Friday, July 31, 2015

UPPER DUNGEONS LEVEL ONE 3 ROOM OF CHANCE.

3 ROOM OF CHANCE. The walls, ceiling (sixteen feet high), and floor are made from an odd blue stone. In the middle of the north wall is a ungainly statue with an elephant's face carved in high relief. Above the head are carved the words “Take A Chance.”

One hand of the statue is open, the other is closed. If a coin or other small valuable object is placed within the open hand it will close (and the object will be gone). The other hand will open revealing something new. Allow the player to roll.


2d6
Item
2
Platinum coin
3
Gold coin
4
Lead coin (no value)
5
Gem base value 1 gold crescent
6-7
Copper coin
8
Silver coin
9
Brass ring value 1 copper piece
10
Peppermint candy
11
Small bar of purple soap, smells like lavender
12
Silver whistle value 10 gold crescents

All items will be decorated with an elephant face design on one aspect and star design on the other. The very first time the statue is used, it will give a gold coin. Each subsequent time, there will be a random result. The statue will not accept garbage or worthless items: the hand will simply refuse to close.

Thursday, July 30, 2015

UPPER DUNGEONS LEVEL ONE 2 SPIRAL ROOM.

2 SPIRAL ROOM. Three butcher worms are here.

3 Butcher Worms (AC 6; MV 9" HD 2+3; hp 13, 18, 14; #AT 1 bite; D 3-8; XP 74, 89, 77)

Instead of the usual stone blocks, the floor, walls, and ceiling appear to be made of a gray stone amalgam resembling concrete. They are decorated in etched spiral designs. The ceiling is twenty feet and domed.

The archway to the north is decorated on its keystone with the face of an elephant. The western archway is decorated with the screaming face of an old man. To the south, the decoration is that of a beautiful woman's face. To the east is only a fake archway that adorns the wall, but it is graced with a man with empty eye-sockets and a forlorn expression upon its keystone.

Wednesday, July 29, 2015

NEW MONSTER: WINCH SNAKE

SNAKE, WINCH

FREQUENCY: Common
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 2+2
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Constriction
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 50 + 3/hp

These two-headed snakes have faces that are almost batrachian, and appear intimidating, but are actually 90% unlikely to attack human-sized opponents unless attacked first. If forced into combat, they curiously avoid biting their opponents, instead choosing to wrap themselves around the waist or an extremity and constricting for 1-6 points of damage. If they make a successful hit, they can continue to constrict for an additional 1-6 points of damage each round automatically. They are not large enough to constrict creatures as large as a horse or ogre. If they take damage, they will let out cries that sound like those of a human child.

NEW MONSTER: CORPSE FLY

CORPSE FLY

FREQUENCY: Uncommon
NO. APPEARING: 4-24
ARMOR CLASS: 6
MOVE: 12”
MANOUVERABILITY CLASS: B
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-4
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: II/ 20 + 2/hp

These loathsome insects can be found in the vicinity of the dead or undead. They resemble huge flies, but have green-irised human-like eyes and a fanged mouth. Their bodies are brown, gray, or black and covered with disgusting bristles or hairs.

A creature bitten by a corpse fly has a 15% chance per bite of contracting a severe disease, unless a save versus poison is successful. Anyone killed by a corpse fly will rise as a zombie within a day unless blessed by a cleric or anointed with holy water.

UPPER DUNGEONS LEVEL ONE 1 STAIRS.

1 STAIRS. These stairs ascend forty feet to Room 37 of the Ground Level of the Inner Ward.

Upper Dungeons Level 1 Wandering Monsters

Roll for random encounters using 1d6 once every three turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Random Encounters

1d100
Description
01-02
Brown Ratkin
03-06
Butcher Worms
07-11
Cadaver Spiders
12-15
Carver Bugs
16-19
Corpse Flies
20-23
Cross Worms
24-29
Dementings
30-35
Giant Bats
36-41
Giant Rats
42-44
Glutinous Gunges
45-48
Itch Maggots
49-52
Jousting Wasps
53-56
Large Spiders
57-60
Leaden Zombies
61-62
Skung Lizards
63-68
Slub Beetles
69-74
Thermites
75-78
Trigintipedes
79-84
Winch Snakes
85-88
Xvarts
89-92
Yvarts
93-96
Zvarts
97-00
Dungeon Dressing

Brown Ratkin
This will be a patrol of 1d4+2 brown ratkin served by 1d6+2 expendable giant rats.

