Tuesday, March 31, 2015

INNER WARD THIRD FLOOR 30 DITY DRAGO'S DEN.

30 DIRTY DRAGO'S DEN. This room is the home of a wolverine, but there is only a 15% chance it will be here.

Wolverine (AC 5; MV 12”; HD 3; hp 17; #AT 2 claws and 1 bite; D 1-4/1-4/2-5; SA Musk, +4 on “to hit” rolls; XP 176)

The room smells strongly of the creature's musk. There is a pile of rags against the east wall which serves as a bed for the creature. Two steel bowls are here, but are usually knocked over and empty. There is a 10% chance that one will hold smoked meat and a 20% chance the other will be holding water. Both bowls are labeled with nameplates bearing the words “Dirty Drago”. There are three glass windows in the east wall.

Monday, March 30, 2015

INNER WARD THIRD FLOOR 29 LANDING.

29 LANDING. There are no furnishings in this small room. One small window is in the south wall. Against the north wall is a strange archway decorated in stone work.

The archway looks much like the face and arms of a man who has been partially melted. The distance from the stone chest to the floor is only two and a half feet and delvers must get down on hands and knees to crawl through.

The archway is trapped, there is a 1 in 8 chance each time a person travels the passage that tiny holes in the roof of the arch will spray oil on the victim, followed by a flaming cinder. Damage is 1d12, unless a saving throw versus dragon breath is made, in which case it is only 1d3. The trap is activated by a pressure plate and will not be set off by persons weighing less than 100 lbs. (1000 gp weight).

Sunday, March 29, 2015

INNER WARD THIRD FLOOR 28 TRAPPED ROOM.

28 TRAPPED ROOM. A chest is against the east wall. Several small windows are in the west and south walls. Each is about a foot square and is located about six feet off the floor.

Opening the chest causes a 10 foot by 10 foot pit to open in front of it, dropping the unfortunate victim or victims down two floors into Room 56 of the First Floor. The fall is about thirty feet, so the damage is 3d6 and if the lemures are still there, they will certainly attack, and the imp might, too.

The chest contains an extremely fragile crystal egg worth 150 gold crescents. The room is otherwise bare.

Saturday, March 28, 2015

INNER WARD THIRD FLOOR 27 OBSERVATION ROOM.

27 OBSERVATION ROOM. An owlbear is here.

Owlbear (AC 5; MV 12”; HD 5+2; hp 22; #AT 2 claws, 1 bite; D 1-6/1-6/2-12; SA Hug; XP 357)

There is a large, high iron bowl holding live freshwater fish and a small platinum bowl (400 gold crescent value) holding odd-smelling herbs. The gutter gremlins have been using the herbs, a natural laxative, to treat the owlbear's constipation.

The north and west wall are covered with mirrors, while there are three windows in the south wall and the east wall is a single sheet of clear glass. Anyone in Room 27 can easily see a person in Room 26.

Friday, March 27, 2015

INNER WARD THIRD FLOOR 26 ROOM OF MIRRORS.

26 ROOM OF MIRRORS. The walls of this room are covered with mirrors over the north and east aspects. The south wall holds three glass windows while the west wall is made of a single sheet of clear glass.

The west wall glass clearly shows Room 27 and not a reflection of Room 26, because the door is in a different place. However it will not show occupants or furnishings of Room 27, including monsters. If the adventurer's have not yet encountered the owlbear in Room 27, there is a 50% chance it will wander over to check them out.

Thursday, March 26, 2015

NEW MONSTER: AIR EEL

AIR EEL

FREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: 9
MOVE: 3”/12”
MANOUVERABILITY CLASS: B
HIT DICE: 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-3
SPECIAL ATTACKS: Breath weapon
SPECIAL DEFENSES: Explode
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M (9' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/90+ 3/hp

The rare and bizarre air eel swims through the air in the same way that normal eels swim through the water, though it can also slither on the ground if need be. They drown in water.

The air eel attacks by either a bite or by releasing a bolt of electricity from its mouth, having a range of 4” and striking but a single target. This is a clumsy attack (-2 to hit) but does 1d8+2 points of damage, saving throw effectively halves that. The eel can fire off a bolt of lightning once every other round, requiring the intervening time to recharge.

This creature possesses lungs instead of gills and are able to float due to a special organ that holds a lighter-than-air gas. This gas is unstable and can explode in certain conditions. If the finishing blow to the eel is delivered by fire, such as a torch, flametongue sword, fireball, red dragon breath, etc., the resulting explosion will cause 2-16 points of damage to anyone within 10 feet.

INNER WARD THIRD FLOOR 25 HYDROPONIC GARDEN.

