25 CELESTTINA'S ROOM. This room once belonged to Celesttina Triskelion, the
mother of Vicenne and Emiliano. The door is capable of being locked,
but is not. The room is decorated in blues, silvers and whites and
furnished as a bedroom with dressers, hampers, a wardrobe, etc. A
fireplace in the east wall and a small basket next to the fireplace
holds a white towel marked by the hair of a black cat. An open chest
near the foot of the bed holds a neatly folded green cloak of
feather falling (functions as the ring of the same name, sized as
if to fit a man or elf).
Friday, October 31, 2014
Thursday, October 30, 2014
INNER WARD FIRST FLOOR 24 PAOZO'S SANCTUM.
24
PAOZO'S SANCTUM. A dissecting table is in the center of the room.
Strapped to the table is a flesh golem. A scalpel is sticking out of
its chest and many of the sutures have not been closed properly.
Paozo was making the golem but was not able to enchant it properly.
Half
Strength Flesh Golem (AC 9; MV 8”; HD 5; hp 20; #AT 2; D 1-8/1-8;
SD Immunity to most spells; XP 265)
This
creature has the normal spell immunities of a flesh golem, but is
susceptible to normal weapons. Its bonds have weakened over time and
when the characters enter the room it will break them and attack
immediately. Because of the incomplete job, embalming fluids and
blood will squirt of of its open wounds as it fights. It will attack
until destroyed.
A
candelabra with blood red candles is in each corner, but they are
unlit. Along the north wall is a wooden table with various metal
surgical tools (scalpels, bone saw, pickups, rulers, scissors, etc.)
carefully laid out. Along the east wall are four sets of manacles.
A fireplace is in the south wall and beside it is a small wooden
treasure chest. Near the door is a hook holding the keys to Room 23
and the chest hang from it by a bit of ribbon.
The
surgical tools are crafted masterfully and if the whole were
collected and sold they would be worth about 90 gold crescents.
The
locked chest contains finely made silver dagger with a gilded and
bejeweled hilt worth 300 gold crescents, a ruby worth 500 gold
crescents, and a red velvet bag holding old imperial Jalluxian coins:
58 silver stars, 13 golden dragons, and 3 platinum imperials
Wednesday, October 29, 2014
NEW MONSTER: WITHERED HUSK
WITHERED
HUSK
FREQUENCY:
Rare
NO.
APPEARING: 1-12
ARMOR
CLASS: 7
MOVE:
12”
HIT
DICE: 3+1
%
IN LAIR: 80%
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-10
SPECIAL
ATTACKS: Fear
SPECIAL
DEFENSES: See below
MAGIC
RESISTANCE: See below
SAVE:
Fighter 3
INTELLIGENCE:
Low
MORALE:
See below
ALIGNMENT:
Neutral evil
SIZE:
M
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: IV/ 125 + 4/hp
These
undead creatures resemble wrinkled, dried out zombies. Their
gangrenous skin is tougher than leather and their eye sockets hold an
undefinable darkness. Withered husks normally attack by striking
with their arms. Their hands are fused into claw-like members,
making grasping weapons or manipulating tools impossible. They do
have a sense of their own condition and this serves only to make them
more hateful of the living. Due to their hateful condition, the
withered husk need never make a morale check, but can be commanded to
retreat by its master.
Seeing
a withered husk will cause fear. Creatures of 2 hit dice or
levels or less will save at -4. Creatures of 3 hit dice have normal
saving throws. Four hit die creatures save at +4 and creatures of 5
hit dice or more are unaffected. Individuals affected by fear
flee at their fastest rate for the two to five melee rounds.
They
can be turned or destroyed as if they were shadows, but can not be
compelled by evil clerics the way other undead can, although evil
clerics may turn or destroy them. They are immune to mind-affecting
spells such as sleep, charm, and hold, and
suffer no damage from normal or magical cold.
