66
ROOF OF THE BLACK TOWER. The roof is about twenty feet above the
ground. The sides are adorned with merlons. The secret trap door
goes to a staircase leading to Room 65.
Friday, September 30, 2016
Thursday, September 29, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 65 TRIPLE CONUNDRUM.
65
TRIPLE CONUNDRUM. There are three beautiful maidens in this room,
each wearing a silk gown (none armed). Each is strapped to a bed by
leather straps, and each appears to be in deep sleep.
The
northern-most maiden is actually a sea hag who has been put under an
illusion and an enchanted slumber by Sersay. She was the original
owner of the Black Tower until she was defeated by the witch.
Ull
Morda the Sea Hag (AC 7; MV 12”//15”; HD 3; hp 14; #AT 1; D By
weapon type; SA Weakness, death gaze; MR 50%; XP 642)
The
next, central, bed is occupied by a female ghoul under an illusion by
Sersay and strapped down here. She can't claw, but she can bite, if
someone tries to kiss her.
Female
Ghoul (AC 6; MV 9"; HD 2; hp 10; #AT 2 claws, 1 bite; D
1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 85)
The
final, southern bed holds a female human, the daughter of the bandit
king Hrogmar the Wicked on Level 8. Sersay put her in an enchanted
slumber and has sent a ransom note to Hrogmar to bargain for her safe
return. She has asked for magic items for the safe return of his
daughter.
Londaloss,
Neutral female human Fighter (AC 8; MV 12”; F4; hp 23, #AT 1; D By
weapon type +1 due to strength; S 17, I 14, W 8, D 16, C 15, Ch 18;
XP 205)
Ull
Morda and Landaloss can be wakened by a kiss. Ull Morda will try to
get the party to free her. What she really wants is to get revenge
on Sersay. Landaloss wants to be returned to her father. Each gown
is worth 400 gold crescents.
Wednesday, September 28, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 64 MEN IN BLACK.
64
MEN IN BLACK. The first floor is about ten feet above the ground
floor. Two guards are here, each wears black chain armor and has a
writhing pink-orange mass of tentacles instead of a head (actually
they have a sea anemone for a head, it is just hard to tell). They
are two human heroes polymophed by Sersay the witch (see Room
67). They will not attack unless someone tries to enter Room 65, but
they are unable to communicate with their strange heads.
Hrans
and Fanz, Neutral male human Fighters (AC 5; MV 12”; F5; hp 23, 26;
#AT 2; D Long sword and head tentacles +3 to damage due to strength;
SA Paralysis; XP 413, 431)
Hrans
and Fanz each have a strength in the 18/01-50 range. Their
head-tentacles can make a separate melee attack, doing no damage but
acting like a ghast's touch (save or paralyzed for 6d4 turns). They
are being forced to work for Sersay hoping she will restore them to
their natural forms if they serve faithfully.
Tuesday, September 27, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 63 THE MAN WHO IS A CLAM.
63
THE MAN WHO IS A CLAM. This room takes up all the ground level of
the Black Tower. It is brightly lit by torches and there are no
windows. A strange figure sits at the table to the east, facing the
door. He appears to be human, except for a head shaped like a great
gray clam with two googly eyes.
The
Man Who Is A Clam, Lawful Neutral male (human?) Monk (AC 5; MV 21”;
Mo7; hp 24; #AT 3/2; D 3-9; S 15, I 15, W 15, D 15, C 15, CH 6; SA
Surprise on 22 in 100, chance to stun or kill; SD Dodge, mask the
mind, immune to disease, immune to haste and slow,
feign death, heal 2-5 hit points once per day; XP 1165)
Thief
skills: OL 52% F/RT 50% MS 55% HS 43% HN 25% CW 94%
On
the table in front of him are three clam shells and a placard that
reads “1 game 100 gold crescents”. He cannot talk but will
gesture to invite adventurers to play a shell game with him.
The
Man Who Is A Clam has been cursed into this shape, granted
temporary immunity to aging, and doomed to play a shell game with
whoever passes by until he wins 1000 games (he is currently at 989).
The Man Who Is A Clam has hands that are so fast and fluid and he is
so tricky from past experience that participants only have a 1 in 6
chance of winning unless they cheat.
Each
time he wins he the 100 gold crescents will vanish, but each time he
loses he will hand over a black pearl (500 gold crescent base
value). These pearls are supplied by the curse.
