Monday, March 31, 2014
OUTER WARD THIRD FLOOR 3 TAPESTRY STORAGE.
3
TAPESTRY STORAGE. This room contains rolled tapestries. Fourteen
tapestries are ruined by wet and mold, seven tapestries are low
quality (1 to 20 gold crescent value) and thirteen tapestries are of
good quality (101 to 200 gold crescent value). Each is heavy at 400
to 700 (1d4+3 X100) gp weight. There are eight large glass windows.
OUTER WARD THIRD FLOOR 2 STATUE STORAGE.
2
STATUE STORAGE. This room is dominated by five statues. Three are
Triskelion statues (laughing, crying, scowling). One of the statues
is a coy nymph and the last is a satyr playing pipes. The laughing
Triskelion statue (southernmost) is lying on its side rather than standing upright.
There are three large glass windows.
If
anyone moves the fallen statue, it will disturb the egg sac of a
giant cinnamon spider. The sac will burst with a 'pop' and a fine
dust smelling like the spice will fill the room. Everyone in the
room must save vs poison or suffer 1-4 points of damage from the
toxic but fragrant contents as they choke and gag.
Sunday, March 30, 2014
OUTER WARD THIRD FLOOR 1 RED NAILS.
1
RED NAILS. There are six small glass windows in this room, four to
the north and two to the east. There are sixteen small wooden kegs
holding five different kinds of slightly rusty iron nails. They are
still quite serviceable.
Outer Ward Third Floor Wandering Monsters
This
level is much smaller and fragmented and random encounters will occur
much less frequently. Roll for random encounters using 1d6 once
every fifteen 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
1-2 Place
creature from nearby room
3 Place
creature from a nearby room in the Second Floor of the Outer Ward
4 Dungeon
Dressing
Dungeon
Dressing
1 Wailing
sound heard, coming from outside the building!
2 Muddy
footprints run for ten feet, then disappear
3 Dead
vulture, just skin and bones
4 Plain
wooden hair comb, decorated with Triskelion “radiating legs”
design
5 Pool
of water on floor, evaporates mysteriously as you watch
6 Left
hand of a stone statue, broken at the wrist
Encounter Key: Outer Ward Third Floor
The
Third Floor of the Outer Ward is divided into four towers. The
northeast tower is also known as the Bell Tower. It is the home of
the Triskelion family member known only as the bellman. The
northwest tower is the domain of a doppelganger who has assumed the
persona of the chief falconer. The southwest tower is the former
quarters of Ruggero Triskelion and his family and it is also known as
the Captain's Tower. It is now inhabited by wererats. The southeast
tower is a prison. It has been taken over by hobgoblins.
Like the lower floors, 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 twelve feet, unless otherwise noted. Many rooms have cressets for torches.
Like the lower floors, 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 twelve feet, unless otherwise noted. Many rooms have cressets for torches.
The Third Floor connects to the Second Floor only.
Saturday, March 29, 2014
OUTER WARD SECOND FLOOR 43 DRUNKEN GNOLL'S ROOM.
43
DRUNKEN GNOLL'S ROOM. The door to this room features the face of a
wolf, in relief, done in iron. The door is capable of being locked,
but is not. This is the home of an alcoholic gnoll who occasionally
serves as a bodyguard to Ulixes.
Blutog
the Gnoll (hp 12, bastard sword, 5 gold crescents, 7 silver spanners,
14 copper pieces)
He
is currently only slightly inebriated. The room is a wreck with torn
clothing and bedding scattered about. Fourteen bottles of whiskey
are here and eleven of these are empty or mostly so.
Friday, March 28, 2014
OUTER WARD SECOND FLOOR 42 YOU WEREN'T GOING TO READ THEM, ANYWAY.
42
YOU WEREN'T GOING TO READ THEM, ANYWAY. The door to this room
features the face of a elk, in relief, done in iron. The door is
capable of being locked, but is not. Three talon goblins are burning
books on a small metal brazier. You know, for fun.
Talon
Goblin (hp 5, scimitar, 20 silver spanners, 13 copper pieces)
Talon
Goblin (hp 6, footman's mace, 16 silver spanners, 21 copper pieces)
Talon
Goblin (hp 8, short sword, 4 silver spanners)
The
books are all works of philosophy or mathematics. There are five
left and they are each worth between 1 and 6 copper pieces.
