Sunday, August 31, 2014

INNER WARD THE SEWERS 17 DEAD END.

17 DEAD END. This area marks the end of the channel. The water drops drains away downwards into a narrow conduit as the tunnel terminates. The walls in and around this area hold hundreds of pipes emptying water into the sewer. Each pipe is decorated like a slime-encrusted miniature gargoyle face, spitting out water.

At this point allow all party members to make a “hear noise” roll as if they were listening at a door. All who succeed will hear the sound of haunting music coming from the south.

The secret door is made to look like the stone. Manipulation of one of the gargoyle heads will activate it and it will slide into into the wall, revealing the secret passage to the south beyond.

Saturday, August 30, 2014

INNER WARD THE SEWERS 16 FOUL CANAL.

16 FOUL CANAL. The cramped passage widens here. A channel of foul water runs down the center of the wide east-west passage, a lip of dry walkway is on the north and south portions, about a foot higher than the water line. The ceiling height is seven feet above the water line. The passage has the same configuration as far as Area 18 to the west, as well as to Area 28 to the east and the side passage leading to Area 31.

Friday, August 29, 2014

INNER WARD THE SEWERS 15 LADDER.

15 LADDER. This is another metal ladder which extends up ten feet up to the trapdoor under Room 19 of The Cellars.

Thursday, August 28, 2014

INNER WARD THE SEWERS 14 TOMB OF SAINT MALTHUS THE MAIMED.

14 TOMB OF SAINT MALTHUS THE MAIMED. The ceiling height in this room is only six feet, while the corridors to the north and south are seven feet. Posted above the entrance from each direction is the phrase “HERE LIES MALTHUS THE REVILED, LET HIM ROT IN THIS SEWER FOR ALL TIME”.

In the center of the room is a small island, about two feet above floor level. A stone sarcophagus lies atop the island. It has been cracked open, revealing bones and rags of clothing, the remains of Saint Malthus. Malthus was a poor but pious wandering priest who opposed some of the more nefarious of the Triskelion family too many times. He was captured, tortured to death in the dungeons, and buried here as an ultimate insult.

If any person of good alignment touches the sarcophagus, a bright light will appear above the bones in the shape of a small deformed man. Saint Malthus will heal every party member of good alignment, and all neutrals will also be cured 1 hit point. All good aligned party members will feel renewed confidence and vigor, which the Dungeon Master should convey to the players verbally. Following his gift, Malthus' spirit will fade away and will not appear again for that group of characters.

If given a proper burial outside Castle Triskelion, every good or neutral aligned party member involved in helping him will be blessed for one full week following his burial ceremony and gain an additional one hit point permanently.

Wednesday, August 27, 2014

INNER WARD THE SEWERS 13 STAIRS.

13 STAIRS. This is where the stairs from Room 37 of the Ground Floor descend to the Upper Dungeons.

Tuesday, August 26, 2014

INNER WARD THE SEWERS 12 DEAD END.

12 DEAD END. The passage widens before it terminates. Along the west wall there are hundreds of pipes sticking out, each a different diameter and each leaking water. Some of the water is clear and pure, but the majority is discolored: rust-colored, green, brown, or dark grey.

Monday, August 25, 2014

INNER WARD THE SEWERS 11 WAY STATION.

11 WAY STATION. The ceiling height in this flooded room is nine feet. The corridor to the north runs for two miles and ends at a wide pipe which is located near ground level in a forested area The corridor is at somewhat at a downgrade and slimy water is the companion of anyone who takes this path.

Sunday, August 24, 2014

INNER WARD THE SEWERS 10 CALAMITY CAVERN.

10 CALAMITY CAVERN. The narrow worked passage terminates in a small natural cavern, where the ceiling varies in height from seven to nine feet above water level. A shelf of rock near the west wall holds a large open wooden chest, brimming with multi-colored gems. Although it is not obvious to the casual observer, due to the dirty water, the floor varies in depth from four to six feet deep below the water line. It also hides a nasty surprise in the form of a giant crayfish who will surprise on a 1-3 in 6.

