Sunday, May 31, 2015


92 BEDROOM. Four stage II creepers are here.

4 Stage II Creepers (AC 5; MV 15”; HD 2+1; hp 9, 14, 15, 15; #AT 2 claws and 1 bite; D 1-4/1-4/1-6; SA Spit acid; XP 77, 92, 95, 95)

The creepers must have been wandering, for they managed to kill a Red Leg bandit and drag his body back here. The corpse is that of a man with leather armor. There are 17 silver spanners, 12 copper pieces, and a small silver statue of a tripartite Triskelion (worth 245 gold crescents) in his pouch.

This room was in use as a guest bedroom awaiting a family member to claim it. It is furnished as such. There are two large windows in the east wall.

Saturday, May 30, 2015


91 PORTRAIT OF DESDEMONA TRISKELION. This is another full-size portrait, this one showing Desdemona Triskelion, a tall blonde woman whose great beauty has only faded a trifle with middle age. The artist has captured her cold eyes and disdainful expression perfectly. It is titled with the subject's name and signed, as is usual, by Patrizio Triskelion.

Friday, May 29, 2015


90 STORAGE ROOM. Six stage I creepers are here.

6 Stage I Creepers (AC 7; MV 6”//9”; HD 1; hp 2, 4, 1, 2, 5, 8; #AT 2 claws and 1 bite; D 1-3/1-3/1-4; XP 12, 14, 11, 12, 15, 18)

The walls are lined with shelves that hold towels , blankets, and bed sheets. Three large wooden chests are near the west wall.

Chest Contents
Elegant silk children's clothing, valued at 50 gold crescents
Three dozen small carved wooden statues of woodland animals, each worth maybe a copper piece or two
Sea shell collection, thousands, mostly in good condition

Thursday, May 28, 2015


89 ELEGANT BATHING CHAMBER. This deluxe bathing room has a glossy black tiled floor and walls. There are three unlit candelabras with scented candles, a hamper, a small chest with towels and scented soap, and an antique style tub with hot and cold water faucets. A huge ornate fountain is in the center of the room, bubbling with boiling hot water. Coins and gems can be seen under the surface.

A water weird is in the pool, but it will take two rounds (120 seconds) for it to form. In the mean time, the party might be figuring out how to get the treasure from the pool. Because of the great heat of the water, anyone immersing a limb in the fountain will take 1 hit point of damage per round from its intense heat. Merely touching the water causes no damage if the limb is immediately withdrawn, but this will also prevent one from merely scooping up the treasure.

Water Weird (AC 4; MV 12”; HD 3+3; hp 14; #AT 0; D Nil; SA Drowning, strike as 6 hit die monster; SD Sharp weapons cause only one point of damage, general immunity to most magic, if disrupted will reform in 2 rounds; XP 426)

The water weird can strike out at 1 character per melee round, attacking as if it were a 6 hit die monster. If the water weird hits, the victim must save versus paralyzation, or he or she has been pulled into the pool with the monster and begins drowning.

At this point, 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 drown. This takes 3-18 additional drowning 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 later rescued. In addition, as described before, the great heat of the water causes additional damage. Immersion of only a single limb is only 1 hit point per round, but when the water weird has the character in its clutches, the damage rises to 1d6+1 per round.

If not rescued within that time the character is dead, but can be revived by any cure wound spell if cast within 5 minutes. This will bring the individual to the 1 hit point level. At this point additional curing is required to cover the amount of heat damage sustained by the boiling water or the character will succumb to this damage and perish again.

The water is not hot enough to disturb the water weird. Water weirds are just about impossible to kill, but can be disrupted. They take only a single point of damage from sharp weapons but blunt weapons do full damage. Cold based attacks slow them. Against fire based attacks they take half damage or no damage if they make their saving throw. Other magic either does not affect them or does disruption damage only, based on the Dungeon Master's ruling. Even if it loses all its hit points, the water weird will reform with all hit points restored in another two rounds. A purify water spell will destroy it.

Within the fountain are 1,124 silver spanners, 568 gold crescents, 3 gems, and 4 pieces of jewelery. The gems are a 500 gold crescent topaz, a 60 gold crescent amethyst, and a 10 gold crescent turquoise. The jewelery includes a wrought platinum cape clasp (500 gold crescents), a gold scepter decorated with tourmaline gemstones (3000 gold crescents), a silver necklace decorated with spinels (2500 gold crescents), and a silver chain with pearl fob (750 gold crescents).

Wednesday, May 27, 2015


88 NICOLA'S BEDROOM. This room is furnished as a bedroom, although it is decorated as one more fit for a woodsman than a noble born lady. A large bed is against the west wall, a wardrobe and book shelf are against the south wall, and three large glass windows are in the north wall. Four large candelabras are here, although none are lit.

The bed is decorated with animal skins. There is a nearby nightstand with a candlestick, a silver candle sniffer worth 2 silver spanners, and a onyx dog type figurine of wondrous power.

The huge antique wardrobe holds white blouses, various dresses, trousers, leather coats, boots, and eighteen sashes in different colors.

The book shelf holds a book describing dog breeds, a pair of gold dog bookends worth 50 gold crescents each, and a scroll of protection from werewolves.