There
are two beds and a pile of blankets on the floor. Sleeping under one
of the blankets is a giant fire beetle (hp 6). The goblins have no
idea it is there.
Thursday, March 27, 2014
OUTER WARD SECOND FLOOR 41 GOBLIN MAGE'S STASH.
41
GOBLIN MAGE'S STASH. The door to this room features the face of a
owl, in relief, done in iron. It is locked. The room is in a
pristine state, with two beds, two footlockers and two large glass
windows in the west wall. One of the footlockers holds Ulixes
spellbook:
First Level Magic User Spells:
First Level Magic User Spells:
Magic
Missile, Push, Read Magic, Shield
Second Level Magic User Spells:
Audible
Glamer
Second Level Magic User Spells:
Wednesday, March 26, 2014
OUTER WARD SECOND FLOOR 40 PIG PEN.
40
PIG PEN. The door to this room is broken open and its locked
smashed. It features a iron lion face. Inside the furniture has
been removed and six normal pigs are in an enclosure. A feeding
trough and four buckets of slop are against the north wall. A large
cask holds water. The floor is covered with straw.
Tuesday, March 25, 2014
OUTER WARD SECOND FLOOR 39 GOBLIN MAGE'S ROOM.
39 GOBLIN MAGE'S ROOM. The door to this room features the face of a
bull, in relief, done in iron. The door is capable of being locked,
but is not. It is the home of the talon goblin mage and
his pet war dog (hp 8).
Ulixes,
third level male talon goblin CE magic user (AC 5 hp 11 S 12 I 16 W
11 D 10 C 12 CH 10)
First
Level Magic user Spells:
Magic
Missile, Shield
Second
Level Magic User Spells:
Audible
Glamer
Ulixes
carries a silver dagger, the key to his room (graced with a bull head
design), the key to room 41 (owl head design), and two pouches. The
first contains contains 33 gold crescents and topaz worth 100 gold
crescents. The second holds three packets of powdered brass used for
the Push spell and two lumps of red wax used for the Audible
Glamer spell. He wears purple robes and ring of protection
+1.
Ulixes
is the nominal leader of the goblins in the inn, although he is not
as popular as he hopes to be. If given the opportunity, he may ally
with the party, although he is deceitful and treacherous. His main
goal is to defeat his rival Straglietti (Outer Ward Ground Floor Room
61) and unite the talon goblins himself. Of course, given the
fractious nature of talon goblins, such a plan is most likely doomed
to failure.
The
room is decorated in purple with drapes and bolts of purple cloth
haphazardly scattered about the place. There are five large glass
windows. The bed has purple bedsheets, blankets and pillow case. A
nightstand holds an ornate clear crystal lens in a silver band
(valued at 15 gold crescents) which can be used for the Read Magic
spell.
Monday, March 24, 2014
OUTER WARD SECOND FLOOR 38 BRIDAL SUITE.
38 BRIDAL SUITE. The door to this room features the face of a
boar, in relief, done in iron. The door is capable of being locked,
but is not. Two talon goblin women are taking their ease here,
drinking from wine glasses of fruit juice spiked with bathtub
moonshine. They are dressed as brides.
Female
Talon Goblin (AC 7 hp 5, scimitar, copper comb worth 4 silver
spanners and a gold chain necklace worth 2 gold crescents)
Female
Talon Goblin (AC 7 hp 2, dagger, 1 giant ancient gold coin, with a
hole punched in it, used as a necklace with an iron chain, valued at
6 gold crescents)
There
are three large glass windows. There are two neatly made beds and a
wardrobe filled with clothing made for human women.
Sunday, March 23, 2014
OUTER WARD SECOND FLOOR 37 CONFERENCE ROOM.
37
CONFERENCE ROOM. This room was once used by guests for private
parties, but has been turned into a storage area by the goblins. A
long mahogany table has been pushed against the east wall and
fourteen chairs have been piled next it. There are several barrels
and kegs pressed against the table and there are four large glass
windows on the north wall.
The
talon goblins keep a pet large spider (hp 6) who lives under the
table (at least they think of it as a pet). It is hard to see
because of the barrels. If anyone moves or investigates the barrels
or kegs, the spider will strike, surprising on a 1-4 in 6 as it
scuttles out.
In
all, there are seven barrels of salt pork and eight kegs of small
beer. Moving them will reveal two bottles of whiskey and four large
cheese wheels wrapped in red wax.