A
withered husk can be created by a magic-user using an animate dead
spell and a fear spell, or by a cleric casting animate dead
and cause fear. In either case the body must belong to a
murderer convicted in a righteous court and the body must be embalmed
in a special solution for a week in order for the magic to take
effect. The cost in materials is 100 gold pieces per hit point of
the creature. This solution gives the husk its leathery, wrinkled
appearance.
Following
this process, the cleric or magic-user can force the withered husk to
obey in the same fashion as a zombie, but it is far easier to set it
to guard an area than to let it roam. Should the withered husk be
sent on a mission where it can encounter living things without its
master present there is a 10% cumulative chance per day that its
hatred of life will cause it to abandon its master's orders and begin
attacking those it meets indiscriminately. In such cases there is a
chance equal to the master's level plus intelligence that it they can
regain dominance, but they have only one attempt to be successful,
and after that the husk is beyond their control forever. A cleric or
magic-user can control a number of withered husks equal to their
level.
INNER WARD FIRST FLOOR 23 PAOZO'S ROOM.
23
PAOZO'S ROOM. The door to this room is locked. This is the former
room of Paozo Triskelion, the crazed magic-user who practiced
vivisection on captives, servants, and anyone else who he felt he
could capture.
Thinking
to return someday, Paozo left two withered husks as guardians within
the chamber, who remain to keep his secrets safe.
2
Withered Husks (AC 7; MV 12”; HD 3+1; hp 18, 11; #AT 1; D 1-10; SA
Fear; SD Limited spell immunity; XP 197, 169)
The
walls are papered in green, blue, and red. The floors are wood, but
carpeted wall-to-wall in blue and green. There is a large and
comfortable looking bed, four candelabras, and a fireplace in the
west wall. A wardrobe and a dresser contain old-fashioned, but rich,
men's clothing. Along the north wall are four ropes which descend
from the ceiling, each a different color.
Pulling
each of the ropes will activate a different function:
Rope
|
Effect
|
Green
|
Choking
gas fills the room, all must save vs poison or lose 2d6 hit points
|
Purple
|
Makes
a horrible grinding sound, but does nothing
|
Orange
|
2
darts shoot at the rope puller, attack as 14th level magic-user
for 1d4 damage each
|
Yellow
|
Opens
the secret door
|
Tuesday, October 28, 2014
INNER WARD FIRST FLOOR 22 SITTING ROOM.
22
SITTING ROOM. A fireplace is in the east wall and two portraits hang
on the wall. There are also two comfortable looking chairs, two lit
candelabras giving off a soft pleasant light, and a small table near
the north wall upon which rests a stuffed fox.
The
portraits are of the following Triskelions:
Family
Member
|
Appearance
|
Vosmus
Triskelion
|
Grossly
obese man with black hair, dressed in white
|
Paozo
Triskelion
|
Middle
aged man with uncombed black hair and malevolent expression
|
As
is usual, each has been signed by Patrizio Triskelion.
A
magic mouth spell will activate on the fox the first time that
the characters enter the room. The magic mouth will say "I
wouldn't go that way if I were you" only if the adventurers
leave by a different door than the one they entered through. After
this initial outburst, the fox will be forever quiet.
Even
if the characters snuff the candles on the candelabra, they will find
them lit upon reentering the room. The candles can even be taken and
new ones will take their place within a day. If the candelabras are
removed, they will be found to be completely normal.
Monday, October 27, 2014
INNER WARD FIRST FLOOR 21 MEDICAL SUITE.
21
MEDICAL SUITE. Six metal gurneys are in the room, each burdened with
bodies under white sheets stained with blood and pus. One hold a
normal (inanimate) human skeleton wearing a ring of warmth.
The other five hold zombies who will attack if any of the gurneys are
disturbed.
5
Zombies (AC 8; MV 6"; HD 2; hp 14, 11, 10, 8, 6; #AT 1; D 1-8;
SA Always lose initiative; SD Limited spell immunity; XP 48, 42, 40,
36, 32).