He
wears a loose threadbare robe. He has a clam shucking knife (treat
as dagger) which does +4 to damage due to his monk bonus, but he can
only use it once per round, unlike his open hand damage as provided
in the above stats. He also has a set of thieves' tools. A pile of
discarded clam shells is on the floor next to him, as they provide
his primary means of sustenance.
The
Man Who Is A Clam will never seek to attack, since he only wants to
win games and free himself from the curse. If he is attacked
and killed, the person who performed the killing blow will fall under
this curse unless they save versus spells at -10. Once under
the curse the doomed one cannot lose on purpose and must win
1000 games. Naturally, the Dungeon Master is free to allow other
means to end such as curse, as he or she chooses for the
campaign.
If
The Man Who Is A Clam is freed from the curse he will take up
his wandering monk lifestyle again. It has been so long since he was
cursed that he no longer remembers his name.
Monday, September 26, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 62 ISLAND AND BLACK TOWER.
62
ISLAND AND BLACK TOWER. The island is artificial. It is made of a
jumble of large gray rocks, each with an ovoid shape. The fog on the
main shore is not found on the island. The tower is made of black stone and has two floors and
a roof. There is a single door on the west aspect, ground floor.
Sunday, September 25, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 61 WONDER CAVE.
61
WONDER CAVE. Two formidable looking faces are carved into the rock,
located at areas 'A' and 'B'. Carved into the north rock wall are
the words “Evocarnata Giocherellonata”.
The
face at area A looks like a gigantic demon face, with a mouth large
enough for a person to pass through while the face at area B looks
like an abstract terrified human face (a bit like Edvard Munch's The
Scream). Its mouth is much smaller, a man would have to crawl in to
enter the cavity.
If
the words on the north wall are read aloud, one of the following will
happen:
1d12
|
Result
|
1
|
The
demon face will spit out an angry piscodaemon.
|
2
|
The
screaming face will stick a long tentacle-like tongue out and try
to grab the reader (attack as 16+ HD monster). If it hits it will
drag the reader inside its mouth and chomp for 5-20 points of
damage. If it misses it will retract the tongue with a whimper.
|
3
|
The
demon face will spit out a diamond (base value 5000 gold
crescents).
|
4
|
The
screaming face will scream causing 2d4 damage to everyone in the
room (save vs spells for half damage).
|
5
|
The
demon face will animate and offer to take the reader where ever
they want to go (teleport without error) if they climb into
its mouth. It will keep its word.
|
6
|
The
screaming face will weep holy water (about 10 vials worth).
|
7
|
The
demon face will spit out an imp, who will serve the reader
faithfully for one day before abandoning the party forever (with a
cackle).
|
8
|
The
screaming face will change to a smile. It looks scarier than the
scream.
|
9
|
The
demon face will answer any one question asked by the reader
truthfully (Dungeon Master's decision on whether the demon face
knows the answer to the question).
|
10
|
The
screaming face will exhale a rain cloud which will then cause a
minor downpour. No damage but torches will be extinguished.
|
11
|
The
demon face will telepathically beam a random third level
magic-user spell into the reader's mind. The reader may now use
the spell as a spell-like ability (instantaneous, no components
needed) once only.
|
12
|
The
screaming face will cast fear (as the wand) at everyone
except the reader, who will instead gain +3 on to hit and damage
rolls when facing his or her next combat.
|
Piscodaemon
(AC -1; MV 6”//18”; HD 6; #AT 2 pincers; D 2-16/2-16; SA Seize,
venom; SD Never surprised, water based attacks are -1 per damage die,
invisibility, half damage from acid, cold, and fire, hit only
by silver, cold forged iron, black iron, or magic weapons; MR 60% to
1st level spells; XP 455 + 6/hp)
Imp
(AC 2; MV 6”/18”; HD 2+2; #AT 1 tail; D 1-4; SA Poison, Magic
use; SD Regenerate 1 hit point each round, magic or silver weapon to
hit, immune to magical cold, fire and electricity, save versus spells
as 7 HD creature; MR 25%; XP 275 + 3/hp)
Saturday, September 24, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 60 DAEMON'S DEN.
60
DAEMON'S DEN. A piscodaemon has made this cave its lair.