Saturday, March 22, 2014
OUTER WARD SECOND FLOOR 36 LANDING.
36
LANDING. The two talon goblins in this room are playing an impromptu
game by throwing their daggers at a portrait of a pompous looking
young man in a blue wig.
Scevelo,
an oversized talon goblin (AC 5 HD 2 hp 11, footman's flail, dagger,
8 gold crescents, 21 silver spanners, gold nose-ring worth 2 gold
crescents)
Gippo,
a talon goblin flunky (hp 4, short sword, dagger, 7 silver spanners,
1 copper piece)
The
portrait is labeled “Absolon Triskelion” and is signed “Patrizio
Triskelion”. It is very damaged.
OUTER WARD SECOND FLOOR ROOMS 36 TO 43 INN OF THE GRINNING BEAR.
ROOMS
36 TO 43 INN OF THE GRINNING BEAR. Any wandering monsters
encountered in this area will either be one of the occupants of these
rooms or will be from Rooms 36 to 51 of the First Floor.
Friday, March 21, 2014
OUTER WARD SECOND FLOOR 35 CROSSBOW WORKSHOP.
35
CROSSBOW WORKSHOP. Three hobgoblins are inspecting this room.
Hobgoblin
(hp 9, black iron trident, 3 gold crescents, 8 silver spanners, 12
copper pieces)
Hobgoblin
(hp 3, black iron footman's mace, 2 gold crescents, 12 silver
spanners, 7 copper pieces)
Hobgoblin
(hp 4, black iron broadsword, 3 gold crescents, 1 silver spanner, 4
copper pieces)
They
all wear black Triskelion livery over their armor. They are part of
the group that works for Vicenne Triskelion (Inner Ward Ground Level
Room 47). They have not picked up any of the crossbows yet (see
below), but are certainly savvy enough to do so if the adventurers
give them the chance to engage in missile combat.
This
room was used for building and repairing crossbows. There are four
heavy wooden tables and several weapons racks. There are four large
glass windows, two the the north and two to the southeast.
The
four large worktables contain shaped wood and string necessary to
build five heavy crossbows and materials to complete twenty seven
heavy bolts.
The
weapon racks hold seven heavy crossbows, four light crossbows, fifty
nine heavy bolts and fifty seven light bolts.
Thursday, March 20, 2014
OUTER WARD SECOND FLOOR 34 EMPTY ROOM.
34
EMPTY ROOM. Stairs lead down to Room 6 of the First Floor and up to
Room 24 of the Third Floor.
Wednesday, March 19, 2014
OUTER WARD SECOND FLOOR 33 WASH ROOM.
33
WASH ROOM. This room holds a basin for water, now empty, and a pipe
with a faucet, but the system does not work. The door to Room 32 is
painted pink and is open. The water closet to the south is
unremarkable with a small window located high near the ceiling.
Tuesday, March 18, 2014
OUTER WARD SECOND FLOOR 32 PINK ROOM.
32
PINK ROOM. When approached, both doors to this room will be open.
This room is painted entirely in pink, including the floorboards and
ceiling. When all the characters have entered, both doors will slam
shut and pink silhouettes of the characters will begin peeling
themselves off the wall.
Creepy
Pink Silhouettes (AC 9, HD 2, hp 13 each, attack as a level 2 fighter
once per round with razor sharp edges for 1-8, xp 46 each)
The
silhouettes are nearly two-dimensional, having a thickness of only a
few millimeters. After the silhouettes have peeled off, there will
be dirty gray areas in the shape of the silhouettes. Once every
silhouette has been defeated, the doors will reopen by themselves.
There are no windows, but the pink surfaces give off a weird light.
Once defeated by the party, the silhouettes will not reappear for the
next week and the room can be traversed safely until then.
Monday, March 17, 2014
OUTER WARD SECOND FLOOR 31 GUARD ROOM.
31
GUARD ROOM. This homely room holds a modest table and two chairs. A
small pile of ashes is on the floor, as if someone has recently
burned incense or has made a small fire out of paper. Three glass
windows are present in the south wall. The door to Room 32 is
painted pink and is wide open, invitingly.
Sunday, March 16, 2014
OUTER WARD SECOND FLOOR 30 BEDROOM.