Giant Crayfish (AC 4; MV 6”//12”; HD 4+4; hp 20; #AT 2 claws; D 2-12/2-12; SA Surprise on a 1-3; XP 190)

Sadly, the chest of gems is merely illusionary and will disappear if touched (only to reappear about an hour later). There is something worthwhile in the cavern, however. At the area marked 'x' there is the remains of a human magic-user who fell victim to the crayfish quite recently. The body is submerged and has been picked clean of flesh by the industrious crayfish, but his belongings are still present. A leather backpack holds 35 gold crescents, 72 silver spanners, 13 copper pieces, a turquoise worth 200 gold crescents, a very small glass cone (used for the cone of cold spell), and a bone scroll tube. The tube is inlaid with gold and worth 75 gold crescents. It is air-tight and the scroll inside, which has the enlarge spell, is still good.

Saturday, August 23, 2014

INNER WARD THE SEWERS 9 PIT.

9 PIT. There are three pits of this type on the map. Each pit is ten feet deep and like the corridor, it is filled with water. The pit cannot be seen by casual inspection because the water is so filthy. Falling into the pit will cause no damage, but characters in metal armor will sink and require immediate help or start drowning. This pit is located in a narrow corridor, so the marching order will have to be single file. Unless the character in the lead is probing ahead with a pole, he or she will fall into the pit unless they make a save versus petrification at -8. If the characters are moving slowly and carefully (they must expressly state this) then the saving throw to avoid can be made at -2. If they are running for some reason (such as avoiding an encounter or fleeing), they will automatically fall in. The hobgoblins and Red Legs know of the existence of this and the other pits in the Sewers and avoid them with wooden planks or metal beams.

Friday, August 22, 2014

INNER WARD THE SEWERS 8 HAUNTED ROOM.

8 HAUNTED ROOM. The door to this room is made of black iron. It has been sealed along its edges with red wax and someone has used a seal to imprint thaumaturgic triangles on the wax. The door can be forced open without too great a trouble, however, as the wax crumbles easily.

Inside there is a hunched over person seated on a iron chair in the center of the room, facing southeast. The room is relatively dry and the room appear cramped because the ceiling height is only six feet. A fire pit and an iron poker are just north of the chair.

The figure seated in the chair is the corpse of Eldrid Triskelion. His arms are tied behind his back and his head hangs down limply to his lap. Eldrid was an unattractive older man and his corpse is even more foul-appearing. Only a few strands of black hair cling to the back of his dry leathery scalp. Nevertheless, the body is in very good condition, perhaps because of the hermetic sealing of the room.

If even a cursory examination is made, it can be determined that he died of torture, as there are numerous blackened areas on his face and chest where the hot poker was used on him. A rival Triskelion wizard kidnapped him, tortured him to death, and replaced him with a simulacrum (see Room 29 First Floor Inner Ward). He wears a gold chain of office with a heavy gold medallion decorated with his personal symbol (the three-headed tiger) and several small emeralds (10,000 gold crescent value).

If his medallion is touched or taken, Eldrid's restless spirit become enraged, inhabit his body, and break his bonds, then attack. While Eldrid is breaking the ropes, the party automatically gains the initiative.

Eldrid Triskelion, undead horror (AC 4; MV 12”; HD 6+1; hp 29; #AT 2 claw-like hands; D 3-10/3-10; SA Paralysis as a ghast; SD Limited spell immunity, resistance to normal weapons; XP 732)

Infused with ectoplasmic energy, Eldrid has an effective strength of 18 and paralyzes with the same effect as a ghast. Magical, silver, or black iron weapons affect him normally, but other weapons do only minimum possible damage (including strength bonus, if applicable). He has all the immunities of undead (sleep, charm, hold, cold-based attacks) and can not affected by the clerical ability to turn or destroy while in this room.