Tuesday, May 26, 2015


87 NICOLA'S ANTECHAMBER. The door to this room is capable of being locked but is not. Rooms 87 and 88 were the home of Nicola Triskelion, an experienced dog-breeder and the older sister of Santiago. Where Santiago was mild, Nicola was of a fiery temper and her choice of pets reflect that. This room communicates freely with Room 88 and any of the three monstrous canines that live here may be in either room (50% chance each), although the shadow mastiff will always be in this room during the day due to its fewer windows.

Hell Hound (AC 4; MV 12”; HD 4; hp 20; #AT 1 bite; D 1-10; SA Breathe fire (1 hp/HD), surprise on 1-4; SD Only surprised on a 1, see invisible (50%); XP 230)

Shadow Mastiff (AC 6; MV 18” (9” in bright light); HD 4 (-1 hp/die in bright light); hp 20 or 16 in bright light; #AT 1 bite; D 2-8; SA Baying causes panic; SD Hide in shadows; XP 265) 

Zombie Dire Wolf (AC 7; MV 12”; HD 4; hp 20; #AT 1 bite; D 2-8; SA Always lose initiative; SD Limited spell immunity; XP 165)

The zombie wolf may be turned, destroyed, or influenced by a cleric, but only results that would affect at least 5 normal zombies are effective. For example, the cleric must still roll a '5' or higher on 1d12 in order to effect the wolf. Thus, clerics of 9th level or higher, who roll 1d6+6, will automatically succeed.

There are three large stained glass windows to the north. They depict a large gray wolf, a black mastiff, and a huge red hound. Because the windows are stained glass, the room will not have the equivalent of 'bright light' for purposes of the shadow mastiff's statistics even on a sunny day.

The walls are paneled in wood and the panels are decorated with carvings of dogs fighting and hunting. The room has two large candelabras, but they are not lit.

There are four huge dog bowls. One holds live worms, the second holds spiderwebs, the third holds coal, and the last holds clean water. As long as they stay in this room, the bowls will magically refill themselves if emptied.

Monday, May 25, 2015


86 PORTRAIT OF PELLEAS TRISKELION. This is a life-sized painting, reaching from the floor to over six feet high. It is labeled 'Pelleas Triskelion' and signed by Patrizio. The painting is exquisitely done showing the subject: a thin man with wild gray hair and a prominent gold tooth. It is also the receiving end of a one-way secret door. The eyes are at the level of Pelleas's own eyes and can be removed from Room 99 in order to allow Pelleas to observe the hallway. There is a 1% chance that he is doing so each time the characters pass this way.

Sunday, May 24, 2015


85 ROOM OF THE SEASONS. Five bugbears are camped here. They have been exploring the castle and are taking a break.

Bugbear 1 (AC 5; MV 9”; HD 3+1; hp 18; #AT 1; D Battle axe +1 to damage due to strength; SA Surprise on a 1-3; XP 207) 31 gold crescents, 14 silver spanners, 18 copper pieces

Bugbear 2 (AC 5; MV 9”; HD 3+1; hp 14; #AT 1; D Broad sword +1 to damage due to strength; SA Surprise on a 1-3; XP 191) 24 gold crescents, 6 silver spanners, 7 copper pieces

Bugbear 3 (AC 5; MV 9”; HD 3+1; hp 17; #AT 1; D Spetum +1 to damage due to strength; SA Surprise on a 1-3; XP 203) 19 gold crescents, 8 silver spanners

Bugbear 4 (AC 5; MV 9”; HD 3+1; hp 7; #AT 1; D Long sword +1 to damage due to strength; SA Surprise on a 1-3; XP 163) 15 gold crescents, 5 silver spanners, 19 copper pieces

Bugbear 5 (AC 5; MV 9”; HD 3+1; hp 13; #AT 1; D Footman's mace +1 to damage due to strength; SA Surprise on a 1-3; XP 187) 13 gold crescents, 1 silver spanner, 4 copper pieces

Each bugbear wears garish clothing of red and yellow stripes over their armor. They also wear yellow and red striped caps. The first bugbear carries an extra battle axe on his back, and he will throw the first one as a missile weapon, if he gets the chance.

A sack in the corner holds the bugbears' loot: several strips of meat, three huge wheels of cheese, a gold butter holder worth 35 gold crescents, and a jade and silver necklace worth 1250 gold crescents.

The walls are decorated with painted scenes of winter (east), spring (north), summer (west), and autumn (south). Strangely, the sun painted on the summer wall appears to shed real light and heat. Also, the winter side of the room is several degrees cooler than the summer side. There are four couches and a low set table. On the table is a leather bound book, a romance about a doomed princess and prince. It is a rare copy and worth 200 gold crescents.

Saturday, May 23, 2015


84 STAIRS UP. On the east wall, opposite to the staircase, is a glass display case holding three black iron great helmets and six ordinary daggers of various designs. The helmets have face designs of a bear, a hawk, and a mantis. The stairs go up to Room 15 on the Fourth Floor.

Friday, May 22, 2015


83 DELUXE BATHING ROOM. The first thing that the adventurers will notice is that the the room is foggy with hot water vapor and the walls are hung with several mirrors. In one of the mirrors, the characters will clearly see a woman, but they will see her only in the mirror, not actually in the room. She is a pretty young lady with a sad expression and a pale complexion. She is the Drowned Girl, and she was killed in this room.