30
BEDROOM. This room was once a barracks for six of the captain's
picked men. The inhabitants remain as skeletons (hp 8, 7, 7, 5, 5,
4). They use short swords and wear tattered Triskelion uniforms.
The weakest wears a gold bracelet worth 35 gold crescents. Their
bunks and footlockers are here but everything of real value is
missing. Six small glass windows, each with an unusual crescent
shape, are present in the north wall. Sunlight streams in from the
enchanted garden.
Saturday, March 15, 2014
OUTER WARD SECOND FLOOR 29 BEDROOM.
29
BEDROOM. The door to this room is capable of being locked, but is
not. This was once the home of two promising well-born young
warriors, brothers and good friends of the captain. They are now
ghouls (hp 14, 12).
This
spacious room, once elegant, has fallen into decay. The three
windows in the north wall are tightly shuttered to keep away the
sunlight. The stench is stifling. Two bunks are overturned and
nests have been made out of clothing and bones. The dresser is
pushed against the wall and the wardrobe is lying on its side. This
room contains the brothers' old chain armor, shields, and longswords.
None of the items are magic and they are in poor repair. A diligent
search through the rubbish of the room will uncover the mostly-eaten
corpse of a gnome. It wears shredded studded leather armor and
carries a purse of 3 electrum lugdushes and 35 copper ganes.
Friday, March 14, 2014
OUTER WARD SECOND FLOOR 28 COMMON ROOM.
28
COMMON ROOM. This was the common room for the men who lived in Rooms
29 and 30, Ruggero's personal guards and retainers. It contains
three windows in the east wall. Twelve chairs and three wooden
tables are scattered irregularly around the room. The whole place is
dusty and cobwebbed. The claw-like tracks of the ghouls who reside
in Room 29 can be seen coming and going, if looked for.
Thursday, March 13, 2014
OUTER WARD SECOND FLOOR 27 WIDE HALL.
27
WIDE HALL. This hall is decorated with seven normal shields bearing
the Triskelion design. Three stained glass windows to the south are
decorated with the sun, a tree, and a tower. Stairs lead down to
Room 33 of the First Floor and up to a corridor on the Third Floor.
The long passage that connects this room to Room 31 is crenelated and
open to the sky.
Wednesday, March 12, 2014
OUTER WARD SECOND FLOOR 26 TREASURE ROOM.
26
TREASURE ROOM. Ruggero kept his most valuable items hidden here.
There is a large locked iron-bound wooden chest, a sword and a spear
propped against the south wall, and a small iron box.
The
iron-bound chest holds 342 gold crescents in loose coins and a bag of
83 silver spanners.
The
sword is a longsword +1,
+3 vs. lycanthropes & shape changers and the spear is
a spear +1.
The
iron box is locked and armed with two traps. The first releases a
cloud of choking dust which is annoying but not harmful. This trap
is intentionally easy to find, allow a +10% on a detect traps roll.
The second trap is a needle trap, difficult to find (-5% on the
roll), which contains poison. Once lethal, this poison will now
merely blind those who fail their save vs poison for 1d4+2 days. The
box contains a map which describes a cave outpost of a band of
outlaws led by Alighieri the Bold.
This
lair is six miles to the north. What the party will not realize is
that the cave is now the den of a pair of owlbears (hp 31, 24). They
killed off the bandits years ago but the bandit treasure remains:
387 gold crescents, 512 silver spanners, and 834 copper pieces in
three massive chests. Buried three feet below them is a fourth small
wood chest containing two
potions of fire resistance (white with a minty taste) and a rope
of climbing.
Tuesday, March 11, 2014
OUTER WARD SECOND FLOOR 25 SANCTUARY.
25
SANCTUARY. When the party enters this room, they will be attacked by
Ruggero Triskelion, a lemure, and his two skeletal war dogs.
Each dog wears a black leather collar with bronze spikes.
Ruggero Triskelion, Lemure (AC 7; MV 3”; HD 3; hp 17; #AT 1; D 1-3; SD Regenerate 1 hit point each round, limited spell immunity; XP 116)
Ruggero Triskelion, Lemure (AC 7; MV 3”; HD 3; hp 17; #AT 1; D 1-3; SD Regenerate 1 hit point each round, limited spell immunity; XP 116)
The first (north) tapestry depicts an angry-looking man with brown hair (Ruggero) hunting and killing a unicorn. The second (east) is a massive battle prominently showing Ruggero dispatching an opposing knight in red and gold. The third (south) is a combat between a giant and Ruggero mounted on a nightmare. In each tapestry, Ruggero's two war dogs are each given a prominent position. Because they each wear a black leather collar with bronze spikes, the characters may realize that the skeletal dogs in the room are the same as the ones in the tapestries. Each tapestry has a value of between 251 and 350 gold crescents (1d100+250) and they each weigh about 700 gp weight. The secret door to room 26 is behind the south tapestry. It is operated by pulling on a stone which sticks out from the wall a little more than the others.
