Saturday, December 31, 2016


8G ROOM OF DOUBLES. This room will behave like Rooms 8E and 8F in regard to blocked entrances. A weird purple crystal is embedded in the ceiling. Shortly after the fall of the bock, the crystal will emit an eerie purple light, which will coalesce into duplicates of the adventurers.

The duplicates that are created look just like the party members but have purple skin. They will have the same weapons, armor, armor class, hit points, movement rate, etc. as the party member they are duplicating but cannot casts spells, use thief special abilities, etc. In other words, they are only good for fighting. Duplicates have no real intelligence or personality and cannot be targeted successfully by mind-affecting spells such as sleep, charm, or hold.

Each duplicate will have a 500 gold crescent value amethyst embedded in their forehead. The duplicates' equipment is real and will remain even after they have been defeated and dissolve into purple gas. The weapons, armor, rope, iron spikes, etc. will have the same value as normal items. Treasure carried by the duplicates will not be valuable. Coins will only be iron instead of gold and sparkly glass instead of gems, for example. Magic items will be replaced by non-magical analogs (a normal sword instead of a magic sword or a blank sheets of vellum instead of a scroll).

When the duplicates are defeated the room behaves like Rooms 8E and 8F.

Friday, December 30, 2016


8F ROOM OF TROUBLED DEAD. When the party enters a bock will fall behind them like in Room 8E. The floor is dark brown earth. Hundreds of dead bodies are buried in its soft embrace. Shortly after the fall of the block a number of dead bodies equal to the number of party members will animate and claw their way from the dirt.

Zombies (AC 8; MV 6”; HD 2; hp 12 each; #AT 1; D See below; SA Always lose initiative; SD Limited spell immunity; XP 44 each)

The secret staircases from Rooms 8C and 8I are not visible unless the adventurers have triggered one of them. When the zombies are defeated, the room behaves like Room 8E.

Thursday, December 29, 2016


8E ROOM OF THE TUBES. This walls of this room emit a dim purple radiation, enough to see by but too dim for reading, for example. The twenty foot high ceiling is marked by rows of three foot wide black circles, ten per row for a total of one hundred circles.

When and if the entire party enters the room the exit back to 8A will be closed off by a falling block of stone. If any person tries to escape back out through the passage, they must roll a save vs petrification (to jump out of the way) or be crushed. Those crushed must save vs death magic or die immediately. Even if they make their save they will take 1d20+10 damage, which may kill them.

Within ten seconds of the stone block falling, a number of transparent tubes equal to the number of party members will descend from the ceiling, each depositing a purple blob with about the same mass as an adult human. These blob monsters will form into humanoid shapes and attack.

Purple Blob Things (AC 7; MV 9”; HD 1; hp 8 each; #AT 1; D 1-6; SD Blunt weapons score half damage only, immune to charm, hold, sleep; XP 18 each)

The path to Room 8F is also obstructed by a block of stone. When the last blob monster is defeated, then the blocks of stone obstructing the passage to Rooms 8A and 8F will raise. The blob monsters bodies will dissolve into purple gas. Note that this room, as well as Rooms 8F and 8G, will function equally well in reverse if the party is traveling from east to west.

Wednesday, December 28, 2016


8D ROOM OF THE WELL. A circular well (eight feet diameter) is in the center of the room. A heavy chain hangs from the twenty foot ceiling down into the well. At the bottom of the well (fifteen feet down) and tied up by the chain is a wooden chest (1000 gp weight). The chest fits snugly in its roost and requires quite a tug to unseat it.

If the chest is pulled out it will release thousands of tiny but ravenous moths which will proceed to eat all the clothing and paper that they can. The Dungeon Master will need to rule on the resistance of magical clothing and armor that relies on cloth straps to stay together. Paper scrolls or maps kept in sealed tubes are safe but others will be consumed. The moths can be deterred by intense flame or large amounts of smoke. The chest holds a small gold statue of a laughing Triskelion worth 1500 gold crescents.