The Drowned Girl, Restless Dead (AC -; MV -; HD -; hp -; #AT 0; D Nil; SD Cause fear, immune to all physical and most magical attacks; XP -)

The Drowned Girl cannot attack, but seeing her causes fear, as the cleric spell, forcing those that are affected to leave the room. It functions at the 8th level of experience. It may be countered by remove fear, or those affected may try to enter the room again after a full turn. Note that hirelings and most henchmen will not elect to return to the room having once succumbed to fear. Forcing them may affect loyalty.

She cannot be turned but can be banished for a day by a remove curse spell. Exorcism will be effective in permanently removing her. Smashing all the mirrors will doom her to remain trapped in the room for eternity.

Despite her fear-causing ability, she desperately wants to communicate, which she can perform in two ways. First, she can send messages to adventurers by writing in the foggy mirrors. Second, if she can convince an adventurer to place his or her bare hand on the mirror, she can speak telepathically and send images relating her story by placing her hand over his or hers.

The Drowned Girl can be released from this world if her murderer, Hesiod Triskelion, is defeated. She was one of Desdemona's lady's maids and in his youth, Hesiod desired her. Disgusted by the man and his advances, she rejected him. He personally killed her in this room by forcing her head beneath the water of the bathtub, then successfully blamed a manservant for the crime, whom he had put to death.

The Drowned Girl will try to convince the party to go to Room 77 and retrieve Hesiod's medallion (or his head). The sight of either is enough to free her from her imprisonment. She can explain how to get there and has become aware of the secret of the balance in Room 76.

If she is freed from this cursed existence her form will shimmer and turn golden. She will then ascend through the ceiling. Adventurers who participated in her relief will immediately gain 1000 experience points and her blessing, which heals 1d10 hit points, then gives +1 on saving throws and grants freedom from being surprised. These latter two effects will each last for one full day.

The decoration of the bathing room has a distinctive feminine influence. The walls are tiled sea blue and pink and the floors and ceilings are decorated with dolphin shaped tiles. The room is lit by two glass continual light globes hanging from the ceiling. A toilet and a basin with hot and cold pump faucets is against the west wall. In the center of the room is a huge bathtub on a stone stand. Flanking the bathtub are two tables. Two hampers are to the north.

The first table holds seventeen assorted scented candles. The other holds scented soap and ten jars. Seven of the jars are colored and hold fragrant bathing oil: lavender (purple), jasmine (light blue-green), bergamot (golden orange), sandalwood (clear), rose water (clear), citrus (deep orange), and vanilla (creamy white). The last three hold Keoghtom's ointment.

The hampers hold towels and bath robes.

Thursday, May 21, 2015


Sionese Currency: 

The good king of Sionesse requires three types of coins to be minted in his realm.

Gold wheels are the most valuable, showing a wagon wheel on one side and an open fan on the reverse.

The next coin is the silver scale, showing a land drake on one side and a carp on the other.

Copper spelts always depict an olive branch on one side. The other side might show a stoat, badger, or hawk but usually shows a bear. 

Wolhusen Currency: 

The misers of Wolhusen use three kinds of coins.

The gold coin is the guilder, decorated with a house on one side and a skull on the opposite.

Silver coins are ducats, showing the face of the current reigning Wolhusen duke or duchess on one side and an axe on the other.

Copper plugs are the least valuable, showing a bag of grain on one side and a pitchfork on the reverse.

To see previous posts on money in the world of Castle Triskelion, see Foreign Currencies Part I, Elvish Currency, Dwarven Currency, and Sarcoy Currency.


82 SECRET CORRIDOR AND ROOM. This was once the bolt-hole and hiding spot of Madding Triskelion, but three creepers have taken up residence.

3 Stage III Creepers (AC 4; MV 12”//9”; HD 4; hp 13, 19, 22; #AT 1 bite or 1 weapon; D 1-8 or by weapon type; SA Gaze slows; SD Regenerate 1 hit point each round; XP 242, 266, 278)

Two of the creepers have black iron tridents, captured from koalinths. The last has a bastard sword.

There is a large wardrobe. Four continual light globes hanging from the ceiling provide light.

The wardrobe contains Madding Triskelion's stash for disguise and assassination. There are cosmetics and men's and women's clothing in a variety of foreign and familiar styles. There is also a false back. Hidden in this area are nine green felt bags and a shelf with ten unmarked bottles.

Bag Contents
1 Poict currency: 24 gold crowns, 64 silver pannisters, and 143 real pennies
2 Sarcoy currency: 91 gold crescents, 87 silver spanners, and 103 copper pieces
3 Sealean currency: 15 gold harps, 65 silver lutes, and 102 copper zithers
4 Elvish currency: 25 gold vinimes and 55 silver tamos
5 Sionese currency: 21 gold wheels, 54 silver scales, and 76 copper spelts
6 Dwarvish currency: 7 gold mabans, 43 silver khurams, 21 electrum lugdushes, and 89 copper ganes
7 Wolhusen currency: 5 gold guilders, 44 silver ducats, and 18 copper plugs
8 Fribourg currency: 17 gold griffons, 32 silver lions, and 42 copper jackals
9 Gems: 6 bloodstones (50 gold crescents each) and 3 garnets (100, 100, and 300 gold crescents, respectively).

