77
LANDSCAPE GALLERY. There are a total of fifty three landscape
paintings in this room, each signed by the artist Patrizio
Triskelion. The landscapes generally feature rolling hills, but a
few are ocean scenes, and mountain and wild forest scenes are also
represented. There are relatively few animals in the paintings, but
those that are present all have the heads of birds, except for actual
birds, which have the heads of people.
Saturday, February 28, 2015
Friday, February 27, 2015
INNER WARD SECOND FLOOR 76 SUPPLY ROOM.
76
SUPPLY ROOM. The door to this room has a small window at face-level
with a rusted iron grate. Inside, there are six heavy wooden tables.
Along the wall next to the door is a row of metal hooks, each
holding an empty sack.
Each
table holds four large sealed metal bins and scoops. The bins hold
mouldy grain, rotting vegetables, and spoiled meat.
Thursday, February 26, 2015
INNER WARD SECOND FLOOR 75 THE MENAGERIE.
75
THE MENAGERIE. Sixteen metal cages are here, each has been opened
and they are all empty except for scraps of hide, dung, fur, and
bones. Two giant ticks are here.
2
Giant Ticks (AC 3; MV 3”; HD 4; hp 18, 15; #AT 1; D 1-4; SA Blood
drain for 1-6 points each round, Disease; XP 182, 170)
There
are five large plain glass windows.
Wednesday, February 25, 2015
INNER WARD SECOND FLOOR 74 FRESCOES.
74
FRESCOES. The door to this room is breached. A three foot diameter
circular hole with smooth edges is present about one foot from floor
level. Within the room is the cause of the destruction, an eight
foot long worm with green skin, looking much like a miniature purple
worm, but lacking the stinger on the tail.
Green
Worm (AC 4; MV 9”; HD 6; hp 31; #AT 1 bite; D 2-8 damage; SA Acidic
saliva for an additional 1-6 damage; Size L; XP 411)
This
room is decorated with painted frescoes on the plaster walls and
ceiling. The west wall is decorated with a large tree, with
animals, men, demi-humans, and humanoids living in its branches.
The
inside of the door and the east wall is decorated with a mountain
range with dragons and other bizarre creatures flying about and
giants fighting below.
The
north wall is painted as an ocean with whales, mermen, and sea
monsters frolicking about.
The
south wall is painted as a pastoral paradise with herd animals,
shepherds, and villages, along with satyrs and nymphs hidden in
hard-to-spot areas. A road winds through the scene and upon the
road is a thin man in a gray cloak holding a scroll. The man's face
cannot be seen, but the scroll can be read by a person using eyes of minute seeing, or other means that the Dungeon Master allows. It holds the wish spell.
The
ceiling is magical. At night, it glows with small glowing stars,
while during the daylight hours a sun will be present. If
adventurers leave the room and come back, the sun will have moved,
although it will not move while anyone is present.
Tuesday, February 24, 2015
NEW MAGIC ITEM: HAMMER +1, CURSED
This
weapon is similar to a sword +1, cursed.
It will act in all ways as a +1 weapon, but when the possessor is
confronted by an enemy, the hammer will appear in the character's
hand and force him or her to fight until killed or all of the enemies
are killed. After this, the owner can loose the hammer, but it will
always reappear in the character's hand during a fight. A clerical
exorcism
will allow the character to be free of it for good.
XP
VALUE: 300
GP
VALUE: -
INNER WARD SECOND FLOOR 73 PUNISHMENT ROOM.
73
PUNISHMENT ROOM. During the day time there will be between 11 and 20
(d10+10) zombies congregating here. Each zombie is perforated by
many rusty iron spikes. At night they disperse and wander the halls.
Zombies
(AC 8; MV 6"; HD 2; #AT 1; D 1-8; SA Always lose initiative; SD
Limited spell immunity; XP 20 + 2/hp)
This
room is marked by a special dark dweomer. Within this room only, the
zombies should be treated as wights for purposes of turning,
controlling, or destroying.
A
large table is in the center of the room. There are several barrels.
Three large windows are in the east wall, but they have been
clumsily bricked up.
The
table is stained with clotted blood and pieces of flesh and bone. An
iron mallet rests on it, along with a dozen or so rusty iron spikes.