This
room is unlit. The room's perimeter is lined with metal worktables
and cabinets, which contain ample supplies of bandages, needles,
scalpels, and other surgical tools.
Sunday, October 26, 2014
INNER WARD FIRST FLOOR 20 CLASS ROOM.
20
CLASS ROOM. Various wooden toys and schoolbook primers are scattered
about the floor. Six small wooden desks hold paper, quills and dried
up black ink. A wooden clown doll with a jagged smile painted
on its face sits at one of the desks. It will animate and attack if
approached.
Creepy
Animated Doll (AC 5; MV 18”; HD 4; hp 20; #AT 2; D 1-4/1-4; SA
Paralyzation, Attacks as 8 hit die monster; SD Saves as 8 hit die
monster; XP 265)
The
doll can attack with its saw like hand and is so fast it attacks
twice per round.
Saturday, October 25, 2014
INNER WARD FIRST FLOOR 19 MEETING ROOM.
19
MEETING ROOM. This large room is impeccably clean. There is a large
broad table with seating for forty people. The dozen large glass
windows in the north wall are scrubbed and the hardwood floor is
spotless. Nine Triskelion shields featuring the white legs on a
black field are hung on the south wall. Standing suits of man-sized
plate armor are in the northwest and southwest corners.
This
room is the home of a force equivalent to a permanent unseen
servant, except it is tied to
the room instead of to a person. It will try to take the hat
(or helmet) from any characters entering the room. Characters may
assume they are being attacked telekinetically or are the victim of a
haunting. The unseen servant is also responsible for the room's neat
condition. If the characters realize the nature of the force, it
will take orders readily but cannot leave the room.
On
the table are quill pens, ink bottles, sheets of paper, glasses and
carafes. All the ink has dried and the carafes are empty.
The
suits of armor are normal and in perfect condition.
Friday, October 24, 2014
INNER WARD FIRST FLOOR 18 SPARE ROOM.
18
SPARE ROOM. The door to this room only allows entry during the day,
as described in the entry for Room 17. The room's walls are paneled
in dark wood, and a large wardrobe is against the west wall, the only
furnishing. Seven plain glass windows are to the north.
Inside
the wardrobe are several fur coats.
Thursday, October 23, 2014
NEW MONSTER: HATCHET-FACED GOBLIN
Hatchet-Faced
Goblin
FREQUENCY:
Rare
NO.
APPEARING: 10-120
ARMOR
CLASS: 5
MOVE:
9”
HIT
DICE: 1+1
%
IN LAIR: 50%
TREASURE
TYPE: Individuals J (X 2), K (X 2), M (X 3); G,Q(X 20),R in lair
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: By weapon
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 2
INTELLIGENCE:
Average
MORALE:
51%
ALIGNMENT:
Any non-good alignment
SIZE:
M (5' tall, broad)
PSIONIC
ABILITY: Nil
LEVEL/ X.P.
VALUE: II/ 20 + 2/hp
With missile
weapon: II/ 28 + 2/hp
Hatchet
faced goblins are a race of strong, stocky and hairless goblins of
extreme ugliness. They thrive in dank and dismal surroundings,
preferring desolate rocky hills and subterranean lairs.
Hatchet-faced goblins are individualistic, roaming in bands because
it increases their chances of personal success. They are neither
particularly loyal, nor are different bands especially competitive.
Hatchet faced goblins are capable of attain levels in the same way
that humans and demi-humans do, and should be treated in the same way
with regard to class abilities. These creatures are able to operate
in two or more classes simultaneously, so fighter/thieves, for
example, are possible. Note also that the level of proficiency may
vary between the two or more classes one of these creatures is
capable of performing in. These creatures are fairly strong (mean
strength score of 15), and exceptional hatchet-faced goblins will
tend towards great strength, to a maximum racial strength of 18/99.
