85
DORMITORY. This large room is where the cult members normally slept.
There are about eighty rough cots with gray blankets and sheets.
The walls are painted in with vast gray worm-like shapes, meant to
inspire those cultists who still have their eyes. No wealth is here.
Saturday, April 30, 2016
Friday, April 29, 2016
NEW MAGIC ITEM: MYTHOLITH
This
magic statue is about one foot high and weighs about 300 gp weight.
It resembles a heavy-set woman sitting cross-legged, with ill-defined
face, large breasts, and upper extremities so faint as to be almost
absent. It is made of a bluish-gray firm stone. This magic item
may only be used by druids, it has the following properties:
- Druids who carry this item with them can memorize and additional spell of levels 1 to 4, provided that they are of a level high enough to use a spell of that level. If the stone is not on their person (such as in a backpack or sack, or being held), these spells may not be used.
- All spells cast by druids while the statue is on their person always act as though greater mistletoe is being used.
- Owning the stone causes the druids head and body hair to fall out, including any beard hair if the druid has such. These will be replaced with fine green foliage resembling ferns or soft pine needles. Thereafter, the druid does not need to consume food while out in sunlight.
- Owning the stone allows the druid to recover hit points at twice the usual natural rate.
- When placed in a garden or on the earth, it attracts beneficial insects and other animals, such as worms. Plants in such a garden grow at an increased rate. Plant monsters regenearte hit points at the rate of 1 per turn while in such a blessed garden.
XP
VALUE: 2,500
GP
VALUE: 15,000
UPPER DUNGEONS LEVEL THREE 84 RELIQUARY.
84
RELIQUARY. This room holds three stone tables. One each against the
east, south, and west walls. Each is draped with gray cloths,
decorated with interweaving worm designs.
The
east table holds a unholy water font of silver, gold, ivory, and fine
wood and a basin made of silver and gold. The basin is worth 9000
gold crescents and weighs 100 gp weight. The font is worth 1000 gold
crescents and weighs 800 gp weight. The basin currently holds 7
vials of unholy water, but it can fit up to 18 vials. Ten specially
leaded vials are here, made for holding holy or unholy water and
worth 3 gold crescents each.
The
south table is larger than the other two and holds a large gray
painted statue of a worm with a fanged mouth at each end. Four
emeralds are attached to the structure, two for each head, as if to
act as eyes. This statue will animate if touched, becoming a gray
skinned snake-like creature resembling and attacking as a giant
amphisbaena snake.
Man
Sized Two Headed Worm Statue (AC 3; MV 12”; HD 6; hp 23; #AT 2
bites; D 1-3/ 1-3; SA Poison; SD Not
harmed by cold; XP 613)
If
the beast is killed it will return to being a stone statue. The
emeralds are worth 350 gold crescents each.
The
west table holds a stone statue of a cross-legged extremely obese
stylized human figure. It is not painted gray like the many other
statues in the area, but is made of a bluish-gray solid stone. The
breasts are large and not well-defined. Ormond Triskelion discovered
this item during his travels, and he noticed that when he put it on
the ground it attracted large amounts of earthworms. He figured it
was a sacred item and brought it here. It is actually a druidic
magic item, a mytholith.
Thursday, April 28, 2016
UPPER DUNGEONS LEVEL THREE 83 CIRCULAR CHAMBER.
83
CIRCULAR CHAMBER. The room holds a large gray stone statue on a
raised platform. It has a domed ceiling, about twenty feet high at
its apex, and is well lighted by torches arranged on holders about
the circumference of the room.
The
central statue is about eight feet tall and the platform is another
three feet high. The statue is man-like in general shape but has a
very long neck and a ends bluntly, giving the impression of having a
worm grow from the torso, or perhaps having a worm's body for a head.
The hands are clasped together, as if in prayer.
Wednesday, April 27, 2016
UPPER DUNGEONS LEVEL THREE 82 CLERICS' WASH ROOM.
82
CLERICS' WASH ROOM. This has five bath room stalls against the east
wall. A large basin-like sink is near the south wall.
Each
stall holds a gray toilet with running water to flush waste. A pull
cord hangs from the ceiling for each toilet. All of the toilets have
their pull cord on the right of the toilet except for the center one,
which is on its left. If the pull cord for the center toilet is
pulled twice quickly in succession, the secret door will reveal
itself. the whole toilet will sink and the wall will move back and
to the right exposing the corridor leading to Rooms 93. This process
involves well-oiled machinery and is almost silent.
The
secret door can be closed from the corridor side by a lever on the
north wall of the corridor, or it can be closed on the room side by
pulling the cord twice again.
The
sink to the south is very similar to the one in Room 81, but it has
hot and cold water faucets and the faucet heads are decorated to
resemble worms.
Tuesday, April 26, 2016
Outer Ward Maps updated.
New Map pages up. I've finished the Outer Ward Map pages, all converted over from photobucket, with which I've been having problems. They should be working. Next up is the Inner Ward Maps.
This is the Outer Ward Lower Level.
This is the Outer Ward Lower Level.
UPPER DUNGEONS LEVEL THREE 81 WASH ROOM OF THE DAMNED.
81
WASH ROOM OF THE DAMNED. One Orthodox cleric guards this room with
two cultists and some undead servants. They are more wary of attacks
by heretics coming from the east door than they are from intruders
coming through the west door.
