rubbery substance. When compressed, it lets out a squeak.
Benefit:
When used as a spell component in the magic-user's find
familiar spell, it will eliminate the possibility of “no
familiar available”. On a roll of 16-20, the magic-user may instead
choose a familiar from the list or an alignment-specific special
familiar.
Side
effect/Drawback: Can only be used by a magic-user. The magic-user
will have hyper-realsitic dreams that they are an animal running
through the forest. Using the Familiar Finder in a spell destroys it.
Cost:
199 gold crescents
Granny's
Gutbusters: These dumplings each weigh about 10 gp weight.
Benefit:
Anyone who manages to swallow one of these greasy lumps does not
have to eat for a week. The gutbuster provides all the nourishment
necessary.
Side
effect/Drawback: The taste and the constipation.
Cost:
1 gold crescent each, 7 are available
Hare
Tonic: This vial of clear fluid is clearly labeled “Magic
Revitalizing Juice” and “Baldness Cure!” It tastes like beet
juice.
Benefit:
The drinker will instantly gain a lot of hair.
Side
effect/Drawback: This is because the drinker has now become an
anthropomorphic hare. Class and race abilities will be unchanged, as
will ability scores. It will take a remove
curse to reverse it, assuming the character wants to.
Cost:
5 gold crescents
Horn
of Bumbos: A trumpet fashioned from very thin aluminum.
Benefit:
Usable by any class. Summons as a horn of Valhalla, but
instead of fighters it summons 4-7 (d4+3) bumbos, which look just
like blue-skinned leprechauns with bright orange hair
Bumbos
(AC 7, MV 15”; HD 1; hp 5 each; #AT 1; D Tiny sword (as dagger,
50%) or tiny polearm (as hand axe, 50%); SA Berserk (+2 to hit or 2
attacks per round); Size S; XP 15 each).
They
do not have the magical abilities of leprechauns. They will gladly
fight for the horn's owner as if berserk, for up to 6 turns.
Side
effect/Drawback: May be used once every seven days, but each time
you blow it deforms the fragile horn somewhat. After sounding it the
third time, it is crumpled and is useless.
Cost:
137 gold crescents
Mystery
Meat Pie: There are six different but identical-appearing meat
pies.
Benefit:
Eating each one will cause a different effect.
1d6
|
Effect
|
1
|
Can
now converse with goats, including giant goats, chimera, etc.
This is a permanent new ability.
|
2
|
Very
spicy, smoke pours out of the ears.
|
3
|
Heals
12 hit points of damage, or up to the character's maximum, if they
have been injured.
|
4
|
+2
on to hit, damage, and all saving throws in next fight.
|
5
|
Turns
hair white. If bald, gives white hair. If hair already white,
turns it purple.
|
6
|
Can
now perform comedic dance at professional level, may earn room,
board, and a few coppers at inns, taverns, etc.
|
Cost:
7 gold crescents each, as stated above, 6 are available
Oaf
Potion: This is a a green bubbly liquid in a Erlenmeyer flask
with the taste of dirty water.
Benefit:
It has the effect of a potion of growth and of hill
giant strength. The potion lasts for the normal amount of time
(5-8 turns).
Side
effect/Drawback: When the potion wears off, the user's feet will
stay hill giant-sized. This can be reversed with a remove
curse or similar remedy that the DM allows.
Cost:
373 gold crescents
Ode
to No Were: An oily sheet of parchment.
Benefit:
This humorous poem is a potent cure for Lycanthropy. If read
aloud in its entirety in front of were-creatures, it will reverse the
condition of all within ear-shot. It takes a full turn to read the
thing. After the last verse is finished, the writing disappears.
Side
effect/Drawback: None.
Cost:
121 gold crescents
Picture
Frame of Ikan Cee-yew: This pale blue wooden rectangle (11 inches
by 7 inches) has a strange power. Whatever is viewed through it
appears strangely exotic and intriguing. Thus, a woman will appear as
a beautiful princess, a broken down nag will appear as a noble steed,
and undead will appear as they were in life. Only one person can look
through the frame at a time.
Benefit:
The viewer saves against gaze attacks at +10. If no save is
normally allowed, they may make a saving throw.
Side
effect/Drawback: The drawback to this item is that the viewer is
susceptible to monstrous powers and spells such as charm,
suggestion,
and similar magics such as the illusionist's hypnotic
pattern and
hypnotism. They make
saving throws at -10. For elves, it will reduce 90% charm resistance
to 20%. This only applies when the owner is viewing the caster or
monster through the picture frame. It also does not protect from
viewing a nymph.