The concealed door in the east wall looks just like normal wall, but is made of plaster papered over to look like stone.

Tuesday, December 27, 2016


8C TWO LEVERS. On the east wall are two bright red levers. One is labeled “Pull Me” while the other is labeled “Don't Pull Me”. If the “Pull Me” lever is pulled, a staircase will form out of the floor leading north to Room 8D going down fifteen feet. If the “Don't Pull Me” lever is pulled, a similar staircase will form leading south to Room 8F.

When one lever is pulled the other becomes inactivated. Each staircase will remain for 1 turn before closing up again. The lever will then swing back to its original place but the room will not be able to be activated again for two hours.

Monday, December 26, 2016


8B BEDROOM. This stair leading to this room ascends fifteen feet. The room is chillingly cold and breezy. The corners appear dark even when bright light is brought in. It is furnished as a bedroom for a person of upper middle class standing. A large fireplace is in the east wall, with a portrait above it. The bed holds the gently breathing figure of a person under the blankets, with old boots sticking out from under the sheets. A small table holds a bowl containing purple glass grapes.

The figure under the bedclothes is a special wooden mannikin which is gently moving because a small windmill runs through its body to under the bed. It is the breeze that acts upon the arms of the windmill, operating a piston in the mannikin's torso causing it to move rhythmically up and down.

The portrait is of a man wearing purple robes and holding a bowl of grapes. If the portrait is examined, the observer will notice that the portrait shows that the man is standing in this very room, to the left (to the south of) the fireplace. There is a opening behind him in the portrait. This is a clue to the location of a secret door, which can be easily found if the clue of the portrait is discovered. The painting is, of course, signed by Patrizio Triskelion.

At the bottom of the bowl of glass grapes there is a small glasteel key, which can be used to open the secret door by application in a small keyhole. The secret door will not open unless the key is used or magic such as the knock spell is used.

If the fireplace is explored, it goes up about twenty feet before ending bluntly. A halfling or gnome will easily fit but a dwarf would be a tight squeeze. A stone drawer is built into the wall. It holds 200 Jalluxian gold dragons and a manual of stealthy pilfering.

Sunday, December 25, 2016


8A CHAMBER OF FOUR PATHS. Above each of the four exits there is a glowing symbol.

The symbols are painted in phosphorescent paint that glows pale green. Over the western exit is a leaf. Over the southern exit there is a crying Triskelion face, unusual because it only has one eye. Above the northern exit there is a laughing Triskelion face and above the eastern exit there is scowling Triskelion face.

Saturday, December 24, 2016


8 CAVE ENTRANCE. Cold air blows from the cave entrance and the ground is sandy, spilling out on the grass of the hedge maze. The natural passage runs for several dozen feet before opening upon the worked chamber at Room 8A.

Friday, December 23, 2016


7 NORTH TRISKELION STATUE. This statue is of a scowling man with a sword. The first time the adventurers encounter the statue, it will have a silver bracelet on the sword, valued at 100 gold crescents. If the adventurers take the silver bracelet, then nothing else will happen, but if the adventurers leave the silver bracelet and come back later, a gold bracelet valued at 500 gold crescents will be on the sword. If the adventurers take the gold bracelet, nothing else will happen. If the adventurers leave the gold bracelet, then the next time they come back to the statue, nothing will be there.

Thursday, December 22, 2016


6 FORGOTTEN STATUE. Half buried in the hedge is the large (eight foot tall) statue of a hooded man with arms outstretched. He wears a fine silver chain necklace (25 gold crescent value). If anyone tries to take the necklace, it will unbalance the precarious statue, calling for a save vs petrification at -2 or it will fall on the person for 1d6+3 damage. Under the statue is a box holding pieces of string, thimbles, acorns, and 3 Jalluxian platinum imperial coins.

Wednesday, December 21, 2016


5U THE PRESSES. Either approach to this room entails descending a staircase of about twenty scale feet. When the room is entered the characters will see a huge ramshackle contraption in the center of the room complete with conveyor belts, swinging levers, pulleys, and pistons. Three pea heads are about to stuff a an unconscious tomato man into one end.

