Wednesday, April 30, 2014


4 BLEAK ROOM. Six skeletons are here, equipped in the same way as the skeleton in Room 3.

6 Skeletons (AC 7; MV 12"; HD 1; hp 2, 2, 4, 5, 5, 7; #AT 1; D Short sword; SD Sharp weapons score half damage only, limited spell immunity; XP 16, 16, 18, 19, 19, 21)

These were guards leftover from the garrison. The toughest skeleton still has a pouch containing 4 silver spanners and an eye agate (10 gold crescents) attached to his belt.

This room is bare of all furnishings. The walls are paneled in oak. It is always cold here, even in high summer. There are five small boarded up windows.

Tuesday, April 29, 2014


3 MASON'S WORK ROOM. The door to this room is open. A single animated skeleton has somehow found its way here.

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

Like his fellows in Room 4, he is wearing tattered Triskelion livery and holds a rusty short sword.

The walls are of dressed stone. Rough stone blocks of various sizes are kept here along with hammers and chisels. There are five open windows in the east wall. Each is fitted with dirty glass panes. The bottom of the wooden entrance bridge is visible from this room.

Monday, April 28, 2014


This ring is fashioned of silver and is decorated with a green gem with a black slit resembling a feline eye. The wearer gains infravison to 90' and can speak with felines of all types, including fantastic monsters that are part feline such as dragonnes, chimerae, and sphinxes.

XP VALUE: 1,250

GP VALUE: 6,000


2 ROOM OF THE PIT. The corridor leading to this room slopes down sharply so that the floor of this room is fifteen feet below the floor of Room 1. A dark pit or well is in the center of the room. A bag is suspended by a rope from the ceiling, and the somewhat fresh corpse of a man lies on the ground. The air smells of rotting eggs.

The pit is seven feet in diameter and has a depth of sixty feet, the last twenty of which is full of foul water. Water is not all that is in the pit, a toxic gas emanates from the well and the man, a thief, has succumbed to it. The first round the adventurers spend in the room, they will feel lightheaded. Every round after that they must roll a save vs dragon breath or suffer a point of damage. If they fail a save three times in a row, they have fallen unconscious for 1d6 turns and will continue to take damage automatically.

The bag above the well is fifteen feet above the floor. The rope holding it to the ceiling rafters is quite ordinary. If the adventurers want to retrieve it they will most likely have to avoid having it fall in the pit, which it will do if they simply cut the rope somehow. There are many ways the party could solve this problem (flying, tying together 10' poles, shooting it down with an arrow, etc.) but they all take time. Remember to keep track of the time the party spends in the room and have them make their saving throws. The gas will not start to affect them until they enter the room proper, but the effects will continue until they exit through the secret door returning to Room 1.

The bag holds the following:

  • Wand of Metal and Mineral Detection, 27 charges, cherry wood with a steel tip, 16 inches long, command is "hiccius doccius", inscribed on side of wand.
  • Potion of Polymorph Self (green, tasteless, and odorless). The potion is in a glass vial and may shatter if not handled properly, such as crashing to the floor (requires a saving throw on Saving Throw Matrix For Magical And Non-Magical Items, AD&D Dungeon Master's Guide page 80).

The thief's corpse has a dagger, fifty feet of rope, thieves' tools, and a pouch holding 17 silver spanners, 15 copper pieces, and a very small opal valued at 30 gold crescents.

Sunday, April 27, 2014


1 RED WOOD PANELED ROOM. The walls and floors are decorated in attractive red paneling. It is heavily cobwebbed but has a pleasant smell due to the wood. The stairs lead up to Room 3 of the Ground Level. There are eight dirt-streaked windows of thick glass, four in the north wall and four to the east. The secret door to the west is opened by sliding a panel of stone. The stone in question is marked by a dash of blue paint.

Encounter Key: Outer Ward Lower Level

The Lower Level of the Outer Ward is occupied by several undead monsters. Its original purpose was to house the stable hands and the smith who took care of the horses in the stable, an outer building which has since been destroyed. In most areas, the floor is ten feet below the ground level and the ceiling height is very cramped for the castle at eight feet. The place is cold and drafty. Most rooms have indentations for torches. Note that Rooms 14 and 15 are not connected to the rest of the level, and are somewhat deeper than the rest of the level.