For
every 20 hatchet-faced goblins in a group in a group there will be a
fighter of 2nd through 6th level (to determine level roll a 6-sided
die, 1 equalling 2 and the other numbers indicating the level). If
60 or more monsters are in a group there will be in addition one 6th,
and one 4th level fighter as chief, and lieutenant, of the group. If
75 or more are encountered there will be a magic-user of 3rd to 6th
level ability in addition to the others. If 100 or more are
encountered there will be the following additional hatchet-faced
goblins with the group: an 8th level fighter, a 7th level fighter, a
6th level fighter/7th level thief, and two 4th level fighter/thieves.
If encountered in their lair (home) there will be in addition from
2-12 fighters of 2nd to 4th level (each category), and females and
young equal to 50% and 25% respectively of the number of adult males.
Females fight as males. Young do not fight. A hatchet-faced goblin
lair is generally an underground complex in solid rock, although
these creatures are not particularly affected by sunlight and have
been known to live above-ground on rare occasions. In these
situations they will always occupy a castle or fortified keep of
solid stoneworks.
Hatchet-faced
goblins are typically armored with chain undercoat and a leather
jerkin which gives them an armor class of 5. They have the following
typical weaponing:
Sword
& heavy crossbow 15%
Polearm 20%
Sword
& spear 15%
Battleaxe
& heavy crossbow 10%
Battleaxe
& dagger 10%
Hammer
& dagger 10%
Footman's
mace & dagger 10%
Hammer
& military pick 10%
Higher
level fighters and fighter/thieves have a 10% chance per level of
having magic armor and /or weapons. While most hatchet-faced goblins
do not use shields, if a fighter possesses a magic shield, he or she
will use it.
Hatchet-faced
goblins can see in the dark to a distance of 60'. Because of their
mining skills, hatchet-faced goblins are good (50% to 75% likely) at
detecting passages which slope upwards or downwards, sliding or
shifting walls or rooms, new construction, approximate depth, or
unusual stonework.
Description:
Hatchet faced goblins are larger and stockier than other goblins.
They weigh as much as a hobgoblin and tend to great muscularity.
They are barrel chested and hairless. They live no less than 250
years on the average.
NEW MONSTER: DUSK REALM STALKER
DUSK
REALM STALKER
FREQUENCY:
Very rare
NO.
APPEARING: 1-4
ARMOR
CLASS: 3
MOVE:
12”
HIT
DICE: 6+6
%
IN LAIR: 15%
TREASURE
TYPE: I
NO.
OF ATTACKS: 3 or 4
DAMAGE/
ATTACK: 4-7/4-7/2-9 and see below
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Magic weapons needed to hit
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 8
INTELLIGENCE:
High
MORALE:
81%
ALIGNMENT:
Neutral
SIZE:
L (8' tall)
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: VI/ 475 + 8/hp
These
inhabitants of the Dusk Realm are enforcers, bully boys, and trackers
all in one. They are consummate mercenaries, lending themselves out
to whichever force pays the most. Although quite intelligent, they
are greedy and when not spurred on by the thought of acquisition of
wealth and strong drink, they are quite lazy. Dusk Realm stalkers
are sometimes hired to track, and are as capable as 9th level
rangers.
The
Dusk Realm stalker always has the head of a canine, but it can be of
any dog breed, or even a mixed breed, wild dog, wolf, coyote, etc.
Its body is always that of a massive monkey.
Their
normal attack routine is a claw/claw/bite. They have an 18/51 arm
strength and can hold a weapon in one paw, and gain a +3 to damage
while doing so. However, while using a weapon they forfeit both claw
attacks, so they do not normally do so. They have sufficient agility
to attack with a weapon held in the tail, although they get no
strength bonus for this additional attack.
NEW MONSTER: DUSK GOBLIN
Dusk
Goblin
FREQUENCY:
Very rare
NO.