If the adventurers somehow escape him, but leave him still intact, he will regenerate his hit points after 24 hours and then can track his medallion without error, likely appearing at an inopportune moment. Outside of this room, he may be turned as a “Special” undead, but not by those who have taken his medallion. An exorcism spell, immersion in holy water, immolation, or dissolving him in acid will defeat him utterly.

Thursday, August 21, 2014

INNER WARD THE SEWERS 7 DOOR IN THE WALL.

7 DOOR IN THE WALL. One the north side of the corridor is a locked miniature metal door (4' high by 3' wide). In the south wall, there is a large hole, leading to Area J of the Rat Warrens.

The door is raised above the level of the corridor by about two feet, so opening it does not move the water. The passageway behind it is elevated at the same height and has a six foot ceiling, so it and Room 8 are dry.

Wednesday, August 20, 2014

Actual game play in Quasqueton Part 2

This is a continuation of the play report for my daughters, now aged 8 and 10, in B1 in Search of the Unknown.  For the first report, see:

http://castletriskelion.blogspot.com/2014/06/actual-game-play-in-quasqueton.html

We actually played in the first week of August and I am only now setting it down from my notes.  The entire party returns for this new expedition.

PCs
Iseult half elf fighter magic-user 1/1
Athena elf magic-user 1

NPCs
Garmand human cleric 2
Ahlo Rengate human fighter 1
Krago of the Mountains dwarf fighter 1

The party meets in Ahlo's inn.  They agree  to return to Quasqueton, but Krago has a few doubts, thinking they need a thief to join to party to round it out.  The players tentatively agree and Krago uses the opportunity to introduce his cousin Brago of the Mountains, a first level dwarf thief.  He is accepted by the party and the set out for the dungeon.

On the way, they have a random encounter with a green dragon flying high overhead, but it either doesn't notice them or care about them, and they move on.

They arrive at the dungeon without further difficulty and note that the branches and weeds that obstruct the door have been cut back quite a bit, suggesting an increased use of the dungeon entrance.  



They bring out their map and set off.  The red line tracks their progress.  They make their way to Room 12, the library.  The search for secret doors and examine the books.  Garmand picks up one and opens it, revealing that the book has been hollowed out and it holds 120 gold pieces and a folded up piece of paper.  Naturally, the paper unfolds itself, turning into a human-shaped paper monster, attacking the party and dealing Garmand five points of damage with its sharp edges.

The combined might of the party slays it, however, and they leave 120 gp richer.  Garmand uses his first cure spell on himself.

They turn south and head to Room 17, the char storage cellar.  The floor is covered with tiny black soot sprites, but the party realizes that they are not dangerous and they soon disappear.  Their attempts to open the false door are very loud and they attract the attention of wandering monsters, three evil dwarves.  After a short combat they emerge victorious, but with cost, as the thief Brago is slain.  Krago experiences a sense of loss and guilt for bringing his his cousin to the dungeon that has caused his death and the PCs are much saddened.  One of the evil dwarves was carrying a sack of 820 silver pieces, which they take.  They finish busting down the false door, only to realize that it is a fake.

They head to Room 18, the smithy, and encounter four more evil dwarves, but luckily get surprise and take out one in the surprise portion of combat.  Iseult uses her magic missile spell and is a little surprised that it doesn't take out a dwarf by itself.  Still, they handily kill two more dwarves, with Iseult only taking a minor wound.  Athena uses her staff to good effect, wading into combat as if she was not a magic-user.  The final dwarf fails his morale check and surrenders.  They search the bodies, revealing 4 garnets worth 100 gp each, and question the evil dwarf, but he is unwilling or unable to tell them much.  They tie him up and move on to Room 19.

In Room 19, the access room, they encounter the leader of the evil dwarves, a second level fighter.  Nevertheless, after a brief fight they again defeat the enemy, discovering a chest of 620 gp and the shaft leading down to the lower level.  After a brief discussion, they decide they don't like the hole and leave the way they came, heading north and eventually reaching Room 14, luckily not meeting wandering monster along the way.