This level directly connects to the Ground Level of the Outer Ward and to Level 1 of the Upper Dungeons.

The monsters in the main portion of the level consist of undead: mindless skeletons, filthy ghouls, and a ghastly member of the Triskelion family. Other monsters avoid the level, but that could change if the current inhabitants are wiped out.

Some unusual skeletons used in the level are based upon the rules included in the Dungeon Master's Guide, page 41, under Third Level Cleric Spells: Animate Dead. When clerics are attempting to turn or compel the special skeletons in Rooms 5 and 9, I recommend using the following method. These special skeletons should be treated as multiple skeletons based upon their hit dice. In other words, the bugbear skeleton in Room 5 can not be turned unless the cleric rolls a 3 or higher on the 1d12 roll needed to find the number of undead affected.

The separate mini-dungeon in Rooms 14 and 15 is the home of an ogre who was once employed by the Triskelions. He will not be found roaming the remainder of the Lower Level, although he may be encountered as a wandering monster on the Ground Floor.

It is not recommended to have random encounters on this level, as the current denizens are not likely to wander, and residents of other levels avoid the place. Naturally, if the adventurers clear the level, it will become subject to wandering monsters again. The random encounter table for the Ground Level of the Outer Ward may be used in such a circumstance. If the dungeon master wishes, they may include dungeon dressing for this level. You may place dungeon dressing at your whim or roll using a 1d6 once every three to four turns, using dressing from the table below on a roll of 1.

Dungeon Dressing

A blast of icy air
Creaking of the timbers above, as if something is walking above you, then a sudden 'thump'
Dozens of white moths, they are attracted to your mouths and try to fly in
The sound of sobbing in the distance
The sound of dripping water, it appears to be coming from inside the wall, a rush and then it stops
Wood shavings
Empty potion bottle, a green film is still in the bottom but not enough to have any effect
Ash on the floor with skeletal footprints
A dead giant rat sans head, bitten off
Someone has scrawled something on the wall with a dagger. It reads “leave now” or “It's too late for me”.

Saturday, April 26, 2014


29 PRISON CELL. The door is locked and holds a small barred window. There are also three small barred windows in the walls of the chamber. There are thirty four sets of manacles on the walls. Faldo Osenheim, a gnome adventurer, is chained to one set.

Faldo Osenheim, Neutral Good male gnome Illusionist/Thief (AC 7; MV 6”; I1/T2; hp 2 (normally 5); #AT 1; D By Weapon Type; SA Spell use; S 8, I 16, W 7, D 17, C 14, CH 12; XP 68 (normally 155))

Thief skills
PP 40%, OL 44% F/RT 35% MS 31% HS 25% HN 20% CW 71% RL -

Faldo is unarmed and wounded. Faldo is normally a bit dirty looking and unkempt, but he now in a truly pitiful state, clad only in a loose stained loincloth and not expecting rescue.  He is currently out of spells

Faldo was part of an adventuring party.  The full complement of adventurers were Faldo, Barca (Ground Floor Outer Ward, Room 59), Alara Knacktha (Lower Level Outer Ward, Room 14), her brother Obel Knacktha (Ground Floor Inner Ward, Room 60), and Rosalba (Ground Floor Inner Ward, Room 62

He will ask the party if they have found his comrades, and if he is returned to civilization he will attempt to organize a rescue for them, with or without the player's help.  Though he has been profoundly affected by his ordeal, he was previously cheerful, a bit of a hedonist, and prone to practical jokes. 

Friday, April 25, 2014


28 PRISON CELL. The door is locked and holds a small barred window. There are twenty six sets of manacles on the walls. Emiliano Triskelion occupies one set. Three normal human skeletons clad in rags are also chained here. One has a gold tooth worth two silver spanners. The room holds three small barred windows upon its walls.