Wernogard
the Fervent, Lawful Evil male human Cleric of the Worm God (AC 5; MV
9“; C3; hp 15; #AT 1; D Hammer; SA Spell use; SD Only
surprised on a 1, see invisible; S 10, I 8, W 13, D 10, C 9,
CH 3 (14 to Worm Cultists only); XP 185)
First
Level Cleric Spells:
Cause
Fear, Cure Light Wounds, Darkness
Second
Level Cleric Spells:
Spiritual
Hammer
2
Worm Face Cultists (AC 5; MV 9"; F2; hp 10 each; #AT 1; D
Scimitar; SD Only surprised on a 1,
see invisible; XP 65 each)
6
Worm Face Zombies (AC 5; MV 6"; HD 2; hp 5, 4, 7, 7, 12,
12; #AT 1; D Scimitar; SA Always lose initiative; SD Limited spell
immunity; XP 30, 28, 34, 34, 44, 44)
Wernogard
is dominating the zombies . He has 31 gold cylinders, each worth one
gold crescent. He wears chain mail armor and a great helm and has
the Kiss of the Worm God stigmata. He carries an extra hammer for
the spiritual hammer spell and a cursed silver holy
symbol of the worm god like the others seen in this area.
The
cultists and zombies are armored the same as Wernogard. The cultists
each have between 7 and 12 (1d6+6)
small gold cylinders, while the zombies have no money.
The
zombies have been raised from Orthodox cultists slain in combat. It
may not be immediately apparent that they are zombies since they are
armored and carry weapons. If the delvers pay attention to their
appearance, however, they will note that the worms under their visors
do not writhe, and each zombie has sustained severe wounds which are
not bleeding. They are also slow.
The
room is furnished as a bath room. There are four toilets near the
north wall with working draw-pulls that flush away the contents very
similar to a modern toilet. A large basin-like sink with running
cold water is against the south wall.
Monday, April 25, 2016
NEW MAGIC ITEM: SLORM
This
is an intelligent lawful evil long sword +3. It has a dull gray
metallic blade and has the following characteristics:
- It can be used as a standard +3 long sword in melee.
- It can STRETCH to a length of 15 feet, hitting opponents up to that distance from the wielder. In this case it manifests a tiny mouth and appears to be made of a gray rubbery substance. When it attacks in this fashion it will bite, although the damage is the same as a +3 long sword. It will also cause the victim to save versus poison or be slowed. When attacking like this it is willful, and the attack is made at one level lower than the skill of the wielder.
- Intelligence 12
- Ego 9
- Communicates through semi-empathy
- Detects evil and good in 1”
- Unlike most other magic swords, it does not shed light
XP
VALUE: 1,600
GP
VALUE: 10,500
NEW MAGIC ITEM: TRI-HAMMER
This
magic hammer may be wielded as a normal weapon, in which case it is
+2 to hit and damage. Alternately, it can be used in the following
fashion:
The
wielder raises the hammer to their own eye level, says 'Tri-Hammer'
loudly, and lets go of the weapon. This formal activation takes
either one round or all surprise segments if the owner has gained
surprise.
At
this point, the hammer will magically triplicate itself. Each hammer
will act independently of the owner and do one of the following:
- The first is the parrying hammer, it effectively improves the owner's armor class by 1 as it intercepts attacks and hinders opponents.
- The next is the melee hammer. It acts similar to a sword of dancing, striking as a +1 weapon as wielded by a 5 hit die monster. It stays within two feet of the owner at all times and does not need to return to the owner's hand.
- The third is the hurled hammer. It acts by itself as a hurled +1 weapon, subject to the usual restrictions in range (short 1”, medium 2”, long 3”). It has a fire rate of once per round and returns to the vicinity of the owner after each attack before launching itself again. It also attacks as a 5 hit die monster.
The
melee and hurled hammers will choose their own targets each round
from among the owner's enemies. If the owner is not in melee or
missile weapon range it is possible that one or both will remain
idle. The owner does not need to concentrate in order for the
Tri-Hammer to work,
and may cast spells, engage in combat, and perform any other normal
actions at the same time the Tri-Hammer
is working.
XP
VALUE: 7,000
GP
VALUE: 36,000
UPPER DUNGEONS LEVEL THREE 80 SACRISTY.
80
SACRISTY. Eight Orthodox Worm Cultists are here, wary of attack by
the heretics.