Using their special elf and half-elf senses, Athena and Iseult notice the secret door leading to Room 14, the auxiliary storeroom.  Searching, they discover only a pile of rubble and an onyx statue of a dog-faced man, worth 200 gp, which they grab.

They head along the north portion of the map, eventually reaching the northernmost Room 35, but discover nothing of importance therein.  They nearly go into the middle Room 35, where a wolf-centaur is waiting, but they decide to leave as it is getting late.  They reach the dungeon entrance and then the inn in town with no other wandering monsters encountered.

They split the loot, but neither PC is yet at level 2, although Athena is much closer than Iseult, being single-classed.  Athena still hasn't used her sleep spell yet, and I am beginning to wonder if she ever will.  She seems interested in the web spell scroll she got as part of her treasure from the last session, and she can't wait to get to level 2.

INNER WARD THE SEWERS 6 LADDER.

6 LADDER. This is a strong metal ladder which reaches ten feet up to the trapdoor under Room 15 of The Cellars. The trapdoor is not secret from this side, and is a has a wheel contraption used for opening it, like the other seen in Area 1.

Tuesday, August 19, 2014

INNER WARD THE SEWERS 5 LADDER.

5 LADDER. A deep pit is here. A wooden ladder is bolted to the wall along the north side of the pit. The ladder is unsteady and rocks menacingly while being climbed, but it will not break as long as it is not mistreated. It leads down thirty five feet to Area 12A on Level 2 of The Upper Dungeons.

Monday, August 18, 2014

INNER WARD THE SEWERS 4 FALSE DOOR TRAP.

4 FALSE DOOR TRAP. After passing through the thick wooden northern door the characters will see a twenty foot long corridor ending in a second door (which is false). If the characters examine the southern aspect of the northern door, they might notice dozens of small holes.

If they touch the false door southern door (by listening, trying to open, and so on), the first door locks itself, sprouts short but sharp spikes, and rapidly moves southward.

The characters will have one full combat round to defeat the door. They may either force it, destroy it, or unlock it, but the only have time for one option. Attempts to force it open by an “Open Doors” check might succeed, but only one roll should be allowed in the time available, and the individual will suffer 1d6 damage in the attempt.

If they use weapons on the door, it can take 20 hit points of damage before being hacked down. Unlocking might be performed by thieves or a magic-user with a knock spell. If the door is not defeated, it will crush the characters for 1d10+4 each, but then may be opened. Th trap resets itself after one hour, assuming it has not been destroyed.

Sunday, August 17, 2014

INNER WARD THE SEWERS 3 SECRET CORRIDOR.

3 SECRET CORRIDOR. Behind the secret door is a dry hall containing a human undead creature wrapped in white bandages. Because of the way it is wrapped, it resembles a mummy, but it is actually only a zombie.

Zombie (AC 8; MV 6"; HD 2; hp 16; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 52)

This zombie was once an important priest in the frog cult. It carries a sacrificial dagger and a gold holy symbol of the Frog God valued at 50 gold crescents. It wears a ring of swimming (looks like a gold ring with a frog engraving).

Saturday, August 16, 2014

INNER WARD THE SEWERS 2 TEMPLE.

2 TEMPLE. The ceiling has a height of nine feet. The blue marked area on the map in the west portion of the room is a continuation of the water from the corridor. The rest of the room is a step up and is about one foot higher and mostly dry. In the center of the room is a stone statue of a great crouching anthropomorphic frog facing west.

Astute adventurers may notice marks on the floor made by metal runners on the base of the statue. If the statue is pushed back (east), the secret door will swing open.

Friday, August 15, 2014

INNER WARD THE SEWERS 1 LADDER.

1 LADDER. This sturdy metal ladder reaches ten feet up to the trapdoor under Room 1 of The Cellars. Turning the wheel counter-clockwise will open it from this direction. A heavy barrel of nails above the wooden portion of the trapdoor makes opening it extremely difficult. Attempting to open this trapdoor from below will require a roll on Strength Table II of the PLAYERS HANDBOOK as if forcing a locked, barred, magically held, or wizard locked door.

