64
PORTCULLIS. This portcullis is in the down position, it can be
raised by a successful bend bars/ lift gates roll or by manipulation
of one of the wheels in Room 56.
Wednesday, September 30, 2015
Tuesday, September 29, 2015
UPPER DUNGEONS LEVEL ONE 63 PORTCULLIS.
63
PORTCULLIS. This portcullis is stuck in place about four feet off
the floor. It is not a trap of any sort and can be moved with a
successful bend bars/ lift gates roll, if desired. It can also be
affected by one of the wheels in Room 56.
Monday, September 28, 2015
UPPER DUNGEONS LEVEL ONE 62 PURPLE ROOM.
62
PURPLE ROOM. The ceiling, floor, and walls are dark purple stone.
Four zvarts and their dogs are here.
Fingelbad,
Zvart Commander (AC 7; MV 6”; HD 2; hp 8; #AT 1; D Short sword or
whip; SA Whip; XP 44
Fingelbad
has a whip, as well as a short sword. He can strike at opponents up
to 15’ distant, and if he hits, the whip will jerk the victim off
his or her feet and stun (paralyze) him or her for 1d2 melee rounds.
In melee range, He cannot use his whip, so he will drop it in favor
of the sword. Fingelbad carries 7 gold crescents and 24 silver
pieces.
4
War Dogs (AC 6; MV 12"; HD 2+2; hp 11, 10, 11, 10; #AT 1 bite; D
2-8; XP 68, 65, 68, 65)
3
Zvarts (AC 7; MV 6”; HD 1-1; hp 4, 3, 1; #AT 1; D Small military
fork for 1d4+1; XP 14, 13, 11)
Each
of these zvarts has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1)
silver spanners.
The
stairs lead down twenty feet to Area 67 on Level 2.
Sunday, September 27, 2015
UPPER DUNGEONS LEVEL ONE 61 FALSE DOOR PIT TRAP.
61
FALSE DOOR PIT TRAP. Attempting to open the door releases the catch
on the collapsing lid of the pit trap. Anyone within ten feet of the
door will be dropped ten feet for 1d6 damage. Those standing on the
edge of the pit may make a save versus paralyzation at -4 to see if
they jump back in time to avoid it.
Saturday, September 26, 2015
UPPER DUNGEONS LEVEL ONE 60 PORTCULLIS.
60
PORTCULLIS. This portcullis is in the down position, it can be
raised by a successful bend bars/ lift gates roll or by manipulation
of one of the wheels in Room 56.
Friday, September 25, 2015
UPPER DUNGEONS LEVEL ONE 59 STUDY.
59
STUDY. Three zvarts are seated at a small table.
Snash,
Lawful Evil zvart Magic-User (AC 7; MV 6”; MU2; hp 5; #AT 1; D
Black iron dagger; SA Spell use; XP 105)
First
Level Magic user Spells:
Charm
Person, Shocking Grasp
He
has 13 gold crescents, 13 silver spanners, 13 copper pieces, and a
glass disk (useful for the read magic spell). Snash's
dagger is made of entirely of black iron and he can use a strike from
it to deliver his shocking grasp spell, doing 1d4 (dagger
damage) plus 1d8+2 (shocking grasp damage) in one round on a
successful hit.
Frickles,
Lawful Evil zvart Magic-user (AC 7; MV 6”; MU1; hp 3; #AT 1; D
Small dagger for 1d3; SA Spell use; XP 71)
First
Level Magic user Spells:
Magic
Missile
He
has 6 gold crescents, 9 silver spanners, 14 copper pieces, and a
crystal monocle (useful for the read magic spell).
Lachimar,
Zvart Commander (AC 7; MV 6”; HD 2; hp 8; #AT 1; D Small military
fork for 1d4+1; XP 36)
Lachimar
has 4 gold crescents, 5 copper pieces, and an elaborate silver nose
ring worth 50 gold crescents.
They
are dining on salted fish with late season apples and drinking
homemade whiskey from earthen jars.
The
room also contains a human-sized desk, a matching wooden chair, and a
dusty shelf.
The
desk holds two books and a scroll with the sixth level magic-user
spell stone to flesh.
The two books are the spell books of the zvart magic-users.
Snash's book holds all the spells written above and feather
fall, push, and read magic.
Frickles's book holds magic
missile, read
magic, and write.