Preng, Worm Cultist Captain (AC 4; MV 9“; F5; hp 24; #AT 1; D Slorm +2 to damage due to strength; SD Only surprised on a 1, see invisible; S 17, I 12, W 9, D 15, C 8, CH 3 (15 to Worm Cultists only); XP 369)
Preng, Worm Cultist Captain (AC 4; MV 9“; F5; hp 24; #AT 1; D Slorm +2 to damage due to strength; SD Only surprised on a 1, see invisible; S 17, I 12, W 9, D 15, C 8, CH 3 (15 to Worm Cultists only); XP 369)
Flangorr the Reverent, Lawful Evil male human Cleric of the Worm God (AC 5; MV 9“; C1; hp 6; #AT 1; D Footman's Mace; SA Spell use; SD Only surprised on a 1, see invisible; S 10, I 11, W 13, D 13, C 9, CH 3 (12 to Worm Cultists only); XP 40)
First Level Cleric Spells:
Bless, Cure Light Wounds
3 Worm Face Cultists (AC 5; MV 9"; F2; hp 10, 11, 12; #AT 1; D Scimitar; SD Only surprised on a 1, see invisible; XP 65, 68, 71)
3 More Worm Face Cultists (AC 5; MV 9"; F1; hp 3, 4, 7; #AT 1; D Scimitar; SD Only surprised on a 1, see invisible; XP 26, 28, 34)
All of these cultists wear chain mail armor and great helms. They have all received the Kiss of the Worm God so the writhing gray worms are clearly visible through the slits of their helmets. Each of the fighters carries between 7 and 12 (1d6+6) small gold cylinders, each equivalent in value to a gold crescent. Preng has 74 cylinders and Flangorr has 17 cylinders. Preng also has the magic sword Slorm. Both Preng and Flangorr have a small silver holy symbol of the worm god on a chain around their necks. These appears to be worth 10 gold crescents, but are cursed. If placed around the neck, they causes blindness in 1d4 rounds unless a saving throw vs poison is made.
The room holds several tables clothed with gray cloths. There are many sacred objects here. There are six silver chalices (50 gold crescents each), a dozen silver candlesticks (30 gold crescents each), a specially made iron helmet decorated with silver, gold, and ivory (600 gold crescents), and a silver scimitar (80 gold crescents, functional as a silver weapon vs lycanthropes, etc.). All of these objects are decorated with worm-related designs and ornamentation.
Sunday, April 24, 2016
UPPER DUNGEONS LEVEL THREE 79 BLAFTOX'S WAR ROOM.
79
BLAFTOX'S WAR ROOM. This room is furnished with a large table and
several chairs. The leader of the Orthodox Worm Cult is here with
her bodyguards.
Blaftox
the Devout, Lawful Evil female human Cleric of the Worm God
(AC 4; MV 9“; C6; hp 30; #AT 1; D Tri-Hammer; SA Spell use;
SD Only surprised on a 1, see
invisible; S 15, I 16, W 16, D 15, C 12, CH 3(18 to Worm
Cultists only); XP 640)
First
Level Cleric Spells:
Bless,
Cause Fear, Command, Cure Light Wounds (X2)
Second
Level Cleric Spells:
Chant,
Find Traps, Hold Person (X2), Snake Charm
Third
Level Cleric Spells:
Animate
Dead, Dispel Magic
4
Worm Face Cultists (AC 5; MV 9"; F2; hp 18, 14, 16, 11; #AT 1; D
Scimitar; SD Only
surprised on a 1, see invisible;
XP 89, 77, 83, 68)
All
of these cultists wear chain mail armor and great helms. They have
received the Kiss of the Worm God so their worm papillae can be seen
through their visors. Each of the fighters carries between 7 and 12
(1d6+6) small gold cylinders, each equivalent in value to a gold
crescent. Blaftox has 74 such cylinders, an elaborate silver holy
symbol (45 gold crescents), an iron bar for the hold person
spell, and three specially leaded crystal vials (5 gold crescent
value each). One holds unholy water for the bless spell, one
holds human blood for the animate dead spell, and one holds a
dried human finger (flesh and bone) for the animate dead
spell.
Saturday, April 23, 2016
UPPER DUNGEONS LEVEL THREE 78 GUARDED CORRIDOR.
78
GUARDED CORRIDOR. This hall is guarded by two of Blaftox's trusted
clerics.
Dunbak
the Flagellant, Lawful Evil male human Cleric of the Worm God (AC 5;
MV 9“; C3; hp 16; #AT 1; D Footman's Flail; SA Spell use; SD Only
surprised on a 1, see invisible; S 12, I 11, W 14, D 12, C 15,
CH 3(10 to Worm Cultists only); XP 189)
First
Level Cleric Spells: 2
Cure
Light Wounds (X2), Protection From Good (X2)
Second
Level Cleric Spells:
Hold
Person
Carbonak
the Defiant, Lawful Evil female human Cleric of the Worm God (AC 5;
MV 9“; C3; hp 15; #AT 1; D Footman's Mace +1 to damage due to
strength; SA Spell use; SD Only
surprised on a 1, see invisible; S 16, I 14, W 15, D 13, C 10,
CH 3(14 to Worm Cultists only); XP 185)
First
Level Cleric Spells: 2
Cure
Light Wounds (X2), Light (X2)
Second
Level Cleric Spells: 1
Hold
Person, Silence, 15' Radius
These
clerics wear chain mail armor and great helms, with their worm-like
excrescences on their faces clearly visible writhing through the
slits of the helm. They each have 11-30 (1d20+10) small gold
cylinders and each has a small silver holy symbol like Slosh does
(see Room 75).
They
each have a small straight piece of iron for the hold person
spell and Dunbak has three crystal vials (each worth5 gold crescents)
of human blood for the protection from good spell.
Friday, April 22, 2016
UPPER DUNGEONS LEVEL THREE 77 WEAPON ROOM.
77
WEAPON ROOM. This room holds weapon racks. A large wooden table is
near the north wall.
There
are 17 spears, 21 scimitars, and 9 daggers. All are in good
condition.
The
table holds whetstones, files, and oil for sharpening weapons.