25 HYDROPONIC GARDEN. There is no gravity in this room. Six air eels guard the area.

6 Air Eels (AC 9; MV 3”/12”; HD 3; hp 15, 13, 8, 7, 22, 15; #AT 1 bite; D 1-3; SA Breath lightning for 1d8+2 damage; SD Explode for 2d8; XP 135, 129, 114, 111, 156, 135)

Air eels are normally able to fly and the lack of gravity has no effect on them. They have been trained to ignore gnomes and gnits. If attacked by such, however, they will defend themselves normally.

Characters able to fly, such as those under the influence of a spell or using a device, may move normally. All others may float and push off the walls or columns in order to move, but suffer -4 on “to hit” rolls and saving throws.

The ceiling height is sixteen feet. Ten wooden columns extend from the floor to ceiling. Wrapped about these are vine-like plants bearing grapes, tomatoes, olives, melons, celery, lettuce, and pumpkins. They do not appear to have roots, yet are thriving.

The room has corridor entrances on the north and east walls, and an additional secret door entrance is on the east wall which is elevated and leads to the Third and a Half Floor. This secret door entrance is located near the ceiling and consists of a sliding panel.

Wednesday, March 25, 2015

INNER WARD THIRD FLOOR 24 FAKE TRAP ROOM.

24 FAKE TRAP ROOM. The dots on the west side of the room represent a curtain of green beads. When the room is entered through the beads, the adventurers will notice an emerald hovering at a height of about four feet off the ground. It gives off green luminescence. The walls, ceiling and floor are all painted green.

If the gem is approached, a programmed illusion of a beautiful sylph will appear and say “Don't touch it, its a trap!” The gem is not trapped and is actually worth 6000 gold crescents. If it is taken, it will stop glowing and behave like an ordinary gem.

Tuesday, March 24, 2015

INNER WARD THIRD FLOOR 23 STAIRS TO FOURTH FLOOR.

23 STAIRS TO FOURTH FLOOR. These stairs go up to Room 1 of the Fourth Floor, bypassing the Third and a Half Floor entirely. Gravity works normally in the stairwell.

Monday, March 23, 2015

INNER WARD THIRD FLOOR 22 FIREPLACE AND CHIMNEY.

22 FIREPLACE AND CHIMNEY. This fireplace appears to be unremarkable, except for perhaps being quite large and at the end of a short hall. If a look is taken inside, a ladder is seen going up the chimney and leading to Area 49 and the Third and a Half Floor. It is large enough to fit an armor clad man and one of the safest ways to journey to the area of reversed gravity.

Sunday, March 22, 2015

INNER WARD THIRD FLOOR 21 TRAPPED CHAMBER.

21 TRAPPED CHAMBER. The walls, floor, and ceiling of this room are different from the others in the vicinity.

The floors and walls are made of stone tiles. The bizarre ceiling is decorated by hundreds of stone devil-like faces in alto-relief ranging from fist-sized to up to three feet in diameter. As the party crosses the room, each party member has a 15% chance of stepping on a pressure plate that will activate the trap.

Should the trap activate, the doors will auto-lock, forcing the party to stay in the room until one of the locks are picked, the doors are magically opened, or the doors are smashed down. The faces will begin telescoping down to strike the adventurers. The devil faces are mechanical in nature and come crashing down randomly. Each character must save versus petrification each round that they are stuck in the room or suffer 3d4 points of damage.

Once all individuals have exited the room or have been killed, the devil-faces will return to temporary passivity. If the room is visited again, there is a 50% chance that any damaged portions, such as a broken door, will have been repaired.

Saturday, March 21, 2015

INNER WARD THIRD FLOOR 20 SECRET ROOM.

20 SECRET ROOM. The secret door to this door is one of the sliding panel types. Six gutter gremlins are here.

6 Gutter Gremlins (AC 6; MV 15”; HD 1-6 hit points; hp 6, 5, 1, 1, 3, 5; #AT 0; D Nil; SA Magic use; SD Never surprised; XP 36, 35, 31, 31, 33, 35)

The gutter gremlins will insist they are “on break” and will refuse to steal from or bother the characters unless molested. If they are attacked with deadly intent, they will either flee, casting darkness to cover their escape, or use their special abilities to mess with the adventurers.

There are three green couches, a coffee table, seven candelabras with pleasant smelling candles, a large table, eight casks of fresh water, and four large metal bins with covers, resembling modern garbage cans.

On the table are thirteen bottles of good red wine (15 silver spanners per bottle), flint and steel, several dozen extra candles, and an ice box holding a large jug of goat's milk.

The metal bins hold the following:


Metal Bin Contents
1 Smoked meat
2 Rich soil and live earthworms
3 Hard Biscuit
4 Fresh water and live fish

The bins are magical and never run out of content as long as they are not upended or taken from the room. If dumped over, they will spill a small amount the material and then appear empty, only to fill themselves if turned back upright. If taken from the room they lose their extraordinary properties, but will work again if returned.