There
are three green glass baubles on the shelf, worth perhaps 1 copper
piece each.
Thursday, September 24, 2015
UPPER DUNGEONS LEVEL ONE 58 COLD STORAGE.
58
COLD STORAGE. The doors to this room are made of metal and are
encrusted with frost. Touching the door with an unprotected hand or
ear will cause pain. This room is extremely cold (staying in this
room will cause 1 hp/turn damage starting on the third turn, unless
protected by warm clothing or magic). The cold is supernatural and
no source can be found for it.
Seventeen
bull carcasses hang suspended from the fourteen foot ceiling by thick
metal hooks. On the floor are wooden crates holding frozen peas,
carrots, and spinach. Embedded in a large block of ice are numerous
edible saltwater fish.
The
food is perfectly preserved, not spoiled in any way, and quite fit
for human consumption.
Wednesday, September 23, 2015
UPPER DUNGEONS LEVEL ONE 57 RED ROOM.
57
RED ROOM. This room serves as a store room and plotting room for the
Zvart high commander.
Mixin
Well, Zvart High Commander (AC 5; MV 6”; HD 2; hp 11; #AT 1; D
Military fork; XP 42)
Mixin
stands almost five feet tall and is incredibly skinny for a zvart.
He wears a suit of chain armor probably intended to be used by an
adolescent elf. His military fork is normal-sized and decorated with
several small carnelian gem stones. It is worth 600 gold crescents.
3
Zvarts (AC 7; MV 6”; HD 1-1; hp 7, 2, 5; #AT 1; D Small military
fork for 1d4+1; XP 17, 12, 15)
Each
Zvart has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver
spanners.
The
zvarts are plotting over a incomplete map of the level. The walls,
floor, and ceiling are made of a dark red rock, veined in black. The
east, west, and south walls have each been decorated with the statue
of a green gargoyle. Large numbers of wooden crates are stacked
against the east and west walls.
Poking
the eyes of the south gargoyle will cause it to swing out and open
the secret door.
Tuesday, September 22, 2015
UPPER DUNGEONS LEVEL ONE 56 SECRET ROOM.
56
SECRET ROOM. This room serves as a control room for nearby traps and
portcullises. Two zvarts are here.
2
Zvarts (AC 7; MV 6”; HD 1-1; hp 5, 1; #AT 1; D Small military fork
for 1d4+1; XP 15, 11)
Each
Zvart has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver
spanners.
Pipes
run along the walls and ceiling. The walls are covered with twelve
numbered iron wheels (like those seen in submarines). Currently all
of the wheels are turned all-the-way counterclockwise.
Wheel
|
Clockwise
|
Counter-clockwise
|
1
|
Disarm
Falling Block Trap at Area 48
|
Rearm
Falling Block Trap at Area 48
|
2
|
Disarm
Chain Trap at Area 35
|
Rearm
Chain Trap at Area 35
|
3
|
Disarm
Gas Trap at Area 52
|
Rearm
Gas Trap at Area 52
|
4
|
Blast
of steam for 1d6+2 damage, save versus dragon breath for half
damage
|
Loud
groaning sound from behind wall
|
5
|
Loud
grinding noises
|
Release
of sulphur gas, no effect except it smells bad
|
6
|
Blast
of icy cold salt water soaks the person turning the wheel
|
No
apparent effect whatsoever
|
7
|
Loud
sound like banging on a metal drum
|
Loud
hissing sound
|
8
|
No
apparent effect whatsoever
|
Sprinkler
system in ceiling activated, cold water rains down
|
9
|
Lower
Portcullis at Area 53
|
Raise
Portcullis at Area 53
|
10
|
Raise
Portcullis at Area 60
|
Lower
Portcullis at Area 60
|
11
|
Lower
Portcullis at Area 63
|
Raise
Portcullis at Area 63
|
12
|
Raise
Portcullis at Area 64
|
Lower
Portcullis at Area 64
|
Monday, September 21, 2015
UPPER DUNGEONS LEVEL ONE 55 GUARD ROOM.
55
GUARD ROOM. The zvarts have recently hired two gnolls to act as
extra muscle. They are stationed here along with four zvarts as
guards.