Slorgrath
the piscodaemon (AC -1; MV 6”//18”; HD 6; hp 31; #AT 2 pincers; D
2-16/2-16; SA Seize, venom; SD Never surprised, water based attacks
are -1 per damage die, invisibility, half damage from acid,
cold, and fire, hit only by silver, cold forged iron, black iron, or
magic weapons; MR 60% to 1st level spells; XP 641)
Slorgrath
has three silver scroll tubes (each worth 10 gold crescents). The
first holds a magic user's scroll of fireball, locate
object, and pyrotechnics.
The second holds a folded portable
hole.
The last holds the following map map
of this level:
Friday, September 23, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 59 PUZZLE PIECE.
59
PUZZLE PIECE. A weird creature is here. It looks a bit like a giant
black frog with its head replaced by a swarming mass of black
tentacles.
Terrible
Beast (AC 4; MV 12"; HD 6; hp 34; #AT 6 tentacles; D Rot grub;
XP 554)
The
awful creature can attack with up to six tentacles per round. On a
successful hit it has deposited a rot grub on the victim.
Rot
Grubs (AC 9; MV 1”; HD 1 hit point; hp 1 each; #AT 0; D Nil; SA
Burrow into flesh; XP -)
A
large stone statue is here. It resembles a poorly formed cyclops,
except its eye is actually a golden star shaped amulet (2000 gold
crescent value) that fits neatly into the statue in Room 22.
Thursday, September 22, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 58 SLOPE DOWN.
58
SLOPE DOWN. This tunnel gradually slopes down to level 4. Dwarves,
gnomes, and certain humanoids may notice this slope if using their
detection ability.
Wednesday, September 21, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 57 SLUBS AND GRUBS.
56
CARRION CAVE. Two carrion crawlers are here, eating the body of a
third carrion crawler, who has an axe in its head.
2
Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp 24, 11; #AT 8
tentacles; D Paralysis; XP 676, 624)
The
axe is a boar axe.
57
SLUBS AND GRUBS. This cavern is lit by large amounts of
phosphorescent fungi, which has attracted nine slub beetles. A human
form lies near the southwestern portion of the cave.
8
Slub Beetles (AC 4; MV 1”/9”; HD 1-3 hit points; hp 3, 3, 2, 2,
2, 1, 1, 3; #AT Nil; D Nil; SA Collision; XP 8, 8, 7, 7, 7, 6, 6, 8)
The
human form is the corpse of a middle-aged male human wearing plate
armor. It wears a great helm stylized to resemble a boar's face and
decorated with gold inlays (600 gold crescents value). On the body
are six torches, flint and steel, forty feet of rope, seven iron
spikes, a small hammer (used to drive the spikes), and a pouch of 34
gold crescents and 6 copper pieces. The corpse is also infested by
rot grubs.
6
Rot Grubs (AC 9; MV 1”; HD 1 hit point; hp 1 each; #AT 0; D Nil; SA
Burrow into flesh; XP -)
Tuesday, September 20, 2016
NEW MAGIC ITEM: BOAR AXE
This
battle axe is decorated with the tusked face of a boar. It appears
to be made of solid gold, but is stronger and harder than gold has
any right to be. It has no '+' to hit or damage but can hit
creatures that can normally only be hit by +3 or better magic
weapons. When it strikes it does 1d8 damage but any roll of a '1' is
instead re-rolled as 2d8 damage.
XP
VALUE: 700
GP
VALUE: 4,000
UPPER DUNGEONS LEVEL 3A SALT MERE 56 CARRION CAVE.
56
CARRION CAVE. Two carrion crawlers are here, eating the body of a
third carrion crawler, who has an axe in its head.
2
Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp 24, 11; #AT 8
tentacles; D Paralysis; XP 676, 624)
The
axe is a boar axe.
Monday, September 19, 2016
UPPER DUNGEON LEVEL 3A SALT MERE 55 BEWARE FALLING ROCKS.
55
BEWARE FALLING ROCKS. A yellow sign is posted here, before the cave
entrance leading to Rooms 56 to 61.
Rubble
chokes the passage entrance. Anyone entering or exiting must save vs
paralyzation (this is a dodge roll) or take 2d6 damage from very
sensitive loose falling rocks which are dislodged by footsteps.
Sunday, September 18, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 54 CASETHON'S CAVE.