Friday, March 20, 2015

INNER WARD THIRD FLOOR 19 ROOM OF THE THREE DOORS.

19 ROOM OF THREE DOORS. This room is bare of furnishings, save for the three doors in the west wall. The door are labeled #1 to #3 from north to south.

Door #1. This iron door is trapped; any one who touches any part of the door will take 3d4 points of electrical damage unless the trap is discovered and disarmed. The space behind the door is empty.

Door #2. This door is painted in black and white stripes, like a zebra. Inside are two shadows.

2 Shadows (AC 7; MV 12”; HD 3+3; hp 17, 18; #AT 1; D 2-5; SA Strength drain; SD Magic weapon to hit, limited spell immunity; XP 323, 327)

Door #3. This door is decorated with sparkly pink glitter glued onto its surface. Inside is a treasure chest holding 1443 gold crescents and two ivory scroll cases valued at 10 gold crescents each. The first scroll case holds a scroll with the druid spells neutralize poison and hold plant. The second scroll case doesn't hold a scroll at all, instead containing a labeled bottle with a potion of clairvoyance (green and bubbly, tastes of chicken broth).

Thursday, March 19, 2015

INNER WARD THIRD FLOOR 18 ROOM OF THE MAGIC BRICK.

18 ROOM OF THE MAGIC BRICK. Two gargoyles abide here.

2 Gargoyles (AC 5; MV 9”/15”; HD 4+4; hp 16, 27; #AT 2 claws, 1 horn, and 1 tail; D 1-3/1-3/1-6/1-4; SD Magic weapon to hit; XP 245, 300)

A large clay brick, two feet per side, hangs suspended in the air about four feet above the ground in the center of the room. Three large open windows are in the west wall.

If the brick is hit or prodded with any significant force, a gold maban will pop out of the top. Up to 20 gold mabans will appear. If hit again the brick will turn into an iron block (although it will remain levitating in the air!) and a large green mushroom will grow out of the top.

The mushroom is magic and walks around on tiny feet at a rate of 3”. The first person to take a bite of it will benefit by being completely restored to life the next time they are reduced to 0 hit points or below, as if under a resurrection spell effect. This special effect requires no resurrection survival roll and does not count against the number of times, based on initial constitution score, that a person may be resurrected. Anyone resurrected in this way is also restored to full hit points and cured of any diseases, insanities, or other ailments they may have acquired. If they were killed in a dangerous area (for example quicksand or the inside of a purple worm) they will instead reappear in a nearby safe place.

Wednesday, March 18, 2015

INNER WARD THIRD FLOOR 17 CHALK DRAWINGS ROOM.

17 CHALK DRAWINGS ROOM. A large pile of colored chalks is in the center of the room. When the characters enter, they will find their likenesses drawn on the walls. Any good characters will be depicted on the north wall, evil characters on the south wall and neutrally-aligned characters will be on the east wall. There are two glass windows in the west wall.

Tuesday, March 17, 2015

INNER WARD THIRD FLOOR 16 IT'S IN THE BAG.

16 IT'S IN THE BAG. In the center of the room is a six foot tall pole stuck to the floor. Attached to the top of the pole by a piece of rope is a bag which holds a small squirming animal, making sounds like a cat. Three small glass windows are in the west wall.

If the occupant is released from the bag, it will enlarge to smilodon size and attack.

Sabre-tooth Tiger (AC 6; MV 12”; HD 7+2; hp 39; #AT 2 claws and 1 bite; D 2-5/2-5/2-12; SA Rear claws for 2-8/2-8, +2 to hit with bite attack; SD Surprised only on a 1; XP 940)

Monday, March 16, 2015

INNER WARD THIRD FLOOR 15 CLOSET.

15 CLOSET. This closet holds fine glossy black leather gloves, black boots, and a robe of useful items which has the appearance of a red robe with a white fur lining.

Sunday, March 15, 2015

NEW MONSTER: SCUTTLE BAT

SCUTTLE BAT

FREQUENCY: Rare
NO. APPEARING: 4-16
ARMOR CLASS: 6
MOVE: 15”/18”
MANOUVERABILITY CLASS: C
HIT DICE: 2+1
% IN LAIR: 50%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Nausea, wounding bite
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
INTELLIGENCE: Semi-
ALIGNMENT: Neutral evil
SIZE: S (3 to 4' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 65 + 3/hp

Scholars are often divided in opinion on how to classify the scuttle bat. Some claim they are arachnid, while others insist they are kin to mammals. Still others claim they are no natural thing at all, but smack of dark magic. In any case, all agree they are dangerous and to be avoided.