3 Pea heads (AC 5; MV 9”; HD 1+1; hp 4, 5, 9; #AT 1; D Battle axe; SA Vomit; XP 36, 38, 46)

Each pea head has 2-8 gold crescents.

Tomato man (AC 10; MV 12”; HD 1; hp 7; #AT 1; D By weapon type; XP 17)

The huge machine is a combination presser/ juicer/ blender. The pea heads put the vegetable men in one side, make a setting on a dial and let it chop up and juice the unfortunate vegetable man.

The tomato man, Nullamo, will remain unconscious for another 1d6 turns. If he wakes up he will immediately get a saving throw vs spells to throw off the effects of Wandra's charm power.

Tuesday, December 20, 2016


5T ICE CELLAR. The wheezing of many torpid vegetable men can be heard as this room is approached. This room is very cold and characters will feel very uncomfortable here, although it does not cause damage.

16 Vegetable men (AC 10; MV 12”; HD 1; hp 4, 3, 5, 1, 2, 8, 2, 1, 5, 5, 4, 5, 7, 5, 6, 1; #AT 1; D By weapon type; XP 14, 13, 15, 11, 12, 18, 12, 11, 15, 15, 14, 15, 17, 15, 16, 11)

The following unarmed vegetable men are here: two carrot, three broccoli, one asparagus, two potato, one turnip, three spinach, and four tomato. They have succumbed to the cold and will remain unconscious for as long as they are here. When the pea heads from Room 5U want to make soup or juice they take them from here.

There are large blocks of ice, buckets, tongs, and chisels.

Monday, December 19, 2016


5S STORAGE CELLAR. The sound of groaning can be heard as the room is approached and there is a strong smell of overripe fruit. The room holds a very sick apple man.

Pumm (AC 10; MV 12”; HD 1; hp 1 (normally 5); #AT 1; D By weapon type; XP 11 (normally 15))

Pumm is not armed. He is infected with a giant worm, and did not succumb to the cold like the other vegetable men in Room 5T. Instead he crawled out here and collapsed. He is crying out for help. If approached a big green worm with a large mouth will pop out of his side.

Giant worm (AC 6; MV 6”; HD 1+2; hp 7; #AT 1 bite; SA Surprise on 1-4; D 1-6; XP 42)

This room hold hundreds of torches, kindling for the fireplace, tinder boxes, about 700 feet of rope in several cuts, basic carpentry and masonry tools (in poor condition), scores of bottles of vegetable man juice, canned and jarred vegetable man preserves, and six cases of vodka made from potato men.

Sunday, December 18, 2016


5R ROOT CELLAR. The entrance to the room is trapped with a covered pit. It opens on a 1-4 in 6, dropping the victim or victims down twelve scale feet onto specially sharpened carrots acting like sharp stakes. The drop doesn't cause any damage but the carrots cause 1d6 damage.

The cellar itself holds boxes and crates with large amounts of turnips, radishes, squash, corn, carrots, and potatoes.

Saturday, December 17, 2016


5Q SECRET ROOM. The short passage and Room 5Q are not lit and there are no windows. This is Wandra's secret treasure vault and holds the following items:

A gold bowl (value 200 gold crescents) holding 21 base 50 gold crescents gems of mixed types (bloodstones, carnelians, jasper, and sardonyx)

A wooden female shaped mannequin holding three necklaces of gold and silver (value 250, 350, and 400 gold crescents) and four gold rings decorated with semiperecious stones (worth 1d4X100 gold crescents each)

A lectern holding a cookbook “How to Serve Vegetable Man” with Wandra as the author. It is worth 3 gold crescents but if it is shown to a vegetable man they will immediately get a saving throw vs spells to throw off Wandra's influence.

A silver platter (worth 125 gold crescents) holding 213 silver spanners.

Friday, December 16, 2016


5P CONTROL ROOM. 3 pea heads are, sitting at a table and drinking vegetable soup.