Emiliano Triskelion, Lawful Good male human Paladin (AC 10; MV 12”; P3; hp 7 (normally 20); #AT 1; D By Weapon Type +1 to damage due to strength; S 17, I 10, W 15, D 11, C 14, CH 18; XP 113 (normally 165))

Emiliano is unarmed and wounded. He is on a quest to find his true love, Luisa (see The Upper Dungeons, Level 2), who was a member of another adventuring band. His secondary goal is to stop or limit any damage the other members of his family inflict. He is especially angry at his twin brother Vicenne, who has imprisoned him here. Emiliano has a strong sense of justice, but is somewhat naïve and has a tendency to think the best of others. He has an imperfect knowledge of the Inner Ward, having spent most of his time training or acting in the service of his patron goddess, Adriel.

Thursday, April 24, 2014


27 PRISON CELL. The door is locked and holds a small barred window. There are twenty nine sets of manacles on the walls. Occupying two of them are a gnoll and an orc.

Gnoll (AC 5; MV 9”; HD 2; hp 7; #AT 1; D By Weapon Type +1 to damage due to strength; XP 34)

Orc (AC 6; MV 9”; HD 1; hp 5; #AT 1; D By Weapon Type; XP 15)

There are three small barred windows on the walls.

Wednesday, April 23, 2014


26 EXERCISE ROOM. The door is locked and holds a small barred window. The floor is cold uneven concrete and there are several small puddles of urine. Prisoners are usually brought here once a day in order to stretch and walk. Twelve small barred windows are in the walls.

Tuesday, April 22, 2014


25 PRISON CELL. The door to this room is locked and holds a small barred window. A rotting human corpse lies face down on the center of the floor and a small pile of bones is in the southwest angle. If the corpse is disturbed it will attack as a zombie.

Zombie (AC 8; MV 6”; HD 2; hp 12; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 44)

There are many sets of manacles on the wall and nine small barred windows.

Monday, April 21, 2014


24 GUARDROOM. There are two wooden tables and six chairs. Four hobgoblins are drinking from an open bottle of wine at one of the tables. Two other unopened bottles of the same vintage are against the east wall. Each hobgoblin wears Triskelion livery.

Hobgoblin Sergeant (AC 5; MV 9”; HD 1+1; hp 9; #AT 1; D Black Iron Lochaber Axe, Black Iron Dagger; XP 38) 8 gold crescents, 9 silver spanners, 7 copper pieces
Hobgoblin 1 (AC 5; MV 9”; HD 1+1; hp 5; #AT 1; D Black Iron Morning Star; XP 30) 2 gold crescents, 3 silver spanners, 7 copper pieces
Hobgoblin 2 (AC 5; MV 9”; HD 1+1; hp 4; #AT 1; D Black Iron Morning Star; XP 28) 5 gold crescents, 4 silver spanners, 1 copper piece
Hobgoblin 3 (AC 5; MV 9”; HD 1+1; hp 6; #AT 1; D Black Iron Morning Star; XP 32) 3 gold crescents, 3 silver spanners, 12 copper pieces

They work for Vicenne Triskelion, see Inner Ward Ground Floor. The Sergeant has the keys to all the locked doors and manacles in this tower. The stairs go down to Room 34 of the Second Floor. This room has rough stone walls with six windows that are barred and without glass.

Sunday, April 20, 2014


23 GOVERNESS. This is the bedroom of an ogress.

Big Nursey (AC 5; MV 9”; HD 5-25 (4d6+1) hit points ; hp 16; #AT 1; D 2-9; XP 170)

She carries a huge metal shod wooden stick (treat as a club that does 1d8 damage +1 for her strength). She wears a single large gold earring (16 gold crescents) in her right ear and she wears a huge black dress.

This room is dirty and smells of rotten cheese. The room is paneled in oak and decorated with fading light blue wall paper in the same pattern as the music room. There is a massive bed and a smashed wardrobe full of torn female clothing. A large nest of sorts has been made of old clothing and this is where the ogress usually sleeps. Digging amongst the soiled garments reveals 57 gold crescents, 42 silver spanners, and 66 copper pieces in loose coin.