When flying, their legs dangle below them in a repulsive and obscene manner. They can climb walls with ease and hang from ceilings when resting or sleeping. They hunt at night, but even in the day about 25% or so of the colony will remain awake at any one time.

These creatures give off a strong odor of rotting garbage, feculent material, and carrion in a 10' radius. It is so overpowering that it causes retching unless a saving throw versus poison is successful. Any individuals who fail this roll must attack at -2 on “to hit” dice rolls for the duration of the encounter. Places where scuttle bats dwell and excrete their wastes take on this same characteristic.

Scuttle bats attack by means of a vicious bite. Their saliva is highly acidic and those bitten must make a saving throw versus poison or lose another hit point each round for the next 1-6 rounds as it corrodes nearby flesh. Successive bites have a cumulative effect.

This fierce beast has about the same mass as a goblin. Its dark gray or brown leathery wings have a span of six to seven feet when fully extended. Its eight legs are short and furred, as is its body. The hairless pale-skinned face bears sharp teeth, while the eyes are beady and black.

INNER WARD THIRD FLOOR 14 SCUTTLE BAT ROOM.

14 SCUTTLE BAT ROOM. Seven scuttle bats live here.

7 Scuttle Bats (AC 6; MV 15”/18”; HD 2+1; hp 9, 14, 14, 12, 7, 14, 10; SA Nausea, wounding bite; XP 92, 107, 107, 101, 86, 107, 95)

Two large open windows are in the west wall which the scuttle bats use when they want to go hunting outside the castle.

Saturday, March 14, 2015

INNER WARD THIRD FLOOR 13 REVERSE GRAVITY ROOM.

13 REVERSE GRAVITY ROOM. The ceiling of this room is unusually high at sixteen feet. A small table and set of three chairs is in the center of the room. On the table is a bowl which appears to contain brightly colored fruit. A large window is located high on the north wall.

This room has its gravity reversed, although this is not immediately obvious. This is a trap set by evil gnomes to entice the unwary to enter the room. The table and chairs are actually bolted to the floor, something that can be noticed by adventurers if they state they are looking at the table and chair legs closely before entering the room. The fruit is just colored wooden pieces glued to the bowl, and the bowl is itself bolted to the table.

Anyone who does enter the room will succumb to the reverse gravity and fall to the ceiling, taking 1d6 damage. They have now entered the Third and a Half Floor.

The window is large enough to accommodate a human. The glass slides aside to allow access. The secret door on the east wall is also a sliding panel type.

Friday, March 13, 2015

INNER WARD THIRD FLOOR 12 LEFT SHOE ROOM.

12 LEFT SHOE ROOM. This room is piled high with left shoes, boots, sandals, slippers, and other manner of foot wear. A window shaped like a pentagon is in the east wall. In has no opening clasp or latch, so smashing it would probably be the easiest way through.

There is a 5% chance per round that a small hole will magically open in the ceiling and a shoe will come flying down to land on the pile. One of the shoes is the left side of a pair of glass slippers of striding and springing (like the boots but actually super-hard glass).

Thursday, March 12, 2015

INNER WARD THIRD FLOOR 11 TRIPLE THREAT.

11 TRIPLE THREAT. In the center of the room is a man-sized tripartite Triskelion statue. The hands hold a sword, a nine-tailed whip, and a staff, but these weapons are real, not stone. A dirt-smeared square window is in the north wall.

If the room is entered, the weapons will fly from the statue's hands and attack. The weapons can be attacked and battered to destruction.

Long Sword (AC 0; MV 12”; HD 4; hp 16; #AT 1; D 1-8; XP 124)

Nine-tailed Whip (AC 4; MV 12”; HD 2; hp 8; #AT 1; D 2-5; XP 36)

Quarter Staff (AC 6; MV 12”; HD 3; hp 12; #AT 1; D 1-6; XP 71)

The long sword has an opal set into its pommel, valued at 2500 gold crescents. Treat the whip as a horseman's flail if using speed factor and armor class adjustment.

Wednesday, March 11, 2015

INNER WARD THIRD FLOOR 10 WINDOW ROOM.

10 WINDOW ROOM. There is no apparent way of getting into or out of this room, except through the windows, one in each wall. The east window is circular, the north is octagonal, the west is pentagonal, and the south is square. Normally, the windows must be smashed since they don't open by any obvious mechanism.

The room is unnaturally chilly, but no so much as to cause damage. In the center of the room is a raised cushioned bed covered by a glass dome. Lying on the bed is a pale but beautiful woman with dark black hair.