Thursday, April 21, 2016
Updating Maps, New Level PDF Expected Soon, Links to Castle Triskelion
I
will be fixing the maps to the right. I am creating blogger pages so
that the maps should be easier to open. Every time I open up
photobucket it takes forever. Now all you will have to do is click
on the map and 'view image' on your browser. You should be able to
download the maps. Let me know if it isn't working out. All the
Upper Dungeons are fixed already.
When
I finish this level, there will be a Sublevel 3A, then I'm going to
The Grounds, which is like the back yard of the Castle.
&
Magazine and I have been working on putting out more pdfs for the
Inner Ward. I really appreciate Brian and Handley's work. I realize
that they are spending a tremendous amount of their time putting out
a free magazine and I hope it is as appreciated by the rest of the
OSR (and mainstream RPG) community as much as it is by me. I'll let
you know as we get closer to finishing the editing and are ready to
post it at & Magazine.
Next,
it has been already two months (!) since Jens at Disoriented Ranger
sent me a shout out here. Thanks! I appreciate it so much. There
are a couple of sites listing megadungeons that have linked me:
http://tikijoegames.blogspot.com/2015/03/mega-dunegon-marchpart-1.html
http://therustybattleaxe.blogspot.com/p/dungeon-links.html
http://quasarknight.blogspot.com/2016/03/a-comprehensive-list-of-megadungeons.html
There's
a few more out there. I apologize if I didn't link back to you.
UPPER DUNGEONS LEVEL THREE 76 STORAGE ROOM.
76
STORAGE ROOM. This room contains fifty seven wooden crates and
twenty six large wooden casks. Most of the crates hold fresh
vegetables and fruit, salted and smoked meat and fish, and preserved
foods like pickles and jams in glass jars. The casks hold drinkable
water. There are easily enough provisions to support a hundred
people for three or four months.
Wednesday, April 20, 2016
UPPER DUNGEONS LEVEL THREE 75 CONTEMPLATION ROOM.
75
CONTEMPLATION ROOM. This room was originally used to place for
cultists to come and meditate about the greatness of the Worm God,
but the gray homespun prayer mats have been placed aside and the room
now holds men on guard for trouble and their priest.
6
Orthodox Worm Cultists (AC 5; MV 9"; F1; hp 7, 4, 1, 3, 8, 2;
#AT 1; D Scimitar; SD Only surprised
on a 1, see invisible; XP 34, 28, 22, 26, 36, 24)
Slosh
the Penitent, Lawful Evil male human Cleric of the Worm God (AC 5; MV
9“; C4; hp 20; #AT 1; D Hammer; SA Spell use; SD Only
surprised on a 1, see invisible; S 12, I 11, W 14, D 10, C 12,
CH 3 (15 to Worm Cultists only); XP 265)
First
Level Cleric Spells:
Cause
Fear, Command, Darkness
Second
Level Cleric Spells:
Resist
Fire, Silence, 15' Radius
All
of these men wear chain mail armor and have received the Kiss of the
Worm God. Each of the fighters carries between 7 and 12 (1d6+6)
small gold cylinders, each equivalent in value to a gold crescent.
Slosh has 20 such cylinders, a glass vial of mercury stoppered with a
cork for the resist fire
spell, and a small silver holy symbol of the worm god on a chain
around his neck. This appears to be worth 10 gold crescents, but it
is cursed. If placed around the neck, it causes blindness in 1d4
rounds unless a saving throw vs poison is made.
The
men are seated about a table, and are wary of attacks from the
heretics. They are not interested in fighting random adventuring
parties, and if they are not immediately attacked and their reaction
rolls are high enough, Slosh may bring them to Blaftox in Room 79 in
order to enlist the adventurers against the heretics.
Tuesday, April 19, 2016
UPPER DUNGEONS LEVEL THREE 74 ABANDONED SACRISTY.
74
ABANDONED SACRISTY. This room holds numerous wooden tables, spread
with heavy gray tablecloths embroidered with worm-related designs.
Under one table, hidden by its low-hanging cloth there is a wooden
box with an open top holding seven gold rings. These rings are large
and resemble napkin rings but are actually used to hold scrolls.
Each is worth 70 gold crescents.
Monday, April 18, 2016
UPPER DUNGEONS LEVEL THREE 73 CIRCULAR CHAMBER.
73
CIRCULAR CHAMBER. This room looks much like Room 70. The ceiling is
about twenty feet at the apex of its dome and there is a large,
raised central statue. The room is unlit, however, and the floor is
littered with corpses. Two groups appear to have struggled with
each other and the bodies suffer from stab wounds and slashing cuts.
Seven of the corpses belong to men and women in heavy gray robes, not unlike those worn by the pilgrims in Room 70. Another five wear chain mail armor and great helms, like the cultists from Room 12, Upper Dungeons Level Two.
Seven of the corpses belong to men and women in heavy gray robes, not unlike those worn by the pilgrims in Room 70. Another five wear chain mail armor and great helms, like the cultists from Room 12, Upper Dungeons Level Two.
Each of the five chain mail wearing cultists has between 7 and 12 small gold cylinders, each worth one gold crescent. They appear to have been armed with scimitars. If their faces are examined, they will show the 'Kiss of the Worm God' stigmata. In death, the worms are not moving, of course.