The books in the bookcase are educational literature on weapons, armor, riding, war strategy, sailing, and hunting.
The water closet is simple with a gray tiled floor and a small window high in the wall. Hot and cold running water was once available from two faucets and a basin is here to catch the water, but the system is now dry.
Monday, March 10, 2014
OUTER WARD SECOND FLOOR 24 CAPTAIN'S ANTECHAMBER.
24
CAPTAIN'S ANTECHAMBER. The door to this room is locked. The doorway
is trapped with a mechanical swinging blade that causes 10 hit points
of damage, 5 if a save vs petrification is made. It will activate
when someone attempts to open the door. The trap has not been
activated in a long time, so there are no telltale blood-spills to
warn of its existence, however, close inspection of the door-frame
will reveal a thin slit where the blade exits. There is also an oil
stain from the oil used to keep the blade swinging efficiently.
The
room was the office of Ruggero Triskelion, the captain of the Outer
Ward. There is a huge wooden desk facing the door to Room 23. The
large wooden padded chair behind the desk is massive. Four smaller
chairs are placed before the desk. The east wall holds three large
stained glass windows.
A
desk contains dated correspondence, death warrants, and requisitions
for money, armor, and weapons. The are inkwells and quills on the
top of the desk and there are five drawers. Two are empty, one
contains miscellaneous worthless items (scraps of paper, iron nails,
a candle) and the captain's personal wax seal (three daggers
radiating from a central point) with wax and necessary effects. The
next drawer contains a small bag of 15 gold crescents and the last
drawer holds a silver and sapphire bracelet (200 gold crescents) and
a brooch of shielding
(looks like an silver brooch in the shape of a swan worth about 30
gold crescents).
Ruggero's
large chair is almost a throne and his crest (the three radiating
daggers) is inscribed above the headrest.
Each
stained glass window features a Triskelion face. The scowling man is
in the center while the laughing man is to his right and the crying
man is to the left.
Sunday, March 9, 2014
OUTER WARD SECOND FLOOR 23 WAITING ROOM.
23
WAITING ROOM. Those desiring to call upon the captain of the Outer
Ward often waited for him here before being allowed a visit. A desk
is in the southwest corner. A plain but comfortable chair and
several green and white striped couches are arranged about the room.
Three small tables are also present.
Saturday, March 8, 2014
NEW MAGIC ITEM: LOFNAR'S SWORD
This
shortsword is rumored to have belonged to the fabled hero Lofnar. It
is fashioned from a strange bluish purple metal. The grip is black
leather and the pommel features the face of a lion. Written in black
letters on the blade is the word “Lofnar”. It has the following
characteristics:
- Intelligence of 12 and ego of 7, neutral good
- +1 sword, but in the hands of a neutral good person it is always +3 to hit as well
- It can communicate through a strange form of telepathy (if it chooses) and sounds like a young child, though it can only “talk” when being held by the grip
- The user may also detect magic in a 1” radius for one turn, twice a day
- Anyone holding the sword is also capable of talking with Lofnar's dragon
- Unlike many other magic swords, it does not shed light
XP
VALUE: 900
GP
VALUE: 4,000
NEW MONSTER: TRIGINTIPEDE
TRIGINTIPEDE
FREQUENCY:
Rare
NO.
APPEARING: 2-8
ARMOR
CLASS: 7
MOVE:
15”
HIT
DICE: 2
%
IN LAIR: Nil
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 2-5
SPECIAL
ATTACKS: Weakness
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
As non-intelligent monster
INTELLIGENCE:
Non-
ALIGNMENT:
Neutral
SIZE:
M (5' long by 1½ ' wide)
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: III/ 65 + 2/hp
These
thirty legged myriapods enjoy feeding on cellulose and cloth, as well
as on fresh meat or carrion. They are extremely aggressive and will
bite without provocation. Their bite causes weakness if a saving
throw vs poison is not successful. Victims will lose 50% of their
strength, with a 3 being the minimum. Treat those with 18% strength
as 18 for this effect. The effect is not cumulative, so those bitten
by the trigintipede twice need not fear further strength reduction.