Cost:
543 gold crescents
Vanishing
Cream: A tub of thick white lotion.
Benefit:
When smothered on an item, animal, person, etc. the vanishing
cream will cause it to vanish for one full day, when it will reappear
in the same spot where it was left. Note that it requires the
cooperation of a animal or person to use the cream, as it must be
applied over the whole body. If a person uses the cream on
themselves, they can choose to vanish for any shorter period of time
than the given one day, but the time must be verbalized as the cream
is applied. There is enough cream for a man-sized creature to use it
twice, or a gnome or halfling to use it five times.
Side
effect/Drawback: The user and possessions will be transparent for
another 2-5 hours after the vanishing wears off, although this will
not alter the character's ability scores, class skills, attacks, etc.
in any way.
Cost:
241 gold crescents
Wednesday, February 12, 2014
OUTER WARD FIRST FLOOR 56K OAK TREE.
56K
OAK TREE. This is the home of Sephora the dryad.
Sephora
(AC 9; MV 12”; HD 2; hp 10; #AT 1; D Dagger; SA Charm; SD Dimension
Door; MR 50%; XP 135)
Sometimes,
a small brown and green banded door is on the side of the tree and a
staircase leads to a comfortable 20' x 25' room. It is furnished
with a couches, and tables. Two smaller staircases are here. One
leads up to a 10' x 10' bedroom and the other to a 5' x 5' viewing
area complete with a window facing northwest. People looking for the
window outside the tree will not be able to find it unless Sephora
wishes for it to be seen.
In
her bedroom, she keeps a box with a silver and sapphire medallion
(worth 150 gold crescents). This belonged to her lover, recently
deceased, and she keeps it for its sentimental value. Sephora is
still overcome with her feelings for him and therefore will not try
to charm a party member.
The black square on the map to the north of Sephora's tree represents the skylight from Room 37 of the Ground Level.
The black square on the map to the north of Sephora's tree represents the skylight from Room 37 of the Ground Level.
Tuesday, February 11, 2014
OUTER WARD FIRST FLOOR 56J OAK TREE.
56J
OAK TREE. This is the home of Ellora the dryad.
Ellora
(AC 9; MV 12”; HD 2; hp 12; #AT 1; D Dagger; SA Charm; SD Dimension
Door; MR 50%; XP 141)
When
Ellora wishes for it to be present, a small yellow and green banded
door is on one side of the tree. Opening it reveals a staircase
leads up to a comfortable furnished room including a couches, tables,
and chairs. Anyone ascending the staircase will immediately notice
that this room, 20' x 30', could not possibly fit inside of the tree.
Here Ellora has a small dining area and a closet containing clothes.
A second staircase leads to a 10' x 15' bedroom. Ellora will be
cautiously friendly towards a non-violent party, but may become
interested in a male human, elf, or half-elf and use her charm
capability.
Monday, February 10, 2014
ELVISH CURRENCY
Not only do dwarves produce coins, but elves do as well. Unlike dwarves, they use only three types of metal: silver, gold, and platinum.
The platinum coin is known as the sirastar, the gold coin is the vinime, and the silver coin is the tamos. The decoration varies by each piece, but a sirastar will always have a star design somewhere in the design, while a vinime will always have a tree and a tamos will always have an animal, usually a stag or unicorn.
All elvish coins weigh only half what a normal human coin does, but is worth twice as much.
Here is a summary of Elf and Dwarf Coins:
OUTER WARD FIRST FLOOR 56I MEADOW.
56I
MEADOW. Eleven sprites live here in small-sized houses made of
leaves, twigs, and living flowers.
11
Sprites (AC 6 (2 while invisible); MV 9”/18”; HD 1; hp 6, 1, 4,
6, 7, 7, 1, 8, 8, 7, 7; #AT 1; D Tiny Sword (as dagger) and tiny bow;
SA Sleep arrows; SD Invisibility; XP 86, 81, 84, 87, 87, 81, 88, 88,
87, 87)
The
sprites endeavor to keep the garden in good condition. They will
ignore adventurers, unless they are evil or disruptive. They are
likely to be favorably disposed towards elves or gnomes of good or
neutral alignment. Each sprite will be armed with a tiny sword
(equivalent to a dagger) and bows with eleven to fourteen sleep
arrows. They also have access to pixie war arrows (which do 2-5 hit
points of damage). The sprites have a small treasure hoard under a
tree stump in the middle of their village. This hollowed out space
contains 37 Elvish gold vinimes, a spinel gem worth 100 gold
crescents, and two tiger eye amethysts worth 10 gold crescents each.