Bottle Contents
1 and 2 Red liquid: type A ingestive poison
3 Cloudy gray liquid: giant centipede venom
4 Green liquid: type C ingestive poison
5 Clear liquid: potion of gaseous form (tastes like water)
6 Thick orange liquid: type B insinuative poison
7 Very fine and light metal dust: dust of appearance
8 Very fine and light metal dust: dust of disappearance
9 Empty
10 Thick purple liquid: giant scorpion poison

Wednesday, May 20, 2015


81 PORTRAIT OF MADDING TRISKELION. This is a life-sized painting of the fabled spymaster and maker of intrigue Madding Triskelion. It is titled with his name and signed by Patrizio. A strange anti-memetic effect is present. Even after observing the portrait closely, viewers will be unable to describe the facial features of the subject, except to comment that he appears very 'plain-looking'.

A stud on the frame sticks out a little bit, and if pressed, the painting will swing open like a typical door on hinges, allowing entrance to Room 82.

Tuesday, May 19, 2015


80 FELISA'S BEDROOM. There is a wardrobe near the west wall, while a bed and a weapon's rack are near the east wall.

The wardrobe holds a few simple white tunics, belts, leather boots, leather gloves, and a set of studded leather armor.

The bed has its headboard carved in the shape of a ship's wheel. Underneath is a wooden box holding sleeping gowns, small knives, whittled statues of animals, and a bag of 46 gold crescents and 81 silver spanners.

The weapon's rack holds two spears, a footman's flail, and an intelligent magic sword, Albaran.

Albaran, Neutral Good long sword + 2, giant slayer (Intelligence 14, Ego 10)
  • Detects true giants in a 100 foot radius
  • Can grant strength to its user, as the magic user's spell, once per day lasting for 6 turns
  • Can speak with any giant and also speaks in the same languages as whoever holds it

Monday, May 18, 2015


79 FELISA'S ANTECHAMBER. The door to this room is capable of being locked, but is not. There are two animated statues on short stone bases which will attack when the room is entered. Each is made of bronze with a stone animal head. These are the normal sparring partners of Felisa Triskelion, a high level fighter. The lion headed statue is near the west and the bull headed statue is to the east.

Animated Lion Statue(AC 3; MV 9”; HD 4+2; hp 20; #AT 1; D Right arm is replaced with a metal whip that attacks as a WHIP type Quaal's feather token; SA Attacks as a 9th level fighter; SD Magic weapon needed to hit, regeneration; XP 270)

Animated Bull Statue (AC 3; MV 9”; HD 4+2; hp 20; #AT 1; D Left arm is replaced with a metal battle axe that does an additional 1-4 points of flame damage; SD Magic weapon needed to hit, regeneration; XP 270)

Each of the statues has a keyhole in their back, and a silver key (7 gold crescent value), activating them. If the key is pulled out, the statue will stop fighting. The statues will otherwise attack until destroyed. When on their bases they regenerate at the rate of one hit point per hour, so if the characters run away, the statues will return to their bases and regenerate instead of chasing. The room is lit by a single ceiling-mounted continual light globe.

Sunday, May 17, 2015


78 HUNGER ARTIST. In the center of the room is a wicker cage holding an impossibly thin elderly man sitting in straw, dressed in a white loincloth, and holding a small glass of water. This is Damianus Triskelion, the hunger artist.

Damianus Triskelion, Lawful Neutral normal sedentary male human (AC 10; MV 12", HD 1-4 hit points; hp 3; #AT 0; D Nil; XP -)

When the adventurers enter, he will ask if they have come to see him perform. He will also ask the adventurers if they can spare any water and talk to them about the “old days” when people used to come from miles around to watch him sit in a cage and refrain from eating. He has not seen anyone for a long time and will wonder where everyone has gone. Damianus is inoffensive but talkative, and he will try to engage the adventurers for as long as he can before they eventually bore of him. If asked if he would like to leave, he will say “Why, no, don't you know I'm going for the record?” If asked how long the record is to abstain from eating he will say it is ten years and sixteen days. So far he is on seven years, six months, and four days. He will ask if the adventurers can come back in two and a half years to see him break the record.

Saturday, May 16, 2015


77 SECRET ROOM. This room is an unholy site, and good clerics and paladins will cast their spells and affect undead as though they were two levels lower than they actually are.

The room is lit by torches glowing with crimson flame, present in wall-mounted cressets. There are no windows, instead the north wall is a large mural showing a judge preceding over a trial. The other walls have been painted red. A large open stone sarcophagus is near the east wall. It is filled to the brim with viscous red fluid. A large number of human bones and two small iron chests are near the south wall.

The red liquid in the sarcophagus is the specially prepared blood of innocents and vampires infused with unholy water. Lying down inside the sarcophagus and completely submerged in the blood is the vile Hesiod Triskelion. Hesiod will become aware that his sanctum has been entered within a round. The round after that he will emerge, ready to attack. Unless the party has already begun to investigate the sarcophagus, he will surprise on a 1-4 in 6.