Saturday, April 19, 2014


Candles are a common item found in the castle, and I have not found AD&D rules for them, although I would not be surprised if there is something that I missed. However, since I have placed candles I thought I might as well give a rule for them. Since I have not given lengths for each candle that can be found in the castle, you can assume each will be between 7 and 12 inches long (d6+6). In some places I may specify the particular lengths of each candle.  The candles are wax, not tallow, unless mentioned otherwise.  Here is the new item entry.


Candles give good illumination to 5', and a normal wax candle will last for 3 turns (one half hour) for each inch in height. Special candles can be made to burn at a very controlled rate, acting as time-keepers.

Since I went ahead and talked about something as mundane as a candle, I might as well add content.  I went through the Players Handbook and Dungeon Master's Guide and found the common (and uncommon) light sources available to players.  Here is a table:

Light Source Radius of Illumination Duration Cost
Candle, tallow 5' 3 turns/inch 1 cp
Candle, wax 5' 3 turns/inch 1 sp
Lantern, bullseye 80'** 24 turns* 12 gp
Lantern, hooded 30' 24 turns* 7 gp
Torch 40' 6 turns 1 cp

Magic dagger 10' infinite
Magic short sword 15' infinite
Magic long sword 20' infinite
Magic broad sword 20' infinite
Magic bastard sword 25' infinite
Magic two-handed sword 30' infinite
Flame tongue sword 40' on request

Cleric Spell

Continual Light 120' infinite
Light 20' 6 turns +1 turn/level

Druid Spell

Produce Flame 40' 2 rounds/level

Magic User/Illusionist Spell

Continual Light 60' infinite
Light 20' 1 turn/level

*Illumination for a hooded or bullseye lantern is from burning 1 pot (pint) of fine oil.

** Illumination for a bullseye lantern is 1” wide only and can be masked by shutter

Here are some prices for equipment associated with light sources:
Oil, flask of 1 gp
Tinder box, with flint& steel 1 gp


22 NURSERY. The candle light illuminating this room gives view to a disturbing picture: three rat-faced children look up at the characters from a game of tormenting roaches. One male wears trousers and a smock while two little ratgirls wear summer dresses. These youngsters will attack immediately.

Wereratlings (AC 6; MV 12”; HD 3+1; hp 9, 7, 12; #AT 1; D Dagger; SA Surprise on 1-4; SD Silver or magic weapon to hit; XP 186, 178, 198)

The children are in the southeast corner, in front of a fireplace, so they will likely be visible from anyone entering the room from either direction.

This once bright and cheerful room has gone to ruin. The oak-paneled walls are draped with tapestries of faerie-landscapes that have dulled with age. Cobwebs hang from a cradle and two small beds. Hundreds of small wooden and metal toys litter the room and children's books, torn and smeared with excrement, lie everywhere. The eight large glass windows are hidden by vast green draperies. If Big Nursey (Room 23) hears the young wererats fighting she will come to their aid.

Friday, April 18, 2014


OK, this fight night has been a long time coming. This time it's very good versus very evil. Unicorns versus wights. First the unicorns.

NO. APPEARING: 2-5, I rolled a '3'
MOVE: 24”
DAMAGE/ ATTACK: 1-6/1-6/1-12
SPECIAL ATTACKS: Charge (2-24), surprise on a 1-5
SAVE: Magic-user 11
ALIGNMENT: Chaotic good
  • Charge for 2-24 horn damage, but no hoof attacks
  • +2 to hit when using horn
  • Immune to poison, charm, hold, death spell
  • Never surprised under normal conditions (sense enemy in 24”)
  • Surprise on 1-5
  • Teleport/ Dimension Door up to 36”
  • Need a '8' to hit an AC 5 wight with the horn, or '10' with the hoof
Next the wights

NO. APPEARING: 2-16, I rolled a '2' and '4', for a total of 6
MOVE: 12”
SPECIAL DEFENSES: Silver or magic weapons to hit
SAVE: Fighter 5
ALIGNMENT: Lawful evil
  • Energy drain 1 level (or hit die)
  • Silver or magic weapon to hit
  • Immune to poison, paralyzation, sleep, charm, hold, and cold-based spells
  • 2-8 points of damage from holy water
  • destroyed by raise dead spell
  • Need a '13' to hit an AC 2 unicorn

Now I need to roll up hit points, keeping careful track of unicorn hit points in case any are level-drained. I need to name them, so I need a unicorn name generator!