Sunday, February 9, 2014
OUTER WARD FIRST FLOOR 56H TOMB OF JAREEL AND DIAMANTE TRISKELION.
56H
TOMB OF JAREEL AND DIAMANTE TRISKELION. This eight foot high barrow
is covered with grass. A small (5' high by 3' wide) stone door is on
the south aspect of the mound. Inside are two skeletons, a married
couple.
Jareel
and Diamante Triskelion, animated skeletons (AC 7; MV 12”; HD 1; hp
8 each; #AT 1; D Long Sword; SD Sharp weapons score half damage only,
limited spell immunity; XP 22 each)
Each
has a silver crown, worth 50 gold crescents, and a long sword infused
with silver (effective against lycanthropes, otherwise just as hardy
as a normal longsword, but worth 5 times as much). Their grave goods
include rotted finery and two gold bars (actually just lead bars
painted gold, weighing 200 gp weight each).
Saturday, February 8, 2014
OUTER WARD FIRST FLOOR 56G BIZARRE STATUE.
56G
BIZARRE STATUE. This statue has the body of a woman, clothed in a
toga. The head, however, resembles a cross between a octopus and a
cow. For some reason the sculptor has placed a large penetrating
hole in the abdomen. Within is an apple. The first person to take a
bite will find it to be the most delicious fruit they have ever
encountered and will gain 1 hit point permanently. Thereafter the
fruit is no longer magical and will taste merely adequate.
Friday, February 7, 2014
FRIDAY NIGHT FIGHTS: CHIMERA VS HYDRA
New
Fight Night. Fight of the multi-headed horrors of Greek mythology.
Let's pit a chimera versus a hydra.
Ok,
first let's figure out where they are going to fight. I couldn't
find any DMG wilderness encounter tables where a hydra and chimera
might meet. So lets say they meet in a dungeon.
OK,
on to the challengers. First we have the chimera:
ARMOR
CLASS: 6/5/2
MOVE:
9”/18”
MANEUVERABILITY
CLASS: E
HIT
DICE: 9
NO.
OF ATTACKS: 6
DAMAGE/
ATTACK: 1-3/1-3/1-4/1-4/2-8/3-12
SPECIAL
ATTACKS: Breath weapon (3-24)
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 9
INTELLIGENCE:
Semi-
ALIGNMENT:
Chaotic evil
SIZE:
L (4' at shoulder)
HIT
POINTS: 41 (I rolled 2,5,5,6,7,3,5,7,1)
Dragon
head breathes fire to range of 5”, doing 3-24 points of damage. It
has a 50% chance per round of doing so. The dragon head also bites,
I think this is the 2-8 points of damage. It has AC 2.
The
lion head bites for 3-12 and the lion paws do 1-4/1-4 points of
damage. It has AC 5 because of the mane. If it was a female
chimera, it would have a lioness head and AC 6. Yes, I think about
stuff like this.
The
goat head head butts for 1-3/1-3 (each horn). It has AC 6. All
these attacks/armor class ratings are assumptions by me. I can't
actually back them up. It probably doesn't matter unless it meets a
vorpal sword.
To
hit an AC 5 hydra, the chimera needs a “7” to hit.
OK,
on to the hydra. A chimera is monster level VII based on the
wanderring monster table in the DMG, page 178. So we should choose a
hydra that is found on that same table, right? Let's see. A hydra
on that level would have 10-12 heads! Wow, that seems like a lot.
Let's try something else. Let's compare XP Values. A 41 hit point
chimera is worth 1492 xp. Remember that hydrae all have 8 hit points
per head (and an equal amount of that sum for the body). Factoring
in head hp only, an 8-headed hydra is worth 650 + 10 xp/hp or 650 +
10*64 = 1290. A 9-headed hydra is worth 1000 + 12 xp/hp (just like
the chimera) or 1000 +12*72 = 1864. This is all based on DMG
Appendix E.
Let's
go with the 9 headed hydra, but you could make a case that the
8-header would be closer.
ARMOR
CLASS: 5
MOVE:
9”
HIT
DICE: 9
NO.