3 Pea heads (AC 5; MV 9”; HD 1+1; hp 4, 5, 9; #AT 1; D Broad sword; SA Vomit; XP 36, 38, 46)

Each pea head has 2-8 gold crescents.

This room has controls to raise and lower the drawbridge, but the chains used to operate them are horribly fouled and rusted. There are small windows in the south wall and larger ones in the north wall. The secret door to Room 5Q is a sliding door type.

Thursday, December 15, 2016


5O TROPHY HALL. Two pea heads sit at a small table near the west door.

2 Pea heads (AC 5; MV 9”; HD 1+1; hp 6 each; #AT 1; D Broad sword; SA Vomit; XP 40 each)

Each pea head has 2-8 gold crescents.

The south wall holds the following trophies, booty, and spoils, mounted or on small tables:

The carved wooden head of a gnome is mounted on the wall. Atop the head is a golden crown graced with a stuffed dodo bird. This is the tree gnome king's bird crown. It is worth 600 gold crescents, but is priceless to the tree gnomes at Area 26.

A spear is implanted on the floor. Transfixed is the head of a gingerbread golem from Area 23.

A hook on the wall. It holds a bag with 6 marbles and 3 pearls (100 gold crescent base value).

A stolen cuckoo clock from Room 15E in the Giant Shoe House. On the hour a small canary comes out and belches once for every hour.

Three black iron morning stars stolen from the hobgoblins of the Inner Ward.

A hook holding a gold amulet on a ribbon with writing that reads “Winner” worth 350 gold crescents.

A mounted carrot dipped in gold (worth 60 gold crescents) with a label “My First Carrot”.

There are windows in the north wall. At night the area is lit by torches.

Wednesday, December 14, 2016


5N WANDRA'S BEDROOM. This room is guarded by two fierce corn dogs.

2 Corn Dogs (AC 6; MV 12"; HD 2+2; hp 6, 11; #AT 1 bite; D 2-8; XP 53, 68)

These creatures resemble ears of corn with yellow dog heads and legs. They take double damage from heat or fire as their kernels explode and pop away from the body, giving off a pleasant fragrance.

This room is furnished as a bedroom. A wardrobe holds numerous dresses sized for a very tall woman. Among the furnishings are the following items of value: a silver comb (150 gold crescents), silver eating utensils and plates and bowls (ten piece set, total value 300 gold crescents), nine silver candle holders (worth 15 gold crescents each), a labeled potion of plant control (green, smells of lavender) in a stoppered glass flask, and a bag of beans.

The bag of beans holds 7 beans. When planted and watered the following will emerge.

#1 A bush grows. Its branches hold a total of 1275 gold crescents, hanging like fruit.

#2 A twenty foot high by up to twenty foot wide wall of fire is created, lasting for twelve turns.

#3 A small tree will grow. Its branches hold squirrels that hurl small acorns and insults in the common language.

#4 Green slime will bubble out of the ground in a small puddle.

#5 A geyser of black crude oil erupts with great force. Everyone within 20 feet is coated with it.

#6 A clothes tree will grow. It holds a pair of new blue slippers, some tattered underwear, and a human sized cloak of elvenkind.

#7 A large green egg will spring forth. It holds a green dragon hatchling (50%) or a baby basilisk (50%)

Tuesday, December 13, 2016


5M TOWER ROOM. Two broccoli men and two tomato men are stationed here.

4 Vegetable men (AC 10; MV 12”; HD 1; hp 2, 8, 5, 2; #AT 1; D Short sword; XP 12, 18, 15, 12)

There are few small windows and the room is lit by torches at night.

Monday, December 12, 2016


5L WATER CLOSET. This room is equipped with a flushing toilet, sink, and bath tub. Hot and cold water are available at the turn of a knob.

Sunday, December 11, 2016


5K SUN ROOM. The stairs from the throne room ascend twelve scale feet with a single landing half way up. There is a very thick hat rack which holds six woman's sun hats. There are large windows in the south and west walls. The room is furnished with couches, easy chairs, and coffee tables.