Elm Darling Eyes (Male) 3, 1, 1, 4, +4 = 13
Burdock Pretty Hooves (Male) 3, 8, 8, 7, +4 = 30
Buttercup Silky Head (Female) 1, 6, 7, 6, +4 = 24

And now the wights, let's name them after pro baseball players:

Wighty Alperman 24
Wighty Ford 18
Wighty Guese 24
Wighty Herzog 16
Wighty Kurowski 18
Wighty Witt 25

This fight will take outside. The unicorns are on night patrol on the edge of the enchanted forest and they sense the wights, who have crawled out of their nearby barrows.

Now we go to encounter distance. The unicorns will not be surprised because encounter distance is always between 6” and 24”, which is the limit of their range. The wights roll a '3', so are surprised because the unicorns surprise them on a 1-5.

Encounter distance is 6d4 -3 for the surprise, or (rolls it) … 14”

Since the wights are surprised, the unicorns decide to charge them. They are surprised for 3 segments. The unicorns decide to close the distance because they have no missile weapons. They can move at 24” per round, or 24' per segment, so they can go 72' in 3 segments. Charging quadrupeds add another ½ bonus, for a total of 108', or about 11”. Still not enough to reach the wights. It turns out it will take 140' divided by 36' per segment equals almost 4 segments (3.8889 to be exact) to reach them.

But wait, if they each teleport, they can get there. So the unicorns start charging, teleport to near the wights and plow into them. Their AC would be one worse on the charge, but the wights never see it coming and would not be able to take advantage of it anyway.

Elm Darling Eyes targets Wighty Ford and rolls an 18 to hit, doing 12 points of damage
Burdock Pretty Hooves targets Wighty Herzog and rolls a 13 to hit, doing 8 points of damage
Buttercup Silky Head targets Wighty Witt and rolls a 12 to hit, doing 21 points of damage

So the unicorns teleported (1 segment), charged (1 segment), and now can perform another set of attacks on the last segment of surprise.

At this point, I have to decide whether the unicorns will use their hooves to fight the wights. When monks use their hand-to-hand attacks against wights, the suffer the energy drain effect (DMG p 71). Should it be the same for unicorns?

This is a tough one. I am going to go with the unicorns may use their hooves normally. The hoof material is different than bare knuckles after all.

OK, last segment of surprise:

Elm Darling Eyes targets Wighty Herzog and rolls a 16, 3, 6 to hit, doing 9 damage and destroying the wight

Burdock Pretty Hooves targets Wighty Guese and rolls a 20, 3, 20 to hit, doing 11 points of damage

Buttercup Silky Head targets Wighty Alperman and rolls a 15, 19, 16 to hit, doing 7 points of damage

OK round 1 can now start. The wights have the following hit points:

Wighty Alperman 17
Wighty Ford 6
Wighty Guese 13
Wighty Herzog destroyed
Wighty Kurowski 18
Wighty Witt 4

I have to declare intentions. The wights and unicorns will melee. The unicorns roll a 2 for initiative and the wights roll a 3.

Wighty Alperman targets Buttercup 10 and misses
Wighty Ford targets Burdock 20
Wighty Guese targets Burdock 19
Wighty Kurowski targets Burdock 16
Wighty Witt targets Burdock 15

All 4 hit on Burdock, who is level drained 4 times and dies, no need for damage rolls.

Elm Darling Eyes targets Wighty Ford and rolls a 15, 12, 14, hitting for 8 points of damage, destroying the wight.

Buttercup Silky Head targets Wighty Alperman and rolls an 8, 17, 6 to hit, doing 5 points of damage.