The seven robe wearing cultists have daggers but wear no armor. Each has 5 to 14 (1d4+10) small gold cylinders. If these bodies are disturbed, however, their mouths will gape wide, and an otherwise quiescent gray wormpawn will slither out of their body. Once one worm has emerged, the others will do so on the next round.
7 Gray Wormspawn (AC 7; MV 9”; HD 2+1; hp 12, 12, 15, 13, 6, 12, 7; #AT 1 bite; D 1-4; SA Drain blood for 4 hit points per round; XP 86, 86, 95, 89, 68, 86, 71)
The great gray-painted statue in the center of the room is that of a large muscular man with his face showing worm-like lesions of the face above the mouth, like the 'Kiss of the Worm God'.
Sunday, April 17, 2016
UPPER DUNGEONS LEVEL THREE 72 WORM GATE.
72
WORM GATE. This portcullis is made of strong iron bars decorated
with writhing and crawling worms. One bar is thicker than the
others. It holds a key-hole, and if the key is inserted, mechanisms
inside will cause the portcullis to raise. It is kept oiled and will
not attract wandering monsters. It can also be opened by a knock
spell or other magic. If forced (bend bars/lift gates roll) or
broken down by force, it will call for an immediate wandering
monsters check.
Saturday, April 16, 2016
UPPER DUNGEONS LEVEL THREE 71 SIDE ROOM.
71
SIDE ROOM. Nine more pilgrims are here, dressed like the ones in
Room 70, but they are reclining or resting on rough mats and gray
carpets. Four are sorely wounded from battles in the dungeon, two
are elderly, and three suffer from chronic diseases. They are hoping
from relief from the Worm God.
9
Pilgrims (AC 10; MV 3”; HD 1-6 hit points; hp 1 each; #AT 1; D
Dagger; XP -)
Each
is so debilitated they strike at -4 on “to hit rolls”.
The
room is lit by a hooded lantern. There are seven flasks of oil,
nineteen torches, flint and iron with tinder, standard rations to
allow forty people to survive for three weeks, several full
waterskins, 200 feet of rope, and three iron tithe boxes holding a
total of 6 gold crescents, 232 silver spanners, and 624 copper
pieces. At the beginning of the journey Arlondon brought fifty
pilgrims into the dungeon, but the ones here and in Room 70 are all
that are left.
Friday, April 15, 2016
UPPER DUNGEONS LEVEL THREE 70 CIRCULAR CHAMBER.
70
CIRCULAR CHAMBER. This large circular room holds about two dozen
figures, wearing heavy gray robes which obscure their faces. They
are arranged prostrate before the large central statue. The room
has a domed ceiling, approaching twenty feet and is well lighted by
torches arranged on holders about the circumference.
23
Pilgrims (AC 10; MV 12”; HD 1-6 hit points; hp 6, 2, 1, 4, 3, 6, 5,
3, 6, 1, 3, 5, 6, 1, 6, 3, 2, 2, 3, 3, 4, 5, 2; #AT 1; D Dagger; XP
11, 7, 6, 10, 9, 11, 10, 8, 11, 6, 8, 10, 11, 6, 11, 8, 7, 7, 8, 8,
9, 10, 7)
Arlondon
Messwack, Pilgrim Leader, Lawful Evil male human Fighter (AC 5; MV
9”; F4; hp 19, #AT 1; D Long sword +1 to damage due to strength; S
17, I 15, W 13, D 10, C 11, Ch 17; XP 185)
These
are men and women who have been recruited by Arlondon Messwack to
join the cult. They are strong in their new found belief and willing
to fight if attacked. They are all new and have not experienced any
of the body modifications earned by other cultists. They have agreed
to give all their possessions to the worm cult, so they have no
treasure.
Arlondon
has a key which allows the gate at Area 72 to open easily. He wears
chain armor under his robe and has a belt pouch with 53 gold
crescents, 12 silver spanners, and 6 copper pieces. His job is to go
out and recruit, thus his high Charisma score. He also has not
experienced any worm-related changes to his body, to keep him from
being too scary while trying to recruit.
Despite
his alignment, he really is not interested in a combat. The trip
here is, of course, dangerous, and he has lost several new followers
to monsters already. He has arrived very recently and is unaware of
the schism currently taking place within the cult. He also doesn't
know about the harpies that have taken control of the chapel area
(Rooms 62 to 69).
The
central statue is raised on a pedestal. It is gray stone and has the
torso of a man and the lower body of a great snake or worm. It's
head is devoid of expression, except for three mouths, located at
equidistant points each one third of the way around the head. It has
three large muscular human arms, with two in the normal position and
a third projecting out of the back.
Thursday, April 14, 2016
UPPER DUNGEONS LEVEL THREE 69 SECRET ROOM.
69
SECRET ROOM. The walls of this room are decorated with bas-relief
stonework of men with no facial features except mouths. In the
center of the room is a stone table supporting the body of a
mummified man strapped to the table by metal braces. Another stone
table is against the north wall, holding treasures.
The
body is that of Karnath Zhul, once an important member of the Worm
Cult. He tried to splinter the group away from the leadership of
Ormond Triskelion a generation ago. He was defeated and imprisoned.
For his heresy, he was mummified alive so that he could never be
returned to the earth to be consumed by and reborn as a worm, the
greatest punishment available to the twisted logic of the Worm Cult.