Hesiod Triskelion, Restless Dead (AC 3; MV 12”; HD 5+3; hp 28; #AT 1 fist; D 1d12; SA Magic use, surprise on a 1-4; SD Limited spell immunity; XP 518)

Hesiod is trying to artificially turn himself into a vampire-like creature. He now has the appearance of a tall, muscular, and physically powerful crimson skinned man and of course he will be dripping with blood. His face still resembles that of an ugly and balding elder. He wears a heavy gold medallion decorated with a balance about his neck worth 3500 gold crescents.

Hesiod is immune to mind-affecting spells, such as sleep, charm, and hold spells. He is also immune to cold magic and other cold-based attacks. While he cannot be turned in this room, he can be turned as a 'Special' undead if he leaves here. He is subject to exorcism.

He can strike with his fist for 1d12 damage. He also has the ability to do any one of the following, one at a time, at will instead of making a physical attack: animate dead, detect invisible objects, and produce fire. The bones and skulls in the room are sufficient to make up to a dozen skeletons. Hesiod will be able to animate 2d4 each time he tries.

12 Skeletons (AC 7; MV 12"; HD 1; hp 5, 3, 7, 8, 7, 4, 2, 5, 4, 8, 1, 5; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 19, 17, 21, 22, 21, 18, 16, 19, 18, 22, 15, 19)

The judge in the mural is, of course, Hesiod. He is similar to his current form in the appearance of his face only. His body seems to have been much smaller and his arms thinner before his change. His judge's robe in the painting is identical to those seen in the wardrobe in Room 76. In the scene, he is sentencing a dozen peasants to death despite their pleas for mercy. His face is smirking at their protest.

Each chest is locked. The first holds 1450 gold crescents. The second holds 356 gold crescents and eight red-brown spinels. Each of these gems has a 100 gp base value.

The torches are magical and will never go out unless the place is defiled (such as with holy water) or if Hesiod is defeated. If Hesiod is defeated, his body will revert to that of an old man's once again.

Friday, May 15, 2015


76 HESIOD'S ROOM. The door to this room is locked.

This was the bedroom of Hesiod Triskelion, the judge. There is a wardrobe in the southwest corner. A large bed is to the northwest and above are several stained glass windows. Next to the bed is a large iron chest draped in cloth of gold. The walls are paneled in expensive dark wood. There are several silk hangings with pictures of delicate trees with red and purple flowers. A heavy table is against the east wall.

The wardrobe holds large amounts of clothing including several huge red and black robes, Hesiod's judge's raiment.

The cloth of gold over the chest is valued at 30 gold crescents. The chest is trapped: if not discovered and disarmed, the trap will release a spray of potent acid. The opener must save versus dragon breath or take 2d6 damage. Within are various legal papers, and personal effects. These include a silver snuffbox (20 gold crescents), a thick braided gold necklace (500 gold crescents), four sets of jet cufflinks valued at a total of 10 gold crescents, and a heavy wooden gavel.

If sold the wall hangings are worth at least 125 gold crescents in total.

The table holds an equal-arm balance, several lead weights, and a thick book bound in red and black. On the balance is the inscription “equal parts yield good measure”. These labeled weights weigh 1, 2, 3, 5, 10, and 20 gp weight. If the scales are balanced with the weights (for example, a 2 weight and a 3 weight are placed on the left and a 5 weight is placed on the right), the secret door to Room 77 will open. It is a revolving door with a central axis.

The book is a logbook showing the results of hundreds of trials. Each entry has one or more names, a date, a charge, a verdict, and a sentence. All verdicts are 'guilty'. All sentences are 'death'.

Thursday, May 14, 2015


75 STORAGE ROOM. In this room, there is a broken down wardrobe, two unlit candelabras, two long wooden tables, six wooden chairs, and five chests.

Chest Contents
Towels and tablecloths
Fifteen silver candlesticks, each worth 5 silver spanners
Eighty four jasmine scented candles and sixty seven bars of soap
One hundred torches
A zombie with a goat's head stitched to its torso instead of a normal human head

Goat Head Zombie (AC 8; MV 6"; HD 2; hp 15; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 50)

The secret door to Room 105 responds to a hidden pressure plate on the wall.

Wednesday, May 13, 2015


CREEPER (Piscomorph)

Hellish vat creatures of obscene aspect and brutal hunger, creepers, or piscomorphs as designated by their creator, share the characteristics of fish and primates. 

Upon exiting their vat, these creatures are at the first stage of their existence. These stage I creepers have sharp claws and a dangerous bite. They are about the size of a medium sized dog and while their forelimbs are well-developed, their body terminates in a fishy tail. These creatures can consume vat media or vermin, but only gain in strength by feeding on warm flesh. 

When they have consumed enough mammalian or avian tissue, they evolve into stage II creepers. At this point, their tails atrophy, to be replaced by a pair of muscular legs. Larger than a stage I, they now have about the same mass as a large goblin. They also develop the ability to spit a glob of acid up to 3”. They can can only attack this way three times before needing to drink and eat to replenish the supply of acid in their gullets. Stage II creepers constantly seek human prey. Having consumed a certain amount, they will develop into stage III specimens.

Stage III creepers are man-like in general shape. Though they retain the large toothy mouth of their antecedents, their claws become more like the hands of men, and they can manipulate weapons or tools. They also have a gaze attack. Stage III creepers that lock eyes with a target have a hypnotic attack which slows the victim if they fail to save versus paralyzation. The attack is mental, not physical, so maintaining eye contact is not necessary and there is no cumulative effect. Avoiding the eyes of the creeper is possible, but individuals who do so must make attacks at -4 on “to hit” rolls. Stage III creepers also gain the ability to regenerate lost hit points, replacing them at a rate of 1 hit point per round.