Brown Ratkin (AC 6; MV 12”//6”; HD 2; #AT 1 weapon or 1 bite; D Short sword or 1-4; SA Disease; XP 28+2/hp)

Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; #AT 1 bite; D 1-3; SA Disease; XP 7 + 1/hp)

Brown ratkin patrols will cease if the ratkin in the Rat Warrens are eliminated. If this is the case, treat rolls of 01-02 as 36-41, Giant Rats, instead.


Butcher Worms
1d4+1 Butcher Worms (AC 6; MV 9" HD 2+3; #AT 1 bite; D 1d6+2; XP 35 + 3/hp)


Cadaver Spiders
2d6 Cadaver Spiders (AC 7; MV 9"; HD 1-4 hit points; #AT 1 bite; D 1-4; SA Pain; XP 7 + 1/hp)


Carver Bugs
1d4+1 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)


Corpse Flies
1d6 Corpse Flies (AC 6; MV 12”; HD 2; #AT 1 bite; D 1-4; SA Disease; XP 20 + 2/hp)


Cross Worms
1d4 Cross Worms (AC 8; MV 10" HD 2+1; #AT 1 bite; D 2-5; SA Webs; XP 50 + 3/hp)


Dementings
2d4 Dementings (AC 8; MV 12"; HD 1-4 hit points; #AT 1; D 1-3; SD Immune to sight-based attacks; XP 7 +1/hp)


Giant Bats
2d4 Giant Bats (AC 8; MV 3”/18”; HD 1; #AT 1 bite; D 1-4; SA Disease; XP 10 + 1/hp)


Giant Rats
2d4 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; #AT 1 bite; D 1-3; SA Disease; XP 7 + 1/hp)


Glutinous Gunges
1d4 Glutinous Gunges (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP 85+4/hp)


Itch Maggots
1d4+2 Itch Maggots (AC 8; MV 3”; HD 1+4; #AT 1 bite; D 2-5; SA Itching bristles; XP 28+2/hp)


Jousting Wasps
2d6 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)


Large Spiders
1d6 Large Spiders (AC 8; MV 6"*15"; HD 1+1; #AT 1 bite; D 1; SA Poison; XP 65 +2/hp)


Leaden Zombies
1d3 Leaden Zombies (AC 6; MV 6"; HD 4; #AT 1; D 1-10; SA Always lose initiative; SD Limited spell immunity; XP 60 + 4/hp)


Skung Lizards
2d4 Skung Lizards (AC 6; MV 15”; HD 1-3 hit points; #AT 1 bite; D 1-2; SD Spitting; XP 7+1/hp)


Slub Beetles
2d6 Slub Beetles (AC 4; MV 1”/9”; HD 1-3 hit points; #AT Nil; D Nil; SA Collision; XP 5 + 1/hp)


Thermites
This will consist of 1d3+2 thermite workers from Room 68. There is a 10% chance they will accompanied by 1d2 thermite warriors.

Thermite Worker (AC 4; MV 15”; HD 2+2; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 50+3/hp)

Thermite Warrior (AC 3; MV 15”; HD 3+3; #AT 1 bite; D 1-8; SA +4 to hit with blistering spittle for 3-12; XP 85+4/hp)

The supply of thermites is virtually inexhaustible, unless all of the royals in Area 22 of The Grounds are destroyed. If this is the case, treat rolls of 69-74 as 63-68, Slub Beetles, instead.


Trigintipedes
1d4+2 Trigintipedes (AC 7; MV 15”; HD 2; #AT 1 bite; D 2-5; SA Weakness; XP 65 + 2/hp)


Winch Snakes
1d4+1 Winch Snakes (AC 6; MV 12”; HD 2+2; D 1 constrict; D 1-6; SA Constriction; XP 50 +3/hp)


Xvarts
This encounter will be with 1d6+4 xvarts warriors on a scouting mission. These count as above and beyond the number found in the lair. If all the 10 xvarts are killed this random encounter will not be replaced, and rolls of 85-88 should be considered as 36-41, Giant Rats, instead.

10 Xvarts (AC 7; MV 6”; HD 1-1; hp 1, 2, 3, 7, 2, 6, 4, 2, 5, 7; #AT 1; D Small sword for 1d4+1; XP 11, 12, 13, 17, 12, 16, 14, 12, 15, 17)

Each xvart has 0-9 (1d10-1) copper pieces and 0-5 (1d6-1) silver crescents.