APPEARING: 4-16
ARMOR
CLASS: 8
MOVE:
18”
HIT
DICE: 1
%
IN LAIR: 90%
TREASURE
TYPE: A (copper, silver, and gold only)
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: By weapon or 1-4 or 1-6
SPECIAL
ATTACKS: Magic use
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 1
INTELLIGENCE:
Average to very
MORALE:
50%
ALIGNMENT:
Neutral
SIZE:
L (4' tall)
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: II/ 45 + 1/hp
Leader:
III/ 90 + 3/hp
Dusk
goblins are so called because they only appear when the sun goes
down, and they go away, along with their possessions, on the break of
dawn. Dusk goblins are from the Dusk Realm, an alternate plane of
reality. They enjoy journeying to other worlds for fun and profit.
Dusk
goblins are medium gray with tiny pitch black spots on their skin.
They otherwise look very similar to regular goblins, although they
never wear armor, instead choosing to wear simple peasant clothing,
although such will be white as snow.
Dusk
goblins can polymorph themselves into a monkey, dog, or goat,
and cast know alignment at will. Once per day dusk goblins
are able to use dispel magic (at 10th level/ability).
Dusk
goblins that change into animals will retain their odd color. As
dogs, they have an armor class of 7 and can bite for 1-4 points of
damage. As goats they have an armor class of 7 and can butt for 1-6
points of damage. As monkeys they have an armor class of 8 and no
effective attacks, but can pick pockets as a 5th level thief.
Dusk
goblins do not normally carry any wealth on their person, yet as a
group they always seem to have a ready supply of local money. They
also appear to have access to virtually limitless amounts of
alcoholic and non-alcoholic beverages.
Dusk
goblins are loath to engage in physical violence, so it is uncommon
for them to carry weapons. In extremis, they are capable of
fighting, but they are much more likely to try to escape or turn
themselves into a goat or dog and fight that way.
Dusk
goblins are adept at speedily performing labor that humans find
onerous. For example, a dusk goblin can easily and readily clean a
stable in an hour, wash all the windows in a house in minutes, or
count all the sheep in a herd in seconds.
If
more than eight dusk goblins are encountered, they will have a
leader, who has 3 hit dice and 14 to 16 hit points. It is rumored
that in the Dusk Realm, there are huge dusk goblin cities ruled by
powerful kings, but this is a damned lie.
INNER WARD FIRST FLOOR 17 DUSK GOBLIN CASINO.
17
DUSK GOBLIN CASINO. The door to this room is barred from within and
painted bright red. The words “Knock For Entry” are written on
it in white stencils and below this is a small sliding window which
is used for vetting visitors. It is at eye level for a goblin or
dwarf.
This
room will look quite different in the day than at night, because the
dusk goblins (see New Monsters) only inhabit it between dusk and
dawn. During the day time visitors will see four bare tables in the
room. There is an empty bar against the west wall, and four wooden
boxes against the north wall that is shared with Room 18. There are
several unlit candelabras and chandeliers. The water closet to the
east is unremarkable. It is outfitted with a sink and running cold
water.
At
night, the room comes alive as a troop of dusk goblins enter from the
door to Room 18, a gateway to their home in the Dusk Realm. On any
given night there will be a dozen dusk goblins working the casino
along with the Lumpy the pit boss to give a lucky number 13.
Lumpy
Wibblegripes (AC 8; MV 12”; HD 3; hp 15; #AT 1; D 1-2; SA Magic
use; XP 135)
12
Dusk Goblins (AC 8; MV 12”; HD 1; hp 5, 1, 5, 8, 5, 6, 2, 6, 8, 4,
5, 6; #AT 1; D 1-2; SA Magic use; XP 50, 46, 50, 53, 50, 51, 47, 51,
53, 49, 50, 51)
Four
of the dusk goblins man the gaming tables, three tend bar, three play
bizarre otherworldly musical instruments, and two act as waiters.
None of the goblins carry weapons or personal wealth. They avoid
fighting, but if absolutely forced into combat, they can use
improvised weapons, such as a chair or bottle of wine, for 1-2
damage. A dusk goblin can also polymorph itself into a dog
(AC 7; #AT 1 bite; D 1-4), goat (AC 7; #AT 1 butt; D 1-6), or monkey
(AC 8; #AT 0; D Nil; SA Pick pocket as 5th level thief).
