Saturday, January 31, 2015


52 DANCE HALL. The first time the characters enter this room, they will view a ghostly dance. About two dozen faintly glowing yet transparent couples, dressed in impeccable finery, are dancing to eerie music. The dancers are completely incorporeal, and cannot be affected by the characters in any way whatsoever short of exorcism. Any attempts to touch the dancers will be met with no resistance and the adventurers may walk through the dancers if they choose. The dancers will take no notice of the characters and will continue dancing as long as the characters remain in the room.

The second time that this room is breached, the dancers will have disappeared, but one of the adventurers (chosen at random) will still be able to hear a few snatches of the ghostly music before it disappears altogether. Each subsequent time that the same adventurers enter the room, there will be absolutely no trace of the dancers. If new members have been added to the party, these newcomers will be able to see the dancers, however.

The room is grand, with wooden floors and ornate moulding. A huge glass chandelier is here, but sheds no light. A fireplace is in the east wall, along with eight glass windows. The walls are faded yellow plaster.

Friday, January 30, 2015


51 SALON. This room was obviously once opulently furnished. Now it has gone to ruin. The white plaster walls are dirty. The red carpeting is torn and shredded, revealing the scuffed wooden floor below. Couches and end tables are broken and sagging. A filthy large glass window is in the southwest corner. The ceiling is dominated by a monstrous cast iron chandelier featuring six snake-like heads. Immediately below the chandelier are three dead men and a heavy chest.

If the characters approach the center of the room, the chandelier will animate and attack as though it was a six-headed hydra. It cannot move, but its heads can extend and reach every part of the room.

Animated Chandelier (AC 5; MV 0”; HD 6; hp 48; #AT 6 bites; D 1-6 X 6; SA 1-4 attacks on same opponent; SD All heads must be killed to slay; XP 513)

The three men were adventurers who found a heavy treasure chest and were heading for the stairs in Room 53 when they were killed by the chandelier.

The first adventurer wears leather armor and had a normal sized shield, a scimitar, and wore a backpack containing two weeks standard rations (now ruined), thieves' tools, a metal cup, twenty feet of rope, flint and steel, three torches, and two metal vials containing one dose each of type A insinuative poison. His belt has a silver belt buckle worth 5 gold crescents. In his belt pouch are 21 gold crescents, 13 silver spanners, and 15 copper pieces.

The second adventurer wears plate mail armor and had a two-handed sword with a moonstone in its pommel (sword valued at 150 gold crescents). In a pouch around his neck are three bloodstones worth 50 gold crescents each and 6 silver spanners.

The third adventurer wears a bright yellow robe with white pentacles on it. He had a silver dagger, three darts, and a lantern. In his belt pouch is a small glass prism, 25 gold crescents, 19 silver spanners, and 2 copper pieces.

The treasure chest is locked and trapped. If opened without disarming the trap,a dark green gas will seep out and everyone in a 10' radius must save versus poison or take 1d8+2 points of damage and lose 1d6 points of strength for 2-5 (1d4+1) hours). If strength is reduced below 3, the individual may not move under his or her own power until the effect wears off. The treasure chest holds 2056 gold crescents, a large ornamental gold pin depicting a four horned goat (35 gold crescent value), and a magic-user scroll in a silver scroll case (20 gold crescent value). The scroll holds the spells clairaudience, forget, and jump.

Thursday, January 29, 2015


50 SECRET LABORATORY. This room is where Marcoh went for privacy to study and conduct his bizarre experiments. There is a single huge glass bell-shaped case in the center of the room. The interior is cloudy, but when the room is breached the cloudy gas will disappear, the glass will shatter, and two aggressive giant wasps will emerge from anesthetic stasis.

2 Giant Wasps (AC 4; MV 6”/21”; HD 4; hp 21, 14; #AT 1 bite and 1 sting; D 2-8/1-4; SA Poison; XP 404, 376)

Two continual light spheres illuminate this room. There is a work bench along the west wall. It holds an oil lamp, fifteen unlabeled flasks holding alcohol solution for preserving specimens, a pot of lamp oil, ink pots and quills, papers with illegible scribblings, small tools, eighty seven unlabeled jars of insect parts, and six labeled potion bottles containing the following potions:

Wall walking
Mind master
Animal control
Polymorph (self)
Black with yellow chunks

Each potion does indeed have the listed effect, however, each does so in an insect-related way.