Yvarts
This encounter will be with either 1d4+3 yvart males (50%) or 1d4+4 bat-riding females (50%). As above for the xvarts, these 7 yvart males and 8 yvart females will not be replaced. Future rolls of 89-92 should be considered 30-35, Giant Bats, if all the yvarts have been eliminated.

7 Male Yvarts (AC 7; MV 6”; HD 1-1; hp 1, 3, 1, 5, 4, 1, 6; #AT 1; D Horseman's flail; XP 11, 13, 11, 15, 14, 11, 16 )

8 Female Yvarts (AC 7; MV 6”; HD 1-1; hp 6, 3, 5, 6, 7, 7, 2, 2; #AT 1; D Small dagger for 1d3 or battle hookah; XP 20, 17, 19, 20, 21, 21, 16, 16)

8 Giant Bats (AC 8; MV 3”/18”; HD 1; hp 7, 2, 1, 1, 2, 1, 6, 6; #AT 1 bite; D 1-4; SA Disease; XP 17, 12, 11, 11, 12, 11, 16, 16)

The males and females each carry 0-9 (1d10-1) copper pieces and 0-5 (1d6-1) silver crescents in personal wealth. The female yvarts ride on the backs of the giant bats. They can choose to either use their battle hookahs or melee with their little swords. In the latter case the bat may also use its bite attack in that round.


Zvarts
This encounter will be with 1d4+4 zvarts. There is a 50% chance they will be led by a gnoll merc to give them some backbone. As with the xvart and yvart encounters, the 8 zvarts and gnoll will not be replaced if they are killed. Future rolls of 93-96 should be replaced with 53-56 Large Spiders, instead.

1 Gnoll (AC 5; MV 9”; HD 2; hp 8; #AT 1; D Bastard sword +1 to damage due to strength; XP 36)

3 gold crescents, 12 silver spanners, 19 copper pieces. He wears a yellow skull cap and a yellow vest.

8 Zvarts (AC 7; MV 6”; HD 1-1; hp 1, 2, 7, 3, 4, 7, 1, 7; #AT 1; D Small military fork for 1d4+1; XP 11, 12, 17, 13, 14, 17, 11, 17)

Each Zvart has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver spanners.


Dungeon Dressing


1d10 Description
1 Rusty irregularly shaped piece of iron
2 Dagger (decorated with malachite, worth 15 gold crescents)
3 Right leather shoe, worn down and smells funny
4 Wooden two by four with a nail in it
5 Red candle with the scent of cinnamon
6 Small pool of brackish water
7 Smell of rotten eggs
8 Humming sound from overhead, lasts for d4+1 rounds
9 Walls are covered with innocuous purple and red splotched fungus
10 Wine bottle, its contents have been replaced with vomit and the cork has been placed back on

Encounter Key: Upper Dungeons Level 1.

The first level of the Upper Dungeons lies forty feet below the Ground Level of the Inner Ward. This also places them fifteen feet below the Sewers of the Inner Ward and twenty feet above Level 2 of the Upper Dungeons.

Except where noted otherwise, the walls are made of rough stone blocks, irregular in size and shape, though generally rectangular, but fitted together tightly. The floors are made of large rectangular stones, similarly fitted together. In most areas the ceiling height is twelve feet.

Level 1 directly connects to Level 2 of the Upper Dungeons, the Ground Level and the Rat Warrens of the Inner Ward, the Lower Level of the Outer Ward, and Area 22 of The Grounds.

Three factions are contesting over control of this level: the xvarts, yvarts, and zvarts. All three of these goblinoids are in open warfare with the others and there is considerable animosity between the groups. In addition there is a special 'unholy' area within the level where several undead can be found. These are described below.

XVARTS. The xvarts reside in Rooms 21 to 27. While it would be possible to treat with the xvarts, their distrust of men and chaotic nature makes them treacherous allies at best. The xvarts believe that they have an advantageous position compared to their rivals due to their alliance with the Rat King of the Rat Warrens. The xvarts are not terribly well organized, but if attacked multiple times, they will make some preparations to deal with invaders. These will include adding guards to chokepoints, preparing barricades, and sticking together in larger numbers. If taking heavy losses, it is possible they will relocate to the Rat Warrens.

YVARTS. The yvarts are perhaps most amenable to overtures by adventuring parties. They have recently lost their leader in combat and have no strong allies or mercenaries to rely upon. If facing destruction by repeated attacks by an adventuring party, the yvarts will respond by making new traps and perhaps seeking alliance with the zvarts, although their hatred of this latter group makes this a last-ditch ploy.