NEW MONSTER: SKUNG LIZARD

SKUNG LIZARD

FREQUENCY: Common
NO. APPEARING: 2-5
ARMOR CLASS: 6
MOVE: 15”
HIT DICE: 1-3 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-2
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Spitting
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (1' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 7+1/ hp

These dungeon reptiles are more of a nuisance than a threat. They run in small packs along the walls and ceilings, feeding on creatures smaller than themselves, such as normal rats and insects. They rely on their speed to get away from larger predators.

If they feel threatened they are 50% likely to spit instead of bite. They instinctively aim for the eyes and if they hit the target must save versus dragon breath or be blinded for 1-4 rounds.

Description: The lizard's blue frills and bright red claws give in an exotic appearance. Their scaly skin is typically dark green to blue green, with albino lizards being not too rare.

NEW MONSTER: CAVE CRAB

CAVE CRAB

FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 9”//9”
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ ATTACK: 1-4/1-4
SPECIAL ATTACKS: Surprise on a 1-3
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S to M (up to 2½' dia.)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 10 + 1/hp

Most frequently found in natural underground areas, cave crabs can also be found in dungeon corridors. Naturally, they prefer areas near water. These creatures will tend to hide before rushing out to surprise their prey (surprise on a 1-3 on a 6-sided die).

Inner Ward The Sewers Wandering Monsters

Areas 3 to 5, 8, 18, 21 to 24, and 27 should be relatively exempt from random encounters, although if the party is being exceptionally noisy it is possible nearby creatures will investigate, at the DM's discretion.

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

Random Encounters
1      2d4 cave crabs
2      1 crocodile
3      2d4 dementings
4      1 glutinous gunge
5      1 gray ooze
6      1d2 lacedons
7      1d3+1 giant leeches
8      1d4+3 giant rats
9      1d4+1 skung lizards
10    Place creature from The Cellars
11    Place creature from The Rat Warrens
12    Dungeon Dressing

Dungeon Dressing
1      Rotting human head on a stick
2      Blood smeared on walls
3      The stinking water froths and bubbles, it is unusually warm
4      Floating empty bone scroll case valued at 5 silver spanners
5      A blast of heavy warm wet air from a small vent in the ceiling
6      Clicking/ skittering sounds coming from behind the walls
7      Mournful low-pitched groans coming from great distance away
8      Bloated giant rat carcasses

Encounter Key: Inner Ward The Sewers

The Sewers consist of a series of rooms and narrow passages, most of which are flooded. They are ten feet below the Cellars, or about twenty five feet below the Inner Ward Ground Level. They are very close to Level 1 of the Upper Dungeons, as about only a three feet of rock separates them from this level.

Ceiling height is given in each keyed area while it is generally seven feet in corridors. Most of the corridors are flooded are filled with dirty greenish water to a depth of about one foot. These areas are marked on the map in blue. The majority of the stonework in this level is dark grey, encrusted with slime in the water-filed areas. Within the narrow corridors, there is only enough room to travel single file.

At the dungeon master's discretion, each time the characters visit The Sewers, they stand a chance of contracting a disease or parasitic infection. For reference, see pages 13 to 14 of the DUNGEON MASTER'S GUIDE.

The Sewers directly connect to The Cellars, The Rat Warrens, Level 2 of the Upper Dungeons, and they also feature an exit from the castle.

Thursday, August 14, 2014

INNER WARD THE CELLARS 28 SHRINE.

28 SHRINE. A huge cellar dweller is preaching to four others from in front of the south altar.

The Pontefract (AC 5; MV 12”; HD 4; hp 24; #AT 2 claws and 1 sting; D 1-10/1-10/1-4; SA Poison sting; Size L; XP 246)

4 Cellar Dwellers (AC 6; MV 9”; HD 2; hp 9, 8, 6, 6; #AT 2 claws; D 1-4/1-4; SA Ink; XP 46, 44, 40, 40)

The pontefract is the large cellar dweller giving a sermon. The surgeon has grafted two giant scorpion claws and a giant scorpion tail onto his body. The stinger does 1-4 points of damage and a hit requires the victim to save versus poison or die. Note that the poison will affect the pontefract if he stings himself by accident. As a result of the surgery, he has lost the ink attack that normal cellar dwellers have.