Treat the mallet as a hammer +1, cursed.
The
barrels are in a wide range of sizes. They contain more rusty iron
spikes.
Monday, February 23, 2015
INNER WARD SECOND FLOOR 72 CORNER ROOM.
72
CORNER ROOM. A red Triskelion banner hangs from the east wall.
There is one red tinted glass window to the south and another to the
east. Stairs descend to Room 58 of the First Floor and ascend to
Room 29 of the Third Floor. In the southwest corner is a barrel
holding rotting apples and small fruit flies are buzzing about.
Sunday, February 22, 2015
INNER WARD SECOND FLOOR 71 GUARD ROOM.
71
GUARD ROOM. Two pale men wearing black Triskelion livery over banded
armor are here. These are actually wax golems. They will attack
anyone who is not wearing Triskelion livery.
2 Wax
Golems (AC 4; MV 9”; HD 4; hp 15 each; #AT 1; D Guisarme-voulge; SD
Limited spell immunity; XP 145 each)
A
red Triskelion banner hangs from the west wall and there are three
red tinted glass windows to the south.
Saturday, February 21, 2015
INNER WARD SECOND FLOOR 70 TAPESTRIES.
70
TAPESTRIES. There are six tapestries arranged around the walls, each
worth between 101 and 200 gold crescents (d100+100) and each weighing
about 300 gp weight. The tapestries have the following scenes: a
green dragon fighting a knight in red, a pastoral paradise, an ocean
scene showing a dragon turtle, a host of men wearing Triskelion
armor, an elderly woman spinning on a wheel while children play about
her feet, and a fountain with a lion face design.
There
are three plain glass windows and six unlit candelabras with red and
white striped candles are here.
Friday, February 20, 2015
INNER WARD SECOND FLOOR 69 UPPER RITUAL ROOM.
69
UPPER RITUAL ROOM. The imp described in Room 56 of the First Floor,
Agyrfals, is here.
Near
the northwest corner is a desiccated male human corpse wearing a red
robe and a red mask with a diabolic visage. He carries a gold unholy
symbol of uncertain denomination, but worth 45 gold crescents. He
has a pouch with two amethysts (base value 100 gold crescents) and he
wears a gold chain valued at 28 gold crescents.
The
walls are undecorated stone with fake stained glass windows in the
north wall. These depict the following monsters: a succubus, an
efreet, a bone devil, a nightmare, and a rakshasa. They are each
back-lit by a continual light
spell over a pane of pale green
colored glass, causing them to glow eerily. The floor is a
single stone block upon which a magical circle of protection has been
carved. Eight tall black candles supported by freestanding holders
are arranged around the circle. This room is open to, and the stairs
lead down to, Room 56 of the First Floor.
Thursday, February 19, 2015
INNER WARD SECOND FLOOR 68 ILL FAVORED ROOM.
68
ILL FAVORED ROOM. Fifteen zombies are here, milling about. Each of
the zombies has had its head replaced with the rotting head of an
animal, sewn by rough strips of soiled leather. Each zombie has had
numerous rusty iron spikes driven into and through their body parts.
15
Zombies (AC 8; MV 6"; HD 2; #AT 1; D 1-8; SA Always lose
initiative; SD Limited spell immunity)
Number
|
Head
|
Gender
|
Hit
Points
|
Experience
Points
|
1
|
Pig
|
male
|
15
|
50
|
2
|
Wolf
|
female
|
14
|
48
|
3
|
Ape
|
male
|
14
|
48
|
4
|
Goat
|
female
|
13
|
46
|
5
|
Goat
|
female
|
12
|
44
|
6
|
Wolf
|
male
|
12
|
44
|
7
|
Donkey
|
female
|
12
|
44
|
8
|
Deer
|
male
|
10
|
40
|
9
|
Goat
|
male
|
10
|
40
|
10
|
Lioness
|
female
|
9
|
38
|
11
|
Wolf
|
male
|
9
|
38
|
12
|
Goat
|
female
|
9
|
38
|
13
|
Wolf
|
male
|
8
|
36
|
14
|
Goat
|
male
|
7
|
34
|
15
|
Bear
|
female
|
5
|
30
|
The
walls of the room are plastered over, dirt-encrusted, and painted
rusty orange. Painted on the north wall is a fourteen foot tall
muscular man with a tan loincloth and a featureless face. The floors
are wood and stained the same drab orange color. There are six large
rusty braziers burning wood and coal. The entire room is dirty and
stained by soot.