All creepers can see, even in complete darkness, up to 90'. Larger ones can learn the common tongue, but their monstrous mouths can never produce the syllables of men. Instead, stage III creepers have a form of telepathy that allows them to communicate with intelligent life forms that are within 1”. It also gives them the ability to manipulate and command stage I and stage II creepers at a distance of up to 6”. 

History: Pelleas Triskelion developed this variety of vat creature within Castle Triskelion. He labeled the creature 'piscomorph', but most who encounter the monster know them only as creepers. Pelleas originally was able to keep the stage I creepers docile with vat media, drugs, and living insect and amphibian prey. When he introduced rats as a food source for the creatures, they rapidly evolved into stage II specimens and escaped. Since then he has been having his koalinth guards hunt down the stray beasts, unaware that some have progressed further than he knew was possible.


74 GREAT HALL. This appears to have been the site of a recent battle, and the victors are consuming the bodies of the vanquished.

A group of seven stage I creepers is feeding from the bodies of a bugbear and two elves. The corpses of eight more stage I creepers are also here.

7 Stage I Creepers (AC 7; MV 6”//9”; HD 1; hp 5, 1, 7, 3, 3, 5, 4; #AT 2 claws and 1 bite; D 1-3/1-3/1-4; XP 15, 11, 17, 13, 13, 15, 14)

The dead bugbear wears exotic and odd-looking striped red and yellow clothing with a yellow and red cap. It has a pouch holding 33 gold crescents, 17 silver spanners, and 26 copper pieces.

One elf wears elfin chain mail and has a long sword and a normal-sized shield +2 with the symbol of a cardinal on a green field. He has a pouch with 2 gold vinimes, 5 silver tamos, 14 gold crescents, 2 silver spanners, and 11 copper pieces.

The second dead elf is a female who wears red robes decorated with a white diamond pattern. She has a matching hat, a silver dagger, six darts, and a scroll with the magic user's spell dispel magic.

There are eight large glass windows to the west. They flank a portrait of Eldrid Triskelion (four on each side). Cressets holding a dozen unlit torches are placed about the room and six red Triskelion banners hang from the east wall. There is a set of stairs leading down to Room 41 of the Second Floor

The portrait of Eldrid is titled with his name and signed by Patrizio, Eldrid appears as a middle-aged man with lank black hair and a smug expression on his face.

Monday, May 11, 2015


72 GOAT PEN. Four gnit goatherds are tending to fifteen normal nanny goats and several kids.

4 Gnits (AC 7; MV 9”; HD 2-5 hit points; hp 2, 4, 2, 3; #AT 1; D Gnit pick; XP 7, 9, 7, 8)

Each gnit has 3d8 copper pieces.

Stepping into the room is actually a bit disconcerting because there are several skylights built into the floor. Because this is an area of reverse gravity, the sky is underfoot. There are shovels for cleaning poop, a barrel of fresh water, and metal bins holding lettuce and celery.


71 MAGIC MIRROR PORTAL. This small room holds a large mirror which takes up the entire west wall. Anyone touching the mirror will be sucked into the Magic Mirror Special Level, Room 1.

Sunday, May 10, 2015


70 HOME OF THE GNIT WIT. This is the home of the gnit tribe's resident gnit wit, a witchdoctor some of some power. He is attended by his pet gnawga and three gnit assistants. As mentioned in the description for Room 69, the residents of this room will likely come to the aid of the other gnits.

Icky Paatang, Chaotic evil gnit Witchdoctor (AC 7; MV 9”; C4/MU2; hp 19; #AT 1; D Gnit pick; SA Spell use, attacks as a 3+ hit die monster; XP 260)

First Level Cleric Spells:
Cure Light Wounds, Detect Magic, Light

Second Level Cleric Spells:
Resist Fire, Speak With Animals

First Level Magic User Spells:
Dancing Lights, Push

Icky has a small bottle of quicksilver for the resist fire spell, powdered brass for the push spell, a glowworm for the dancing lights spell, a wooden holy symbol of Bulg, 12 copper pieces, 8 silver spanners, and 9 gold crescents.

1 Gnawga (AC 5; MV 15”; HD 2+1; hp 15; #AT 1 bite; D 2-8; XP 80)

3 Gnits (AC 7; MV 9”; HD 2-5 hit points; hp 3, 2, 4; #AT 1; D Gnit pick; XP 8, 7, 9)

Each gnit has 3d8 copper pieces.

The room is furnished with desks, tables, a bed, and all manner of paraphernalia mostly consisting of carved sticks, well-used candles, colored glass beads, and poor examples of taxidermy. The west and south walls have small glass windows. Icky's spell book is on one table and holds the magic-user spells he has memorized. He is also entrusted with the gnit's treasure which consists of three metal strongboxes. The first holds 1203 copper pieces, the second holds two silver bracelets (50 gold crescents each) and a silver dagger, and the third holds 175 silver spanners and 13 gold crescents.