54
CASETHON'S CAVE. A water naga inhabits this twenty foot deep
freshwater pool. She is regarded as a goddess by the fishmen,
froglodytes, and lizard men, who occasionally gift her with gold and
pearls.
Casethon
the Water Naga (AC 5; MV 9”//18”; HD 7; hp 32; #AT 1 bite; D 1-4;
SA Poison bite, spell use; XP 831)
First
Level Magic user Spells:
Friends,
Mending, Nystul's Magic Aura, Read Magic
Second
Level Magic user Spells:
Magic
Mouth, Mirror Image
Third
Level Magic user Spells:
Hold
Person, Protection From Evil 10' Radius
Casethon
is a bit shy but curious. If she is given a something shiny (gold,
gems, jewelry) worth at least 100 gold crescents she will give a kiss
in return which will allow the recipient to breathe water and swim as
if they wore a ring of free action
for one day.
If
visited another day, she will have new random non-fire-based spells.
As a monster , she does not require components to cast spells.
At
the bottom of her pool she keeps the following treasure: 5 pearls
worth 500 gold crescents base value each and 2507 gold crescents
worth of gold nuggets and clunky froglodyte and fishmen jewelry.
Saturday, September 17, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 53 FOUNTAIN OF TOOTH.
53
FOUNTAIN OF TOOTH. This magnificent fountain is decorated with stone
bas-relief teeth: incisors, molars, canines. The water is hard
(high in mineral content) and tastes a bit metallic. Drinking even a
sip of this water will cause the imbiber to grow a new tooth. If the
character is missing a tooth, the missing spot will be repopulated.
If not, a supernumerary tooth will grow.
Gaining
one tooth has absolutely no game effect and as many teeth as a
desired can be gained through this method. However, if excessive
(greater than about a dozen teeth are gained), they will affect
breathing and cause a -1 to constitution. If more than two dozen
teeth are gained, they will clog the mouth and the character will die
of asphyxiation (as per drowning rules) unless they are surgically or
magically removed.
Friday, September 16, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 52 LOST RUIN.
52
LOST RUIN. This large cavern contains large blocks of masonry and
fallen pillars. This place is taboo, froglodytes and other
intelligent monsters on this level (fangtooth fishmen, lizard men,
and mock lobsters) do not come here and will not enter this place
unless giving chase to fleeing adventurers. For purposes of
wandering monsters in this room ignore results of these monsters and
treat them as 'no encounter' instead.
Thursday, September 15, 2016
NEW MAGIC ITEM: RING OF FRYING
This
ring enables its wearer to cast the equivalent of a flame
strike
spell once per day, doing 6-48 (6d8) points of damage. The target is
entitled to a saving throw in which case damage is halved (3d8).
XP
VALUE: 1,000
GP
VALUE: 5,000
UPPER DUNGEONS LEVEL 3A SALT MERE 51 XENOPIAN'S ROOM.
51
XENOPIAN'S ROOM. A foul froglodyte wangateur inhabits this room.
Xenopian,
Froglodyte Wangateur (AC 5; MV 12”//15”; HD 4; hp 22; #AT 2 claws
and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage due
to strength; SA Steam breath for 2d6, chant; XP 238)
With
a single round of preparation, Xenopian can channel the unclean
spirit of a type ii demon. When he does so his mouth swells to
obscene proportions and he has the new statistics:
Demon-possessed
Xenopian (AC 53 MV 12”//15”; HD 4; hp 22; #AT 2 claws and 1 bite
or 1 weapon; D 1-3/1-3/4-16; SA Attack as a 6+ hit die monster, use
the following abilities at will: darkness 15' radius, cause
fear (as a fear wand), levitate (as an 8th level
magic-user), detect invisible objects, telekinese 3,000
gold piece weight; MR 55%; XP 751)
Xenopian
keeps a fat gold idol of a hideous froglike deity here worth 4000
gold crescents. Its eyes are black pearls and its belly is hollow,
capable of being reached through the wide open mouth. Within are two
poisonous snakes.
2
Poisonous Snakes (AC 6; MV 9”; HD 1; hp 4, 5; #AT 1 bite; D 1; SA
Poison; XP 49, 50)
The
snakes' poison is relatively weak, save at +2 failure causes death.
Along with the snakes there are three small moonstones (base 10 gold
crescent value) and a ring of frying.