Wednesday, February 18, 2015
INNER WARD SECOND FLOOR 67 TEA ROOM.
67
TEA ROOM. In the center of the room is a low-set round table. The
walls are wood-paneled and there are three stained glass windows
featuring abstract patterns of orange and red. The floors are wood,
with a green and orange carpet.
The
table is set with a red tablecloth and place settings for four. When
the characters enter the room, piping hot tea will be present in a
silver pot (20 gold crescent value). One cup is here for each member
of the party. The tea is delicious and not harmful. Sugar cubes and
cool cream are here for those who would like it. The teapot will
pour an infinite amount of tea, as long as it is in this room. If
removed, it is a normal teapot of the stated value. If returned to
the room, it will function as before.
If
the characters leave the room, close the door, and return again,
fresh tea and cups will be here and any mess will be gone, as long as
the teapot has been left here. The characters may visit as often as
they like. No wandering monsters will be encountered in this room
unless the teapot is no longer present.
Tuesday, February 17, 2015
INNER WARD SECOND FLOOR 66 ORSO'S BEDROOM.
66
ORSO'S BEDROOM. The door to this room is locked. This room was once
the bedroom of Orso Triskelion, however it is now occupied by his
daughter Sanibel.
Sanibel Triskelion, Neutral female half-elf Druid (AC 6; MV 12”; D3; hp 17; #AT 1; D Scimitar; SA Spell use; S 14, I 14, W 16, D 11, C 11, CH 16; XP 153)
Sanibel Triskelion, Neutral female half-elf Druid (AC 6; MV 12”; D3; hp 17; #AT 1; D Scimitar; SA Spell use; S 14, I 14, W 16, D 11, C 11, CH 16; XP 153)
First Level Spells:
Faerie
Fire, Shillelagh
Second Level Spells:
Obscurement
Sanibel carries a scimitar, an oak club for the Shillelagh spell, and a silver sickle for harvesting mistletoe (worth as much as a silver dagger). She uses elf-sized leather armor +1 and a wooden shield with a green leaf on an orange field. She carries a bag of Greater Mistletoe in quantities sufficient to cast up to fourteen spells. She has an equal amount of holly leaves. She also has a bag containing 18 silver tamos and the key to this room.
Sanibel will be quite willing to join the party, as she wishes to escape the castle. She was not raised here, and she is only passingly familiar with the castle layout. She does not know where her father is, but would dearly like to find him.
There is a wardrobe, a large bed, and two small tables. There is a skylight and four candelabras with fragrant green candles. The wardrobe holds brown robes, sandals, and rope belts. One of the tables is a small foldable table of plenty (like a foldable card table). The second table holds two crystal glasses and a decanter of endless water, which Sanibel knows how to operate. Note that Sanibel considers these items to be her property.
Decanter Command Words
Command
word
|
Effect
|
Fallon
|
Salt
water stream
|
Gelim
|
Fresh
water stream
|
Jerim
|
Salt
water fountain
|
Korun
|
Fresh
water fountain
|
Lottim
|
Salt
water geyser
|
Matrim
|
Fresh
water geyser
|
Haltim
|
Water
ceases
|
Monday, February 16, 2015
INNER WARD SECOND FLOOR 65 CHAMBER OF THE TREE.
65 CHAMBER OF THE TREE. Any person who has studied the druidic arts will
immediately recognize that this is a sacred place. The room is
dominated by a miniature oak tree with mistletoe growing upon its
branches. It has been planted in a raised dirt enclosure flanked by
wooden beams. Any druid harvesting the mistletoe will find that it
works as Greater Mistletoe, regardless of the time of day,
season, or method of retrieving it. Four skylights provide natural
light.
Sunday, February 15, 2015
INNER WARD SECOND FLOOR 64 ORSO'S HERB GARDEN.
