Friday, March 31, 2017

THE GROUNDS 17 SOUTH TRISKELION STATUE.

17 SOUTH TRISKELION STATUE. This statue is of a crying man with a nine tailed whip. A copper crown is over the statue's head, surrounding the Phrygian style cap. It is oversize, as if made for an ogre and worth 90 gold crescents.

Thursday, March 30, 2017

THE GROUNDS 16 BROKEN KEEPER.

16 BROKEN KEEPER. The disabled metal humanoid body of a Keeper is lying face down here. It was attacked by some degenerate halflings and desperately wants to return to Area 14. It has already been away from its pool for more than five hours and will die soon.

Keeper (AC 6; MV 12"; hp 1 (normally 5); #AT 1 fist; D 1-4; SA Possession; XP 11 (normally 15))

It will attempt to possess any person who touches it. Treat this as a magic jar attack. The keeper's intelligence will be 5-7 (1d3+4) and its wisdom will be 2-8 (2d4). If it possesses the body of a character, it will attempt to walk to Area 14. Once there, it will relinquish its hold on the character as it returns to its home.

Wednesday, March 29, 2017

OPENING THE THIRD EYE

When the magic donkey in Room 15F gives it kiss, it ca open a third eye in the forehead of the lucky person. When the third eye is opened, it is a form of mental awakening but also a physical change as a third eye will really appear on the forehead of the person.
  • This eye can manifest once per day an it will do so for the duration of one combat or one turn, whichever is greater.
  • In combat, the user of the third eye may gaze for one round at an opponent as they probe for weaknesses. Following that one round of concentration, they are now at +6 to hit and +2 to damage for the remainder of that combat.
  • Out of combat, the eye may also be used to identify magic items. It does so with no chance of failure and can do so for as many items at it can gaze at in one turn (quite a few as it turns out).

I will add this text to the description for Room 15F.

THE GROUNDS 15ZZ SUPER SECRET ROOM.

15ZZ SUPER SECRET ROOM. This room holds four large chests.

Chest 1: 310 gold crescents

Chest 2: 214 gold crescents and four gems (topaz, base value 100 gold crescents each)

Chest 3: Six pairs of solid gold cobbler elf-sized shoes (70 gold crescents each for a total value of 840 gold crescents)

Chest 4: 431 silver spanners

Tuesday, March 28, 2017

Update on Random Encounters Table for the Grounds of Castle Triskelion

I finally got a chance to revisit the rough draft of the Random Encounter Tables for the Grounds.  I changed up the monsters a bit and added the stat blocks.  You can find it here.

THE GROUNDS 15YY SECRET ROOM.

15YY SECRET ROOM. This room holds numerous opened chests. The decaying body of a human male is propped against the north wall, a dagger sticking out from its back.

The adventurers who killed the man took most of the treasure from this room, There remains 124 copper pieces that they could not be bothered with.

The corpse is the physical body of the Restless Dead from Room 15XX. It wears battered chain mail armor and is missing its shoes. Its shoes are, of course, in Room 15XX.

If the body is given last rites or even a simple prayer, it will dispell the Restless Dead and give quadruple experience points (240 xp). At this point the Restless Dead will reform before the 24 hour period (if it was defeated) and become visible, looking like a human fighter, but ghostly and transparent. It will lead the party to the secret door to Room 15ZZ before vanishing forever.

Monday, March 27, 2017

THE GROUNDS 15XX ATTIC.

15XX ATTIC. This room holds many odd pieces of furniture, bric-a-brac, and chests. One of the restless dead inhabits this room, a human adventurer who was treacherously killed by his party members in a dispute over treasure.

Restless Dead (AC 6; MV 12”; HD 2; hp 12; #AT 1-4; D 1-2 each; SD Invisible, limited spell immunity, silver or magic weapons to hit, regeneration; XP 60)

The restless dead is invisible, but wears shoes, so one can somewhat guess its position and attacks against it are only at -2 to hit. It cannot strike out physically, but picks up random objects like a poltergeist, and throws them at people. It can throw 1d4 objects per round and does 1d2 points of damage with each successful strike. It is immune to mind affecting spells such as sleep, charm, and hold. It can also be turned as a shadow. If it is reduced to 0 hit points it will be dispelled for 24 hours and return fully regenerated to this same room at the end of that time. The only way to break this cycle it by exorcism or finding the restless dead's physical body in Room 15YY.