Yellow
Fang Gnoll 1 (AC 5; MV 9”; HD 2; hp 9; #AT 1; D Footman's mace +1
to damage due to strength; XP 38)
Yellow
Fang Gnoll 2 (AC 5; MV 9”; HD 2; hp 7; #AT 1; D Long sword +1 to
damage due to strength; XP 34)
Each
gnoll wears a yellow skull cap and yellow vest. The first has 8 gold
crescents, 13 silver spanners, and 8 copper pieces. The second has 3
gold crescents, 21 silver spanners, and 22 copper pieces.
4
Zvarts (AC 7; MV 6”; HD 1-1; hp 6, 2, 6, 6; #AT 1; D Small military
fork for 1d4+1; XP 16, 12, 16, 16)
Each
Zvart has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver
spanners.
A
fireplace is against the east wall. Two sturdy wooden tables hold
stoneware pitchers of a greasy green substance. There are several
stools, sized to fit the varying sizes of the humanoids.
The
fireplace is actually a fake, with no area for ventilation. The back
is a secret door which can be opened by manipulating a loose rock.
The
green stuff in the pitchers is zvart booze, made from mushrooms and
worm body fluids. It is as intoxicating as beer and will keep the
imbiber awake for the next 24 hours with no fatigue.
Sunday, September 20, 2015
NEW MONSTER: ZVART
Zvart
FREQUENCY:
Uncommon
NO.
APPEARING: 25-250
ARMOR
CLASS: 7
MOVE:
6”
HIT
DICE: 1 to 7 hit points
%
IN LAIR: 40%
TREASURE
TYPE: Individuals see below; C in lair
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: By weapon
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 0
INTELLIGENCE:
Average
MORALE:
See below
ALIGNMENT:
Lawful evil
SIZE:
S (3' tall)
PSIONIC
ABILITY: Nil
LEVEL/ X.P.
VALUE: I/ 10 + 1/ hp
With missile
weapon or whip: I/ 14 +1/hp
Leader: II/
20+2/ hp
Leader with
missile weapon or whip: II/ 28 +2/hp
These
small humanoid creatures have mottled orange and blue skin and beady
black eyes. All zvarts are grotesquely ugly with noses of ungainly
size. Most (90%) suffer from chronic skin rashes, halitosis, and
nose drip. Those who do not invariably experience gout, piles, and
unfavorable body odor. They usually wear rough smocks made from
dog-skin.
They
fear everything but if more than one is encountered they will always
make every morale check because they are more afraid of looking bad
in front of each other than they are of other things. Therefore, if
only one zvart is present, it will immediately flee from any
encounter. Similarly, if a group of zvarts is reduced to only one
member, it will immediately fail its morale check and run away (80%),
surrender (10%), or play dead (10%).
Zvarts
have the inexplicable belief that they are consummate liars and that
all non-zvarts are credible fools. Thus, they have no problem with
lying about anything at all, even in the face of obviously
incontrovertible evidence. Therefore, if questioned about why he or
she fled from something, the zvart will make up some lame excuse and
expect to be taken at his or her word.
In
every group of 20 zvarts there will be one carrying a whip, used to
entangle and hinder opponents in melee. If 100 zvarts are
encountered, one will be a strong leader-type, from 3½' to 4½' tall
with 8-11 hit points and attacking as a monster with 2 hit dice.
Ordinary
zvarts fight with small military forks for 2-5 hit points of damage;
leaders can use larger weapons. 5% of zvarts will have been trained
at using magic as a 1st or 2nd level magic-user. Higher level
magic-users will occasionally be found, especially in larger groups.
If
encountered in their lair, there will always be a leader of 11 hit
points, at least two lieutenants of 8 hit points each, and 3-12 war
dogs used as guardians and emergency rations. Zvart males and
females look exactly like each other and fight on equal terms.
Typical zvarts usually carry a small amount of wealth, perhaps 0-11
(1d12-1) copper pieces and 0-7 (1d8-1) silver spanners. Leader-types
and spell casters might carry more coins and occasionally personal
jewelry.
Zvarts
delight in taking prisoners to feed to themselves and their dogs.
They have been known to work for larger humanoids or to hire other
humanoids as shock troops. Their lair is usually underground or deep
in the heart of the wilderness.
UPPER DUNGEONS LEVEL ONE 54 ZVART LOUNGE.
54
ZVART LOUNGE. This room is where the zvarts spend most of their
time. Several are here.