Karnath
is currently only a corpse, and a badly treated one at that. His
desiccated body shows signs of burn marks, and areas where the skin
was removed from the underlying muscle. His head is covered by a
metal stylized mask of a man screaming. He does not have the
traditional mummy-like wrappings, however. He can be awakened to act
as a mummy if the Gray Tear is placed into a small cone-shaped cavity
in his chest. If this is performed he will serve the one who
awakened him, though he can never regain hit points if wounded and he
will turn to dust if brought to 0 hit points or if exposed to
sunlight.
Karnath
Zhul (AC 3; MV 6”; HD 6+3; hp 39; #AT 1; D 1-12; SA Fear,
paralyzation, disease; SD Limited spell immunity; XP 1462)
The
stone table against the north wall holds cult objects: a gold staff
with a twist to its head like a shepherd's crook (meant to resemble a
striking worm) worth 1000 gold crescents, an intricate silver and
ivory arm band resembling twisting worm-like creatures worth 800 gold
crescents, and a gold chalice (100 gold crescents) full of the gray
liquid that brings the Kiss of the Worm God (see Room 63).
Wednesday, April 13, 2016
UPPER DUNGEONS LEVEL THREE 68 PUZZLE STATUE.
68
PUZZLE STATUE. This short passage ends in a gray stone statue of a
man holding a book in front of him. Inscribed on the stony open
pages of the book are the words: “NOURISH YOUR HATRED AND
IT WILL SERVE YOU”. About his neck is a stone-worked version of
the gray tear (see Room 92)
On the north wall, there are letters arranged in a 6 X 6 grid. If the letters 'H', 'A', 'T', 'R', 'E', and 'D' are pushed in that order, the secret door to Room 69 will open.
On the north wall, there are letters arranged in a 6 X 6 grid. If the letters 'H', 'A', 'T', 'R', 'E', and 'D' are pushed in that order, the secret door to Room 69 will open.
Tuesday, April 12, 2016
UPPER DUNGEONS LEVEL THREE 67 HIDEOUSLY TRAPPED STATUE.
67
HIDEOUSLY TRAPPED STATUE. A large statue is at the end of this short corridor. As the
corridor is approached, the sickening smell of rotting flesh becomes
almost unbearable.
The
gray-painted stone statue is tall, about eight feet, and that of a
muscular man in ornate armor. Four wicked looking scythe-like claws
extend from his sides, like great legs of a scorpion or spider. Its
eyes are rubies. A demonic-appearing face is working into the chest
and abdomen of the statue, and a twitching pair of harpy legs extend
from the horribly fanged mouth.
The
statue is an obviously sprung trap, having caught the harpy. She is
now a zombie, and will emerge from the maw of the chest-face.
Harpy
Zombie (AC 8; MV 6”; HD 4; hp 18; #AT 2 claws and 1 weapon; D
1-3/1-3 and short sword; SA Always lose initiative; SD Limited spell
immunity; XP 132)
She
can be turned, any roll that would affect three zombies will also be
effective against her.
The
statue is trapped in two places. The eyes are real rubies (1500 gold
crescents each), but if they are touched, the scythe-like claws of
the statue will clamp shut, attacking as a fifth level fighter. If
they strike, they will do 1d12+6 points of damage. The tongue of the
chest face is painted bright gold and this attracted the harpy to her
doom. Anyone who reaches in to investigate it must save versus
paralyzation or the jaws will extend out(!) and crush down for
1d10+10 points of damage.
Monday, April 11, 2016
UPPER DUNGEONS LEVEL THREE 66 STATUE AND TREASURE.
66
STATUE AND TREASURE. This short passage terminates in a gray statue resembling a
writhing worm wrapped around a sword. Four corpses are here. One is
a twilight dwarf, while the other three are gnolls. All show signs
of having been fed upon (by the harpies) recently. The harpies keep
their treasure in an untidy pile: 376 copper pieces, 222 silver
crescents, 543 gold crescents, 85 Sealean copper zithers, 18 Sealean
silver harps, a gold ring worth 350 gold crescents , a silver plate
with an embossed head of a griffin valued at 100 gold crescents , and
a silver scroll case worth 55 gold crescents.
Sunday, April 10, 2016
UPPER DUNGEONS LEVEL THREE 65 CHAPEL UPPER LEVEL.
65
CHAPEL UPPER LEVEL. This upper level consists of a 'U' shaped
walkway supported by very thin pillars and guarded by a bannister.
It gives an excellent view of Room 62 and can only be reached from
the Lower Chapel by the two sets of stairs. The floor of the Upper
Chapel is fifteen feet above the Lower Chapel. The three passages
beyond the archways can only be seen from this upper level.
Saturday, April 9, 2016
UPPER DUNGEONS LEVEL THREE 64 HARPIES' CHARMED SLAVES.
64
HARPIES' CHARMED SLAVES. Three men are here, victims of the
harpies' charm ability. The harpies have been torturing them
(see lowered hit points) and are going to eat them soon. If a party
fights with the harpies in Room 62, but do not defeat them, the
harpies are 75% likely to command these men the guard them against a
repeat attack and move them to Room 62. If all three harpies have
been killed before these men have been encountered, the men will be
freed of the charm, otherwise
they will resist violently those who try to take them away from the
harpies, who they believe are sweet nymphs that they are in love
with.