The altar is a raised structure made of white marble. Incense sticks burn, giving the room a heady odor. A labeled portrait of Valerian Triskelion is on the south wall, behind the altar. He is a very thin man with long white hair in the back but bald on the top. As is usual, the painting is signed by Patrizio Triskelion.

Wednesday, August 13, 2014

INNER WARD THE CELLARS 27 SECRET CORRIDOR AND STAIRCASE.

27 SECRET CORRIDOR AND STAIRCASE. The secret door to Room 26 can be opened from this side by a simple lever on the west wall. There is a similar lever on the north wall allowing entry to Room 28. The stairs go down to the Sewers Room 27.

Tuesday, August 12, 2014

INNER WARD THE CELLARS 26 THE ROOM OF REPOSE.

26 THE ROOM OF REPOSE. Seven cellar dwellers are here. Five are in a state of inactivity similar to sleep. The other two are still awake. It will take a full round for the dormant cellar dwellers to join combat once they hear the sound of battle.

2 Cellar Dwellers (AC 6; MV 9”; HD 2; hp 10, 4; #AT 2 claws; D 1-4/1-4; SA Ink; XP 48, 36)

5 Dormant Cellar Dwellers (AC 6; MV 9”; HD 2; hp 13, 11, 11, 7, 4; #AT 2 claws; D 1-4/1-4; SA Ink; XP 54, 50, 50, 42, 36)

The ceiling height is ten feet. A white marble statue is near the east wall. This is a statue of Valerian Triskelion. Though it is not labeled, anyone who has seen the portrait in Room 28 will recognize that it is him. He is a very tall (7 feet) and thin with a harsh unpleasant expression on his narrow face. His hair is long in the back, but bald on top. Both arms are raised as if blessing the sleeping dwellers. A detailed examination will reveal the left arm has a seam at the elbow. The secret door in the south wall can be opened by lowering the forearm to a down position. The room is otherwise bare, as the cellar dwellers do not require furniture during rest.

Monday, August 11, 2014

INNER WARD THE CELLARS 25 SURGICAL SUITE.

25 SURGICAL SUITE. A cellar dweller surgeon is performing body modification on an unconscious patient.

Cellar Dweller Surgeon (AC 6; MV 9”; HD 2+4; hp 14; #AT 4; D 1-4/1-4/1-4/1-4; SA Ink; XP 107)

The surgeon has four tentacles, each of which ends in a different sharp surgical implement implanted directly into the flesh. He is in the process of grafting a set of giant wasp wings onto the patient. If the cellar dweller patient is allowed to wake up from his procedure, he has the following statistics. If he is killed while still unconscious, he will be worth no experience points.

Cellar Dweller Patient (AC 6; MV 9”/15”; HD 2; hp 7; #AT 2 claws; D 1-4/1-4; SA Ink; XP 42)

This room has a ceiling height of only eight feet. There is a central operating table holding the patient and a metal tray holding surgical implements. A tub of vat media is here, as it is used by the surgeon for his procedures, speeding healing and allowing grafting of new body parts onto vat creatures.

Sunday, August 10, 2014

INNER WARD THE CELLARS 24 NECROPSY ROOM.

24 NECROPSY ROOM. The three cellar dwellers that are here are chopping apart bodies, labeling pieces, and writing notes.

The Red Master (AC 6; MV 9”; HD 3+1; hp 15; #AT 1; D Carving blade for 1-10; SA Disease, ink; XP 145)

2 Cellar Dweller Dissectors (AC 6; MV 9”; HD 2; hp 10, 6; #AT 2 claws; D 1-4/1-4; SA Ink; XP 48, 40)

The Red Master is a large cellar dweller who is in charge of this room. Unlike other cellar dwellers he wears a white cloth garment over his misshapen body. He never washes it, however, and it now reeks and is stained with old, dried blood. He fights with a huge dirty curved knife nearly the size of a two-handed sword. Each time he hits an opponent for damage with his unclean knife, there is a 10% chance that the victim will suffer from a severe blood disease (see DUNGEON MASTER'S GUIDE, page 14), unless a saving throw versus poison is made. His dissector assistants follow his wishes with slavish devotion.