If it is turned or takes more than 6 points of damage then it will flee north through the secret door to Room 15YY. It will pass through the wall but of course its shoes will remain on this side of the secret door.

The chests hold old clothes and papers. A diligent search will turn up a scroll in one of the chests. It holds the cleric spells bless, create food & water, and find the path.

Sunday, March 26, 2017

NEW MONSTER: BEE, SPELLING

BEE, SPELLING

FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 3”/ 15”
MANOUVERABILITY CLASS: B
HIT DICE: 1+1
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Spell use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Magic user 2
INTELLIGENCE: Average
MORALE: 56%
ALIGNMENT: Neutral
SIZE: S (3' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 65 + 2/hp

Spelling bees are enormous insects capable of casting magic spells. Each individual can cast 1d4 magic user spells of either level 1 or 2 once per day. Determine spells randomly. They cast as second level magic-users and have no need for memorization or spell components. The known spells vary day to day.

Spelling bees are not aggressive to men but do not like to be approached. They can sting for 1d6 damage, but prefer to avoid melee if at all possible. Spelling bees are both literate and capable of human speech, though their droning, buzzing method of communication is difficult to understand by human ears.

Spelling bees dislike and will avoid other giant arthropods, especially giant wasps and giant spiders.

THE GROUNDS 15WW TOP FLOOR ROOM.

15WW TOP FLOOR ROOM. This room is dusty and unfurnished. There are numerous small round windows.

Saturday, March 25, 2017

NEW MONSTER: MOLE, GIANT

MOLE, GIANT

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVE: 3”(8”)
HIT DICE: 2+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil (121 point attack)
Attack/Defense Modes: Nil (B/Nil)
LEVEL/ X.P. VALUE: III/ 90 + 3/hp
Giant Brain Mole: IV (145 +3/hp)

These are larger varieties of the common mole and as such will be found in most places in temperate to warm climates just underneath the surface of the earth. The giant mole has large and strong forepaws which are used for burrowing. Giant moles are fast and aggressive, especially against creatures smaller than themselves. They have poor eyesight butr exceptional hearing and can sense vibrations in the earth around them.

When they bite their claws are used for holding their food. Their saliva has a paralyzing agent which will hold the victim immobile for 3d4 turns if a saving through is failed. The agent is meant for the small animals which make up the giant moles standard diet (rats, giant earthworms, household pets, normal sized moles, etc.) and against creatures of dwarf size or larger, the saving throw is at +2.

Giant Brain Mole: The giant brain mole is a psionically sensitive variant of the giant mole. Like a normal brain mole they can sense psionic activity or spells or magic items which duplicate psionic activity within 30'. Giant brain moles are always hungry and they supplement their diet with the psionic energy of nearby creatures. They can use a 121 point strength mind thrust during psionic combat. There is a 20% chance per round that a permanent insanity will be inflicted upon non-psionic creatures under the giant brain mole's attack. Stopping the use of the spell or magic item will prevent the giant brain mole from using its mind thrust. Psionically aware individuals must kill the giant brain mole or flee the scene to avoid the psionic attack.

THE GROUNDS 15VV UNFINISHED ROOM.

15VV UNFINISHED ROOM. This room has been neglected. The floor and walls are plain rough wooden planks. Hidden under a loose floorboard is a redwood wand case holding a wand of magic missiles (64 charges). The wand case is inlaid with silver and worth 145 gold crescents. It has the command word for the wand "Fizzlebrim" written on the inside of the lid.

Friday, March 24, 2017

NEW MONSTER: FLAMINGO, GIANT

FLAMINGO, GIANT

FREQUENCY: Rare
NO. APPEARING: 2-20
ARMOR CLASS: 7
MOVE: 6”/18”
MANOUVERABILITY CLASS: C
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/ X.P. VALUE: III/ 65 + 2/hp

These large avian creatures are unlike the normal flamingo in that all of the colors of the rainbow are incorporated into their plumage. They are strong flyers, are non-aggressive, and will flee from danger. If cornered they can peck with their large beak for significant damage. These creatures are naturally magical and if their feathers are used as a spell component for the magic-user's fly spell, the spell duration will be measured in hours instead of turns.

Giant flamingos can speak the common language, but enjoy imitating the words of others more than they do conversing. They cannot be tamed but might trade information for food. They particularly enjoy shellfish, but will also eat meat, especially if it is cooked and spiced.