Here is where we stand on unicorns and wights remaining:

Elm Darling Eyes 13
Burdock Pretty Hooves level drained to death
Buttercup Silky Head 24

Burdock was not a human, so he will not rise as a half-strength wight.

Wighty Alperman 12
Wighty Ford destroyed
Wighty Guese 13
Wighty Kurowski 18
Wighty Witt 4

At this point, the unicorns have sustained a >25% loss of forces. We must roll for morale. The modifier is +5%. I roll a 32. 32+5 = 37, which is below their morale of 69%, so the unicorns continue to fight.

The wights have also lost >25% of their forces. Their modified morale roll is 25%, which is less than their morale of 68%, so they also continue fighting.

New round. We continue melee. Unicorns roll a 2 for initiative and wights roll a 4.

Wighty Alperman targets Elm, rolling an 8
Wighty Guese targets Buttercup, rolling a 12
Wighty Kurowski targets Buttercup, rolling a 5
Wighty Witt targets Elm, rolling a 3

All whiffs.

Elm targets Alperman 4, 8, 15, hitting once for 3 points
Buttercup targets Witt 16, 9, 11 hitting for 9 points, who is destroyed

End of round 2

Elm Darling Eyes has 13 hit points
Buttercup Silky Head has 24 hit points

Wighty Alperman 12
Wighty Guese 13
Wighty Kurowski 18
Wighty Witt destroyed

The wights have now lost 50% of their forces and must add +15% to their morale roll. I roll a 57 + 15 = 72, so they fail morale by 4 points. They fall back, fighting. What does that mean? It looks like I will need to interpret the answer. I suppose they will continue to fight while slowly moving backwards, let's say at half their move rate.

Let's roll another round. New round, so new intentions because for practical purposes they are still in combat even though the wights failed morale. We continue melee. Both unicorns and wights roll a 1 for initiative, so we have simultaneous combat.

Elm targets Guese and rolls 7, 7, 6 all misses
Buttercup targets Kurowski and rolls 18, 13, 17, all hits for 5 points (that's all?)

Wighty Alperman targets Buttercup and rolls a 6, missing
Wighty Guese targets Buttercup and rolls a 2, missing
Wighty Kurowski targets Elm and rolls a13, hitting for 4 points

Elm is drained 1 level, so he loses an additional 4 hit points. He now has 5 hit points and attacks as a 3+4 hit die monster.

End of round 3

Elm Darling Eyes 5 hit points
Buttercup Silky Head 24, undamaged

Wighty Alperman 12
Wighty Guese 13
Wighty Kurowski 13

OK, now the wights are fleeing and I have to decide whether the unicorns will follow them or not. I will look at the DMG page 67 for advice. It gives three criteria. The first states that the monsters will pursue if it says in their Monster Manual entry that they will. I look at the Unicorn in Monster Manual and it doesn't say anything like that. The other qualifications are for monsters of low or lesser intellect, which doesn't apply to the unicorns, who are of average intelligence.

I decide that the unicorns have to make a morale check in order to pursue. They roll a 46 and pass, so they pursue.

Let's look at the rules for evasion in outdoors:

Base chance is 80%
Pursuer is faster -20%
Terrain is edge of forest, near barrows, so I will say it counts as “rough” +10%
Pursued is less than 6 in number, so +10%
Pursuer is less than 6 in number, so -20%
Light, let's say starlight, so +20%

Ok, that's a 80% chance of evasion, seems really high, but let's roll … a 48, so the wights get away. I presume to their barrows. Not really satisfying, but it looks like the unicorns won this fight since they only lost one, while the wights lost three.


21 WASH ROOM. This room has a cream tiled floor. There is a slightly smaller bathtub done in the same style as the one in Room 19. The toilet and towel hamper are similar as well. There are six small glass windows.

Thursday, April 17, 2014

BIG NEWS: & Magazine and my 250th post

I am pleased to announce the PDFs I promised at the Knight's and Knave's Alehouse will be coming.  Several weeks ago, Ron at & Magazine offered to host the PDFs on their website, adding art and helping with professional-looking formatting.  The first PDFs should be available soon, probably within a week and you will be able to find them at:


I will put a link up and I will also update when the first PDFs will be available as soon as I know for sure that they are up.