This room is extremely cold. Not cold enough to cause damage or freezing, but enough to make a person very uncomfortable. Body parts hang from hooks and chains suspended from the thirteen foot high ceiling. The room is cluttered with metal trays, tubs, and gurneys holding corpses. Metal bookshelves line the north wall.

The body parts hanging from the hooks and the corpses on the gurneys belong to men, demi-humans, and monsters, especially giant animals and humanoids. The metal tubs hold cold water and embalming fluid. The trays hold dissection equipment (scalpels, forceps, saws, etc.) The bookshelves hold homemade ledgers on anatomy and physiology. They are all bloodstained and filthy and the information they contain is only fairly reliable.

The cellar dwellers in this room are studying anatomy. Deep down, they find themselves lacking and imperfect. They wish to remake their bodies into a form they believe would be more pleasing to Valerian Triskelion, though they would never consciously admit to this.

Saturday, August 9, 2014

INNER WARD THE CELLARS 23 THE VAT CHAMBER.

23 THE VAT CHAMBER. Two cellar dwellers are tending the vats and vat media with metal sticks equivalent to quarterstaves.

2 Cellar Dwellers (AC 6; MV 9”; HD 2; hp 13, 7; #AT 2 claws or 1 weapon; D 1-4/1-4 or quarterstaff; SA Ink; XP 54, 42)

The ceiling height is ten feet. Six vats are against the north wall, each with a metal lid. Numerous pipes extend into the wall. There are open barrels containing mult-hued sludge. This is vat media, a substance that provides nutrients to growing vat creatures and can also be used as a food source by mature vat creatures.

Opening the vats reveals vat media and the unformed and nonviable bodies of six additional cellar dwellers, in various states of completion.

Friday, August 8, 2014

INNER WARD THE CELLARS 22 ROOM OF THE REJECTED.

22 ROOM OF THE REJECTED. Four cellar dwellers are here, abandoned by the others for imperfections in their form that are not obvious to an outsider.

4 Cellar Dwellers (AC 6; MV 9”; HD 2; hp 13, 11, 9, 8; #AT 2 claws; D 1-4/1-4; SA Ink; XP 54, 50, 46, 44)

These creatures wear masks like all cellar dwellers but have no status or formal relationship with the others. They are barely surviving in this hostile environment.

This room is dark and cluttered with old furniture. The ceiling height is eight feet.

Thursday, August 7, 2014

INNER WARD THE CELLARS 21 SOUTH CORRIDOR.

21 SOUTH CORRIDOR. This corridor is unusually damp and dank, with puddles of dirty water at irregular intervals. At the area marked '21', there is a patch of green slime on the ceiling. For each person passing underneath it, there is a 30% chance that it will drop.

Green Slime (AC 8; MV 0”; HD 2; hp 9; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 628)

Wednesday, August 6, 2014

INNER WARD THE CELLARS 20 THE MUSE OF THE CELLARS.

20 THE MUSE OF THE CELLARS. The ceiling has a height of eleven feet. In the center of the room is a statue of a female satyr on a pedestal. The statue always faces in the direction that the party has entered.

The statue is posed with one foot up, and is holding a bowl. At the foot of the statue is a brass plaque labeled “1 gold crescent” and a coin slot. Placing a gold crescent in the slot will cause one of the following things to happen (Roll 1d20):

 
Verse Subtable

 

Area effects, such as rain or silence will last until the room is vacated or another coin is placed in the slot. The statue only accepts gold crescents. A coin of any other metal or denomination will be rejected, appearing at the coin return tray under the plaque.