The hat rack is actually a kampfult.

Kampfult (AC 4; MV 3”; HD 2; hp 10; #AT 6 appendages; D 1; SA Surprise on a 1-3; XP 56)

It has an understanding with Wandra and is fed regularly in return for not attacking her or her minions.

Saturday, December 10, 2016


5J WATER CLOSET. This room features a flushing toilet and a sink with hot and cold running water.

Friday, December 9, 2016


The blade of this magical weapon looks like a huge green thorn. It acts as a +2 weapon. In the hands of a druid or dryad it has the following additional characteristics:

  • Acts as a +3 weapon
  • Once per day can grow a shaft and act as a spear +3 for one turn
  • Twice per week it can form a wall of thorns (cast at 4th level)

XP VALUE: 1,500

GP VALUE: 8,000


5I THRONE ROOM. This large room has a very high ceiling. Wandra Triskelion is seated on the throne near the east wall. She has 7 vegetable men courtiers attending here. One pea head guard is next to her and three others are on the balcony above north.

Wandra Triskelion, Chaotic Evil female human/plant hybrid sage (AC 7; MV 12”; HD 8 (4 sided dice); hp 21; #AT 1; D Thorn dagger; SA Magic use; S 13, I 17, W 9, D 17, C 14, CH 17; XP 860)

Major Field: Flora

Special Categories: Bushes & Shrubs, Flowers, Herbs, Trees

Minor Fields: Fauna, Supernatural & Unusual

Wandra look like a beautiful eight foot tall green-skinned woman. Instead of normal sage spells, Wandra can use the following magical abilities at will, one at a time, once per round: detect magic, locate plants, hold plant, speak with plants, and warp wood. When spell level is important treat her as an eighth level spellcaster. Once every other round she can cast a curse. This curse turns the victim into a vegetable man unless they save vs spells. If the victim turns into a vegetable man, they must make a second saving throw vs spells. If they fail the second saving throw, they will join forces with Wandra as if she was using a monstrous charm power on them.

Roll 1d8
Vegetable Man Type of Victim

Once turned into a vegetable man, the victim will possess all of their normal skills, hit points, class levels, etc. but they will take damage as if they had just turned into a wererat if they are wearing armor (see the Dungeon Master Guide page 23). In addition, they must re-roll their intelligence score using a 1d4+2. Despite their semi- to low intelligence, vegetable men can still read, but they are unable to cast spells.

7 Vegetable men (AC 10; MV 12”; HD 1; hp 6, 1, 7, 5, 8, 2, 2; #AT 1; D Short sword; XP 16, 11, 17, 15, 18, 12, 12)

One of each of the following vegetable men are here: carrot, broccoli, asparagus, potato, turnip, spinach, and tomato. This doesn't affect their statistics, just their appearance.

1 Pea head guard (AC 5; MV 9”; HD 1+1; hp 7; #AT 1; D Halberd; SA Vomit; XP 42)

3 Pea heads (on balcony) (AC 5; MV 9”; HD 1+1; hp 4, 5, 5; #AT 1; D Light crossbow or short sword; SA Vomit; XP 36, 38, 38)

Each pea head has 2-8 gold crescents. The pea heads on the balcony each have a small quiver holding 15 bolts.

The ceiling height is thirty scale feet (5 inches). The balcony is located about twelve scale feet above the floor. Their are large stained glass windows above the balcony. When it is night, Wandra has the hall lit by numerous torches and braziers. There is also a large fireplace in the west wall. The stairs go up twelve scale feet to Room 5K.

Thursday, December 8, 2016


5H EXPERIMENT ROOM. This room hold two pea head guards and a grapefruit man, who looks like a huge yellow ball with a face and limbs.

2 Pea heads (AC 5; MV 9”; HD 1+1; hp 5, 3; #AT 1; D Broad sword; SA Vomit; XP 38, 34)

Each pea head has 2-8 gold crescents.