9
Zvarts (AC 7; MV 6”; HD 1-1; hp 7, 1, 5, 1, 2, 2, 1, 1, 3; #AT 1; D
Small military fork for 1d4+1; XP 17, 11, 15, 11, 12, 12, 11, 11, 13)
Each
Zvart has 0-11 (1d12-1) copper pieces and 0-7 (1d8-1) silver
spanners.
3
War Dogs (AC 6; MV 12"; HD 2+2; hp 14, 8, 10; #AT 1 bite; D 2-8;
XP 77, 59, 65)
There
are about two dozen flea-ridden zvart beds made of the skins of dogs
and less recognizable beasts. The walls are adorned with dart boards
and crude chalk-drawings. The floor is similarly marked by chalk
representing game boards for playing checkers. Small painted rocks
serve as checker pieces.
Saturday, September 19, 2015
UPPER DUNGEONS LEVEL ONE 53 PORTCULLIS.
53
PORTCULLIS. This portcullis is stuck in place about two and a half
feet off the floor. It is not a trap of any sort and can be moved
with a successful bend bars/ lift gates roll, if desired.
Friday, September 18, 2015
UPPER DUNGEONS LEVEL ONE 52 CORRIDOR TRAP.
52
CORRIDOR TRAP. At this site is a pressure plate on the floor.
Stepping on the plate releases a blast of green-tinged
gas from a vent in the ceiling. It causes weakness. All those
within ten feet must save vs poison or lose 50% of their strength for
1d6 hours.
Thursday, September 17, 2015
UPPER DUNGEONS LEVEL ONE 51 DIABOLIC MURALS.
51
DIABOLIC MURALS. This room is unusually warm and an unpleasant
red-orange glow suffuses the chamber. The walls are decorated with
images of naked men and women being tormented by malebranche in a
fiery hell. A realistic-appearing door is in the east wall. The
lintel above is labeled “The Door To Hell”. Those who open the
door find only a bricked up wall, however.
Wednesday, September 16, 2015
UPPER DUNGEONS LEVEL ONE 50 STICKY SITUATION.
50
STICKY SITUATION. The walls are covered with a thick webbing. There
are large numbers of normal sized spiders crawling about the room.
The ceiling is eight feet high and appears to be made of webbing.
The
ceiling is actually seventeen feet high. The space between the web
and the ceiling holds a strange eight legged dragon and his pets.
Dragmaw,
Chaotic Evil male average sub-adult unique dragon (AC 4; MV 12”*15”;
HD 6; hp 18; #AT 4 claws and 1 bite; D 1-4(X4)/ 2-16; SA Breath
weapon, poison; SD Detect hidden or invisible
creatures within 3”, saving throw bonus; Size L; XP 583)
Dragmaw
lacks wings, but has eight legs. He may strike with up to four of
them and his bite, choosing different targets like a troll. His
breath weapon (usable thrice per day) is equivalent to a web
spell as cast by a 6th level magic-user. His bite is poisonous. A
victim must save versus poison or be killed. Dragmaw speaks the
common language but does not use spells.
2
Large Spiders (AC 8; MV 6"*15"; HD 1+1; hp 9, 5; #AT 1
bite; D 1; SA Poison; XP 83, 75)
Above
the webbed up area, there are numerous desiccated corpses including
those of giant insects, men, dwarves, xvarts, yvarts, zvarts, rats,
and bats. Dragmaw keeps his treasure attached to the ceiling by
thick webbing. There is a pottery jar holding 998 copper pieces, a
gold scepter decorated with sapphires worth 4000 gold crescents, and
a wrought silver coronet worth 710 gold crescents.
Tuesday, September 15, 2015
UPPER DUNGEONS LEVEL ONE 49 VERMIN'S PARADISE.
49
VERMIN'S PARADISE. The ceiling is only six feet high. Hundreds of
thousands of normal centipedes, worms, cockroaches, and other
assorted insects are crawling over every inch of this room. In the
center of the room is a small wooden chest on a rickety table. The
chest is unlocked and holds a silver cup worth 7 gold crescents and a
rotting bag with 5 gold crescents and 35 silver spanners.
Monday, September 14, 2015
UPPER DUNGEONS LEVEL ONE 48 FALLING BLOCK TRAP.