The potion of climbing turns the user's hands and feet into insect like claws for the duration of the potion.

The potion of animal control allows control only over normal sized or giant sized insects, arachnids, or myriapods. The user will emit insect-like clicks.

The potion of polymorph (self) allows the user to polymorph into any sort of normal or giant beetle only.

While using the potion of flying, the drinker will give off a humming sound like a giant fly or bee.

The potion of diminution not only shrinks the user but gives 18/00 strength for the duration.

In a drawer in the work bench there is some string, a razor, rotting food, and six small beetle statues (one each of bombardier, boring, fire, rhinoceros, stag, and water) made of gold, each worth 30 gold crescents.

Wednesday, January 28, 2015


49 SECRET HALLWAY. The walls are paneled in attractive red wood and the hallway is lit by two continual light globes suspended from the ceiling in the usual manner.

Tuesday, January 27, 2015


48 MARCOH'S ROOM. There is a bed, a wardrobe, and a hamper. A single glass globe with a continual light spell cast on it hangs from the ceiling.

On the inside of the door is the phrase “The child will show the way” engraved on a metal plaque. Arranged around the room are six metal figurines attached to the walls. They are a wasp, a scorpion, a maggot, a tick, a dragonfly, and a mosquito. Pressing the maggot figure (the “child” or immature form of animal) will open the secret door to the south. Pressing any other figure will cause a electrical shock of 1 hit point.

The wardrobe contains white work smocks and lab jackets. The hamper contains soiled versions of the same.

Monday, January 26, 2015


47 MARCOH'S LABORATORY. The door to this room is capable of being locked, but is not. This was the laboratory of Marcoh Triskelion the entomologist. There are three work benches. A bookcase is against the north wall and there is an adjacent display case. Against the west wall is a fireplace. Three glass globes with the continual light spell are suspended from the ceiling. There are three stained glass windows in the north wall depicting an ant, a beetle, and a locust. The walls are paneled in dark fragrant wood.

The first work bench holds glass jars containing multitudes of dead insects, both domestic and exotic.

The next work bench holds small surgical tools and a pair of eyes of minute seeing. On the underside of the tabletop of this work bench is a tiny lever which will open the secret door to Room 33 of the Ground Level. Marcoh had this secret door built into the east wall so he would have easy access to the reference works in the library. Anyone going through this secret door will find that they are thirty six feet above the floor and it is a difficult climb down unless one of the mobile ladders is in the correct position.

The last work bench holds stoppered funnels and several unlabeled jars, each holding a different colored fluid. All of these are paralytics for use on small creatures such as insects, but will only cause localized numbness if tested by an adventurer.

The bookcase near the north wall holds numerous books about insects. This collection is not particularly valuable, but a sage with interest in the field might be willing to pay up to 25 gold crescents for the lot.

The display case contains hundreds of dried insects pinned to cork boards under glass.

Sunday, January 25, 2015


46 ALFONSINA'S ROOM. The door to this room is locked. This was the bedroom of Alfonsina Triskelion the numerologist and it is guarded by five wax golems. They each wear chain mail armor and have a mouth but no other facial features, except for a large number in the middle of the upper face.

Military fork
Morning star
Footman's flail

5 Wax Golems (AC 5; MV 12”; HD 5; hp 20 each; #AT 1; D By weapon; SD Limited spell immunity; XP 230 each)

Number 2 will speak immediately when the adventurer's enter the room. He will say “All of us are whole, but only four of us are natural, which of us is not natural?” The correct answer is "zero", and if that number is spoken aloud, the wax golems will not molest the intruders. A wrong answer or attempts to avoid the situation will be met with an attack.

A bed is here, along with a candelabra which is identical to the one seen in Room 45.There are two thin plain glass windows to the northwest and three more to the north. Against the east wall is a fireplace and a bin with firewood. A table is against the south wall, holding a cushioned pillow and a golden sphere. Beside it is an odd statue. A wardrobe is also against the south wall.

Upon the gold sphere has been etched thousands of tiny numbers. This is the same globe pictured with Alfonsina in Room 56 of the Outer Ward Ground Level. This item is worth 10000 gold crescents and weighs 100 gp weight.

The statue is a five foot tall stone Triskelion statue, but this particular statue has five bodies and five heads. In addition to the now-familiar scowling aspect with a staff, laughing aspect with a sword, and crying aspect with a nine-tailed whip, there is also a sleeping aspect with a hammer and a screaming aspect with a wand.

