Saturday, February 28, 2015

INNER WARD SECOND FLOOR 77 LANDSCAPE GALLERY.

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.

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)

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)

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.

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