64
ORSO'S HERB GARDEN. The door to this room is unusually stout, but
not particularly difficult to open. This is a garden terrace under
an open sky. To the south is a four foot high metal bannister and
planted before it is a barrier of holly bushes in large red pots. In
the east wall is a cold water pump. The floor is tiled in gray slate
and the walls are the same type of gray dressed stone as the exterior
of the castle. In addition to several buckets, extra clay pots, and
gardening tools, the area contains several wooden tables holding
labeled potted plants. All of the plants listed in Appendix J of
the Dungeon Master's Guide can be found here. They are all
quite alive and doing well, and indeed, any plants placed or planted
in this area will grow at an accelerated and remarkable pace until
they reach full bloom, at which point they will maintain their state
of good health, regardless of maintenance.
Saturday, February 14, 2015
INNER WARD SECOND FLOOR 63 ROOM OF THE PILLARS.
63
ROOM OF THE PILLARS. Within the room are four pillars, each of which
has a bizarre wax golem wrapped around it.
4
Wax Golems (AC 4; MV 12”; HD 5; hp 20 each; #AT 1; D 2-7; SA
Constriction; SD Limited spell immunity; XP 270 each)
The
wax golems have the bodies of great snakes and pasty white human-like
heads with fang-filled mouths and forked tongues. Their eyes are
either set very deep or are simply hollow black areas. They wear no
armor, but have reptile-like scales made from brass implanted in
their skin. They do not bite but attack by constricting much like a
giant snake, each attack doing 2-7 points of damage. Once they hit a
man sized or smaller opponent, they will continue to do 2-7 points of
damage thereafter, no longer requiring a “to hit” roll.
Lying
on the floor is the rotting corpse of a male human. It wears a green
cloak and has a red felt pouch holding a turquoise worth 200 gold
crescents, 14 Sealean gold harps, 18 Sealean silver lutes, and 21
Sealean copper zithers. Near the corpse is a dagger and short sword.
Friday, February 13, 2015
Castle Triskelion Outer Ward Second Floor published at & Magazine
I
am happy to announce that the Second Level of the Outer Ward has been
published over at & Magazine. The usual thanks go to Bryan
Fazekas for editing/layout, Handley Jackson for editing, and Robin
Irwin for allowing us to use his art for the cover. There are also a
few new illustrations done by myself. I have probably been
neglecting Ron Redmond, who does the Public Relations work for &
Magazine. Just want to let you know Ron that you are appreciated!
The
next level of the blog, Third Floor of the Inner Ward, will start on
March 2. I have done extensive reworking on the map, and will update
it when the rooms start being blogged. Let's just say there will be
106 rooms instead of the 45 that show right now.
Even
though a wandering monsters list will come out on March 2, I will
hold off on putting out stats for the new monsters until they show up
in the rooms, to avoid crowding at the beginning of March.
Thanks
for reading and enjoy!
INNER WARD SECOND FLOOR 62 GOLEM MASTER'S ROOM.
62
GOLEM MASTER'S ROOM. The door to this room is locked. This was once
the bedroom of Torenzion Triskelion and it is guarded by two wax
golems who lack noses but have bright red eyes. They have tiny
mouths but their elongated black tongues hang down in a grotesque
fashion. The first carries a scimitar and the second a footman's
flail. Their weapons and chain mail armor are painted deep crimson.
2
Wax Golems (AC 5; MV 12”; HD 6; hp 25 each; #AT 1; D 1-8 or by
weapon; SD Limited spell immunity; XP 375 each)
There
is a large bed near the south wall, a nightstand, a wardrobe, and a
bookcase. The walls are dressed stone and there is a single
skylight. Two candelabras are present and the floor is carpeted in
red and black.
The
wardrobe contains red and black robes. The bookcase contains
reference books on human anatomy and a magic user's spellbook with
the following spells:
First
Level Spells:
Detect
Magic, Mending, Protection From Evil, Read Magic, Unseen Servant
Second
Level Spells:
Continual
Light, Knock, Magic Mouth, Shatter
Third
Level Spells:
Explosive
Runes, Slow
Fourth
Level Spells:
Enchanted
Weapon, Wizard Eye
Thursday, February 12, 2015
INNER WARD SECOND FLOOR 61 PROP ROOM.
