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.
Friday, March 31, 2017
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.
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