The wardrobe holds four white gowns decorated with blue five-pointed stars.

Saturday, January 24, 2015


This magic ink appears as a thick, almost syrupy liquid resembling quicksilver (liquid mercury). There is usually enough ink for 2-5 (1d4+1) applications. It can be used to improve things or deceive. Its uses include the following:

  • Scrolls written using the ink function as if they were two levels higher when cast, and have no chance of scroll writing failure.
  • It may be used in lieu of a diamond for a glyph of warding, and such a glyph works as if it were cast by a cleric of two levels higher than the actual caster.
  • It may be used instead of the normal material components for illusionary script or any symbol spell.
  • It may be used as the only necessary material component for inscribing a spell into a spellbook using the write spell, and the attempt will always succeed.
  • If the ink is spilled on a magic item with a '+' value (sword, ring of protection, etc.), it improves the item to the next higher values for a period of 1 to 6 turns. Thus a sword + 1, +4 versus reptiles would become a sword +2, +5 versus reptiles.
  • Forgeries made with the ink are virtually undetectable, as the ink reflects what the reader expects to see rather than what the inscriber actually wrote. This forgery can still be undone by magical means including a gem of seeing or a true seeing spell.
  • If ingested, it is a deadly poison, save or die.


GP VALUE: 2,500


45 STUDY. Alfonsina Triskelion was an expert mathematician and numerologist. She would spend days to weeks in her study and bed room devising formulae and algorithms that would never amount to any practical application.

There are five stained glass windows against the west and northwest walls. From south to north they are each marked by the following words:

The first reads: “THE LAW OF FIVES STATES:” 
The second reads: “ALL THINGS HAPPEN IN FIVES,”
The fourth reads: “OR ARE APPROPRIATE TO FIVE.”
The fifth (northwest) reads: “THIS LAW IS NEVER WRONG.” 

There is a desk and a comfortable chair to the south of the door leading to Room 43. The desk holds paper, five quills, four bottles of normal black ink, and a bottle of Moraxo's magnificent silver ink. A candelabra with five points holds white candles decorated with blue five pointed stars. There are several dozen books dealing with simple to advanced mathematics.

The sheets of paper have numbers and symbols scribbled across them, but no real sense can be made of the writings. Even a comprehend languages spell will not render them entirely understandable since they deal with obscure mathematical principles, astronomical movements, and oddball theories. The best that can be gleaned is that the number five figures prominently. 

The whole collection of Alfonsina's books would be worth up to 30 gold crescents to a sage interested in such works. Her personal writings, however, defy credibility and would be dismissed as nonsense.

Friday, January 23, 2015


44 STATUE. The room is dominated by a Triskelion statue that is similar to, but smaller than, the one in Room 4 of the Outer Ward Ground Level. The scowling face faces southeast, the laughing face faces west, and the crying face faces northeast. Three potted plants, now rotting, are against the east wall. The southernmost pot is actually attached to the wall, and if rotated, it will open the secret door. Astute adventurers may note grooves on the floor where the pot has been moved in the past.

Thursday, January 22, 2015


43 WASH ROOM. This wash room has white tiled walls and floors decorated with gold dragon designs. A toilet is against the north wall while a basin with hot and cold pump faucets is against the west wall. The room is lit by two glass globes hanging from the ceiling. A continual light spell has been cast on each.

Wednesday, January 21, 2015


42 NURSERY. In the center of the room is a large wooden rocking horse. If approached by anyone other than a child it will animate and attack.

Animated Rocking Horse (AC 7; MV 15”; HD 3+3; hp 14; #AT 2 hoof thrusts and 1 bite; D 1-8/1-8/1-3; XP 116)

There are six small beds. There is a clothes hamper and two wardrobes. A wooden box is near the center of the room. A fireplace is against the south wall. Four stained glass windows are also to the south and one is to the southwest. The floors are carpeted with a thick blue shag.

Beneath one of the beds is a silver music box (15 gold crescent value) which plays rousing and happy melodies which remind characters of their childhood.

The wardrobes hold child sized clothing. The wooden box holds wooden and knitted toys of dragons, knights, dolls, etc. The closet in the west wall contains bedclothes, towels, etc.

The south windows depict a dancing owlbear, a smiling female pixie, a mermaid splashing playfully, and a basket of baby griffons. The southwest window shows a princess in pink holding hands with a knight in black plate armor embossed with the three white leg Trsikelion design.