61
PROP ROOM. This large, irregularly shaped room has walls of dressed
stone and a dark wooden floor. There is a large display stand, four
large wardrobes, a huge wooden chest, and four unlit candelabras
The
display stand in the center of the room holds fourteen stylized
masks, sized to fit over a human head like a helmet:
Mask
|
Appearance
|
Effect
|
Age
|
This
pale yellow mask is wrinkled and the expression is sad.
|
Anyone
wearing the mask must save versus spells or age 1d10 years and
gain 1 point of wisdom permanently. The mask will then
immediately turn to dust (while still being worn). The aging can
be counteracted if a restoration spell is cast on the
afflicted, however, the point of wisdom will also be lost.
|
Anger
|
This
is a red mask with a expression of great fury.
|
Anyone
wearing the mask must save versus spells or attack the nearest
character immediately for 1d4 rounds. If they make the saving
throw, they are merely very angry and will berate a random person
for 1d4 rounds. If removed from the room it will turn to mud
after three days.
|
Child
|
This
pink mask has the chubby face of a child.
|
Anyone
wearing this mask must save versus spells or speak only in
baby-talk for 2d4 hours. This mask will immediately turn to
ordinary cheese (gouda) if taken out of the room.
|
Death
|
This
mask is a white skullface.
|
Anyone
wearing this mask can cast a fear
spell as if they were a 16th level magic-user, no material
components required. After three such uses, the mask will
shatter, causing 1 point of damage to the wearer.
|
Dragon
|
This
mask is the head of a red dragon.
|
Anyone
wearing this mask may breathe fire as a red dragon, doing damage
equal to their current hit points. After three such dragon
breaths, the mask will turn into red paint adorning the
character's face.
|
Featureless
|
This
mask is plain white, without openings for a mouth or eyes.
|
If
it is put on, the mask will adhere to the skin of the wearer and
the unfortunate victim will find himself or herself unable to see
and unable to breathe. They will begin thrashing about, as if
drowning.
A
character may hold his or her breath for a number of segments
equal to his or her constitution score. After that, the character
will begin to smother. This takes 3-18 additional segments, in
which the character cannot aid in helping himself or herself.
Each segment spent in this fashion costs a hit point of damage,
even if the character is rescued. If not rescued within that time
the character is dead, but can be revived by a cure wounds
spell if cast within 5 minutes. This will bring the individual to
the 1 hit point level.
The
mask can be removed by force causing the victim 4-10 (2d4+2)
points of damage as their flesh tears loose.
|
Hero
|
This
mask is the face of a handsome warrior.
|
Anyone
donning the mask will be affected as if they drank a potion of
super heroism. Naturally non-fighters will not gain the
benefit. The effect may be used three times, thereafter the mask
will crumble to ordinary wood shavings.
|
Illness
|
This
mask is a pale green face in a grimace of pain.
|
Anyone
wearing the mask must save versus spells or contract a random
disease as found in the Dungeon Masters Guide, page 13.
Anyone who makes the save suffers only 1d4 hit points and is
violently ill as they empty the contents of their stomach. If
taken from the room, this mask will turn into green slime (AC 8;
MV 0”; HD 2; hp 5; #AT 1; D Turn to slime in 1-4 rounds; SA
Corrosive properties; XP 620).
|
Joy
|
This
mask is a smiling face.
|
The
wearer of this mask will collapse to the ground in ecstasy for 2d4
rounds. Thereafter he or she must save versus spells to take it
off, as the artificial joy is highly addictive. Anyone succumbing
to the mask will resist attempts by others to remove it. A person
afflicted with joy will
be unable to fight, cast spells, or perform tasks requiring
concentration, including eating and drinking. The wearer may
walk, with assistance, and the mask can be removed by force or
while the wearer is asleep. However, once the mask is removed,
the afflicted must again save versus spells, and if they fail they
will do anything to get the mask and put it back on again (treat
as if under a geas). No matter what happens, this mask
will turn to pink smoke three weeks after being taken out of the
room.
|
King
|
This
tin mask depicts a regal visage with a stylized wooden crown.
|
Whoever
wears this mask must save versus spells or become infected with
Delusional Insanity (see Dungeon Master's Guide page 83).