Strength will recover at the rate of 1 point per turn.
Trigintipede
body segments have alternating coloring in yellow, red, and black.
The head is always red with beady black eyes.
OUTER WARD SECOND FLOOR 22 POLYPEDAL PERIL.
22
POLYPEDAL PERIL. Five trigintipedes (11, 6, 9, 9, 8) will attack
when either door is opened.
In
addition to the above, there are three dead triginitipedes and two
dead adventurers. In fact, the party will disturb the myripaods as
they feed on the dead. Large quantities of wooden planks were also
being stored here, perhaps they were placed here in anticipation of
making an addition to the castle. There are six large glass windows
to the west, giving a view of the rushing river and the Inner Ward.
The
first dead adventurer is a human female in chain armor. She had a
footman's mace +2 and wore a backpack which contains a crude
wooden holy symbol of a sort unfamiliar to the characters, 45' of
rope, flint and steel, 3 torches, 2 weeks iron rations, and 33 silver
spanners.
The
second dead adventurer is a male dwarf in leather armor. He had
Lofnar's sword and also wore a backpack with thieves' tools, a
tiny shovel, a pair of fine leather gloves, 3 weeks standard rations,
and 2 torches. He wore a moneybelt with 17 gold crescents, 2 silver
spanners, and 8 copper pieces.
Friday, March 7, 2014
FRIDAY NIGHT FIGHTS: GRIFFIN VS MANTICORE
Well,
the time has come for another Friday Night Fights. This time we will
pit some flying monsters against each other. Now I certainly intend
on doing some aerial combat at some point, but for now I am going to
assume that our combatants are meeting on the ground. In aerial
combat the griffons could choose to either use their bite or claws,
while the manticores could only use claws (and spikes).
NO.
APPEARING: 2-12
ARMOR
CLASS: 3
MOVE:
12”/30”
MANEUVERABILITY
CLASS: C (D when mounted)
HIT
DICE: 7
NO.
OF ATTACKS: 3
DAMAGE/
ATTACK: 1-4/1-4/2-16
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 7
INTELLIGENCE:
Semi-
ALIGNMENT:
Neutral
SIZE:
L
HIT
POINTS: 34, 33
They
don't really have any special attacks, but never back down when
defending the nest. Griffins need a '9' to hit an AC 4 manticore.
Next
we have two manticores. Let's say these are two male adults out
looking for trouble. Let's call them Manny and Monty.
NO.
APPEARING: 1-4
ARMOR
CLASS: 4
MOVE:
12”/18”
MANEUVERABILITY
CLASS: E
HIT
DICE: 6+3
NO.
OF ATTACKS: 3
DAMAGE/
ATTACK: 1-3/1-3/1-8
SPECIAL
ATTACKS: Tail spikes
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 7
INTELLIGENCE:
Low
MORALE:
78%
ALIGNMENT:
Lawful evil
SIZE:
L
HIT POINTS: 27,
34
Can fire up to 4
volleys of tail spikes (18' range as a light crossbow, 1-6 hit points
of damage per hit). They need an '10' to hit an AC 3 griffin.
This
fight will take place in the great outdoors. Each monster is
searching for its favorite meal. The griffins are searching for
horses, while the manticores are looking for men. But the manticores
come too close to the griffin's nest, and the monsters fight.
Let's
see about surprise and encounter distance. The griffins roll a 1 and
the manticores also roll a 1, so both are surprised, but the effect
is canceled because they have the same value. Now we look at
encounter distance. Outdoors is 6”-24” and I roll a 13, so
factoring in the -1 for surprise, we get 12” distance.
Next
we declare intentions. The manticores will fire their spikes and the
griffins will close to attack. Now roll for initiative. Griffins
roll a 2 and manticores roll a 3.
The
first manticore fires its spikes at griffin 2 and the second
manticore fires them at griffin 1, but they roll a 6 and 7, so both
miss. Now the griffins have closed the distance by the end of the
round and we are in melee.
New
intentions and we have both sides melee-ing. Roll for initiative.