THE GROUNDS 15UU BACK ROOM.

15UU BACK ROOM. Thirteen halflings are here. They are fed up with being bullied by Screwjob's and Mr Heel's factions and have come to plot against those two.

13 Halfling Thieves (AC 10; MV 9”; T1; hp 2, 3, 2, 1, 2, 2, 4, 4, 1, 2, 2, 3, 3; #AT 1; D Club; SA +3 with bow or sling; XP 32, 34, 32, 30, 32, 32, 36, 36, 30, 32, 32, 34, 34)

Thief skills: PP 35%, OL 30% F/RT 25% MS 25% HS 25% HN 15% CW 70% RL –

These halflings represent the hungriest and most desperate of all of those living in the house. They have no money, only rudimentary clubs made from furniture parts as weapons, and have not eaten in days. They will gladly make common cause with adventurers.

Thursday, March 23, 2017

THE GROUNDS 15TT THE ORACLE OF THE TOILET.

15TT THE ORACLE OF THE TOILET. A gentle gurgling, swishing sound can be heard from the toilet when this room is entered. The room is furnished with normal wash room furniture, including a small cabinet, a bathtub, and a hamper.

If a person looks into the toilet, they will see a face made of water staring back at them.

The Oracle of the Toilet (AC 2; MV 6”//18”; HD 8; hp 37; #AT 1; D 5-30; SD +2 or better weapons needed to hit; XP 1145)

The Oracle is a being from the elemental plane of water. It is connected to the plumbing system of this house and the castle but enjoys staying in this room because it is nice and quiet here. The oracle has effective intelligence and wisdom scores of 19 and is willing to answer questions for a price. It values expensive liquids such as holy water, potions, and high priced alcohol. In return for a vial of such it will agree to answer questions.

The number of questions that it will answer is based on the person asking instead of the any other factor. Roll a reaction roll.

Adjusted Die Score
Number of Questions
Up to 55
1
56-75
2
76-95
3
96 or Greater
4

Providing its requirements are met, the Oracle will answer the questions truthfully. It has no knowledge of future events and if it does not know an answer (Dungeon Master decision) it will indicate its lack of knowledge. After all questions are answered (or it admits ignorance) the Oracle will no longer answer questions from that person for another year.

If the party elects to fight the Oracle , it can be harmed by flushing the toilet (1d6 points of damage per flush). Note that the Oracle is size large: only one portion of its body is actually located in the toilet, with the rest being in adjoining pipes. If it is losing a combat, it can escape quickly through the plumbing system.

Wednesday, March 22, 2017

THE GROUNDS 15SS ABANDONED ROOM.

15SS ABANDONED ROOM. This room contains old pieces of furniture shrouded in white sheets. Against the north wall, lying on the floor, is a painting wrapped in a white sheet.

The painting depicts geometrical designs in multiple colors, with thick black lines separating the shapes. The inscription "Et ir pir speculod". If these words are spoken aloud the painting will turn into a magic portal. The painting will become hyper-realistic and glow slightly. If it is touched, it will suck the person into Room 11 of the Magic Mirror Level.

Tuesday, March 21, 2017

THE GROUNDS 15RR CRACKLING HALLWAY.

15RR CRACKLING HALLWAY. The floor is made of a firm white substance which holds trapped pockets of air. When walked upon it makes a very loud crackling popping sound. Surprise is impossible in this corridor.

Monday, March 20, 2017

THE GROUNDS 15QQ THE SECRET OF GRONDAK.

15QQ THE SECRET OF GRONDAK. Grondak the Gorilla rests here in luxury, swinging in a hammock.

Grondak the Gorilla (AC 6; MV 12”; HD 4+1; hp 27; #AT 2 hands and 1 bite; D 1-3/1-3/1-6; SA Rending (1-6); XP 265)

Grondak is Gertrude's little brother. He cannot speak but can understand the common language. He has the key to the hidden panel on the statue in Room 15PP and he regularly empties it of any offerings made to Gorbog the Mighty.

Grondak has collected a small treasure pile over the past months. There are four sacks of gold crescents holding 59, 74, 127, and 312 coins respectively. There is a silver urn worth 250 gold crescents and a ruby ring (value 500 gold crescents) with a hidden catch holding a tiny white pill that, if swallowed, will heal all hit points, diseases, insanities, curses, and similar maladies. Treat finding the hidden catch as finding a secret door for probabilities.