ZVARTS. The zvarts believe they have a strong position, and it may take considerable negotiation to allow them to accept a treaty with adventurers. If they feel they are fighting a losing effort and given time, they will close portcullises, set more traps, and hire more Yellow Fang gnoll mercenaries from Level 2 of the Upper Dungeons.

If adventurers do come to an understanding with the xvarts, yvarts, and/or zvarts, each group will try to convince the characters to eliminate their rivals. They can offer guides and maybe a few warriors in exchange. They will not recklessly follow the adventurers into combat unless they believe that they have much more to gain than to lose by this behavior.

UNHOLY AREA. The stairs near Rooms 28 and 32 are each five feet high, meaning this portion of the level is raised above the surrounding areas. Paladins and good clerics will feel a tingling up and down their spines when entering this area. All clerics and paladins function at two levels lower when attempting to turn, destroy, or control undead here.

Tuesday, July 28, 2015

INNER WARD FIFTH FLOOR 16 EXTERIOR.

16 EXTERIOR. This is the roof of the structure and it is ringed by crenelated walls. Three ballistae remain here. Just outside of the rubble are the carcasses of two horses and a bull. One of the horses wears horseshoes of a zephyr.

Looking towards the west, the view is that of the fog-shrouded treetops of The Grounds. The southern view is that of the huge Southwestern Tower. The north shows the rugged peaks of the Crim Zif mountain range. The east shows the bridge and East Tower.

Monday, July 27, 2015

INNER WARD FIFTH FLOOR 15 GUARDSMAN'S ROOM.

15 GUARDSMAN'S ROOM. This room does not appear to have been disturbed in many months. The numerous glass windows are streaked with dirt and the floor is covered with dust. There is a small round table, two wooden chairs, two unmade bunks, an open crate, and two metal boxes.

The table holds playing cards and small stakes: 27 copper pieces and 4 silver spanners.

The crate holds 79 torches.

The first box is unlocked and holds hammers, nails, files, flint and steel, saws, whetstones, and similar items employed by fighting men and for basic maintenance.

The second box is locked and trapped. The key from Room 13 will unlock it safely. But if the key is not used, a poison needle will spring if not disarmed. If struck, the victim will take 1d10+6 damage, with a successful save versus poison reducing it to one half that. The box contains 45 gold crescents and a metal flask holding an unlabeled potion of heroism (red, smells of spicy pepper).

Sunday, July 26, 2015

INNER WARD FIFTH FLOOR 14 WYVERN'S ROOST.

14 WYVERN'S ROOST. This room has been partially demolished from the outside. A wyvern has taken up residence here.

Wyvern (AC 3; MV 6”/24”; HD 7+7; hp 40; #AT 1 bite and 1 sting; D 2-16/1-6; SA Poison; XP 1325)

Large sections of the west and south walls are missing, and part of the roof has collapsed. The wyvern has grabbed one of the ballistae that was in Area 16 and is masticating it like a giant chew toy. It guards a hoard of 3245 copper pieces, 2551 silver spanners, 867 gold crescents, two rubies worth 500 and 1000 gold crescents respectively, and a pair of gauntlets of ogre power. It also sits on three large eggs. In the southeast corner are stacked sixty ballista bolts.

The wyvern is an elderly female, long past her reproductive stage, but still possesses maternal instincts. Therefore, she has collected the eggs of other monsters, which she broods upon. Roll thrice below to determine the actual occupants of the eggs:


1d10
Monstrous egg type
1
Ankheg
2
Basilisk
3
Black dragon
4
Dragonne
5
Giant amphisbaena snake
6
Giant minotaur lizard
7
Giant owl
8
Hieracosphinx
9
Hippogriff
10
Owlbear


Saturday, July 25, 2015

INNER WARD FIFTH FLOOR 13 LANDING.

13 LANDING. This room has two plain glass windows against the west wall and another half dozen to the north. Five barrels are stacked in the northwest corner and the south wall holds a score of wooden pegs, several of which hold leather caps. Below them are shelves holding leather gloves and boots. There is a layer of dust on the floor, as if the area has not been disturbed in at least a few months to half a year or more.

The kegs hold oil. A small key is inside of one of the gloves. It fits the lockbox in Room 15.

Friday, July 24, 2015

INNER WARD FIFTH FLOOR 12 THE OBSERVATORY.