Tuesday, January 20, 2015


41 COMMON ROOM. The most striking thing about this room are the seven stained glass windows, each with a scene showing an unarmored tall man hunting a different creature. From north to south the adversary is: a boar of tremendous size, a polar bear, a black dragon, a giant rhinoceros beetle with a blue and brown spotted carapace, a catoblepas, a horned devil, and a cloud giant. The man depicted is Benedict Triskelion, although this will not be obvious to a casual observer it will be known to all Trsikelion family members.

Two great braziers are near the east wall, along with four tubs of coal. In the center of the room is a carpeted area with three couches and four comfortable padded chairs, each with a gray and red striped pattern. In the center of this group is a short coffee table holding an empty pitcher and four wineglasses.

Three large black and red Triskelion banners hang from the east wall. Stairs descend to a corridor near Room 26 of the First Floor and ascend to Room 74 of the Third Floor.

Monday, January 19, 2015


40 GOVERNESS' ROOM. The door to this room is locked. This is the home of Maria Tyus, a werewolf, formerly a governess whose job it was to take care of several of the Triskelion children.

Maria Tyus, Werewolf (AC 5; MV 15”; HD 4+3; hp 19; #AT 1; D 2-8; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 300)

She will be in her human form when first encountered, wearing a purple dress and leather shoes. She will either attack immediately or attempt to convince the party that she needs to be rescued depending upon how the party initially reacts to her. If accepted by the party, she will turn on them when they are in the middle of a combat or in some other difficult position. Maria carries a purse with 7 copper pieces, 2 gold crescents, and the key to her room.

There is a bed with purple sheets, a wardrobe, four lit candelabras with purple candles, a small table in the center of the room, and a large chest near the east wall.

The wardrobe holds a change of bedclothes and numerous dresses (most are purple, Maria's favorite color). The table holds cheese, wine, eating utensils, dishes, and a small oil lamp.

The chest holds more clothing, extra shoes, extra candles, flint and steel, lamp oil, and an elaborate wooden jewelery box worth 18 gold crescents. The jewelry box holds silver earrings (worth 5 silver spanners each), a pearl necklace (125 gold crescent value), and four identical silver necklaces (worth 25 gold crescents each). Maria refuses to wear the silver jewelry anymore because of the pain it causes her.

The room has wood paneled walls and numerous portraits of Maria's relatives. The wooden floor is decorated with a tan and purple woven rug.

Note that if Maria is somehow cured of lycanthropy she will revert to her normal lawful neutral alignment.

Sunday, January 18, 2015


39 SECRET TEMPLE OF MORDAG. Six ghouls occupy the room.

6 Ghouls (AC 6; MV 9"; HD 2; hp 12, 10, 9, 9, 8, 6; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 65 + 2/hp)

They have each been painted gold and each is wearing a spiked gold collar worth 25 gold crescents.

The walls, floor, and ceiling are painted flat black. The south wall is also decorated with a painting of the god Mordag, who resembles an enormously fat ghoul. Before the painting is an altar holding blood-encrusted cloth of gold drapings, a stone sacrificial knife, and a stone idol of Mordag. The drapings are worth 45 gold crescents if cleaned properly.

Saturday, January 17, 2015


38 ARMAND'S ROOM. The door to this room is locked. This was once the bedroom of Armand Triskelion and it is currently occupied by a ghast.

Margyre the ghast (AC 4; MV 15”; HD 4; hp 27; #AT 2 claws; D 1-4/1-4; SA Nausea, paralysis; SD Limited spell immunity; XP 298)

Margyre was the leman of Armand Triskelion and suffered bitterly when he was defeated. This ghast is painted bright gold and has a golden spike (15 gold crescents) driven through her muzzle. She is cursed and incapable of removing it herself. She keeps the key to the room on a string around her neck.

There is a bed, a prayer mat, a wardrobe, and four unlit candelabras holding amber-colored candles. A sacrificial dagger is on the floor (gold, worth 50 gold crescents, but useless in combat). An iron ring next to the door holds six leashes, which Armand used to attach to ghouls' collars. There are six brass wall decorations, each resembling a hideous face (two on north wall, two on south, and one each on east and west).

The bed has light fur sheets stained a golden yellow color. The wardrobe holds unremarkable clothing.

One of the brass wall decorations in the wall can be manipulated to open a one-way secret door by sticking fingers in its eye sockets.