He has also collected a fair amount of food, which he has eaten already. Grondak has no need for his treasure and will be willing to trade it if he can be given bananas. He is willing to trade one sack, urn, or ring for each banana with which he is supplied.

Sunday, March 19, 2017

THE GROUNDS 15PP GORBOG THE MIGHTY.

15PP GORBOG THE MIGHTY. A statue carved from black veined marble rests in the center of the room. The east and west walls are decorated with torch sconces and there are several small round windows in the south wall.

The statue resembles a beefy man-ape sitting in the lotus position. If any person enters the room, the statue's mouth will bellow "I am Gorbog the Mighty. Make your offering and accept your reward." It will then stretch open its mouth as if expecting a sacrifice of items. If any food or valuable objects are deposited in the statue's mouth, it will say "The reward of Gorbog" and raise its right hand. From the index finger a beam of white light will strike the person who made the offering. This beam will grant great confidence (+50% morale to NPCs) and luck (+2 on saving throws) for 24 hours.

If the statue is desecrated or insulted, it will raise its left hand and say "The punishment of Gorbog". From the index finger a ray of deepest black will shoot out at the person who offended Gorbog, doing 2d10 damage (half if a save vs death magic is made).

Once it has either benefited or admonished one person it will go dormant for 24 hours. A hidden keyhole is in the back of the statue (treat it as a secret door for search purposes). If the key is inserted (Grondak has it in Room 15QQ), a panel will open allowing offering to Gorbog to be collected.

The secret door to Room 15QQ is a sliding type, operated by pulling down on a torch sconce on the wall.

Saturday, March 18, 2017

THE GROUNDS 15OO STUDY.

15OO STUDY. The room is designed for comfort, wth rich rugs on the floor, a small table holding a book, a desk and chair, and a chandelier.

The small table holds Huvvard's spell book. It has all the spells that she has memorized along with gust of wind, levitate, light, read magic, and wall of iron.

There is also a desk holding another bottle of fine ink for the write spell (400 gold crescent value), ten sheets of fine vellum (10 gold crescents each), twenty four sheets of parchment (4 gold crescents each), and a specially made calligraphy pen that gives a +4 on saving throws when using the write spell. Inside the desk there is a diamond (3000 gold crescent value) that Huvvard thinks is only rock crystal (she uses it for the read magic spell).

The three rugs on the floor are each worth 80 gold crescents.

Friday, March 17, 2017

THE GROUNDS 15NN CLOSET.

15NN CLOSET. This walk-in closet holds a large amount of normal clothing. Along with mundane footwear there is a pair of boots of striding and springing.

Thursday, March 16, 2017

THE GROUNDS 15MM MASTER BED ROOM.

15MM MASTER BED ROOM. During the day, there is only a 20% chance that Huvvard wil be here, but at night that chance is 90%.

Huvvard Triskelion, Neutral Good female human Magic-User (AC 10; MV 12”; MU9; hp 19; #AT 0; D Nil; SA Spell use; S 8, I 17, W 6, D 9, C 8, Ch 13; XP 1766)

First Level Magic user Spells:
Jump, Nystul's Magic Aura, Ventriloquism, Write

Second Level Magic user Spells:
ESP, Scare, Web

Third Level Magic user Spells:
Dispel Magic, Fly, Hold Person

Fourth Level Magic user Spells:
Confusion, Monster Summoning II

Fifth Level Magic user Spells:
Transmute Rock to Mud

Huvvard is a very old woman. She wears a huge pair of spectacles with very thick lenses that do very little to help her see. She can see vague outlines of things and colors, but not distinct shapes unless they are within six inches of her nose. She can see just well enough to read her spells if she concentrates and it takes her twice as much time to memorize as normal.

She is naturally kindly but forgetful and given to thinking the best of everyone that she meets, thus explaining her giving refuge to the gang of halflings which she has mistaken for children. She has spent a vast fortune in supplying the halflings with food and drink, all of which they have wastefully squandered. She has a magic ring made of gold (value 900 gold crescents) that allows her to travel to the market place in Sarcoy and back when she steps in to her shower in Room 15FF. The reurn spot in the market place is an alley behind a fishmonger's shop. The ring will only work between these two spots and will only transfer one person. The activation word is "Fubblegums".