12 THE OBSERVATORY. This round room is located above the others in the roof-space. The main features of the room are a huge telescope and a four large brass orreries. To either side of the body of the telescope is a large painting at sites 'F' and 'G'. The roof is domed.

When the party teleports to this room, it will be rotated, so they will not necessarily be facing in the same direction (east) as they were when they stepped onto the symbol in Area 11.

The structure of the telescope is mechanically shielded to keep out the rain, but there is an opening through which it is possible for wandering monsters to enter (especially the flying types). When the adventurers are teleported into the room, the telescope will already be focused on an object in the sky. Those looking into the scope will see the following (roll for each visit to the room):


1d8
View
1
A space dragon, it appears to dwarf a planet which is in view in front of it.
2
A cloud castle, giant-sized but human-shaped figures can be seen moving about.
3
A red and brown planet, it has an gigantic moon-sized eyeball and is looking back at you.
4
A fortress on the surface of the moon. Hideous black-furred creatures are crawling about its walls.
5
Shimmering lights in the sky. Aurora Borealis.
6
A great thunderhead cloud, its front looks like a huge face blowing fierce wind.
7
An asteroid pockmarked with holes. Tremendous squirming gray worms emerge at odd intervals from the holes.
8
A volley of shooting stars.
9
Vaguely insect-like flying creatures carrying rectangular metal boxes.
10
A ghostly ship sailing in the sky.
11
Playful sylphs dancing high in the atmosphere.
12
The sun, salamanders can be seen on its surface.

The telescope can be moved along a single axis (up-down movement) by a crank mechanism on the floor next to the scope. Rotation is provided by a lever on the wall (Labeled 'E' on the map), which actually rotates the entire room clockwise, causing a very loud grinding sound and calling for an immediate wandering monsters check. Focusing is performed by gears located on the side of the scope.

Each orrery shows one or more stars and several orbiting planets and moons. All are in active motion, with the planets, moons, and even stars moving in their own orbits, rotating, or revolving. Each orrery is in a slightly different style, but they are all labeled:


Orrery
Label
Features
A
Orbis Demonicum
A triple star system with numerous planets and moons
B
Assecula
A large orange star with six gas giants and many moons
C
Pumilio Albus
A small white star with three orbiting planetoids
D
Solis Solarum
A yellow star with nine planets and numerous moons

The fourth planet of the fourth orrery is not actually attached to the structure, but is a deep red spherical ioun stone. It orbits the star of the orrery in the same way it would orbit its owner's head, and it may be claimed in the same fashion.

The two large paintings at 'F' and 'G' extend from the floor to the ceiling, tapering to a point as they reach the apex of the dome.

The painting at site F shows the cratered surface of a planet, moon, or planetoid. A person who touches the painting will feel drawn into the painting. This is a portal to The Pyramid of the Geds, see the level described separately. Those making the journey will arrive at Site 3.

The painting at site G is a starry sky. There is no harm from looking at it, but if it is touched, the consciousness of the person who interacts with it is sucked into the painting. The individual experiences thousands to millions of years passage of time in just an moment. They see the coalescence of stars from cosmic dust and their death as supernovae and black holes. The effect is that of a short range psionic blast attack upon a non-psionic creature (see Dungeon Master's Guide page 78). The effect is similar, but it is not exactly the same as a psionic attack, so it may not be resisted psionically.

Stepping back on the thaumaturgic triangle in the center of the room will teleport the individual back to Area 11.

Thursday, July 23, 2015

INNER WARD FIFTH FLOOR 11 TELEPORTER.

11 TELEPORTER. This short corridor is rather unremarkable. At the end of the hall is a thaumaturgic triangle inscribed on the floor. A person who steps on the triangle will be teleported without error to Room 12, The Observatory.

Wednesday, July 22, 2015

INNER WARD FIFTH FLOOR 10 EXTERIOR.

10 EXTERIOR. This open-air area is surrounded by crenelated walls. To the north are the majestic mountains of the Crim Zif range. To the east can be seen the towers and bulk of the Outer Ward. Those looking to the south will see the waterfall of the River Aisling dropping off. Looking towards the west from this site will show the Southwestern and Northwestern Towers, along with the bridge between the East and Northwestern Towers.

Tuesday, July 21, 2015

INNER WARD FIFTH FLOOR 9 BATH.

9 BATH. This bathroom holds a simple but clean toilet. There is an actual built in shower in the north wall with hot and cold running water. There is also a wooden bucket, a hamper, a table holding fragrant soap and folded towels, and an antique-looking bronze tub. Two plain glass windows are in the east wall.