Friday, January 16, 2015


37 ARSENE'S ROOM. The door to this room is capable of being locked, but is not. This was the bedroom of Arsene Triskelion, a sage whose special field was Geology & Mineralogy. A workbench and stool are near the south wall. A bed with white sheets is here, as well as a dresser and a wardrobe. The floor is carpeted in blue with a red fringe and a purple unicorn pattern.

The workbench holds flint and steel, several small hammers, picks, and exotic tools, along with various samples of crystals and rocks. Among the dross is a hunk of gold (worth 7 gold crescents), an uncut carnelian (100 gold crescents base value), and an uncut chalcedony (50 gold crescents base value). There are also several hunks of iron pyrite (fool's gold, 296 gp weight), which will appear as gold to the unwary or those in haste 75% of the time. Dwarves and gnomes will be immediately be able to realize the true worthlessness of the iron pyrite.

The dresser holds white and tan loose fitting female human garments while the wardrobe holds similar clothing and 4 sets of good leather work boots.

Thursday, January 15, 2015


36 SECRET ROOM. A huge mahogany throne is against the east wall. The throne is flanked by two huge mirrors in wooden frames. Two waxwork mannikins flank the doorway. A curio cabinet is in the southeast corner and two framed scrolls are in the northwest corner. There are three large stained glass windows, each with a checkerboard of clear and deep red tinted glass.

Anyone sitting in the throne is immediately transported to the Throne Room, Room 48, of the Ground Floor of the Inner Ward, as if teleported without error. There is a 50% chance of landing in either the left or right throne, although the effect will not teleport someone to an occupied throne.

Anyone looking into the north mirror will see The First Floor of the Inner Ward Room 15. If the medusa is still there, the viewer stands normal chances of being turned to stone. Anyone looking into the south mirror will see a view from the Outer Ward, Room 8 of the Third Floor, the Belfry. The view is looking out over the main approach the the castle. This was a defense mechanism to allow the viewer to observe strangers as they approached the castle. These scrying devices will work if removed from the room, but always show the same places.

The waxwork to the west of the door is a white-bearded wizard wearing blue robes with silver stars, pointy shoes, a pointy hat, and bracers of defense AC 4.

The wax mannikin to the east is wearing man-sized splint mail +2 and holds a bastard sword +1, +2 vs. magic-using & enchanted creatures. 

The curio cabinet holds three shelves. On the top shelf is a stack of parchment scraps, a quill pen, and a silver letter opener worth 4 gold crescents. On the middle shelf is the skull of an owlbear and on the bottom shelf is a small locked chest with 58 gold crescents and a sapphire worth 200 gold crescents. The chest is trapped with a tiny needle that will inject purple dye into the hand of anyone who sets it off. Have the character roll a 1d20 as if for a saving throw, but ignore the result because the dye is relatively harmless. It will, however, slowly begin spreading all over the victim's body until all of their skin is purple. This will take about a day and it will fade after another week.

The first framed scroll has the illusionist spells of blindness, deafness, and fog cloud, while the second has the cleric spells of animate dead and snake charm.

Wednesday, January 14, 2015


35 ANOTHER CHESS MATCH. The center of the room features a twenty foot square carpet with a red and white checkerboard pattern and a square low table at its center, which is bedecked with thirty two small (six to eight inch tall) miniatures. The room is lit by four continual light globes suspended from the ceiling. Dozens of comfortable blue plush chairs are placed against the walls. The door in the south wall is not real, it is only painted on.

Anyone stepping onto (or even flying over) the checkerboard carpet will be transported and miniaturized to the small table to carry out a chess match as a white piece on the north side of the game board. Roll to see what piece they become.

Player choice

Affected adventurers (and adversaries) must move as their game pieces would in an actual game and fight their way to the opposite side of the board, there to be released. They find themselves dressed as the game piece (see below under descriptions of the adversaries). For purposes of the game, they may use restricted armor and weapons (for example, a magic-user cast as a rook may fire his or her heavy crossbow, and a druid cast as a queen may fire a magic missile). White goes first.

Should one side win the game by defeating the opposing king (checkmate or death/destruction), then the game will also release the remaining combatants. Once released, survivors will get back all of their missing equipment.

Opponents may be attacked as per normal combat resolution, with the winner claiming the loser's square, except in the case of rooks and queens, who fire missiles at the opponent instead and can only be defeated if they are attacked. Once the rook is out of bolts, it too must attack hand-to-hand.