The wearer will believe that he or she is a monarch, and expect
that others will obey him or her. This condition will persist and
the mask cannot be removed until a remove curse spell or
similar curative (heal,
restoration, wish,
etc.) is employed. If it is successfully removed, this
mask will turn into a real gold crown worth 900 gold crescents.
|
Madness
|
This
mask is a bright orange with an expression of terror.
|
Whoever
dons this mask must save versus spells or become infected with
Hallucinatory Insanity (see Dungeon Master's Guide page
84). The Dungeon Master will decide the form and effect of the
hallucinations. This condition will persist and the mask cannot
be removed until a remove
curse spell or similar
curative (heal,
restoration, wish,
etc.) is employed. If it is successfully removed , this
mask will turn into a writhing pile of maggots.
|
Maiden
|
This
silver mask depicts the face of a pretty young girl.
|
It
has no special properties, but is made of silver and worth 175
gold crescents.
|
Sheep
|
This
mask looks like the face of an ewe.
|
Anyone
wearing this mask is automatically affected as if by a symbol
of hopelessness, as
cast by a 18th level magic-user, except the effect will last for a
whole day. After the day is over, or if the mask is removed, it
will turn to sheep dung. Removing the mask does not reverse the
symbol.
|
Tiger
|
This
mask resembles the face of a tiger.
|
It
is only a paper tiger mask.
|
The
wardrobes hold colored cloaks and robes, none of which is
particularly valuable.
The
large wooden chest holds stage makeup and several pieces of worthless
costume jewelry (six necklaces, eight pairs of earrings, twelve
rings, four bracelets, two crowns, three medallions, and six
scepters).
Wednesday, February 11, 2015
INNER WARD SECOND FLOOR 60 HIDDEN RETREAT.
60
HIDDEN RETREAT. This room's original purpose has been lost and the
jackalweres use it to store their victims and valuables. There are
several tiny windows located high up on the south wall. There are
three partially eaten corpses, two wooden chests, and an iron box.
The
corpses are a hobgoblin male wearing black Triskelion livery, a human
female wearing chain mail, and an elf male wearing a green robe with
pale yellow moons.
The
chests and box are locked. The keys to the locks are hidden behind a
loose stone in the south wall.
The
first wooden chest contains a black iron footman's mace, a sling
with twelve bullets, 16 silver spanners, 25 gold crescents, 12 copper
pieces, and a green wizard's hat with pale yellow moons.
The
second wooden chest holds a bag of 167 gold crescents, a bag of 269
silver spanners, and a bag of human finger bones.
Finally,
the iron box is armed with a mechanical finger smashing trap which
will cause 1 point of damage and cause the temporary loss of 1 point
of dexterity until the adventurer regains normal hit points. It
contains the rotting head of a talon goblin. Inside its mouth is a
moonstone worth 250 gold crescents.
Tuesday, February 10, 2015
INNER WARD SECOND FLOOR 59 SITTING ROOM.
59
SITTING ROOM. This irregularly shaped room is inhabited by two
jackalwere in human form:
Titus
Amoricus, male jackalwere (AC 4; MV 12”; HD 4; hp 17; #AT 1 bite or
1 weapon; D 2-8 or short sword
+1, +3 vs. regenerating creatures; SA Gaze causes sleep;
SD Magic, cold-forged iron, or black iron weapon needed to hit; XP
868)
Felicia
Dandronica, female jackalwere (AC 4; MV 12”; HD 4; hp 23; #AT 1
bite or 1 weapon; D 2-8 or scimitar +1; SA Gaze causes sleep;
SD Magic, cold-forged iron, or black iron weapon needed to hit; XP
892)
They
will pretend to be adventurer's “taking a break” and will attempt
to join the party. If accepted by the party they will bide their
time and turn on them in a dangerous situation. Titus wears a black
cloth vest and long black trousers. He will claim to be a thief and
carries a set of thieves' tools, although he has no thief skills.
Felicia wears a long blue robe and will claim to be an illusionist
who is out of spells. She carries a
potion of gaseous form (cloudy
gray, smells and tastes like molasses) in a simple unlabeled potion
bottle and will drink it to escape if she is in real danger.