Wednesday, September 14, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 50 SMALL CAVE.
50
SMALL CAVE. Two froglodytes are here. They are armed with spears,
which they will throw before combat.
2
Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 14, 15; #AT 2 claws
and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage due
to strength; SA Steam breath for 2d6; XP 181, 185)
Each
has a gold bracelet decorated with horrid and sinister runes. The
bracelets are worth 100 gold crescents each, or 150 each if the
offensive etchings are removed.
Tuesday, September 13, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 49 CAVE OF THE TRISKELION STATUE.
49
CAVE OF THE TRISKELION STATUE. This statue is of a laughing man with
a staff. It is dressed as is typical of such statues: bare of chest,
with a Phrygian style hat, and skirt-like base like those used in
antique armor. Nine small holes are in its chest, made to accept the
nine prongs on the whip found in Room 79.
If
the prongs from the whip are fitted in its chest, it will release its
magic staff, a staff of striking with 25 charges.
Monday, September 12, 2016
UPPER DUNGEONS LEVEL 3A 48 ANOTHER HOT SPRING.
48
ANOTHER HOT SPRING. This hot water spring is about ten feet deep and
choked with seaweed. It holds eight immature froglodytes, more
developed than those in Room 47 with actual forelimbs and only small
tails remaining.
8
Froglodyte Young (AC 6; MV 6”//15”; HD 2; hp 14, 7, 9, 5, 12, 13,
8, 6; #AT 1 bite; D 1-3; Size S; XP 48,
34, 38, 30, 44, 46, 36, 32)
The
water is still hot, but will not cause damage if entered.
Sunday, September 11, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 47 HOT SPRING.
47
HOT SPRING. A mother froglodyte is here, counting her pearls. She
will allow intruders to leave if they give her a gem or piece of
jewelry.
Female
Froglodyte (AC 5; MV 12”//15”; HD 4; hp 23; #AT 2 claws and 1
bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size L; XP 217)
Fourteen
immature froglodytes are swimming in the spring. They will emerge if
there is violence to swarm intruders. These small froglodytes still
have their tails and lack front legs.
14
Froglodyte Young (AC 6; MV 3”//12”; HD 1; hp 2, 5, 5, 6, 3, 7, 3,
2, 4, 5, 3, 6, 8, 8; #AT 1 bite; D 1-3; Size S; XP 12,
15, 15, 16, 13, 17, 13, 12, 14, 15, 13, 16, 18, 18 )
The
spring is freshwater and searing hot. Anyone finding themselves
immersed will take 1d3 points of heat damage per round. It is merely
comfortably warm for young froglodytes, of course.
The
froglodyte's eight pearls are worth 100 gold crescents base value
each.
Saturday, September 10, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 46 BOSS FROG.
46
BOSS FROG. A large froglodyte is here. He is a loner and likes to
bully the other males.
Froglodyte
(AC 4; MV 12”//15”; HD 5+3; hp 28; #AT 2 claws and 1 bite or 1
weapon; D 1-3/1-3/1-6 or by weapon +3 to damage due to strength; SA
Steam breath for 2d6; XP 393)
He
wears a silver anklet worth 300 gold crescents and a silver armband
worth 450 gold crescents. They both are shaped like some kind of eel
or snake and don't look crude like the jewelry made by the
froglodytes or fangtooths.
Friday, September 9, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 45 PANTRY.
45
PANTRY. Two female froglodytes are here, amusing themselves by
throwing mud and stones at the captives in the penned-in area (marked
in gray on the map).
2
Female Froglodytes (AC 5; MV 12”//15”; HD 4; hp 15, 20; #AT 2
claws and 1 bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size S; XP
185, 205)
The
pen is made of woven seaweed stalks and branches. The captives in
side are bound by crude ropes made from similar stuff. There are two
lizard men and a human. If not rescued they will be the guests of
honor at an upcoming feast.
Lentago
and Garbanzo, Lizard Men (AC 5; MV 6”//12”; HD 2+1; hp 9, 12; #AT
3 or 1; D 1-2/1-2/1-8 or by weapon type +1 to damage due to strength;
XP 62, 71)
Silus,
Chaotic Good male human man-at-arms (AC 7; MV 9”; HD 4 to 7 hit
points; hp 7; #AT 1; D By weapon type; XP 12)
Thursday, September 8, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 44 KILLERS' KENNEL.