1 Grapefruit Man (AC 10; MV 12”; HD 1; hp 5; #AT 1; D Military fork; XP 15)

If the grapefruit man is pierced with a sharp or stabbing weapon, some of his juice will spray out. The person who attacked the grapefruit man must save vs breath weapon or be blinded by the tangy juice for 1d4+1 rounds.

The many tables in the room hold all sorts of fruits and vegetables which Wandra concentrates on when testing how to make new types of vegetable men. There are small windows in the south and west walls.

Wednesday, December 7, 2016


5G KITCHEN. Two spinach men and a turnip man are making a meal of vegetable pie for Wandra Triskelion.

3 Vegetable men (AC 10; MV 12”; HD 1; hp 2, 3, 5 #AT 1; D Short sword; XP 12, 13, 15)

The room is furnished as a working kitchen with a large stove top that is holding boiling soup. A large tub holds ice and glass carafes of various juice types: tomato, apple, carrot, etc. There is a large sink with working faucets dispensing hot and cold water.

There are two large windows in the south wall. At night this room is lit by torches. The stairs lead down to the Dungeon Level.

Tuesday, December 6, 2016


5F WEAPONS' LOCKER. This small round room holds many weapons. Three asparagus men are polishing them with canola oil and labeling them.

3 Asparagus men (AC 10; MV 12”; HD 1; hp 3, 8, 2; #AT 1; D Short sword; XP 13, 18, 12)

Asparagus men are very thin. They look much like other vegetable men, with a face, arms, and legs.

The following normal weapons are here:

11 Broad swords
13 Glaives
9 Short swords
21 Spears
3 Voulges

Each normal weapon is labeled “This is a broad sword”, “This is a glaive”, etc.

There is also one black iron bastard sword which hums menacingly, has glowing red runes on its blade, and exudes a slight smell of brimstone that is labeled “This is not a magic weapon.”

Gargarspar, Chaotic Neutral bastard sword + 4 (Intelligence 13, Ego 9)
  • Can communicate by empathy, but only feels like committing violence, so interacting with it leaves the user feeling slightly uncomfortable unless they are very evil or afflicted with homicidal mania or similar insanity.
  • All commands for special powers must be given while yelling at the top of one's lungs.
  • Grants strength (as the magic-user's spell) 1/day, duration 6 turns
  • Shocks with successful hit for an additional 1d8 damage 3/day
  • Can shed light as a torch on command (obeying such commands 50% of the time).
  • Can shed darkness in a 15' radius 3/day, duration 2 turns. This does not allow user to see in darkness.
  • User must consume twice normal supply of food and must eat meat at every meal.

There are four small windows to the outside of the castle, which let in some light during the day time. At night the room is lit by two torches.

Monday, December 5, 2016



FREQUENCY: Very rare
MOVE: 28”
% IN LAIR: Nil
SAVE: Fighter 3
LEVEL/ X.P. VALUE: III/ 35 + 3/hp

Jumping beans are tremendously large bright blue kidney-shaped beans, about the mass of a cow. They move by jumping along at a fantastic speed for a land creature.

Jumping beans can be taught to serve as mounts. In this case, a saddle is placed on the indented area of the bean (the hilum). The front of the creature can be told apart from the back due to two light sensitive spots located anteriorly. They receive the cues to advance, stop, and turn by knee and heel movements made by the rider.

A jumping bean mounted by a strange or inexperienced rider may try to throw the offender. The jumping bean will buck and jump wildly. The rider in this predicament must roll a 1d100. If they roll less than their dexterity score times five, then they have managed to stay on the bean and it will submit to be ridden. If they fail, they are thrown and suffer 1d6 damage.

Jumping beans can jump up to 30' high and land on an opponent, causing 1d10 damage. This counts as a charge attack. They are plants and thus cannot be targeted by spells which affect the animal mind, such as sleep, charm person, or hold monster. Spells which affect plants, such as speak with plants and hold plant are effective against them.