Saturday, May 9, 2015


69 GNIT FAMILY ROOM. There are eight adult gnits and twenty baby gnits, which resemble puppies.

1 Gnit Leader (AC 6; MV 9”; HD 1; hp 6; #AT 1; D Gnit pick; XP 16)

7 Gnits (AC 7; MV 9”; HD 2-5 hit points; hp 4, 2, 4, 3, 2, 4, 5; #AT 1; D Gnit pick; XP 9, 7, 9, 8, 7, 9, 10)

20 Baby Gnits (AC 10; MV 9”; HD 1 hit point; hp 1 each; #AT 0; D 0; XP -)

If the gnits sense the battle is going against them, they will bang on the door to Room 70, which is the signal for the gnit wit to come and help them.

The room is furnished for family living, with small sized tables, chairs, beds, etc. Several small glass windows are in the south wall. Each adult gnit has 3d8 copper pieces. The leader also has 5 silver spanners and a monocle with a silver chain valued at 25 gold crescents.

Friday, May 8, 2015


68 UNDERWEAR STORAGE ROOM. For mysterious reasons, the evil gnomes have been collecting large amounts of underwear in this room. There are four evil gnomes tasked with this duty.

4 Evil Gnome Robbers (AC 8; MV 6”; T4; hp 8, 17, 14, 10; #AT 1; D Short sword; XP 170, 215, 200, 180)

Thief skills: PP 45%, OL 42% F/RT 45% MS 38% HS 30% HN 25% CW 73% RL 20%

They wear leather armor and each carries 2d4 gold mabans, 2d6 electrum lugdushes, 2d8 silver khurams, 2d10 copper ganes, and a set of thieves' tools.

In the pile of underwear are red sequin bikini briefs that is magic underwear of fire resistance, working the same as a ring of the same name. In order for the underwear to work properly, they must be worn on the outside of other clothing. (making them outerwear, I suppose). Aside from the underwear, there is a chalkboard and colored chalk. Two glass windows are in the west wall.

Thursday, May 7, 2015


67 TOLL BOOTH. There is a 90% chance that two gutter gremlins are here, sitting behind a small wooden crate labeled “Toll Booth” in big friendly red letters.

One is man-sized, the other is small even for a gutter gremlin. The small one has a ridiculously deep voice and asks the party for their toll fare. The cost is 1 gold crescent. He claims he has no change.

The large one tries to clean fighter's armor and shields with a dirty rag, then holds out his hand and smiles ingratiatingly. He has a high-pitched squeaky voice. The gremlins are not hostile, but won't let the party by unless they pay the toll.

Boss (AC 6; MV 15”; HD 1-6 hit points; hp 2; #AT 0; D Nil; SA Magic use; SD Never surprised, save as 11th level magic-user/thief; XP 32)

Junior (AC 6; MV 15”; HD 4; hp 32; #AT 1 fist; D 1d6 + 4 due to 18/90 strength; SA Magic use; SD Never surprised, save as 11th level magic-user/thief; Size M; XP 263)

Inside the crate, Boss keeps 68 copper pieces, 41 silver spanners, 12 gold crescents, and 3 gold mabans. If the gutter gremlins are not here, Boss will have taken the treasure with him and will have left a small sign on the toll booth reading “At lunch, please pay 1 gold crescent toll – The Management”.

The secret door to Room 13 is a sliding panel type.

Wednesday, May 6, 2015


66 A MERRY ENTERTAINMENT. When the characters enter the room, they will be approached by a relatively large (2½' tall), muscular gutter gremlin. This is the bouncer. He will ask to see their tickets to the show. If they do not have tickets, he will offer to sell them at 1 gold crescent each. He will accept other coins of greater value, but says he does not have change. Familiars and children under 2 years old are free. Bleacher style seating is available near the east wall. The room appears to be lit, although the characters won't be able to tell where the light is coming from.

The show is a mime, accompanied by a bongo drummer. Five bored-looking gutter gremlin onlookers are also here, filing their fingernails, reading pamphlets, and basically doing everything except watching the performance. The show is eight minutes long and at intermission refreshments will be served by the bouncer. The refreshments consist of tiny pies. Anyone who accepts and eats a pie will automatically be healed back to full hit points and feel refreshed. When the mime is done, the audience members will suddenly enthusiastically cheer and throw flowers at the mime and bongo drummer. The performance concluded, the gremlins will depart. If the party comes this way again, they will encounter a sign that says “Next performance canceled until further notice, regrets – The Management”.

Gutter Gremlin Bouncer (AC 6; MV 15”; HD 1-6 hit points; hp 6; #AT 1 fist; D 1d6 + 1 due to strength of 17; SA Magic use; SD Never surprised, save as 11th level magic-user/thief; XP 36)

Gutter Gremlin Mime (AC 6; MV 15”; HD 1-6 hit points; hp 5; #AT 0; D Nil; SA Magic use; SD Never surprised, save as 11th level magic-user/thief; XP 35)

Gutter Gremlin Bongo Drummer (AC 6; MV 15”; HD 1-6 hit points; hp 6; #AT 1; D Club; SA Magic use; SD Never surprised, save as 11th level magic-user/thief; XP 36)

5 Gutter Gremlins Onlookers (AC 6; MV 15”; HD 1-6 hit points; hp 3, 4, 2, 6, 1; #AT 0; D Nil; SA Magic use; SD Never surprised, save as 11th level magic-user/thief; XP 33, 34, 32, 36, 31)

The bouncer wears black overalls and has a purse with 9 gold crescents, 3 gold mabans, 6 silver spanners, 2 silver khurams, and 4 silver tamos.