OF ATTACKS: 9
DAMAGE/
ATTACK: 1-8 (X9), only up to 4 on same opponent
SPECIAL
DEFENSES: All heads must be killed
to slay
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 9
INTELLIGENCE:
Semi-
ALIGNMENT:
Neutral
SIZE:
L
PSIONIC
ABILITY: Nil
HIT
POINTS: 8 per head, and 72 for the body
The
hydra dies if all the heads are killed, or if the body is killed.
The body must either be reduced to 0 hit points and it will fight for
2-8 more rounds, or -20 hit pointsand it dies immediately.
Each
head dies when it has 0 hit points, and excess damage does not carry
over to another head.
A
9 headed hydra needs a “6” to hit AC 6, a “7” to hit AC 5 and
a “10” to hit AC 2.
In
my opinion, when the hydra suffers a area effect spell, or breath
weapon, the damage should be equally distributed to the heads, with
the body receiving a like amount. Saving throws are always made at
starting HD or max HD in the case of a Lernaean hydra. Again, I
can't pretend this is by-the-book.
First
thing to do is roll for surprise. The chimera rolls a 2 and th hydra
rolls a 2, so both are surprised. Next we must roll for encounter
distance. Indoors it is 5” to 10” (d6+4), but we subtract 2”
for the surprise.
How
do monsters with this many heads get surprised. Ettins only have two
and have a surprise bonus. Oh well.
I
roll a 4, so the distance is 6” Now we must declare intentions.
The chimera is too far away to use its breath weapon, so it moves
forward 1”. The hydra closes to attack. Next we roll initiative.
The chimera rolls a 6 and the hydra rolls a 3. The chimera has moved
forward 1” and the hydra has moved forward the remaining distance,
meaning they are effectively in melee.
Next
round. New intentions. I roll for the chimera. Will it use its
breath weapon? On a 01-50 it will and on a 51-00 it won't. I roll a
82 and it tries to bite. The hydra attacks with 4 heads. New
initiative. The chimera rolls a 3 and the hydra rolls a 6.
I
will randomly assign the hydra's attacks to different chimera body
parts. I will assume for the purposes of the fight that the chimera
is 1/3 AC 6, 1/3 AC 5, and 1/3 AC 2. Here is a random location
chart:
d6
1-2
AC 6
3-4
AC 5
5-6
AC 2
Remember,
the hydra has 9 heads but only 4 can attack one enemy.
The
first head targets (Rolls a 3) AC 5 and rolls a 10, so it hits for 2
points of damage.
The
second head targets (Rolls a 4) AC 5 and rolls a 5, so it misses.
The
third head targets (Rolls a 2) AC 6 and rolls a 2, so it misses.
The
fourth head targets (Rolls a 1) AC 6 and rolls a 3, so it misses.
Pretty
crappy.
OK,
the chimera's turn (1-3/1-3/1-4/1-4/2-8/3-12)
I
will randomly assign the chimera's attacks to the heads on 01-50, it
will go to the body on 51-00.
Goat
horns: Roll a 5 an 10. So one hits (rolls) the body for 1 point of
damage.
Lion
claws: Roll a 9 and 6. So one hits (rolls) head #1 for 2 points of
damage.
Dragon
bite: Roll a 3, so it misses.
Lion
bite: Roll a 2, so it misses.
After
two rounds. We have the following:
Chimera:
39 hit points
Hydra:
head
1 6 hp
head
2 8 hp
head
3 8 hp
head
4 8 hp
head
5 8 hp
head
6 8 hp
head
7 8 hp
head
8 8 hp
head
9 8 hp
body
71 hit points
Next
round, the chimera wants to breathe fire and the hydra wants to bite.
The chimera rolls a 5 and the hydra rolls a 4. The chimera breathes
fire for 16 points, and the hydra rolls a 14 to make the save. The
hydra takes 8 points. I roll to see which head is spared … head
4.
Goat
horns: Roll a 17 an 2. So one hits (rolls) the head #6 for 2 points
of damage.
Lion
claws: Roll a 3 and 7. So one hits (rolls) head #7 for 1 point of
damage.
Dragon
bite: No bite, because it breathed fire.
Lion
bite: Roll a 15, so it hits (rolls) the body for 7 points of damage.
Now
the hydra bites:
The
first head targets (Rolls a 5) AC 2 and rolls a 14, so it hits for 6
points of damage.
The
second head targets (Rolls a 1) AC 6 and rolls a 13, so it hits for 6
points of damage.