Should
the adventurers knock on the door at night time, they will be
questioned through the sliding window by Lumpy. Depending on their
answers and Lumpy's assessment of them (reaction roll), they may be
invited into the establishment. It should be noted, however, that
Lumpy leans on the side of inclusion, and will really only bar
prospective patrons that he feels are really dangerous.
If
the characters are in the room at twilight, they will see the dusk
goblins arrive. They set up the room quickly, producing tablecloths,
drinks, etc. as if from nowhere. In seconds the room will be
scrubbed and swept clean and lights will be lit, to give a cheery
glow. The bar is cleaned and well-stocked, and the empty boxes have
magicked into slot machines.
Each
gaming table is capable of seating five persons, which means that
there is room for five gamblers and a dusk goblin dealer, who stands
on a giant stool.
Table
|
Game
|
Maximum
Bet
|
1
|
Craps
|
2
gold crescents
|
2
|
Knuckle
bones
|
10
silver spanners
|
3
|
Twenty-one
(blackjack)
|
1
gold crescent
|
4
|
In-between
|
5
silver spanners
|
The
goblins accept any coin indiscriminately,
but they only pay out with Sarcoy currency, of which they will always
have sufficient amount.
The
slot machines are the slot variant type which accept and pay out in
silver spanners. The information for the games and slot machines can
be found on page 215 of the DUNGEON MASTER'S GUIDE.
The
goblins have an inexhaustible supply of beverages. Salty nuts and
pretzels are available for free. All drinks are served in pints.
Visitors who ask for a drink at a gaming table will have it brought
to them. Dusk goblins do not ask for tips, but they do not refuse
them, either.
Drink
|
Price |
Ale
|
1
silver spanner
|
Beer,
small
|
5
copper pieces
|
Mead
|
5
silver spanners
|
Wine,
Lumpy's select
|
10
silver spanners
|
Wine,
sweet red
|
5
silver spanners
|
Pumpkin
juice
|
2
copper pieces
|
Goblin
grog
|
1
gold crescent
|
Most
of the drinks are mundane. Lumpy's select wine is a potent
stimulant. The first sip will heal 1d4 points of damage, but
thereafter will have no healing effect for that drinker for a week.
Goblin grog tastes like liquid gold but causes flatulence in
non-goblins. It allows imbibers to speak telepathically to
each other at a distance of up to one mile, for the next 7 to 12
(1d6+6) hours.
The
dusk goblins will actually administer all games fairly. If any
character is caught cheating, they will be escorted to the corridor
and told to leave. Characters who resist, or who start a fight will
be treated differently. The dusk goblins are poor combatants and
avoid combat. Instead Lumpy will blow a special tin whistle which
will summon a Dusk Realm stalker, see New Monsters, who will enter
through the door that leads to Room 18.
Dusk
Realm Stalker (AC 3; MV 12”; HD 6+6; hp 32; #AT 2 claws, 1 bite,
and 1 weapon; D 4-7/4-7/2-9 and long sword; SD Magic weapons needed
to hit; Size L; XP 731)
This
stalker has the body of a giant monkey and the face of a vicious
poodle. He uses his tail to wield the sword. It will obey Lumpy in
combating troublemakers, but expects to be well-rewarded for his
services. Now, it is certainly possible for a group of adventurers
to prepare a full-on assult on the dusk goblins. The Dungeon Master
should note, however, that there are likely to be gamblers about, see
below, and these may support the dusk goblins, according to the
Dungeon Master's discretion. If they are in dire straits they will
flee back to the Dusk Realm through Room 18.
A
significant amount of treasure is recoverable from the room if the
inhabitants are killed or driven off. A thorough search, requiring
perhaps 2 or 3 turns, will yield 2044 gold crescents, 6064 silver
spanners, and 8763 copper pieces. A more cursory search will yield a
proportionally smaller haul. If all the beverages are taken as well,
another 600 gold crescents can be recovered from their sale, although
the goblin grog and Lumpy's special wine lose their extraordinary
properties when taken from the room unless with the blessing of the
dusk goblins.