Eliane Triskelion, Lawful Good female human Magic-User (AC 10; MV 12”; MU3; hp 8; #AT 1; D By weapon type; S 7, I 16, W 9, D 11, C 10, Ch 18; SA Spell use; XP 159)

First Level Magic user Spells:
Charm Person, Detect Magic

Second Level Magic user Spells:
Knock

Eliane is currently in suspended animation similar to feign death. She was poisoned a hundred years ago by an evil witch (actually an aunt), but can be cured and awakened by love's true kiss. There is a 10% chance that anyone who tries to kiss her is her true love. Include the following modifiers:

+2% for each point of charisma above 10
+10% for good alignment
-10% for evil alignment
-10% for being a non-human
+10% if a fighter
+15% if a ranger subclass
+25% if a paladin subclass

Additions are cumulative including fighter and subclass, so a paladin with 17 charisma has a 69% chance of being her true love (10% base + 14% charisma bonus +10% alignment bonus +10% fighter bonus +25% paladin bonus = 69%) and a evil gnome fighter with an 11 charisma has a 2% chance of being her true love (10% base +2% charisma bonus -10% for alignment penalty -10% for non-human penalty + 10% fighter bonus) .

Eliane has an antiquated and quaint pattern of speech. She is unarmed and has no spell book. As a side effect of her experience she is now completely immune to all poison. She has a limited knowledge of the layout of the castle, but it has changed a lot in the years since she has been asleep. She also has no idea of where she is right now.

Tuesday, March 10, 2015

INNER WARD THIRD FLOOR 9 WHISPERING WALLS.

9 WHISPERING WALLS. Those who enter this room are exposed to a dimly heard but most unnerving whispering sound. There is a dirty octagonal glass window in the south wall, about three feet wide at its widest point, located about three feet off the floor.

The sound is too soft to make out the words, but listeners will have the dreadful sensation that the whispers are damning criticism of themselves. Creatures who are semi-intelligent or less are immune to the effect. Non-player characters are made uneasy by the sound and can only remain in the room for as many segments as they have hit dice.

The Dungeon Master should relate to player characters that they feel increasingly paranoid and nervous the longer they remain in the room, though the sound cannot by itself force them to leave.

If the walls are investigated, even a cursory inspection will cause the examiner to discover they are covered by millions of tiny 'crying' Triskelion faces whose miniature mouths are moving and producing the plaintive whispering.

Characters who spend 2 or more rounds in this room must begin to make saving throws versus death magic in order to avoid the mind-bending effect of the whispering. Success means that the character has staved off the effect for that round. In the case of failure consult the following table.

Fail by
Effect
1-3
Panic
4-6
Enrage
7 or more
Feeblemind

Panic: Individual must leave room immediately, will be unable to engage in meaningful activity for 2-8 rounds

Enrage: Individual affected must immediately launch a spell or physical attack upon any other creature. During enraged period of 2-8 rounds, creature will not think of defense or any action save attacking.

Feeblemind: This will affect even non-spellcasters. The individual's combined intelligence and wisdom is in the 0-5 range when so affected. The affected creature cannot attack or defend. This condition lasts for as long as they are in the room, then another 1-4 turns following. All memory of spells are gone, though they can be recovered by a heal, restoration, or wish.

The window leads to Room 10. It has no latch for opening it and the simplest way to get through is to smash it.

Monday, March 9, 2015

INNER WARD THIRD FLOOR 8 ROOM OF THE MOUTH.

8 ROOM OF THE MOUTH. A tremendous slobbering human-like mouth is in the center of the ceiling. It will attempt to grab adventurers with its long sticky blue-purple tongue.

Giant Mouth (AC 10; MV 0”; HD 20; hp 101; #AT 1 tongue; D Paralyzation; SA Grab and chew for 1d8; SD Regenerate 2 hit points each round; XP 11630)

The mouth is actually a magic mouth that has gone feral. It will use its tongue to try to grab adventurers and drag them to its orifice. It can make only one attack per round, but upon being struck by its tongue, the victim must succeed on a saving throw versus paralyzation or suffer paralysis.

If he victim is paralyzed, or in any case if the mouth makes an attack that succeeds by greater than 4 than it requires on its “to hit” roll, the victim is grabbed an will be brought to the mouth to be chewed for 1d8 damage. The mouth can only fit creatures up to about the size of a donkey or ogre. The individual will then be deposited in Room 52 on the Third and a Half Floor.

The hit points represent those of the tongue, which can regenerate 2 hit points per round. If the tongue is destroyed the mouth is dispelled. The fleshy lips can be attacked (as AC 10) if targeted and will appear to bleed, but all such damage is cosmetic only. The magic mouth can also be dispelled by a dispel magic spell, but treat it as being cast by a 24th level magic-user.

Sunday, March 8, 2015

INNER WARD THIRD FLOOR 7 SONNY JIM'S ROOM.