There
are six couches and nine armchairs, along with several ottomans and
small tables. The wood floors decorated with rich gray and purple
carpeting. The room is lit by four torches mounted in cressets,
burning merrily. There are three large plain glass windows and a
fireplace to the south. The fireplace is lit and makes the room
slightly over-warm.
Five
tapestries are arranged on the walls, showing scenes of a blizzard, a
volcano, an earthquake, a tornado, and a huge meteor strike. Each is
worth 300 gold crescents and has a weight of 500 gp weight. Behind
the tapestry of the volcano is hidden the door to Room 60. If the
tapestry is moved, the door can be easily seen and opened.
Monday, February 9, 2015
INNER WARD SECOND FLOOR 58 STUDY.
58
STUDY. There are a dozen wooden
chairs and desks with paper, quills, and ink. A bottle of Moraxo's magnificent brown ink
has spilled next to one of the desks, releasing an brown ink-based
life form which will attack as though it was a 4 hit die ochre jelly.
Magnificent
Brown Stain (AC 8; MV 3”; HD 4; hp 14; #AT 1 touch; D 2-8; SD
Lightning divides in half; XP 116)
The
walls are paneled in wood and the floors are wood decorated with rich
red and purple carpets. Two portraits adorn the north wall and there
are five stained glass windows in the south wall.
The first
portrait is titled “Calandra Triskelion” and depicts an elderly
woman with remarkably white hair. The next is titled “Jareel
Triskelion” and shows a thin man wearing a silver crown. Each is
signed by the now familiar Patrizio Triskelion.
The
stained glass windows along the south wall depict the following, from
west to east: a minotaur holding a
goblet, a sylph holding a staff, a cluster of grapes, an ice devil
holding a book, and a dwarf holding a birdcage with an owl inside.
Sunday, February 8, 2015
INNER WARD SECOND FLOOR 57 CORRIDOR.
57
CORRIDOR. A gelatinous cube patrols this hall.
Gelatinous Cube (AC 8; MV 6”; HD 4; hp 16; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 214)
Gelatinous Cube (AC 8; MV 6”; HD 4; hp 16; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 214)
The cube hold 12 copper pieces, 13 silver spanners, and 7 gold crescents.
The stairs go up very steeply thirty feet to Room 106 of the Third Floor.
Saturday, February 7, 2015
INNER WARD SECOND FLOOR 56 EXERCISE ROOM.
56
EXERCISE ROOM. This room smells of stale sweat. It is littered by
wooden practice weapons, shields, and weights used in strength
training. Large circles have been painted on the floor for use in
determining boundary marks in pugilistic bouts. The walls are gray
brick and the floors are wood. The place is lit by several skylights
and three continual light
globes hanging from the ceiling.
The
small closet in the northwest corner is piled high with iron dumbbells
and weights. If anyone opens the door, the weights will come
crashing out, causing 4-16 (4d4) points of damage to the door opener.
If a saving throw versus petrification is made, they avoid the worst
of it and take half damage.
Friday, February 6, 2015
NEW MONSTER: GUTTER GREMLIN
Gutter
Gremlin
FREQUENCY:
Rare
NO.
APPEARING: 1-10
ARMOR
CLASS: 6
MOVE:
15”
HIT
DICE: 1-6 hit points
%
IN LAIR: Nil
TREASURE
TYPE: X
NO.
OF ATTACKS: 0
DAMAGE/
ATTACK: Nil
SPECIAL
ATTACKS: Magic use
SPECIAL
DEFENSES: Never surprised
MAGIC
RESISTANCE: Standard
SAVE:
Magic-user or Thief 11
INTELLIGENCE:
Average
MORALE:
50%
ALIGNMENT:
Neutral
SIZE:
S (1½' tall)
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: II/ 30 + 1/hp
These
mischievous miniature goblins are also known as roof runners or ledge
leapers. They can occasionally be found in cities where they are a
great nuisance as they may throw fruit, acorns, or snowballs at
people as they pass by. Gutter gremlins enjoy teasing, insulting, and
distracting the wealthy and powerful, or those who are prideful or
ill-tempered. Adventuring parties that venture into their territory
will suffer nuisance attacks such as having their bow strings
removed, food stolen, syrup or glue poured into sword sheaths and
quivers, and so on. In general, treat such activities as a pick
pockets thief ability, with gutter gremlins having the skills of an
eleventh level thief (90% base chance).