The
door to Room 18 appears different at night than it does by day. In
daytime it is a simple wooden door, but at night it becomes midnight
blue. Opening the door by day leads to a bare room (see the room
description for Room 18), but opening the door at night reveals a
weird wall of shifting color, the gate to the Dusk Realm.
Unfortunately this way to the Dusk Realm is not open to those not
from there. Those from the world of Castle Triskelion trying to walk
through the wall of color will disappear for a few minutes, and then
be noticed coming back the way they came in, with no memory of the
journey.
If
the party arrives at night, there is a good chance that there are
already patrons at the casino. There will be 0-3 (1d4-1) groups of
gamblers. These gamblers will be intent on winning money and having
a good time, for the most part. They are not particularly interested
in fighting the player characters. Reroll if duplication occurs.
1d10
|
Patrons
|
1
|
Atomies
|
2
|
Grey
Elves
|
3
|
Hatchet-faced
Goblins, see New Monsters
|
4
|
Lizard
Men
|
5
|
Talon
Goblins
|
6
|
Limus
|
7
|
Droy
|
8
|
Boniface
Beppe
|
9
|
Lisanna
and Arabella
|
10
|
Malphaim
Hedzel
|
Atomies
6
Atomies (AC 4; MV 12”/24”; HD 1 to 4 hit points; hp 4, 4, 2, 3,
1, 4; #AT 2; D By weapon type; SA Magic use; +1 to initiative, attack
as 3rd level fighter; 90% likely to surprise; SD Only surprised 10%
of time; MR 20%; XP 44, 44, 42, 43, 41, 44)
The
atomies might be found playing at one of the tables, at the bar, or
just listening to music. Each carries 2-8 (2d4) gold vinimes. Four
use small spears (1d4 damage) and 2 use miniature swords (1d3 damage)
Grey
Elves:
2
Grey Elves (AC 4; MV 9”; HD 1+1; hp 9, 7; #AT 1; D Longsword; SA +1
to hit with bow or sword; SD 90% resistant to sleep and charm;
XP 38, 34)
They
wear chain mail and have shields (decorated with a purple tree
design). They have 30 platinum sirastars, 40 gold vinimes, and 64
silver tamos.
It
is very unusual for grey elves to associate with non-elves, and these
two brothers are here to arrange to buy a quantity of special wine
from the dusk goblins. They will be by the bar waiting for Lumpy to
meet with them.
Hatchet-faced
Goblins:
3
Hatchet-faced Goblins (AC 5; MV 9”; HD 1+1; hp 7, 5, 6; #AT 1; D By
weapon type; XP 34, 30, 32)
These
three favor the knuckle bones table. The first hatchet face carries
a broadsword, the second has a short sword and hand axe, and the
third has a footman's mace. Together they have 27 gold crescents, 77
silver spanners, and 127 copper pieces.
Lizard
Men:
5
Lizard Men (AC 4; MV 6”//12”; HD 2+1; hp 14, 11, 12, 5, 15; #AT 3
or 1; D 1-2/1-2/1-8 or club (treat as morning star) +1 to damage due
to strength; XP 77, 68, 71, 50, 80)
These
are evolved lizard men, who carry shields made from the shells of
very large turtles. They might be found anywhere in the room and
have 22 silver spanners and 93 copper pieces to spend.
Talon
Goblins:
4
Talon Goblins (AC 6; MV 6”; HD 1-1 or 1; hp 8, 4, 6, 3; #AT 1; D
Short sword; XP 18, 14, 16, 13)
The
talon goblins love the slots. They have 38 silver spanners and 63
copper pieces between the lot of them.
Limus
:
Limus
the Pseudo-dragon (AC 2; MV 6”/24”; HD 2; hp 9; #AT 1 bite; D
1-3; SA +4 to hit with poison sting; SD Chameleon power, see
invisible; MR 35%; XP 218)
Limus
mostly hangs around the bar and bums free drinks and snacks.