7 SONNY JIM'S ROOM. A giant lizard is here.

Giant Lizard (AC 5; MV 15”; HD 3+1; hp 20; #AT 1 bite; D 1-8; SA Die 20 indicates double damage (2-16); XP 205)

The lizard has a collar and gold name tag “Sonny Jim” (25 gold crescent value). This room is unusually warm and has lots of large leaves on the floor. Two large wooden bowls are here. One bowl holds water and the other bowl holds huge earthworms and rich soil.

Saturday, March 7, 2015

INNER WARD THIRD FLOOR 6 WINDING HALLWAY.

6 WINDING HALLWAY. As the delvers venture down this twisting hallway they will encounter the following signs: “Turn back now”, “We warned you”, “Now you've done it”, and “I wouldn't want to be you right now.” It doesn't matter which direction the adventurers are walking, the signs will be there all the same. There are no actual consequences for traveling down the hallway. If the adventurers do turn around they will see the sign “Good riddance” before they leave.

The north portion of the corridor terminates in a secret door leading to Room 5, while the south portion terminates in a dirty circular window leading to Room 10. The secret doors to Rooms 5 and 38 are both sliding panel types.

Friday, March 6, 2015

INNER WARD THIRD FLOOR 5 TROPHY ROOM.

5 TROPHY ROOM. There are five monster heads mounted along the west wall (copper dragon, cave bear, wyvern, giant ram, and owlbear) and another five along the south (unicorn, manticore, tiger, green dragon, and basilisk). The basilisk head is covered by a cloth-of-gold shroud (140 gold crescent value), and if removed its gaze effect will still work. 

Unlike most of the rooms on this floor, this room is tastefully decorated (except for the trophies). It is paneled in a dark wood and the floors are carpeted in red. The dozen windows are stained glass. The secret doors to Room 4 and Area 6 are sliding panels.

Thursday, March 5, 2015

NEW MONSTER: SCRAPIE

SCRAPIE

FREQUENCY: Uncommon
NO. APPEARING: 1-8
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 3+1
% IN LAIR: 40%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ ATTACK: 1-6/1-6/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 4
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 60+4/hp



These flightless birds are very unusual for their type, for they have no wings, instead sporting a double pair of legs and talons. They are normally scavengers and refuse-eaters, but are likely to attack when in the mood for fresh meat. During mating season, large males will be quite aggressive and more likely to attack than not.

Description: The face of a scrapie most closely resembles an owl, but the mouth contains sharp teeth. Eyes are overlarge, like those of an owl. Plumage is black or grey-brown, except in mating season, when males will molt and produce a new coat of orange, red, and blue feathers.

INNER WARD THIRD FLOOR 4 RAINBOW ROOM.

4 RAINBOW ROOM. A family of five scrapies are here.

5 Scrapies (AC 7; MV 12”; HD 3+1; hp 18, 10, 17, 10, 15; #AT 2 claws and 1 bite; D 1-6/1-6/2-8; XP 132, 100, 128, 100, 120)

There are two huge ornate silver-plated bowls (75 gold crescent value each). One holds smoked meat and the other holds clean water. There are three large windows in the north wall, each inset with stained glass in all the colors of the rainbow. In the day time, the lights create a beautiful display on the walls and ceiling. The secret door to Room 5 is a sliding panel type.

Wednesday, March 4, 2015

INNER WARD THIRD FLOOR 3 THE TALL HALL.

3 THE TALL HALL. Unlike most places on this floor, the ceiling height is sixteen feet or so. An extra door is present above each regular door. Each extra door appears upside-down, because it is flush with the ceiling and opens opposite the way the lower doors do.

The upper eastern door goes to Room 39, while the upper southern door goes to Area 40. Gravity in Area 3 is normal, even extending to the ceiling, but the gravity in Room 39 and Area 40 are reversed. Both are located on the Third and a Half Floor.

Tuesday, March 3, 2015

INNER WARD THIRD FLOOR 2 ROOM OF MANY DOORS.

2 ROOM OF MANY DOORS. The room itself is not furnished. The doors are unusual, however.

Door A. This door is made of iron, with a small inset stained glass window depicting the Three-legged Triskelion design.

Door B. The doorknobs of the door are shaped like hands. If anyone attempts to open the door from the room side the hand will attack.

Animated Hand (AC 6; MV 0”; HD 4; hp 21; #AT 1 punch; D 1-6; XP 144)

Only the hand on the room side of the door is animated. It can stretch and extend out to reach anywhere in Room 2. Destroying the hand will make the door lock, and it must then be picked, magically opened, or bashed down.

Door C. The lock on this pale tan door is especially difficult to pick, -25% chance.