44 KILLERS' KENNEL. Three male froglodytes are here, handlers of six killer
frogs.
3
Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 16, 13, 19; #AT 2
claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage
due to strength; SA Steam breath for 2d6; XP 189, 177, 201)
Each
froglodyte carries a trident and two daggers. The toughest
froglodyte has a golden belt with a mother-of-pearl buckle worth 700
gold crescents.
6
Killer Frogs (AC 8; MV 6”//12”; HD 1+4; hp 5, 10, 8, 11, 12, 7;
#AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP
46, 56, 52, 58, 60, 50)
Wednesday, September 7, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 43 SLOPING PASSAGE.
43
SLOPING PASSAGE. This passage slopes down towards the Middle
Dungeons Level 4, Area 104.
Tuesday, September 6, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 42 FOUNTAIN OF RUTH.
42
FOUNTAIN OF RUTH. This cave holds a marvelous fountain filled with
clear bubbling water. It is adorned only with the name “RUTH'.
Any person who drinks even but a drop of this liquid will find their
name changed to Ruth. Anyone who addresses this person will call
them Ruth and any stranger who meets this person will immediately
know their name is Ruth. The name change will last for 24 hours. If
the person wishes they may keep the name Ruth.
Any
person who drinks whose name is actually Ruth will lose their name
for 24 hours. The water will lose its magnificent properties if
taken from the room.
Monday, September 5, 2016
NEW MONSTER: EEL HOUND
EEL
HOUND
FREQUENCY:
Very rare
NO.
APPEARING: 1-6
ARMOR
CLASS: 4
MOVE:
12”//12”
HIT
DICE: 6
%
IN LAIR: 30%
TREASURE
TYPE: C
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-10
SPECIAL
ATTACKS: Water
blast for 6 hit points damage, surprise on 1-4
SPECIAL
DEFENSES: Only surprised on a 1,
immune to cold
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 6
INTELLIGENCE:
Semi-
ALIGNMENT:
Neutral evil
SIZE:
M
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: V/ 350 + 6/hp
Eel
hounds are thought to originate on some elemental plane or watery
hell. They are sometimes found on the material plane in service to
some evil creature.
Eel
hounds may bite with their great fanged mouths or squirt a high
pressure blast of water up to 1” distance, causing 6 points of
damage per blast. If the opponent is able to save versus dragon
breath, they will take one-half damage.
Eel
hounds are capable of a quiet slithering movement, and surprise on a
1-4 (out of 6). They have excellent senses, and they are surprised
only on a die roll of 1 (out of 6). The suffer no damage from cold
attacks.
Description:
Eel hounds are pale blue to dark black. Their eyes are bright blue
and luminous. Teeth are pale green.
UPPER DUNGEONS LEVEL 3A SALT MERE 41 SLACKENSLAV'S ROOM.
41
SLACKENSLAV'S ROOM. This room is guarded by an eel hound.
Eel
hound (AC 4; MV 12”//12”; HD 6; hp 29; #AT 1 bite; D 1-10; SA
Water blast for 6 hit points damage,
surprise on 1-4; SD Only surprised on a 1, immune to cold; XP 524)
The
room is furnished as an opulent bedroom. Curtains obscure the bare
rock and the bed has silk sheets . A large chest holds 7 pearls
(base value 500 gold crescents each) and 14 golden armband decorated
with an 'S' worth 100 gold crescents.
Sunday, September 4, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 40 SPAWNING POOL.
40
SPAWNING POOL. Slackenslav the fish priestess is here. Five female
fangtooths are in the pool.
Slackenslav,
Lawful Evil female hybrid fish Cleric (AC 4; MV 9“; C5; hp 17; #AT
1; D Footman's Mace +2 +1 to damage due to strength; SA Spell
use; S 17, I 16, W 15, D 12, C 14, CH 17; XP 377)
First
Level Cleric Spells:
Bless,
Command, Cure Light Wounds X2, Darkness
Second
Level Cleric Spells:
Chant,
Hold Person, Silence, 15' Radius, Snake Charm
Third
Level Cleric Spells:
Cause
Blindness
Slackenslav
wears chain armor chased with gold (worth 2500 gold crescents if
intact, considerably less if damaged. Her gold torch holds a large
pearl and is worth 3500 gold crescents. Her mace is encrusted with
mollusk shells, engraved with runes, and infused with silver. It
doubles as her holy symbol and in the hands of any one other than a
fangtooth or hybrid fish man it is only +1 in its magic. She has a
small piece of iron for the hold person spell. For the
purposes of the bless spell, any saltwater should be
considered holy for her.