Gaucho,
Jungo, and Caldomar, male human men-at-arms (AC 10; MV 12”; HD 4 to
7 hit points; hp 2, 1, 1, (normally 7, 5, 5); #AT 1; D By weapon
type; XP 7, 6, 6 (normally 12, 10, 10))
Gaucho
is Chaotic Neutral and wields a long sword. Jungo is Chaotic Good
and has a spear and a dagger. Caldomar is Lawful Evil and has a
military fork. They have given all their money to the harpies.
Friday, April 8, 2016
UPPER DUNGEONS LEVEL THREE 63 STATUE GALLERY.
63
STATUE GALLERY. This short hall is joined to the main chapel by
impressive arches carved with squirming stonework worms, serpent-like
beasts, and multi-armed monstrosities somewhat resembling octopoid
life seen through the eyes of a demented sculptor. The three
free-standing statues within the alcoves are similarly bizarre, each
painted gray and resembling a Triskelion statue, complete with
Phrygian cap and normal style of rainment, but having disturbing
differences.
The
face of the north statue is a mass of feelers, tentacles, or worms
instead of normal features from above the mouthy extending to the
forehead. The hands are arranged in front, cupping a bowl of pale
gray syrupy liquid. If any amount of this fluid is consumed, the
imbiber must save versus poison receive the blessing known as the
kiss of the worm god, a disease that will slowly cause polyps to grow
from the face until the eyes and nose have been completely replaced
by moving worm-like growths. The recipients of this blessing are
known as 'Kissed by the Worm God'. They will be blinded but become
super-sensitive to their surroundings in other ways. They will only
be surprised on a 1 (in 6), can see invisible, and have their
Charisma score immediately drop to 3 (except to worm cultists, for
whom their charisma score improves by 1). A side effect is that the
blind Kissed are now more sensitive to sound-based attacks, including
the harpies' song, and make saving throws at -4 against them. It can
be reversed by a cure disease
spell if cast be a cleric of at least 10th level requiring holy water
prepared by a gold or platinum receptacle as an additional material
component.
The
central statue holds a sharp sickle made of gold and black iron. The
face appears to have a malevolent smile. It is trapped, and if
approached a pressure plate two feet from the base of the statue will
cause it to swing the sickle at the place where a person would be two
feet from its chest. This attacks as a fifth level fighter and does
1d8+2 damage with a successful strike. The sickle can be removed if
the stone fingers are broken. It is worth 500 gold crescents for its
gold and craftsmanship.
The
south statue has its head completely replaced by a long sinuous gray
pseudopod or tongue-like structure. This is actually a great gray
sacred worm occupying the hollowed out body of the statue. It will
be still until approached.
Gray
Worm (AC 5; MV 9”; HD 6+1; hp 31; #AT 1 constrict; D 2-8; SA
Constriction; XP 473)
It
is capable of crawling out of its home within the statue. It can
constrict in the same way as a giant constrictor snake but it will
not attack those who have the kiss of the worm god.
Thursday, April 7, 2016
UPPER DUNGEONS LEVEL THREE 62 CHAPEL LOWER LEVEL.
62
CHAPEL LOWER LEVEL. This room is one of the most sacred to the worm
cultists and is a site of important rituals. It has been recently
been occupied by three harpies. The worm cultists are planning on
driving them out, when they get their succession issues resolved.
The
harpies will begin singing when they notice the adventurers. They
prefer to reside in the Upper Chapel (described as Room 65), and will
wait as entranced adventurers climb the steep stairs fifteen feet up
in order to deal with them. If this technique proves unsuccessful,
they will engage the party in combat, attempting to touch and charm
adventurers if possible.
Harpy
1 (AC 7; MV 6”/15”; HD 3; hp 17; #AT 2 claws and 1 weapon; D
1-3/1-3 and by weapon type; SA Singing & charm, missile weapon;
XP 211)
Harpy
2 (AC 7; MV 6”/15”; HD 3; hp 14; #AT 2 claws and 1 weapon; D
1-3/1-3 and by weapon type; SA Singing & charm; XP 187)
Harpy
3 (AC 7; MV 6”/15”; HD 3; hp 13; #AT 2 claws and 1 weapon; D
1-3/1-3 and by weapon type; SA Singing & charm, missile weapon;
XP 199)
These
harpies have blue hair and purple-gray feathers. Their talons are
bright yellow and their skin is dull gray. The first harpy has a
short sword, a short bow and a quiver with six arrows and two arrows
+1. The second has a scimitar
and the third has a cleaver (treat as hand axe), a short bow
and quiver with five arrows.
This
room smells foul and the floor is littered with excrement, bones, and
offal. The slightly arched ceiling is thirty feet high and radiates
an unpleasant dull gray light that is enough to see by although it is
uncomfortable the eyes, causing a dull ache after a few minutes.
The two sets of steep stairs lead up fifteen feet to the Upper
Chapel, as mentioned above. The walkways of Room 65 overlook the
center of this room and are supported by numerous pillars. An
additional eight pillars are present in the center of the room,
reaching to the ceiling.
The
walls are made of the same raised stucco-like substance with weird
spiral designs found throughout the Church of the Worm. When not
viewed directly, they appear to writhe and wriggle in a disquieting
way.
The
dais in the north portion of the room has an ornate gong with a
hanging mallet. Behind the dais are scattered weapons and
possessions belonging to doomed adventurers: a falchion, two
longswords, three daggers, a lucern hammer, three normal shields, and
scraps of armor. The stairs from the south ascend twenty five feet
to Room 68 of Level 2.