This is also my 250th post.  As always, I appreciate the feedback I have been given at and the comments that are left on the blog.  We will soon be finished with the Third Floor of the Outer Ward and we will move on to the Lower Level of the Outer Ward.  After that The Inner Ward and The Upper Dungeons will start up, probably about a month from now.

Looking ahead, Friday Night Fights return tomorrow with Unicorns vs Wights.


20 MUSIC ROOM. There are two flutes, a lute, a rebec, and one harp. This room also holds seven large and comfortable padded chairs in a cream and light blue pattern. The walls are paneled in wood and papered in light blue and there are three large glass windows. Two large freestanding candelabra are here, though unlit. A small chest in the northeast corner contains seventy two blue candles.

Wednesday, April 16, 2014


19 CAPTAINS BATH. This room is enormously grand for a bath, or would be if not were kept in good repair. It is equipped with a massive freestanding porcelain bathtub, complete with clawed feet. The wall boasts water faucets that originally provided hot and cold water, although, like the other plumbing in the Outer Ward, they are not working. A hamper holds towels with the Triskelion crest. There is a simple toilet as well. The walls are dressed stone and the floor is decorated with cream colored tiles. There are four small glass windows. Like the other rooms inhabited by the wererats, this room gives off a first impression of elegance, but a second look reveals grime and small piles of trash, especially in the corners.

Tuesday, April 15, 2014


18 CAPTAIN'S BEDROOM. This room is occupied by two wererats in human form, if they sense that the party is suspicious of them, they will attack. Otherwise they will attempt to trick the party into trusting them. They would prefer to rob and kill the party in the fashion that endangers themselves the least. A preferred tactic would be to bring the characters to Room 22 so their offspring could assist in attacking the adventurers.

Domino, male wererat (AC 6; MV 12”; HD 3+1; hp 17; #AT 1; D Longsword; SA Surprise on 1-4; SD Silver or magic weapon to hit; XP 218)

Mortisha, female wererat (AC 6; MV 12”; HD 3+1; hp 18; D Dagger; SA Surprise on 1-4; SD Silver or magic weapon to hit; XP 222) two gold bracelets worth 40 gold crescents each, platinum and sapphire earrings worth 12 gold crescents each, key to the jewelry box on the nightstand

The room and inhabitants should give a mixed impression, as if they are two nobles living in the midst of filthy, though once rich, surroundings. The wererats in their human form are dressed quite well and are a handsome couple.

A huge wardrobe is against the south wall. A large and luxurious bed is against the west wall. The walls are decorated in the same style as Room 17: wood paneling and fading yellow paper. A fireplace is in the east wall. There are four large paned glass windows and the room is lit by two large free standing candelabra. Set of rusty plate armor and chain armor are assembled on wooden frames.

The wardrobe holds men's and women's clothing. Helena Triskelion's gowns are quite beautiful, if faded, and the whole ensemble is worth 120 gold crescents.

The massive bed is made with red and black sheets. The headboard is marked with Ruggero's three dagger crest. A closer examination of the bed will reveal the sheets have not been washed in a long time, and there are large amounts of hair present, as if an animal has been sleeping here (the hair belongs to the wererats in their ratmen forms). There are two nightstands. Domino's holds a selection of cheap colognes. Mortisha's nightstand holds a jewelry box that used to belong to Helena Triskelion.

The jewelry box is locked and contains the following:

    three pearl necklaces (50 gold crescents each)
    a ruby and gold necklace (800 gold crescents)
    four pairs of earrings
       silver – 12 gold crescents
       gold – 10 gold crescents
       sapphire – 50 gold crescents
       platinum and diamond – 200 gold crescents
    two bracelets
       gold – 15 gold crescents
       silver – 7 gold crescents
    four rings
       gold – 45 gold crescents
       gold – 78 gold crescents
       platinum and diamond – 180 gold crescents
       silver and sapphire – 400 gold crescents