Door D. This door is made of pieces of bamboo strapped together. It is wizard-locked as if by an 18th level magic-user.

Door E. This door is made of yellow wood reinforced with iron. It has no doorknob and spins on a central axis instead of opening normally.

Door F. This door is decorated with a magic mouth on the room side, and by a brass mouth decoration on the corridor side. If someone in the room attempts to open the door, the magic mouth will ask, “Why do you want to go in here?” Regardless of the answer, the magic mouth will disappear, replaced by a mundane brass mouth decoration.

Door G. This door is made of gray petrified wood. It is extremely heavy but opens easily enough.

Door H. This door is set sideways in the wall. It has the same dimensions as the other doors but must be pulled open, like a hatch. The hinge is on the ceiling side.

Door I. This door is locked with thirteen locks. Each must be opened individually.

Door J. This door is marked by a glyph of warding, as cast by a 12th level cleric. To those who can see invisible, it looks like this:



The individual who opens this door must save versus spells or become permanently mute. It can be reversed by heal, restoration, wish, alter reality, or any other means that the Dungeon Master decides is acceptable (such as a quest to the shrine of a petty god of verbosity, etc.)

Behind the door is a wax golem in the shape of a man with the head of a white mastiff. It wears a turban decorated by a ruby that appears to be worth 3500 gold crescents but is actually a periapt of proof against poison +2.

Wax Golem (AC 10; MV 12”; HD 7; hp 30; #AT 1; D Giant scimitar for 1d10; SD Limited spell immunity; XP 590)

Door K. This door is actually a talking mimic disguised as a wooden door. It will happily trade information for food.

Mimic (AC 7; MV 3”; HD 7; hp 27; #AT 1 pseudopod: D 3-12; SA Glue, surprise; SD Camouflage; XP 691)

Door L. This door is made of glass. The doorknobs are actually sapphires worth 3000 gold crescents each.

Monday, March 2, 2015

INNER WARD THIRD FLOOR 1 LANDING.

1 LANDING. Against the south wall is a bizarre archway. Two small windows look to the north. A stout iron bar is on the floor.

Only two and a half feet high, the archway looks like the face and forepaws of some sort of monstrous cross between a reptile, a bear, and a man. The only apparent way to enter or exit is to get down on your hands and knees and crawl through the mouth. It is trapped, there is a 1 in 6 chance that the upper jaw will clamp down on a person entering the passage, doing 1d10 damage. It will then snap apart again just as suddenly.

The occupants of this level use the iron bar (coincidentally, two and a half feet long) to prop open the archway and traverse it safely. One end of the bar is deformed from being used so often to offset the pressure of the trap.

Inner Ward Third Floor Wandering Monsters

Roll for random encounters using 1d6 once every six turns in the East and Northwest Towers only. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations. There are no random encounters in the Southwest Tower.

Random Encounters

1d12
East Tower
Northwest Tower
1
1d4+1 Evil Gnomes
1d6+1 Air Eels
2
Evil Gnome and Gnits
1d4+1 Carver Bugs
3-5
1d6+2 Gnits
Creepers
6
Gnits and Gnawgas
1d4+1 Glutinous Gunges
7
1d4 Gutter Gremlins
1d4+1 Koalinths
8
1d6+3 Jousting Wasps
2d4+1 Scuttle Bats
9
1d4+1 Scrapies
1d4+2 Trigintipedes
10
Place creature from nearby room
Place creature from nearby room
11
Place creature from adjacent level
Place creature from adjacent level
12
Dungeon Dressing
Dungeon Dressing


Air Eels
Air Eels (AC 9; MV 3”/12”; HD 3; #AT 1 bite; D 1-3; SA Breath lightning for 1d8+2 damage; SD Explode for 2d8; XP 90 + 3/hp)


Carver Bugs
Carver Bugs (AC 5; MV 12"; HD 2; #AT 2 claws; D 2-9/2-9; SA +1 to hit, attacks as sword of sharpness; XP 28 + 2/hp)


Creepers
Stage I Creepers (AC 7; MV 6”//9”' HD 1; #AT 3; D 1-3/1-3/1-4; XP 10 + 1/hp)
Stage II Creepers (AC 5; MV 15”; HD 2+1; #AT 2 claws and 1 bite; D 1-4/1-4/1-6; SA Spit acid; XP 50 + 3/hp)

This encounter will consist of 2-7 (1d6+1) stage I creepers and 0-3 (1d4-1) stage II creepers. They are hungry for man-flesh and will usually attack immediately.


Evil Gnomes
Evil Gnomes (AC 6; MV 6”; HD 1; #AT 1; D Short sword or spear; XP 10 + 1/hp)

These gnomes are going about mysterious business of their own. Each gnome will have 1d4+1 gold mabans and carry both a short sword and spear.