Despite
their small size, gutter gremlins may jump as far as 20 to 30 feet,
always landing safely. They have overlarge ears which prevents them
from being surprised. They may become transparent at
will, treat this ability as being able to hide in shadows at an 70%
success rate. They may use ventriloquism, clairaudience,
and audible glamer spells as often as they like, as if
they were spellcasters of the eleventh level of ability. They can
create darkness in a 15' radius once per day and can
themselves see even in complete or magical darkness as well as
humans see in sunlight. Like an insect or spider, they can walk up
vertical surfaces and even hang suspended from ceilings by their feet
or hands.
Gutter
gremlins are not particularly friendly or even polite, but on
occasion they will trade reliable information for red wine or fresh
milk, which they adore. They have a deathly fear of domestic cats
(automatic morale check failure).
INNER WARD SECOND FLOOR 55D TRISKELION STATUE.
55D
TRISKELION STATUE. This tripartite Triskelion statue is 7' tall and
similar in appearance to the one in the Outer Ward Ground Floor Room
4, except as described below.
It is divided into three sections. The top section includes the fused heads. The middle section includes the torso and arms. The lowest section is the pelvis and legs, standing atop a small base or pedestal. The top two portions can be freely rotated, while the lowest portion is set in place. The statue always appears off-set when first approached.
It is divided into three sections. The top section includes the fused heads. The middle section includes the torso and arms. The lowest section is the pelvis and legs, standing atop a small base or pedestal. The top two portions can be freely rotated, while the lowest portion is set in place. The statue always appears off-set when first approached.
If either of the top two portions is rotated, both will spin around, eventually settling on a new position, as described below. The initiator of the spinning will face the consequences.
1d10
|
Face
|
Implement
|
Effect
|
1
|
Scowling
|
Staff
|
Shows
character how others see him or her, +1 to wisdom.
|
2
|
Scowling
|
Sword
|
Gains
1 weapon proficiency.*
|
3
|
Scowling
|
Nine-tailed
whip
|
Polymorphs,
see subtable. Saving throw is allowable.
|
4
|
Laughing
|
Staff
|
Raises
Level by 1.
|
5
|
Laughing
|
Sword
|
Any
sword held is now a +1 weapon. If it was already magic,
the wielder gets a saving throw versus spells to resist.
|
6
|
Laughing
|
Nine-tailed
whip
|
Shows
character the joy of hedonism, -1 to wisdom.
|
7
|
Crying
|
Staff
|
Lowers
Level by 1.
|
8
|
Crying
|
Sword
|
Loses
1 weapon proficiency.
|
9
|
Crying
|
Nine-tailed
whip
|
Fires
electrical shock for 2d6 damage, save versus spells for half
damage.
|
10
|
Off-set
|
Off-set
|
A
small door opens at in the base of the statue, roll on the
subtable below to see what is inside. When the item is removed
the door will close again.
|
*See Player's Handbook pages 19 and 37. If the character already has maximum number of weapon proficiencies, for example a magic-user who can use the dart, dagger, and staff, they may now use weapons in two different hands with no penalties. See Attacks with Two Weapons, Dungeon Master's Guide page 70.
Polymorph Subtable
1d6
|
New
Shape
|
1
|
Lion
|
2
|
Carver
Bug
|
3
|
Mule
|
4
|
Giant
Weasel
|
5
|
Gorilla
|
6
|
Horrid
Tree Monster
|
Small Door Subtable
1d8
|
Item
|
1
|
Bag
of 100 gold crescents
|
2
|
Black
knitted sweater with three-legs Triskelion design on front
|
3
|
Potion
of Poison
|
4
|
Miniature
version of this statue, 6” high, freely rotates but no special
properties, worth 5 gold crescents to a collector of odd things
|
5
|
Pack
of playing cards, heads of face cards replaced by those of birds
|
6
|
Steaming
cup of bitter tea
|
7
|
Gutter Gremlin (AC 6; MV 15”; HD 1-6 hit points; hp 4; #AT 0; D Nil; SA
Magic use; SD Never surprised, save as 11th level magic-user/thief; XP 34)
|
8
|
Bottle
of whiskey, half full
|
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