Griffins roll 3 and manticores 4, so the manticores get to go first
again. Manticore 1 rolls an 8, 15 and 18 and aims for griffin 1. It
hits for 9 points of damage ( I rolled an '8' for the bite attack).
Manticore 2 rolls 4, 10, and 11, and hits griffin 2 for 4 points of
damage.
Griffin
1 rolls 17, 9, and 2 and hits manticore 1 for 5 points of damage.
Griffin 2 rolls 14, 8 and 9 and hits manticore 1 for 9 points of
damage.
End
of round 2.
Peter
Griffin - 25 hp
Lois
Griffin - 29 hp
Manny
Manticore - 13 hp
Monty
Manticore - 34 hp
Next
round, new intentions. They continue to melee. Roll for initiative.
Griffins roll 1 and manticores roll 3. Manny rolls 1, 16, 13 and
hits Peter Griffin for 10 points (I rolled another '8' for the bite
attack!) Monty rolls 9, 5, and 10 so it hits once for 7 points, also
on Peter. I'm deciding targets randomly.
Peter
Griffin rolls 4,7,4! All misses. Lois rolls 4,1, 12 and hits once
with the high damage attack, doing only 2 (I rolled 2 '1's) points to
Manny. Weird dice rolls are strangely favoring the manticores.
End
of round 3.
Peter
Griffin - 8 hp
Lois
Griffin - 29 hp
Manny
Manticore - 11 hp
Monty
Manticore - 34 hp
New
round, the combatants still are going all out on melee attacks.
Initiative roll: griffins roll a 6 and manticores roll a 6, so
simultaneous combat occurs.
Peter
Griffin rolls a 1, 11, 13 and hits Monty for 6 points. Lois Griffin
rolls 10, 4, 12 and hits Manny for a total of 12 points. This will
be enough to reduce him to -1 and he is killed (or starts bleeding
out).
Manny
rolls 19, 10, 1 and hits Lois for 4 points. Monty rolls 17, 1, 14
and hits Peter for 5 points.
End
of round 4.
Peter
Griffin - 3 hp, looking in trouble
Lois
Griffin - 25 hp
Manny
Manticore - dead
Monty
Manticore - 28 hp
Now
Monty must roll for morale. His morale is 78%, which is computed
based on hit dice. It is base 50% +5% for each hit die over 1, and
+1% for each +1 added to hit points. For a 6+3 hit die monster, that
is 50 + 5 X 5 + 3 = 78. The roll will be at +15% for losing half of
the fighting force and another +10% for taking casualties without
inflicting any (DMG p 67). I roll a 15, so that is modified to 40,
still not enough to cause the manticore to back down.
They
continue to melee. The griffins roll a 5 and the manticore rolls a
1.
Peter
rolls a 7, 16, 16 and does 8 points. Lois rolls 17, 20, 7 and does 3
points. Monty rolls 2, 14, 19 and does 4 points to Peter, killing
him.
End
of round 5.
Peter
Griffin - dead
Lois
Griffin - 25 hp
Manny
Manticore - dead
Monty
Manticore - 17 hp
New
round requires new intentions, and they continue to claw and bite.
Lois rolls a 1 for initiative, but Monty rolls a 5 and gets to go
first. He rolls 8, 11, 20, and does a total of 5 points of damage to
her. Lois rolls 17, 20, 4 and does 8 points of damage.
End
of round 6.
Lois
Griffin - 20 hp
Monty
Manticore - 9 hp
This
doesn't look good for Monty and I rule he has to face another morale
check. His roll is still at +15% for losing half the force (and more
than half his hp), but he has killed a griffin, so we don't add the
extra +10% on. I roll a 86, which gets increased to 101, and his
morale fails. 101-78 = 23 so the manticore will “disengage-retreat”
The
griffin gets a free set of attacks as against a stunned opponent,
which means +4 and she only needs a 5 to hit. She rolls 1, 18, 19 and
hits for 11 points, killing the fleeing manticore.
The
griffins probably should have been favored here. They had slightly
better AC and potential for much better damage, but otherwise they
were similar and I could have seen this going either way.
OUTER WARD SECOND FLOOR 21 SECRET PASSAGE.
21
SECRET PASSAGE. The passage (built into the wall) between Room 20
and the Inner Ward only allows single file.