Evil Gnome and Gnits
Evil Gnome (AC 6; MV 6”; F2; #AT 1; D Short sword; XP 35 + 3/hp)
Gnits (AC 7; MV 9”; HD 2-5 hit points; #AT 1; D Gnit pick; XP 5 + 1/hp)

This encounter will be with 1 evil gnome master and a group of 1-6 gnits who act as bodyguards and lackeys. The gnits each carry 3d8 copper pieces. The gnome will carry 1d10+4 gold mabans and there is a a 20% chance he will have one of the following items:

1d4
Item
1
Random potion from table in Dungeon Master's Guide on page 12
2
Gem, base value 50 gold crescents (65%) or 100 gold crescents (35%)
3
Random evil toy, see Room 41
4
Underwear


Glutinous Gunges
Glutinous Gunges (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP 85+4/hp)


Gnits
Gnits (AC 7; MV 9”; HD 2-5 hit points; #AT 1; D Gnit pick; XP 5 + 1/hp)

These gnits will carry 3d8 copper pieces each. They will be engaged in one of the following:

1d4
Activity
1
Carrying food
2
Patrolling
3
Fleeing something (roll again on table)
4
Looking for food


Gnits and Gnawgas
Gnits (AC 7; MV 9”; HD 2-5 hit points; #AT 1; D Gnit pick; XP 5 + 1/hp)
Gnawgas (AC 5; MV 15”; HD 2+1; #AT 1 bite; D 2-8; XP 35 + 3/hp)

There will be 1d6+1 Gnits and 1d4 Gnawgas. Again, the gnits will each have 3d8 copper pieces. They will be engaged in one of the following:

1d4
Activity
1
Hunting
2
Patrolling
3
Taking gnawgas out for exercise
4
Taking gnawgas out for gnawgas to go to bathroom


Gutter Gremlins
Gutter Gremlins (AC 6; MV 15”; HD 1-6 hit points; #AT 0; D Nil; SA Magic use; SD Never surprised, save as 11th level magic-user/thief; XP 30 + 1/hp)

What are they doing?

1d8
Activity
1
Racing each other
2
Causing trouble for adventurers
3
Have cans of paint, going to paint something
4
Betting on roach or beetle races, each will have 0-7 (1d8-1) gold crescents
5
Bringing food and water to a monster
6
Having a contest to see who can flick boogers farther
7
Engaged in a debate
8
Electing a new leader, 40% chance they will try to elect an adventurer


Jousting Wasps
Jousting Wasps (AC 5; MV 3”/15”; HD 1-4 hit points; #AT 1 sting; D 1-2; SA Attack as 4 HD monster on first attack; XP 5 +1/hp)


Koalinths
Koalinths (AC 5; MV 9”; HD 1+1; #AT 1; D Black iron trident; XP 20+2/hp)

They will each carry 0-9 (1d10-1) gold crescents, 0-11 (1d12-1) silver spanners, and 0-22 (2d12-2) copper pieces. They will be:

1d4
Activity
1
Bringing food or goods from trading with another group in dungeon
2
Hunting for stage I creepers, will carry nets
3
Bored, out for a stroll
4
Bored, looking for trouble


Scrapies
Scrapies (AC 7; MV 12”; HD 3+1; #AT 2 claws and 1 bite; D 1-6/1-6/2-8; XP 60 + 4/hp)

50% of these encounters will be with a group of young males, looking for trouble. The remainder will be with a family group who may or may not attack (use reaction roll and interpret as desired).


Scuttle Bats
Scuttle Bats (AC 6; MV 15”/18”; HD 2+1; SA Nausea, wounding bite; XP 65 + 3/hp)


Trigintipedes
Trigintipedes (AC 7; MV 15”; HD 2; #AT 1 bite; D 2-5; SA Weakness; XP 65 + 2/hp)


Dungeon Dressing

1d8
East Tower
Northwest Tower
1
Small black journal, all the pages have been torn out, leaving only the leather binding
Ten purple pebbles stacked as a pyramid
2
Small wooden statue of a maiden
Smell of brine
3
A pile of rotting pillows or vegetable matter
Croaking sound in the distance, will sound twice more then stop
4
Small bag containing variety of teeth
Clump of green rotting material, smells fishy
5
Abandoned gnit pick
Column of hermit crabs marching in a line
6
Misplaced evil gnome's red conical hat
Jar contains preservative alcohol and human eyeballs
7
Tiny footprints seen on walls or ceiling, individual had apparently stepped in paint
Sound of singing from far away, 50% chance sea shanty, 50% opera
8
Random evil toy, wrapped in pretty paper (see Room 41)
Crushed sea shells