48
FALLING BLOCK TRAP. Anyone traversing through this section of the
corridor will set off this trap. A block of stone will slam down
from the ceiling with great force, doing 3d6 damage. A saving throw
versus paralyzation will ensure that the victim got out of the way in
time, but each character in the first two rows must make the save
(although characters in the second row save at +3). After
discharging, the block will begin to automatically reset into the
ceiling, being hauled up on a sturdy chain by a heavy counterweight.
The sound of the falling block and the subsequent grind of the chain
and stone will cause an immediate check for wandering monsters.
Sunday, September 13, 2015
UPPER DUNGEONS LEVEL ONE 47 ROOM OF THE GNEEDE.
47
ROOM OF THE GNEEDE. This room smells foul with waste and rotting
meat. It is the home of a strange bipedal creature which resembles
an oversized lizard crossed with a camel.
The
Gneede (AC 5; MV 15”; HD 5+3; hp 28; #AT 2 claws; D 1-8/1-8; SA
Spitting; Size L; XP 393).
The
gneede spits as a skung lizard. If it
hits its target the victim must save versus dragon breath or be
blinded for 1-4 turns.
This
creature preys on the nearby yvarts, but hates the way they taste.
There is a fair amount of incidental treasure among the partially
devoured body parts of yvarts, men, and animals: 24 gold crescents,
88 silver spanners, 163 copper pieces, a silver locket worth 10
silver spanners and holding a pill which duplicates the effect of a
potion of extra-healing
(navy blue, tastes like a blueberry), and a scroll in a bone
tube holding the illusionist spells continual
darkness and
invisibility, 10' radius.
The stairs go down twenty feet to Room 37 on Level 2.
Saturday, September 12, 2015
UPPER DUNGEONS LEVEL ONE 46 LIZARD ROOM.
46
LIZARD ROOM. The floor of this room is unusually warm and gives off
a soft red glow. A colony of skung lizards are here, absorbing the
heat and dining on the long pale worms which dwell here. The worms
in turn feed on the patches of glowing fungus on the floor. The
whole room feels damp and has a heavy and unpleasant odor.
13
Skung Lizards (AC 6; MV 15”; HD 1-3 hit points; hp 3, 2, 3, 1, 1,
1, 1, 3, 1, 3, 1, 3, 2; #AT 1 bite; D 1-2; SD Spitting; XP 10, 9, 10,
8, 8, 8, 8, 10, 8, 10, 8, 10, 9)
The
mass of lizards and worms obscures a normal trap door in the floor.
Opening the trap door reveals a shallow nook with a gold statue of a
lizard (1000 gold crescents).
The
door to the north is covered with a black shelf fungus which will
cause a cause a mild rash if touched by a bare hand, but is otherwise
not dangerous.
Friday, September 11, 2015
UPPER DUNGEONS LEVEL ONE 45 GRELL.
45
GRELL. A grell floats in this room. The ceiling height is thirty
feet and the creature usually floats at least fifteen feet off the
ground. It will attempt to attack from above.
Grell
(AC 4; MV 12”; HD 5; hp 17; #AT 10 tentacles and 1 beak; D 1-4 (X
10)/1-6; SA Paralyzation; SD Impervious to electricity; XP 925)
The grell is
reasonably intelligent and has an understanding with the yvarts, who
occasionally give it offerings of food and water in exchange for safe
passage.
Thursday, September 10, 2015
UPPER DUNGEONS LEVEL ONE 44 STATUE ROOM.
44
STATUE ROOM. Ten yvarts guard the door to the south. The statue in
the center of the room is that of a tall bearded man with a crown and
a disturbing leer, wearing a toga and flexing his muscles.
4
Male Yvarts (AC 7; MV 6”; HD 1-1; hp 7, 6, 7, 1; #AT 1; D
Horseman's flail or battle hookah; XP 21, 20, 21, 15)
6
Female Yvarts (AC 7; MV 6”; HD 1-1; hp 7, 3, 6, 1, 6, 2, 1; #AT 1;
D Small dagger for 1d3 or battle hookah; XP 21, 17, 20, 15, 20, 16,
15)
6
Giant Bats (AC 8; MV 3”/18”; HD 1; hp 2, 2, 6, 8, 4, 5; #AT 1
bite; D 1-4; SA Disease; XP 12, 12, 16, 18, 14, 15)
Each
yvart has 0-9 (1d10-1) copper pieces and 0-5 (1d6-1) silver
crescents. The females ride their bats into combat as described in
Room 40.