She also has all of the spell components that she needs for each spell: A bag of grasshopper legs for the jump spell, a silk handkerchief for the Nystul's magic aura spell, a small cone of parchment for the ventriloquism spell, a bottle of expensive ink for the write spell (500 gold crescent value), a copper piece for the ESP spell, a ghoul's finger for the scare spell, a vial of spider webs for the web spell, a bird's feather for the fly spell, three walnut shells for the confusion spell, a small bag holding a candle for the monster summoning ii spell, and a lump of clay and vial of water for the transmute rock to mud spell.

Because of her advanced age and poor eyesight, Huvvard cannot attack using weapons. If she uses spells requiring eyesight, she must roll a "to hit" roll in order to cast it at her target. It is quite possible that she will mistake short adventurers for children, especially gnomes, dwarves, and halflings.

The room is furnished as a bed room, and a force equal to an unseen servant is bound permanently to serve her. It has its normal residence here, but Huvvard can send it off to other parts of the magic shoe house in order to tidy up messes that the halflings make.

If they wish, adventurers may try to convince Huvvard that the halflings are really criminals and not children, but it will be difficult to overcome her delusions. Things that may work are to cure her eyesight or show resident halflings committing evil acts.

Wednesday, March 15, 2017

THE GROUNDS 15LL PLAY ROOM.

15LL PLAY ROOM. Three halflings are here.

3 Halfling Thieves (AC 10; MV 9”; T1; hp 5, 1, 2; #AT 1; D Short sword or short bow; SA +3 with bow or sling; XP 38, 30, 32)

Thief skills: PP 35%, OL 30% F/RT 25% MS 25% HS 25% HN 15% CW 70% RL –

Each halfling has 3-18 (3d6) silver spanners and 5 arrows.

The halflings have turned this room into an armory of sorts. The children's furniture and toys have been pushed to the north wall and there are three long tables in the center of the room holding 5 shortbows, 15 arrows, 4 short swords, and 3 hand axes.

Tuesday, March 14, 2017

THE GROUNDS 15KK HALFLING DORMITORY.

15KK HALFLING DORMITORY. Six evil halfling thieves, of Screwjob's faction, are here.

6 Halfling Thieves (AC 10; MV 9”; T1; hp 6, 5, 3, 1, 2, 1; #AT 1; D Short sword; SA +3 with bow or sling; XP 40, 38, 34, 30, 32, 30)

Thief skills: PP 35%, OL 30% F/RT 25% MS 25% HS 25% HN 15% CW 70% RL –

Each halfling has 3-18 (3d6) silver spanners.

The room is furnished as a bedroom for young children, and the walls, furniture, and bedclothes are all in bright colors with child friendly designs (cats, dogs, butterflies, etc.)

Monday, March 13, 2017

NEW MAGIC ITEM: SWORD OF SPITE

 When this sword is first used by its new owner, an object of spite must be chosen by the player. The object of spite can be a specific person, race, class, monster type, etc. For example fighter, dragon, elf, giant, undead, and bugbear are all acceptable types. It is the prerogative of the Dungeon Master to disallow chosen objects of spite. The sword is a normal +1 sword, but +4 vs the object of spite.

XP VALUE: 1,500

GP VALUE: 6,000

THE GROUNDS 15JJ SCREWJOB'S ROOM.

15JJ SCREWJOB'S ROOM. Five halflings are here.

Screwjob, Chaotic Evil male halfling Fighter (AC 8; MV 9”; F5; hp 32; #AT 1; D Short Sword of Spite +1 to damage due to strength; S 17, I 9, W 7, D 16, C 16, Ch 15; XP 342)

Screwjob is a dangerous loose cannon, willing to kill people for the joy of it. He has gathered the most disturbed and desperate halflings from the original gang and broken off a splinter faction here on the upper floor. He is Mr Heel's sworn enemy. He looks surprisingly mild until he gets angry when his face turns bright red. He wears a thick gold chain and medallion decorated with an 'S' worth 350 gold crescents. His sword of spite has a focus on humans.


Wick, Neutral Evil male halfling Thief (AC 9; MV 9”; T3; hp 9; #AT 1; D Short sword or dagger; SA +3 with bow or sling; S 7, I 18, W 11, D 15, C 7, Ch 11 ; XP 121)

Thief skills: PP 45%, OL 38% F/RT 85% MS 37% HS 35% HN 20% CW 72% RL –

Wick is a very small halfling. He is a master mechanic capable of creating mechanical constructs and designing deadly traps if given enough time and resources (hence his elevated find/remove traps skill, his make traps skill is also 85%. He is afraid of Screwjob and will give any promise to stay on his good side. He dislikes melee and will prefer to throw daggers, of which he has four. He carries 19 gold crescents and 21 silver spanners.