UPPER DUNGEONS LEVEL THREE 62 TO 97 CHURCH OF THE GRAY WORM.
62
To 97 CHURCH OF THE GRAY WORM. The style of this area is different
from the rest of the level. Archways, lintels, and doors are
decorated with intertwined gray-painted designs resembling worms.
The walls are made of an irregular raised white substance like
stucco, shaped into spiral designs.
Wednesday, April 6, 2016
UPPER DUNGEONS LEVEL THREE 61 SLOPING PASSAGE.
61
SLOPING PASSAGE. This wide corridor slopes down at a slight grade to
the west. It slopes down fifty feet over one thousand feet of
corridor, giving it a a grade of 0.05, and it can only be detected by
gnomes, dwarves, etc. using their ability to notice grades and
slopes. It leads to the Twilight Dwarves' Sublevels “House of Air”
and “House of Earth”.
Tuesday, April 5, 2016
UPPER DUNGEONS LEVEL THREE 60 SECRET ROOM.
60
SECRET ROOM. The secret door to this room is quite cunningly
concealed from the great corridor. Most characters will half only
half the normal chance of spotting it. Thus elves, for example, have
only a 1 in 12 chance of spotting it as they walk by, or a 1 in 6
chance if actively searching for it. Dwarves, however, have a 1 in 6
chance of noticing it if they walk by, or a 2 in 6 chance if actively
searching.
The
mechanism for opening it involves a hidden switch inside one of the
eyesockets of the monstrous faces that line the corridor. Once
triggered, the door will move in and ascend due to a system of
pulleys. This is fairly quiet, but will take several segments,
giving the occupants of Room 60 plenty of warning. Thus, the four
twilight dwarves within this room will not be surprised under normal
circumstances.
Lorfleet
Thungerbarbs (AC 5; MV 6”; F4; hp 18; #AT 1; D Broad sword or
dagger; S 15, I 14, W 11, D 9, C 15, Ch 9; XP 180)
Lorfleet
carries 14 gold mabans, 7 electrum lugdushes, 18 silver khurams, and
56 copper ganes.
3
Twilight Dwarf Guards (AC 5; MV 6”; F2; hp 7, 12, 8; #AT 1; D
Footman's military pick or dagger; XP 56, 71, 59)
Each
guard has both a pick and a dagger. Each carries 0-7 (1d8-1) mabans,
0-9 (1d10-1) lugdushes, 0-19 (1d20-1) khurams, and 1d100 ganes.
These
guards are neutral in alignment and are not apt to act violently,
unless attacked or the party includes obviously monstrous beings.
They are here to guard the mines of the Twilight Dwarves, but are
also open for trade with wealthy adventurers. If the party does not
attack them, they will be willing to guide them down Corridor 61 to
the caverns of the dwarves.
Against
the north wall is a winch and crank system that opens the massive
door at Area 59. It has not been used in the last three years.
Monday, April 4, 2016
UPPER DUNGEONS LEVEL THREE 59 TWILIGHT GATE.
59
TWILIGHT GATE. These massive double doors are made entirely out of
steel and lead and reach all the way to the fourteen foot tall
ceiling. They are decorated with magic runes which read 'TWILIGHT
GATE'. They can be read by any dwarf, elf, gnome, magic-user, or
illusionist (100% chance). A thief, assassin, or bard can read them
if he or she makes a 'Read Languages' special function roll.
The
doors are four feet thick and so heavy and artfully made that it
would require great strength, mass, and /or ability to move them,
such as that of multiple giants, titans, earth elementals, stone or
iron golems, or very large dragons. A maul of the titans
employed by a person of at least 21 strength and used repeatedly, a
chime of opening, or certain artifacts could also open it. A
good guide for attempts to break it down can be found on page 109 of
the Dungeon Master's Guide, treating this structure as twice
as strong as 'Hard Rock' and having a defensive point value of 45.
Attempts to batter the door, however, make a huge amount of noise and
call for immediate and subsequently frequent random encounters rolls.
Teleport
and dimension door would work, but attempts at most types of
scrying will be blocked by the lead built into its structure. It is
not locked or barred, so knock spells and such will not be
effective. It is up to the Dungeon Master to adjudicate attempts to
open the door, but it will be clear to most that even the combined
strength and mass of a typical adventuring party is not capable of
performing the feat.
The
twilight dwarves use a complicated system of pulleys and levers built
in to the walls surrounding the door to open it quite easily. The
mechanism for doing so is found in Room 60.
Sunday, April 3, 2016
UPPER DUNGEONS LEVEL THREE 58 STAIRS UP.
58
STAIRS UP. These stairs lead up twenty five feet to Room 53 Upper
Dungeons Level 2.
Saturday, April 2, 2016
UPPER DUNGEONS LEVEL THREE 57 LONG PASSAGE.
57
LONG PASSAGE. This corridor travels about three miles, where it
meets Room 57 in the fourth dungeon level of the Red Keep (see the
Grounds).
Friday, April 1, 2016
UPPER DUNGEONS LEVEL THREE 56 STAIRS DOWN.
56
STAIRS DOWN. These stairs lead down forty feet to Room 84 on
Sublevel 3A.
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