Wednesday, September 9, 2015
UPPER DUNGEONS LEVEL ONE 43 YVART LEADER'S DOMICILE.
43
YVART LEADER'S DOMICILE. The yvart leader was recently killed in a
fight with the zvarts. The resident spell caster Golden Goffey has
taken over his room.
Golden
Goffey, Neutral Evil male yvart Illusionist (AC 7; MV 6”; I2; hp 6;
#AT 1; D Small dagger for 1d3; SA Spell use; XP 108)
First
Level Illusionist Spells:
Darkness,
Phantasmal Force
Goffey
wears a toga made from cloth-of-gold worth 100 gold crescents (less
if it is slashed up in a fight). He carries a piece of fleece for
the phantasmal force spell.
He
sleeps on a large straw mattress with a black bearskin thrown on top
of it. There is also a shelf with an iron box, two spell books, and
three glass vials.
The
iron box holds 14 gold crescents, 56 silver spanners, 124 copper
pieces, a woodwork toy of a rhino valued at 7 silver spanners, an
ivory comb decorated with a mermaid valued at 25 gold crescents, a
bent platinum spoon valued at 10 gold crescents, and two bloodstones
worth 75 and 120 gold crescents.
The
first spell book is Goffey's. It holds the spells audible glamer,
darkness, light, and phantasmal force.
Goffey also claimed Hecube's
spell book when she was imprisoned. It holds the spells
change self, gaze reflection, and color spray.
The glass vials also belonged to Hecube. They hold blue, red, and
yellow colored sand useful for the color spray
spell.
Tuesday, September 8, 2015
UPPER DUNGEONS LEVEL ONE 42 JAIL.
42
JAIL. The door to this room is made of strong iron bars. Two male
xvarts, a female yvart, and a giant bat are being kept here.
2
Xvarts (AC 7; MV 6”; HD 1-1; hp 1, 6; #AT 1; D By weapon type; XP
11, 16)
These
two xvarts, Whigger and Wamper by name, were captured in a battle and
are quite desperate to be freed. The yvarts have confiscated their
weapons and money and they know that Great Gerda plans to cook and
eat them.
Hecube,
Chaotic Neutral female yvart Illusionist (AC 7; MV 6”; I1; hp 4;
#AT 1; D By weapon type; SA Spell use; XP 73)
First
Level Illusionist Spells:
Color
Spray
Grat
the Giant Bat (AC 8; MV 3”/18”; HD 1; hp 7; #AT 1 bite; D 1-4; SA
Disease; XP 17)
Hecube
was placed here (along with her bat) for arguing with Great Gerda
about doing laundry chores. Her small dagger, spell book, spell
components, and money have been taken away. She has difficulty
following directions and is always in trouble with the other yvarts.
Hecube has been planning on running away for a while now, and will
gladly join an adventuring party if given the chance. Great Gerda is
still trying to determine what to do with her, but she is leaning towards turning Hecube and the bat into stew.
Monday, September 7, 2015
UPPER DUNGEONS LEVEL ONE 41 KITCHEN AND LAUNDRY.
41
KITCHEN AND LAUNDRY. The impressive female yvart Great Gerda rules
this area. She is assisted by two males.
Great
Gerda (AC 7; MV 6”; HD 2; hp 8; #AT 1; D Hammer; XP 36)
Great
Gerda stands nearly 4' tall and is very stout, so much so that she is
too big to ride on bats anymore. She functions as head cook, lead
laundry-woman, and jailer. Within this room her authority is
unquestioned, even by Golden Goffey. She carries 7 gold crescents, 9
silver spanners, 15 copper pieces, and the key to Room 42.
2
Male Yvarts (AC 7; MV 6”; HD 1-1; hp 2, 4; #AT 1; D Horseman's
flail; XP 12, 14)
Each
yvart has 0-9 (1d10-1) copper pieces and 0-5 (1d6-1) silver
crescents. These yvarts are pulling kitchen and laundry duty for the
week. Working here is a rotating duty and not a much-sought-after
one.