Brenda and Bronden, Chaotic Evil female and male halfling Fighters (AC 8; MV 9”; F3; hp 16 each; #AT 1; D Short Sword; S 13, I 11, W 10, D 12, C 14, Ch 13; XP 124 each)

These twins have a bad disposition. They have identical stat lines and each wear leather armor. Brenda has 34 gold crescents, 19 silver spanners, and 12 copper pieces. Bronden has 31 gold crescents and 41 copper pieces.

Grumpus, Neutral male halfling Thief (AC 8; MV 9”; T2; hp 6; #AT 1; D Short sword; SA +3 with bow or sling; S 11, I 13, W 14, D 16, C 14, Ch 10; XP 68)

Thief skills: PP 40%, OL 39% F/RT 30% MS 31% HS 30% HN 15% CW 71% RL –

Grumpus is an unwilling member of this group, but going along for the ride since he sees no other way of staying alive. He hopes to escape from this mad house when possible. He carries 11 silver spanners and 4 copper pieces.


This room is Screwjob's bed room and furnished as such. He keeps a treasure chest holding 346 gold crescents, three base 100 gold crescent gems (turquoise), and two extra gold medallions each worth 100 gold crescents.

Sunday, March 12, 2017

THE GROUNDS 15II WICK'S ROOM.

15II WICK'S ROOM. This room is obviously a work room and bed room combined, with the bed room portion being an afterthought. It holds tools and dozens of half-built mechanical contraptions. One huge humanoid structure is operational.

Mechanical Death Weapon (AC 5; MV 9”; HD 4+1; hp 25; #AT 1 fist; D 1-10; SA Breath weapon; Size L; XP 290)

This ogre-sized construct resembles a metal man. It can breath a belch of fire once every three rounds. The breath weapon is 2” long, 1” wide, and 1” high and does 10 points of damage to everyone caught in its area of effect, saving throw applicable for half damage. It is powered by a pink, rhomboid ioun stone, which is located in its chest beneath its armor plating. The stone will radiate magic, but the characters will have to take apart the mechanical being to get at it, a process that will take about a turn if they use the tools from this room.

This room belongs to Wick, a mechanically inclined halfling. The Death Weapon is his finest achievement. It is half-completed, but if given another month he could make it as strong as a hill giant.

A search will reveal 17 platinum ingots used by Wick in his building. They are worth a total of 310 gold crescents.

Saturday, March 11, 2017

THE GROUNDS 15HH SCREAMING HALLWAY.

15HH SCREAMING HALLWAY. Two halfling thieves are posted here by Screwjob. They will scream if they see someone coming, alerting the halflings in the adjacent rooms.

2 Halfling Thieves (AC 10; MV 9”; T1; hp 5, 4; #AT 1; D Short sword; SA +3 with bow or sling; XP 38, 36)

Thief skills: PP 35%, OL 30% F/RT 25% MS 25% HS 25% HN 15% CW 70% RL –

Each halfling has 3-18 (3d6) silver spanners.

Friday, March 10, 2017

THE GROUNDS 15GG TOWEL CLOSET.

15GG TOWEL CLOSET. Hundreds of used shower caps are here. The discarded shower caps have reached sentience due to the large amounts of expired magic bubble bath being used on them.

Shower Cap Monster (AC 8; MV 3”; HD 6; hp 22; #AT 1; D Strangle; XP 407)

These heat-treated rubber shower caps are a cohesive unit. If it strikes, the beast will do no damage the first round, but 1-6 points of strangulation/smothering damage each round thereafter, not requiring additional “to hit” rolls.

The shower cap monster is willing to trade with adventurers, assuming it is not attacked immediately. It can speak and will give magic towels in return for a full head of hair, which it will consume. Hair taken in this way will never grow back (unless magic).

It has the following items for trade.

2 Healing Hand Towels: A swipe will heal 1d4+2 damage or cure disease or blindness.

1 House Towel: This towel will make a tent-like shelter capable of fitting up to 6 man-sized persons. It is invulnerable to heat and cold. It falls apart after the third use.