Monday, July 20, 2015

NEW MONSTER: CODE TOAD

CODE TOAD

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 1”
HIT DICE: 1 hit point
% IN LAIR: 90%
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 1
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: Nil

The code toad greatly resembles a common toad. However, when in the presence of sentient beings using speech the mature code toad exhibits an unusual characteristic. Whatever words are spoken aloud in the toad's presence appear on its back, scrolling along from head to posterior. The words appear to be translated into readable content based on the observer. Different readers who do not share a common language will each be able to read the speech in their own language. Therefore, this appears to be a memetic effect based upon the observer rather than a conscious effort produced by the toad.

Code toads can not make illiterate individuals understand written language. Adult code toads are worth as much as 1000 gold crescents on the open market.

INNER WARD FIFTH FLOOR 8 ARCHMAGE CALESTER'S BEDROOM.

8 ARCHMAGE CALESTER'S BEDROOM. This spacious room is furnished as a bedroom. The furniture is very well-made and the whole room gives off an impression of great comfort, if not luxury.

Notable features include a birdcage suspended from the ceiling, a large wardrobe, a long shelf along the north wall, and an unusual mirror hanging on the west wall. A bright and cheerful fire is burning in the fireplace in the south wall, and it gives ample light even to the corners of the room. There are several large windows.

The birdcage holds a code toad.

Code Toad (AC 9; MV 1”; HD 1 hit point; hp 1; #AT 0; D Nil; XP -)

The wardrobe holds belts, pointy shoes, a pair of boots, several wizard hats, and six man-sized robes. Each of the robes is silver with blue comets and most of the hats match. The boots are boots of levitation (420 lbs. weight).

The shelf holds a large brown crate, a small wooden box, and two books.

The crate feels cold to the touch. Inside, there are three glass potion bottles being kept in a state of refrigeration. The first holds milk. The second holds a potion of white dragon control (white and opaque, tastes minty), and the third holds a sample of green slime.

Green Slime (AC 8; MV 0”; HD 2; hp 3; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 616)

The small wooden box is bejeweled with tiny sapphires and rubies. It is worth 5500 gold crescents. It holds an angry invisible stalker who has been trapped here for the last few years.

Invisible Stalker (AC 3; MV 12”; HD 8; hp 36; #AT 1; D 4-16; SA Surprise on 1-5; SD Invisibility; MR 30%; XP 1450)

The first book has the word “FOUR” written on its spine in block letters. It is a book of fourth level magic-user spells: charm monster, fire trap, massmorph, Rary's mnemonic enhancer, and remove curse. The book is trapped by a fire trap spell, as if cast by an 18th level magic-user.

The second book has a numeral “2” written on its spine in cursive. It is a book of second level illusionist spells: blur, hypnotic pattern, magic mouth, mirror image, and ventriloquism.

The large mirror on the west wall is actually a film of water which clings to a frame despite its vertical orientation. It functions as a sort of special scrying device, which responds to the following voice commands:

Command Word
Function
On
Turns it on
Off
Turns it off
1
Channel 1
2
Channel 2
3
Channel 3
4
Channel 4
5
Channel 5
Review
Replays last thirty seconds

Channel 1: Inner Ward Ground Level Room 48, the Throne Room. It gives a view of the thrones from just above the double doors on the east wall.

Channel 2: This is a scene from just off the coast of a tropical island in a far-off ocean. Dolphins and seals frolic among the waves. Tropical birds and gulls cavort in the sky. Monsters roam the shore.

Channel 3: This gives a view of the main city square in Wolhusen, known as Jerecho Square. It is from the commanding point of view of the statue of the great General Jerecho, who has a position of honor.

Channel 4: Outer Ward Ground Level. It gives a view of the approach to the main entrance near Area 1. It is a top-down view from a point about twenty feet above the wooden bridge.

Channel 5: This is inside a tavern in the city of Seals, The Jolly Jellyfish, known for its excellent musical performances by mermaids and buccaneers.

The device is currently on and set to channel 4. If the screen is touched while it is on, the individual must make a saving throw vs spells or be sucked through the surface to the destination shown, as if teleported without error. Falling damage will still accrue if there a drop from a height.

The fire in the fireplace will remain burning unless a dispel magic or powerful cold magic such as a cone of cold or ice storm is used on it. It does not appear to consume fuel.

This room has a life-sustaining quality and as long as the adventurers remain in this room they will not want for food or drink.