Droy:
Droy
the Green Slaad (AC 3; MV 9”; HD 9+3; hp 42 #AT 3; D 2-16/3-8/3-8;
SA Magic use; SD Magic weapon needed to hit; MR 50%; XP 4938)
The
above statistics are for Droy in his slaad form. While slumming at
the casino he will have the appearance of a seven foot tall bald
olive-skinned elf (50%) or a dwarf with a green beard (50%). In
demi-human form he carries Eleanor, his long sword of wounding
, and does an additional +4 to damage due to his 18/76 strength.
Droy carries a bag of holding (15 pounds, 250 pounds, 30 cubic
feet) with his mad money: 1905 odd octagonal-shaped gold coins, each
equivalent to a gold crescent in value. Droy might be found at any
of the gaming tables, but his favorites are craps and twenty-one.
Boniface
Beppe:
Boniface
Beppe, Neutral Good male human Ranger (AC 7; MV 9”; R4; hp 24; #AT
1; D Battle axe, dagger, or short bow; SA Surprise on 3 in 6, +4 to
hit giant class creatures; SD Only surprised on a 1 in 6; S 13, I 14,
W 15, D 10, C 15, Ch 10; XP 250)
Boniface
likes a good game of in-between and also greatly appreciates the
establishment's bar. He wears studded leather armor and has a battle
axe, a dagger, and a short bow with 16 arrows in a quiver. In his
backpack are 2 weeks iron rations, flint and steel, 4 torches, and an
empty waterskin. He keeps 35 gold crescents, 12 silver spanners, and
13 copper pieces in his belt pouch.
Lisanna
and Arabella:
These
charming ladies will generally find themselves playing a game of
twenty-one.
Lisanna,
Chaotic Good female half elf Fighter/Magic-user (AC 8; MV 12”;
F3/MU3; hp 11; #AT 1; D Dagger or dart; SA Spell use; S 10, I 16, W
9, D 13, C 1,4 CH 17; XP 194)
Lisanna
is an unusually attractive woman. She wears dyed purple leather
armor and carries 4 daggers and 6 darts. Her purse contains 88 gold
crescents, 35 silver spanners, and 43 copper pieces. She does not
have her spell book with her, but she does carry a scroll with
2 magic missile
spells on it.
First
Level Magic user Spells:
Burning
Hands, Charm Person
Second
Level Magic user Spells:
Forget
Arabella
Heimholt, Neutral female gnome Thief (AC 7; MV 6”; T3; hp 9; #AT 1;
D Dagger; S 8, I 15, W 6, D 15, C 15, CH 14; XP 146)
Thief
skills
PP
40%, OL 38% F/RT 40% MS 32% HS 25% HN 25% CW 72% RL -
Arabella
wears leather armor and carries 3 daggers. She has 43 gold
crescents, 76 silver spanners, and 74 copper pieces. She is friendly
and quick to laugh, but has a low wisdom score, so she will probably
end up betting more than she can afford.
Malphaim
Hedzel:
Malphaim
Hedzel, Neutral female human Magic-User (AC 10; MV 12"; MU4; hp
10; #AT 1; D Magic Broom, as Quarterstaff +1; SA Spell
use; S 6, I 17, W 17, D 13, C 9, Ch13; XP 215)
First
Level Magic user Spells:
Magic
Missile, Mending, Write
Second
Level Magic User Spells:
Detect
Evil, Wizard Lock
Malphaim
sometimes likes to come here for some excitement. She is described
in the Outer Ward First Floor, Room 18. She will be accompanied by
her blue hedgehog familiar and two brandles acting as menials and
bodyguards.
2
Brandles (AC 9; MV 12"; HD 1; hp 8, 5; #AT 1; D 1d6; SD Take
half damage from most edged weapons, immune to sleep and charm; XP
22, 19)
Subscribe to:
Posts (Atom)