The
third head targets (Rolls a 4) AC 5 and rolls a 16, so it hits for 3
points of damage.
The
fourth head targets (Rolls a 4) AC 5 and rolls a 18, so it hits for 1
points of damage.
OK,
end of round 3.
Chimera:
23 hit points
Hydra:
head
1 5 hp
head
2 7 hp
head
3 7 hp
head
4 8 hp
head
5 7 hp
head
6 5 hp
head
7 6 hp
head
8 7 hp
head
9 7 hp
body
56 hit points
New
round, so new intentions. The chimera rolls a 12, so it decides to
breathe fire again. The hydra is still bitey. Initiative, chimera
2, hydra 2, so simultaneous attacks.
The
chimera breathes fire for 12 points. The chimera makes its save and
takes only 6 points. Heads 7,8, and 9 are spared.
Goat
horns: Roll a 7 an 14. So they both hit and I roll it is one of the
heads. Because both goat horns are on the same goat head I rule that
they both hit the same hydra head. Makes sense to me. It is head #
7 and it takes 4 points of damage.
Lion
claws: Roll a 12 and 10. So they both hit heads #1 and #9 for 2
points each.
Dragon
bite: No bite, because it breathed fire.
Lion
bite: Roll a 3, so it misses.
The
hydra:
The
first head targets (Rolls a 4) AC 5 and rolls a 19, so it hits for 7
points of damage.
The
second head targets (Rolls a 3) AC 5 and rolls a 9, so it hits for 7
points of damage.
The
third head targets (Rolls a 3) AC 5 and rolls a 14, so it hits for 1
point of damage.
The
fourth head targets (Rolls a 2) AC 6 and rolls a 5, so it misses.
Chimera:
8 hit points
Hydra:
head
1 2 hp
head
2 6 hp
head
3 6 hp
head
4 7 hp
head
5 6 hp
head
6 4 hp
head
7 2 hp
head
8 7 hp
head
9 5 hp
body
50 hit points
The
chimera is in serious trouble. All the hydra's heads are still alive
and the chimera is at less than one-fifth of its starting hit points.
Things are starting to become inevitable.
New
round. The chimera decides to bite. The hydra attacks as always.
Roll for initiative. Chimera 2 and hydra 2, another simultaneous
combat.
Chimera:
Goat
horns: Roll a 18 an 16. So they both hit and I roll it is head # 4
and it takes 3 points of damage.
Lion
claws: Roll a 17 and 17. So they both hit the body for 3 points
total.
Dragon
bite: Rolls a 5, so it misses.
Lion
bite: Roll a 6, so it misses.
Hydra:
The
first head targets (Rolls a 6) AC 2 and rolls a 9, so it misses.
The
second head targets (Rolls a 5) AC 2 and rolls a 7, so it misses.
The
third head targets (Rolls a 2) AC 6 and rolls a 10, so it hits for 1
point of damage.
The
fourth head targets (Rolls a 1) AC 6 and rolls a 2, so it misses.
Chimera:
7 hit points
Hydra:
head
1 2 hp
head
2 6 hp
head
3 6 hp
head
4 4 hp
head
5 6 hp
head
6 4 hp
head
7 2 hp
head
8 7 hp
head
9 5 hp
body
47 hit points
Wow,
somehow the chimera got through that round and is still alive. It
helps that the hydra targeted the armored dragon part of the body,
causing the misses.
New
round and new intentions. Chimera will (rolls) breathe fire. Hydra
does the same-old. Chimera rolls a 3 and hydra rolls a 6. The hydra
goes first.
The
first head targets (Rolls a 3) AC 5 and rolls a 10, so it hits for 4.
The
second head targets (Rolls a 4) AC 5 and rolls a 3, so it misses.
The
third head targets (Rolls a 5) AC 2 and rolls a 1, so it misses.
The
fourth head targets (Rolls a 1) AC 6 and rolls a 18, so it hits for
7.
Dead
chimera. The hydra enjoys a nice three-course meal (goat, lion,
dragon) and lumbers away on those big old legs. All nine heads are
still alive.
Okay,
what happened. I think the massive hit point advantage of the hydra
was just too much for the chimera. In addition the chimera failed to
hit with its stronger bite attacks more than once. The hydra also
made its breath weapon saving throws. This was a mismatch and a
chimera might only be as tough as a 6 or 7 headed hydra.
Subscribe to:
Posts (Atom)