5
Fangtooth Fish Wives (AC 4; MV 9”//18”; HD 4+4; hp 23, 22, 12,
22, 18; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-12 or by
weapon +2 to damage due to strength; XP 205, 200, 150, 200, 180)
The
fish wives are not armed. Each has a 50% chance of wearing a piece
of crude gold and/or silver jewelry (bracelet, armband, necklace,
torc, or anklet) worth between 31 and 130 (1d100+30) gold crescents.
Slackenslav
is not usually aggressive. In fact she will be down right friendly
if the adventuring party includes humans. She is looking for willing
men and women to breed a race of hybrid warriors by unholy congress
with fish men or fish wives. All of her previous volunteers were
slaughtered recently in a raid by froglodytes. If forced to combat
she will prefer to use her spells to support the fish wives. If she
is losing badly she will flee under cover of darkness, going
north to get hybrid fish men from Rooms 38 and 39, or to flee towards
the salt mere, depending on which direction the adventurers came
from.
The
pool is used for holding eggs. Hundreds of 7 inch long eggs are at
the bottom. When they hatch they will release either a fangtooth
fish man spawn (look like nasty looking fish with large mouth and
sharp teeth) or a fish man-human hybrid (looks like a 6 inch long
human baby with gills). The fish man spawn travel by an underground
channel to the mere, where the mature. The hybrid children are
collected and raised by Slackenslav as warriors, reaching human adult
height in six months. The fish men spawn once per year and the
hybrids in Rooms 38 and 39 are only nine months old.
Saturday, September 3, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 39 BARRACKS.
39
BARRACKS. This is another barracks, very similar to Room 38. Four
hybrid fishmen are here.
4
fangtooth fishmen hybrid Fighters (AC 6; MV 6"; F3; hp 21, 23,
20, 12; #AT 1; D Trident or dagger +1 to damage due to strength of
17; XP 144, 152, 140, 108)
These
fishmen hybrid are equipped like those in Room 38, with scale armor
and gold armbands worth 100 gold crescents. The room also contains a
fresh water fountain.
Friday, September 2, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 38 BARRACKS.
38
BARRACKS. This rough cave is furnished as barracks, such as used by
human soldiers, with bunks, footlockers, etc. Six fangtooth fishman
hybrids, half-man, half-fishman are stationed here.
6
fangtooth fishmen hybrid Fighters (AC 6; MV 6"; F2; hp 7, 11, 8,
15, 14, 13; #AT 1; D Trident or dagger +1 to damage due to strength
of 17; XP 56, 68, 59, 80, 77, 74)
These
warriors look much like normal men, but are extremely pale, have
larger than normal sized eyes, and gills. Each carries both a
trident and a dagger and each wears scale mail and a golden armband
decorated with an 'S' worth 100 gold crescents. When not wearing
their armor they can move at 12”, like a man, and can swim at 9”.
They are fanatically loyal to Slackenslav and will obey hr commands
without question.
The
fountain is bubbling with clean fresh water, good to drink but having
no magic properties. A search of the room will things usually used
by fighters (whetstones, rags and oil for cleaning weapons, etc.)
Thursday, September 1, 2016
UPPER DUNGEONS LEVEL 3A SALT MERE 37 NEISS'S ROOM.
37
NEISS'S ROOM. Neiss, an unusually large fangtooth fishman, makes his
lair here.
Neiss,
Unpopular Fangtooth Fish Man (AC 3; MV 9”//18”; HD 5+5; hp 36;
#AT 2 claws and 1 bite; D 1-8/1-8/2-16; XP 366)
He
is disliked by the other fangtooths due to his cannibalistic
tendencies. He wears a huge gold torc with a black pearl inset (4500
gold crescent value).
Despite
how he appears, Neiss is actually exceptionally intelligent and can
be reasoned with if approached from a position of strength. While
not quite a leader, he was previously very influential in the fishman
community (such as it is) before the arrival of Slackenslav (Room
41), who displaced him. He hates Slackenslav and covets her staff.
He also desires to kill and eat her.
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