Tuesday, May 5, 2015


65 SILLY SLOTS. The contents of the room varies based on the time of day. During daytime, an empty crate sits in the middle of the room. At night, it turns into a slot machine. There is always an urn full of walnuts near east door.

The gutter gremlins stole the machine from the dusk goblins in Room 17 of the First Floor and they have modified it. It will accept gold crescents instead of silver spanners.

3d6 PAYS
2 gold crescents and a lemon
3 gold crescents and an orange
4 gold crescents and a rot grub
8 gold crescents and a ticket to the show in Room 66
16 gold crescents and an ice cold refreshing bottle of beer (50%) or lemonade (50%)
4 gold crescents and 12 lemons
8 gold crescents and 12 oranges
12 gold crescents and 12 rot grubs
A silver bell worth 24 gold crescents
A magic potion, roll normally for magic potions on Table IIIA on page 121 of the Dungeon Master's Guide, 25% chance it will be labeled
A paper note that says “I.O.U. 100 gold crescents - The Management”


Coins that are not gold crescents will be returned in the output tray. If the slot machine is disassembled or damaged significantly, it will stop working. Even if it is taken apart, it will be impossible to figure out where the payouts come from. What can be discovered, however, is that there is a baby xorn with an insatiable appetite for gold contentedly living inside the machine.

Xorn (AC -2; MV 9”; HD 7+7; hp 21; #AT 3 claws and 1 bite; D 1-2(X3)/3-12; SA Surprise on a 1-5; SD Molecular adjustment, immunity to most spells and magic; Size S (3' tall); XP 1210)

Monday, May 4, 2015


64 THE MEAT GRINDER. A huge, donkey-sized antique meat grinder is in the center of the room. It is actually a creature that is just shaped like a huge meat grinder. It has claws on its feet, a monstrous hand at the tip of its handle, and teeth in its intake funnel.

Meat Grinder Monster (AC 5; MV 12”; HD 6; hp 34; #AT 1 grab; D See below; SA Stuff in funnel and grind for 1d10+10 damage; XP 429)

On a successful hit, it has grabbed a character and stuffed the individual into its funnel, where it will do 1d10+10 damage automatically until either it or the victim is dead. The gutter gremlins throw walnuts at it, which it eats instead of them. This will also work for adventurers.

Sunday, May 3, 2015


63 PANHANDLERS. Six gutter gremlins are here.

6 Gutter Gremlins (AC 6; MV 15”; HD 1-6 hit points; hp 3, 3, 4, 5, 3, 2; #AT 0; D Nil; SA Magic use; SD Never surprised, save as 11th level magic-user/thief; XP 33, 33, 34, 35, 33, 32)

The gremlins will ask for handouts. If treated generously (Dungeon Master's call as to what is generous), they will thank the party and move on. If not, they will attempt to cast darkness, then use their pick pockets ability to steal a small trinket or sabotage the party's equipment, then run away. Favorite tricks are cutting bow strings, putting paint or pine resin in sword sheaths, cutting the bottom out of quivers, painting mustaches on faces, wiping their noses on wizards' robes, and similar mischief. Items likely to be stolen include rations, thieves' tools, gems, and other small items, but not holy symbols, which they dislike touching.

A large urn full of walnuts is near the north door.

Saturday, May 2, 2015


62 LEFT SHOE COBBLING ELF ROOM. This is the home of ten cobbling elves. They are led by a magic-user.

Cordy Cordwainer, Chaotic Good male cobbling elf Magic-user (AC 6; MV 12”; MU4; hp 11; #AT 1; D Dagger; S 13, I 14, W 13, D 12, C 9, Ch 14; SA Spell use; SD 90% resistant to sleep and charm; XP 260)

First Level Magic User Spells: 
Mending, Protection From Evil, Sleep 

Second Level Magic User Spells: 
Detect Evil, Mirror Image 

Cordy carries a hammer for cobbling but can't use it for fighting since he is a magic-user. He also carries two small magnets for the mending spell, powdered iron and powdered silver (10 silver spanners' worth) for the protection from evil spell, a crystal prism for the read magic spell, and a bag of rainbow-colored sand for the sleep spell. He is secretly in love with Lenda Lovelace, but doesn't realize that she returns the sentiment.

9 Cobbling Elves (AC 10; MV 12”; HD 1+1; hp 2, 2, 9, 9, 6, 3, 7, 2, 5; #AT 1; D Hammer; SA +1 to hit with hammer; SD 90% resistant to sleep and charm; XP 32, 32, 46, 46, 40, 34, 42, 32, 48)

These elves are similar to the ones in Room 57, but make only left-sided shoes. They follow the same procedure, throwing their shoes at the ceiling where a hole appears which allows the shoe to land in Room12. Like the elves in Room 57, they sleep in tiny hammocks when tired.

The elves keep a supply of tools and materials for shoe-making. They also have labeled potions of shadow control (dark gray, tasteless) and speed (red and bubbly, tastes like fiery hot salsa). Cordy's spell book contains all the spells he has memorized and read magic.