A jumping bean can carry 6,000 gold pieces in weight at normal speed (including the rider), 8,000 at one-half speed.


5E BEAN ENCLOSURE. Around the corner from the courtyard there is a small fenced in area holding three jumping beans. They are guarded by two pea heads and three turnip men.

2 Pea heads (AC 5; MV 9”; HD 1+1; hp 5, 6; #AT 1; D Broad sword; SA Vomit; XP 38, 40)

Each pea head has 2-8 gold crescents.

3 Turnip men (AC 10; MV 12”; HD 1; hp 3, 6, 4; #AT 1; D Short sword; XP 13, 16, 14)

Turnip men look like very large turnips with arms and legs sticking out from their sides.

3 Jumping Beans (AC 6; MV 28”; HD 2+3; hp 17, 12, 16; #AT 1; D 1-10; XP 86, 71, 83)

The jumping beans are tethered to the fence. They are not violent by nature and will not fight unless attacked. If an inexperienced rider attempts to mount them, they will try to throw the character. The rider must roll under their dexterity score times five to master the bean. Failure will mean they have been thrown and suffer 1d6 damage.

Sunday, December 4, 2016


5D COURTYARD. This area is open to the sky. Scorched into the grass is the message “This is a courtyard” in half inch long (three feet in scale) letters.

Saturday, December 3, 2016


5C GREEN HALL. At first, the floor here appears to be a shaggy green carpet, but the strands of the carpet are moving rhythmically back and forth in a hideous and disquieting manner. This is actually a living plant like creature similar to a trapper.

Grass monster (AC 8; MV 3”; HD 4; hp 20; #AT See below; D 1d4; SA Crush; XP 205)

The size of the grass monster is shown on the map. If it is attacked without anyone trying to cross it it can reach out with a corner and attack once per round for 1d4 damage only. However, it prefers to wait to attack until several persons have stepped onto its surface. When a person has reached near its center, it will collapse upon itself. All those trapped inside will take 1d4 damage crushing per round without requiring a “to hit” roll by the monster.

It is very thin, so it cannot smother opponents like the trapper, and those trapped inside it can still use small weapons to attack it (short sword size or smaller). Anyone attacking the grass monster while it has people inside it have a 50% chance of doing an equal amount of damage to a random victim with each successful hit to the grass monster.

The grass monster is carnivorous and ignores plant life such as vegetable men and pea heads.

The stairs at the base of the tower lead up about two inches (twelve feet in scale terms) to Room 5O.

Friday, December 2, 2016

New Monsters!

Reading about the new monster books that have been coming out made me want to count how many I have posted.  Turns out I have posted 66, soon to be 67 by Monday, and I haven't even added the giant brain moles, giant flamingos, ghost spiders, tree gnomes, or sugar goblins from The Grounds yet!



MOVE: 9”
% IN LAIR: 25%
TREASURE TYPE: Individuals M
SAVE: Fighter 2
ALIGNMENT: Chaotic evil
SIZE: M (6' tall)
LEVEL/ X.P. VALUE: II/ 28 + 2/hp

Pea heads are bizarre and cruel part-plant humanoids with tiny green heads. They always lair above ground, to bask in the nourishing sunlight. They are poorly organized and have small brains, so they will frequently serve evil wizards or fighter lords. Though they do not eat meat, they will use dead men as fertilizer for their gardens, for they eagerly devour vegetables, fruit, and other plant matter.

Once per day, a pea head can vomit forth pea soup in the face of an opponent within 1”. The pea head must make a “to hit” roll vs armor class 10 minus magic and dexterity bonuses. The soup effect will be as follows:

Hot soup
1d4+1 heat damage
Thick soup
Save vs breath weapon or blinded for 1d4+1 rounds
Rotten soup
Save vs poison or suffer weakness (½ strength) for 1d4+1 rounds

Pea heads are immune to spells which affect persons or monsters (such as hold person, charm monster, or sleep), but are affected by spells which normally affect plants (such as hold plant).