This
room is equipped as a kitchen, with small tables, cutting boards,
pots and pans, cutlery, etc. It also serves as a laundry room, and
there are numerous scrubbing pans and damp togas hanging on clothes
lines waiting to dry. A fireplace in the west wall leads to a
natural chimney, allowing ventilation. A pump faucet is the south
wall gives the yvarts access to cold water.
Sunday, September 6, 2015
UPPER DUNGEONS LEVEL ONE 40 YVART LIVING ROOM.
40
YVART LIVING ROOM. Elven yvarts are here, seven of whom are females
who have access to their riding bats.
Gritty
Grumbage (AC 7; MV 6”; HD 2; hp 8; #AT 1; D Footman's flail; SA
Special battle hookah; XP 44)
Gritty
Grumbage is large at 3½' tall and is a master of the battle hookah.
Instead of attacking with a smoke dart that round he can instead
create a wall of fog (twice
per day) or a fog cloud (once per day), as if cast by a
fourth level illusionist. He carries 5 gold crescents, 8 silver
spanners, 2 copper pieces, and five pouches of premium pipe weed
valued at 50 gold crescents each.
3
Male Yvarts (AC 7; MV 6”; HD 1-1; hp 1, 5, 1; #AT 1; D Horseman's
flail; XP 11, 15, 11)
7
Female Yvarts (AC 7; MV 6”; HD 1-1; hp 6, 7, 1, 3, 7, 3, 6; #AT 1;
D Small dagger for 1d3 or battle hookah; XP 20, 21, 15, 17, 21, 17,
20)
7
Giant Bats (AC 8; MV 3”/18”; HD 1; hp 2, 6, 3, 3, 6, 3, 4, 1; #AT
1 bite; D 1-4; SA Disease; XP 12, 16, 13, 13, 16, 13, 14, 11)
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
hookahs or melee with their little swords, in which case the bat may
also use its bite attack in that round.
The
yvarts are resting, eating, cleaning weapons, combing their bat's
hair, etc. There are numerous small beds on the floor. The female
yvarts and bats use hooks and chains hanging from the ceiling as
perching spots for sleeping purposes. The females finding it more
comfortable to sleep upside down while their knees are hooked around
the chains.
Saturday, September 5, 2015
UPPER DUNGEONS LEVEL ONE 39 LATRINE.
39
LATRINE. This round room reeks of excrement and urine. A large
faucet with cold running water is against the north wall. Three
rough troughs are dug into the floor, but the yvarts who live nearby
and use this room are not fastidious and they miss often. A pile of
glistening brown slime is between two of the troughs. It is actually
a glutinous gunge that has already consumed a few unwary yvarts.
Glutinous
Gunge (AC 5; MV 3”; HD 3+2; hp 17; #AT 1; D 2-8; SD Sticky; XP 153)
In
addition to the gunge's intrinsic worth, it has also swallowed 15
copper pieces and 8 silver spanners.
Friday, September 4, 2015
UPPER DUNGEONS LEVEL ONE 38 GUARD ROOM.
38
GUARD ROOM. Eight yvarts are here, playing cards. Two of the yvarts
are smoking hookahs. These are actually battle hookahs that can be
used to attack.
6
Male Yvarts (AC 7; MV 6”; HD 1-1; hp 5, 1, 1, 6, 5, 1; #AT 1; D
Horseman's flail; XP 15, 11, 11, 16, 15, 11)
2
Male Yvarts with Battle Hookahs (AC 7; MV 6”; HD 1-1; hp 4, 6; #AT
1; D Horseman's flail or battle hookah; XP 18, 20)
The
stakes are 29 copper pieces, 24 silver spanners, and 3 gold
crescents. There are two card tables, each seating four yvarts.
Thursday, September 3, 2015
NEW MONSTER: YVART
Yvart
FREQUENCY:
Uncommon
NO.
APPEARING: 30-300
ARMOR
CLASS: 7
MOVE:
6”
HIT
DICE: 1 to 7 hit points
%
IN LAIR: 40%
TREASURE
TYPE: Individuals see below; C in lair
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: By weapon
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 0
INTELLIGENCE:
Average
MORALE:
50%
ALIGNMENT:
Neutral evil
SIZE:
S (3' tall)
PSIONIC
ABILITY: Nil
LEVEL/ X.P.