Note that this method of combat resolution can actually move the adventurer backwards in some cases. The other white pieces do not move by themselves, unless it is impossible for a character game piece to make a move. The enemy pieces (south) are deep red in color.

Skeleton (AC 7; HD 1; hp 5 each; #AT 1; D Short sword; SD Sharp weapons score half damage only, limited spell immunity; XP 19 each) wearing rotting leather armor
Wax Golem (AC 5; HD 4; hp 15; #AT 1; D Heavy crossbow or dagger; SD Limited spell immunity; XP 145) in chain mail, each carries twelve bolts at the start of the game
Wax Golem (AC 3; HD 4; hp 15; #AT 1; D Long sword; SD Limited spell immunity; XP 145)wearing banded mail with a horse shaped great helm and normal sized shied
Wax Golem (AC 5; HD 4; hp 15; #AT 1; D Footman's mace; SD Limited spell immunity; XP 145) in chain mail with a great helm resembling a bishop's miter
Wax Golem (AC 10; HD 6; hp 25; #AT 2; D Magic missile; SD Limited spell immunity; XP 375) wearing a gown and tiara
Wax Golem (AC 3; HD 7; hp 30; #AT 1; D Two handed sword; SD Limited spell immunity; XP 590) in plate mail armor and wearing an iron crown

Note that these opponents only exist in the game, and it is not possible for observers to interact with them. Attempts to attack the game pieces using spells or missile weapons will land the adventurer inside the game, to be placed at the Dungeon Master's discretion.

Experience point awards for defeating enemies are possible and will be earned entirely by the character in combat. Defeated foes, including defeated adventurers, disappear until the game is over. Any adventurers who are killed will reappear as mindless game pieces in the place of the enemy who slew them.

If the white side defeats the blue king, the door to the south will transform into a real door, allowing entrance into Room 36.

Tuesday, January 13, 2015


34 FORGOTTEN ROOM. This room is dusty and has obviously not seen any use in years. There are three small windows located near the ceiling and a large table near the west wall holds a sarcophagus.

Within is a human appearing skeleton made of gold. Each bone is inscribed with its name. The whole thing weighs about 2400 gp weight, but the complete skeleton would be worth 5000 to 6000 gold crescents to a purveyor of rare items.

It was originally commissioned by Benedict Triskelion about fifty years ago. Benedict planned on giving it as a gift to Atlong Jargs, an evil high priest of a death cult to the west. However, when Atlong was betrayed and sacrificed by his own underlings Benedict had no use for the thing, so he had some servants put it here. Over time, everyone forgot about it.

Monday, January 12, 2015


33 SUN ROOM. There are five large glass windows in the north wall, and many large skylights provide this room with exceptional amounts of nourishing sunlight during the daytime. The walls and floor are covered with exorbitant plant life, with one sinister carnivorous plant monster ruling as king.

Pumpkin-Faced Vine Monster (AC 5; MV 3”; HD 6+6; hp 34; #AT 4 viney tendrils; D 2-5/2-5/2-5/2-5; SA Crush; Size L; XP 697)

If the monster hits a man-sized or smaller individual with two tendrils in can automatically crush them the next round for 4-16 points of damage. The pumpkin monster is susceptible to spells which affect plants, such as anti-plant shell and hold plant. It can survive on sun and water but hungers for fresh meat.

Tools, water sprinklers, and such items are arranged on shelves along the east wall, along with pump faucets for cold water. The secret door is operated from this end by means of a hidden switch located near the floor. The concealed door to Room 34 is hidden behind a wall of thick ivy.

Sunday, January 11, 2015


32 SERGI'S ROOM. This room is capable of being locked, but is not. This room served as the home of the hunter Sergi Triskelion, and is decorated with exotic animal pelts. There is an unusual guardian in this room. A lion skin rug that decorates the floor will rear up and fill out, gaining the appearance of a real lion. It will attack ferociously, and will become a tattered skin again when defeated.

Lion Rug(AC 5/6; MV 12”; HD 5+2; hp 30; #AT 2 claws and 1 bite; D 1-4/1-4/1-10; SA Rear claws for 2-7/2-7;; XP 480)

There are six beaver pelts (2 gold crescents each, four ermine pelts (4 gold crescents each), and three fox pelts (3 gold crescents each). There is a large hexagonal bed, a massive antique wardrobe, and a collection of 24 skinning knives. Three plain glass windows are to the north.