1 Crusty Towel: This rather nasty item can be wrapped around the body like a toga, adding 15 points of ablative type armor. Onec these 15 points are used, the towel shatters.

2 Wash Cloths of Warning: The next time the owner's party is surprised by an encounter, the wash cloth will cry out an alert, negating the surprise.

1 Peshtemal of Perfection: This large handsome all-purpose towel adds +2 to the charisma statistic as long as the user has it on his or her person.

Of course, the adventurers can just kill it and take its towels, but then they won't know what each one does.

Thursday, March 9, 2017

THE GROUNDS 15FF BATH ROOM.

15FF BATH ROOM. The tiled floor is glossy and the ceiling is about fifty feet high. There is a working shower booth and a large rectangular bath tub. Hot and cold running water are available for both. A small cabinet near the bathtub holds six glass bottles resembling Erlenmeyer flasks.

The shower also functions as the focus for Huvvard's magic teleportation ring. By using her ring, she can teleport between here and the market in Sarcoy. If she has not yet been encountered, there is a 10% chance for each turn that the characters spend here that she will teleport into the shower via her magic ring. If she does, she will be carrying groceries for the household.

The glass bottles hold magic bubble bath that has past its expiration date. If any of the bottles are opened, they will spew colored bubbles. Any person hit by a bubble must save vs magic or be affected as follows.

Glass Bottle
Effects
Red
Lose personal gravity and drift up to the ceiling.
Orange
Intense sneezing fits, unable to attack, use spells, etc. Can only move at half speed and makes lots of noise.
Yellow
Strength changes to 19.
Green
Acts as hasted.
Blue
Loses power of speech.
Purple
Skin color changes to purple.

Each effect will last for 1d4+1 turns.

Wednesday, March 8, 2017

THE GROUNDS 15EE GERTRUDE'S ROOM.

15EE GERTRUDE'S ROOM. A dizzying array of metal bars crisscross this room, welded together. The smell of overripe fruit and vegetables is palpable. A gorilla lives here.

Gertrude the Gorilla (AC 6 (4); MV 12”; HD 4+1; hp 29; #AT 2 hands and 1 bite; D 1-3/1-3/1-6; SA Rending (1-6); XP 275)

Gertrude is Oscar's wet nurse (Room 15CC) and will come to him if he cries out for help. She is used to the bars which have been placed here for her benefit. If combat occurs in this room, her armor class improves to 4 and she is at +2 to hit. She can move normally, while those not equipped to deal with the obstructions move at quarter speed.

The room holds fruit and vegetables, a water bowl, and her sleeping rug (actually a carpet of flying, 5'X7', 3 persons, 30”).

Tuesday, March 7, 2017

THE GROUNDS 15DD UPSTAIRS KITCHEN.

15DD UPSTAIRS KITCHEN. Seven halflings baked cookies here.

7 Halfling Thieves (AC 10; MV 9”; T1; hp 6, 4, 2, 3, 5, 1, 3; #AT 1; D Short sword or sling; SA +3 with bow or sling; XP 40, 36, 32, 34, 38, 30, 34)

Thief skills: PP 35%, OL 30% F/RT 25% MS 25% HS 25% HN 15% CW 70% RL –

Each halfling has 3-18 (3d6) silver spanners. They burned the cookies, which are now hard enough to use a sling stones.

A staircase descends to Room 15D.

Monday, March 6, 2017

THE GROUNDS 15CC OSCAR'S NURSERY.

15CC OSCAR'S NURSERY. The door to this room is labeled 'Oscar'. This unlighted room smells of baby oil and talc. A monstrously large crib holds a two headed baby which Huvvard found abandoned one day.

Oscar the Baby Ettin (AC 5; MV 3”; HD 4; hp 17; #AT 2; D 1-6/1-4; SD Surprised only on a 1; XP 128)

The baby has a dirty diaper and needs a change. It is about the equivalent of a one year old human baby in terms of development, but five feet tall and very strong and heavy. It used to being changed by a nurse but its behavior as a baby is erratic, roll normal reaction roll. It has a golden rattle decorated by a ruby (2500 gold crescent value).

If Oscar is attacked or mistreated he will cry loudly summoning his nurse from Room 15EE.

All of the items needed to take care of a giant baby are here. The wallpaper and furniture is decorated with animals and shapes. There are several small round windows in the north wall, but they are shuttered up.