VALUE: I/ 10 + 1/ hp
With missile
weapon: I/ 14 +1/hp
Female: I/ 14
+1/hp
Leader: II/
20+2/ hp
Leader with
missile weapon: II/ 28 + 2/hp
These
diminutive humanoids have orange skin and blue eyes. The males
usually wear tight-fitting togas, while the females wear leather
armor made from bat hide.
Yvarts
will only attack humans or other big folk if they outnumber their
foes or see a strategic advantage. They delight in traps, ambush,
and villainy.
If
100 yvarts are encountered, one will be a strong leader-type, with
8-11 hit points and attacking as a monster with 2 hit dice. Ordinary
yvarts fight with small flails (treat as horseman's flails) and
sometimes carry javelins. Leaders can grow in size to nearly five
feet and may use larger weapons.
Yvarts
are trained in an unusual missile weapon, battle hookahs. When using
these pipes, yvarts are able to create, solidify, and fling their
smoke rings like tiny deadly sharp frisbees at their opponents. The
smoke rings have the same range and damage as a dart. Normally, the
hookah can hold enough pipeweed to make 20 such missiles. They are
usually worn strapped to their backs, with mouthguards to hold the
hose in place.If encountered in their lair, there will always be a
leader of 11 hit points and two lieutenants of 8 hit points each, and
10-80 giant bats used as guardians and mounts. Some yvarts (5% of a
group encountered) will be illusionists of 1st to 4th experience
level (1d4). Normal male and female yvarts carry 0-9 (1d10-1) copper
pieces and 0-5 (1d6-1) silver spanners. Leader-types and spell
casters often carry more wealth.
Female
yvarts ride giant bats and are typically armed with battle hookahs
and small daggers that do only 1-3 points of damage. On average,
they are usually just under two feet tall while males usually reach
three feet in height. Both males and females have overlarge pointed
ears, but while the females have small delicate features the males
are given to impressive ugliness.
Yvarts
delight in taking prisoners for food or to imprison. They have been
known to work with or for dopplegangers. Their lair is usually in
an underground dungeon or deep in the heart of a mountain.
UPPER DUNGEONS LEVEL ONE 37 THAT FUNKY MONKEY.
37
THAT FUNKY MONKEY. The archway to this room has a monkey's head
carved upon the keystone. The altar near the west wall holds a small
gleaming monkey idol. The walls are decorated with dozens of tiny
clay monkey masks, each just shy of three feet off the floor.
The
monkey idol is brass and all but worthless. If the adventurers check
it out, three yvarts will open the one-way secret door in the south
wall, throw their javelins, close the door, and run away. The secret
door has a hidden spyhole that the yvarts use to investigate
intruders, this matches up to one set of monkey's eyes in one of the
clay masks.
The
yvarts are experienced at this attack and there is a 5 in 6 chance
they will be able to surprise the party. If they do surprise, they
should be able to open the door, throw their javelins, and close the
door.
Of
course, there is a possibility that the adventurers will search the
area for secret doors first. If the yvarts think they will be
discovered, they will flee to warn the others in Room 40.
3
Male Yvarts (AC 7; MV 6”; HD 1-1; hp 6, 2, 4; #AT 1; D Javelin or
horseman's flail; SA Surprise on 1-5; XP 20, 16, 18)
Each
yvart has 0-9 (1d10-1) copper pieces and 0-5 (1d6-1) silver
crescents. Behind the secret door are seven extra javelins and
twenty one brass monkey idols.
Wednesday, September 2, 2015
UPPER DUNGEONS LEVEL ONE 36 THE PITS.
36
THE PITS. The two obvious exterior pits are open and have a depth of
ten feet. They each have a width of four feet and extend to the east
and west walls, but can easily be jumped over. The problem is that
the middle pit is covered, ten feet by ten feet in area, and has a
depth of twenty feet. Anyone who lands firmly on this pit (such as
by jumping) will set it off, causing 2d6 damage upon falling to the
bottom.
Tuesday, September 1, 2015
UPPER DUNGEONS LEVEL ONE 35 CORRIDOR TRAP.
35
CORRIDOR TRAP. A pressure plate (one found on either side of the
trap) causes a heavy chain to rise from a groove in the floor in
front of the party. Roll a 1d6; the trap will spring on a 1-5.
Those in the front row must save versus paralyzation or suffer 1 hit
point of falling damage and loss of dignity. The trap will reset
itself in two hours if left undisturbed.
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