The functional (and heavily used) knives in the collection have no particular value, each being worth about as much as a dagger.

The clothes in the wardrobe are trimmed in fur and worth a total value of 470 gold crescents.

Saturday, January 10, 2015


31 MUSICAL ROOM. When the adventurers approach the door to this room, they will be able to hear strange otherworldly music coming from inside, but when they open the door, the music will abruptly stop. Four chairs and stands with sheet music are here. Sitting on the chairs are a harp, lute, horn, and drum. The instruments are not magical and not particularly well-made, but are cold to the touch. Four stained glass windows are here depicting the same four instruments. One unlit candelabra with a bent rod is here.

Attempting to take an instrument out of the room will cause a shock of 1d4 hit points. If this is not enough to convince the person to return the instrument, they will be cursed and suffer -1 on their saving throws until the instrument is returned. These effects are cumulative for persons removing more than one instrument.

If none of the instruments have been removed, the weird music will continue once the adventurers leave the room.

Friday, January 9, 2015


30 OPEN ROOM. There are two large plain glass windows. The small closet contains fourteen normal spears. The secret door to the south can be opened by a handhold that can be perceived when a loose block is removed.

Thursday, January 8, 2015


29 SAUNA. This room is haunted by one of the restless dead, the Gray Lady.

The Gray Lady, Restless Dead (AC 0; MV 12”; HD 4; hp 19; #AT 1 scalding touch; D 1-12; SD Immune to fire and heat, limited spell immunity; XP 186)

When the room is entered, she will materialize as a cloud of gray vapor having the shape of a human female. She can be turned as a special undead, but she is unable to leave the room. She cannot be affected by charm, sleep, or hold spells, but takes normal damage from cold. An exorcism spell will destroy the Gray Lady.

The walls are thick wood panels and the floor is rough wood beams. There are eight coal burning braziers against the south wall and rough benches are along the remaining walls. Six empty wooden buckets are scattered about.

Wednesday, January 7, 2015


28 WRAP AROUND STORAGE ROOM. On the north wall are three life-size paintings of green, glowing animals: a stag, a wild boar, and a wolf. As the room is entered, they will step out from their paintings, become three dimensional, and attack as though they were real animals. Upon being defeated they will collapse into globs of phosphorescent green paint.

Painted Stag (AC 7; MV 24”; HD 3; hp 14; #AT 1 antlers or 2 forehooves; D 2-8 or 1-3/1-3 ; XP 77)

Painted Wild Boar (AC 7; MV 15”; HD 3+3; hp 16; #AT 1 tusks; D 3-12; XP 149)

Painted Wolf (AC 7; MV 18”; HD 2+2; hp 11; #AT 1 bite; D 2-5; XP 68)

The other walls are lined by dozens of cabinets. They contain eating utensils, dishes, plates, glasses, extra bed sheets, evening gowns and bath robes, towels, and such items. A comprehensive search will reveal a rare wood and black iron statue of a dragon worth 50 gold crescents and a SWAN BOAT type of Quaal's feather token .

Tuesday, January 6, 2015


27 SECRET CORRIDOR. This hallway has a musty odor and is oddly decorated with green and purple diamond-shaped wallpaper. Spy-holes allow the viewer to peer into Rooms 26, 28, 33, 34, and 50 of the Second Floor and Room 33 of the Ground Floor (The Library).

Monday, January 5, 2015


26 ORGAN ROOM. This room gives the general impression of a chapel. The walls are whitewashed stone and the floors are wood. Twelve benches are here, divided by a central aisle. The south portion houses a massive pipe organ of great power. There are a total of sixty six brass and wood pipes of varying sizes. There are three banks of ivory and jet keys, seven stops, and two great foot pedals. A large padded chair is present, for the comfort of the player.

Any untrained hand playing this magic instrument will cause a random effect to occur:

Smoke and gases billow out from the pipes and cover the entire room for five turns. Creatures therein cannot see and will be blinded for 1d6 rounds even when they step out of the room.
A shrieker (AC 7; MV 1”; HD 3; hp 18; #AT 0; D Nil; SD Noise; XP 23) grows and starts screaming.
A heavy rain falls for one round, the next round everything is dry except for the characters.
Streams of flies pour forth from the pipes and rise to the ceiling, turn into raisins and fall to the floor. If eaten they are harmless, but taste like peppercorns.
Very loud, everyone in the room must save versus breath weapon or suffer deafness for 1-4 hours. This noise will also call for an immediate roll for encountering wandering monsters.
Each creature in the room becomes one year younger (50%) or one year older (50%).
Organ player becomes invisible until he or she leaves the room, thereafter they will continue to believe themselves invisible for one hour.
Clothes, armor, possessions, etc. of organ player become invisible until he or she leaves the room, thereafter the organ player will believe the items are invisible for one hour, but they really aren't.
Hair of organ player turns to leaves (or if bald, will grow leaves), these will fall off in one day and a new head of shock white hair will grow.
A confused blink dog (AC 5; MV 12”; HD 4; hp 16; #AT 1 bite; D 1-6; SA Attack from rear 75% of time; SD Teleporting; XP 206) will appear, apparently summoned by the organ.
The secret door to Area 27 will swing open.
A loud “WHUMP!” sound is heard, everything will go black and the room's occupants will find themselves in Room 22 on the First Floor.

Sunday, January 4, 2015


25 ROOM OF THE FOUNTAINS. Two magical fountains are here.

The east fountain is decorated with the statue of a beautiful nymph and has twelve gold crescents in it. Its water is clear and good to drink. If a gold crescent is thrown in the fountain, the statue has the power to cure 1d6+1 hit points, thereafter it will not so function for one day. If any coins are taken from fountain, they must be repaid twelve fold or the offender will be cursed as though affected by a stone of weight until the debt is cleared.

The west fountain is decorated with the statue of a gargoyle. Its water is foul and green. If anything is thrown in the fountain, the statue will animate and attack.

Animated Statue (AC 5; MV 9”; HD 4+4; hp 20; #AT 2 claws, 1 horn, and 1 tail; D 1-3/1-3/1-6/1-4; SD Magic weapon to hit; XP 265)

Saturday, January 3, 2015


24 WASH ROOM. This room is paneled in wood and lit by a skylight. A bath is against the west wall and a toilet is near the southeast corner. A pump faucet and basin are on the east wall. There is room for torches in sconces along the walls but none are present.

Friday, January 2, 2015


23 DINING ROOM. An unusually large dwarf is sitting down to a meal of iron rations.

Kooper Gil, Chaotic Good male mountain dwarf Fighter (AC 5; MV 6”; F6; hp 34; #AT 1; D Hammer +2 and another +4 to damage due to strength; S 18/89, I 8, W 9, D 12, C 17, Ch 10; XP 225 + 8/hp)

He wears odd-sized chain mail armor and carries a silver dagger in addition to his magic sword. He wears a backpack holding 9 iron spikes, a small hammer, 3 weeks iron rations, 2 metal containers each holding the equivalent of a flask of oil, flint and steel, and a small red felt bag with 9 gold mabans, 3 silver khurams, and 7 copper ganes. His helmet is missing and his head is bandaged. It is obvious that the wound is still bothering him, although he is otherwise in good health.

Kooper is very strange for a dwarf. He stands 6 feet tall and weighs more than 400 pounds. He is unusually talkative and friendly for a dwarf, assuming that the adventurers don't attack him. He is under a geas to retrieve a magic item from the castle, but he has amnesia from his head wound and he cannot remember what the item is or who he came here with. If he is asked why he is so large he will tell a long story about falling into a magic cauldron when he was a baby.

If his memory is somehow restored (such as with a heal or restoration spell or any method which the Dungeon Master allows), he will recall that he was sent to find one of these items (roll randomly):

The Midnight Shears
The Eye of the Sightless One

This room was usually used to serve informal breakfasts. It features a large oval wooden table and eight chairs. The walls are paneled in wood and the floor is carpeted in rich golden yellow with green trim. Six paintings of pastoral landscapes grace the walls. There are four lit candelabras with yellow and green candles (Kooper lit them).

Thursday, January 1, 2015


22 DOMESTIC SUPPLIES. This room is not lit and the door to this room is hanging off of its hinges. This is the lair of a phase spider, and there is a 75% chance that it will be here.

Phase Spider (AC 7; MV 6”*15”; HD 5+5; hp 32; #AT 1 bite; D 1-6; SA Webs, poison; SD Phase; XP 892)

The walls are bare stone and there are dozens of cabinets holding bedclothes, towels, candles, soap, and similar necessities. Stuffed into a cupboard is the skeleton of a gnoll, a former member of the Red Legs. He has 12 silver spanners and 6 copper pieces on what is left of his person.