The
covered pit trap will always allow the first person to cross. Each
person after that has a 3 in 6 chance of setting off the trap. It
will drop them into a twenty foot deep pit. Anyone in the pit will
be able to hear rushing water from the river directly below them.
The cover will reset by itself in six hours.
Thursday, March 6, 2014
OUTER WARD SECOND FLOOR 20 CORNER ROOM.
20
CORNER ROOM. The windows, three to the northwest and two to the
south, are broken, letting in a breeze which can sometimes make this
room cold. A mounted Triskelion shield is on the west wall. A
standing set on antique man-sized black iron platemail is in the
southeast corner, holding a black iron halberd. Both are in good
condition and can be used, but the mail has the Triskelion design on
its breastplate.
The
Triskelion shield features three white legs radiating from a central
point on a black field. Turning the Triskelion legs like a wheel
(either direction) will release the catch and a secret door will
slide open of its own volition. It leads to Room 2 of the Second
Floor of The Inner Ward. The door can also be opened from the secret
corridor, a simple handle serving that purpose.
The
long passage that connects this room to Room 22 is crenelated and
open to the sky.
Wednesday, March 5, 2014
OUTER WARD SECOND FLOOR 19 PARLOR.
19
PARLOR. Three gralkin are drinking here, each is dressed as a
footman. They are not hostile and will invite the characters to
drink with them.
Black
Swan (hp 6, longsword)
Crow
(hp 5, longsword)
Red-headed
Woodpecker (hp 6, military fork)
This
room is well lit by four large glass windows in the south wall. Four
small tables and six comfortable padded chairs are here. A serving
table is against the east wall holding a battered teapot and twelve
chipped teacups. The teapot doesn't hold tea, however, instead it is
high quality brandy.
Tuesday, March 4, 2014
OUTER WARD SECOND FLOOR 18 STATUES.
18
STATUES. Three Triskelion statues are present in this room. The
northern-most is the scowling Triskelion statue and it holds a nine
tailed whip. The middle statue is laughing and holds a sword. The
southern is crying and holds a staff in its right hand, but it has
had its left hand violently removed, as if by some great force. Each
statue is back-lit by a small glass window.
Monday, March 3, 2014
OUTER WARD SECOND FLOOR 17 CONSTRUCTION EQUIPMENT.
17
CONSTRUCTION EQUIPMENT. This room is filled with raw materials and
tools for carpentry and masonry, such as beams, saws, hammers, etc.
Stairs go up to Room 11 on the Third Floor and down to Room 25 on the
First Floor.
Sunday, March 2, 2014
OUTER WARD SECOND FLOOR 16 STUDIO.
16
STUDIO. In the center of the room sits an easel with a bizarre
unfinished painting of a bird-faced man on it. As the adventurers
enter the room, they will hear a sickening wet noise, as the painting
comes to life and crawls out of the canvas. It has the body of a man
and the head of a bird, but is terribly incomplete. The skin is
absent, displaying exposed bone and muscle. The right arm and leg
are just stumps, but the left hand is instead a bird-like claw. The
thing will shuffle forward to attack, screeching horribly.
Animated
birdman painting (AC 10, HD 4, MV 3”, hp 19, attacks with claw for
2-9 and bite for 2-5, Size M, xp 136)
As
it strikes characters, its exposed veins and arteries will burst,
leaving red smears on their bodies, that will later prove to be made
of red paint. If it is killed it will dissolve into a colorful smear
on the floor.
A
palette with dried paint lies on the floor and a stool stands before
the easel. A table along the east wall holds pigments, brushes,
mortars and pestles. Although some of the paraphernalia is usable,
all of the inks and pigments have gone dry. The walls are made of
irregularly shaped stones fitted together and the floor is yellowed
wood. Two large glass windows are here, overlooking the first floor
garden, and sunlight pours in.
Saturday, March 1, 2014
OUTER WARD SECOND FLOOR 15 GALLERY.
15
GALLERY. The walls are white and smooth and the floor is carpeted in
dark red. The white tiled ceiling sheds light. There are six large
paintings. No windows are present.
The
white walls are made from a firm hard substance of a type never
encountered before by the characters.
The
light-emitting ceiling is not magical and will not detect as
such, it is actually a strange luminescent paint.
The
paintings are of men, women and children engaging in activities of
daily life, traveling, feasting, etc. What is disturbing is that all
of the people in the paintings have bird heads. Each painting is
signed "Patrizio Triskelion".
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