Wednesday, May 31, 2017


23D CARAMEL KITCHEN. Six sugar goblins are preparing a halfling for baking.

6 Sugar Goblins (AC 9; MV 6"; HD 1-1; hp 4 each; #AT 1; D By improvised weapon for 1d3; SD Half damage from weapons; XP 18 each)

Each goblin will grab a knife, ladle, or other kitchen implement if needed for combat. These are made of candy also, but strong enough to be used for fighting.

Bobo Bunbucks, Neutral Evil male halfling Thief (AC 7; MV 9”; T3; hp 10; #AT 1; D By Weapon Type; S 8, I 10, W 6, D 17, C 10, Ch 11; XP 125)

Thief skills: PP 50%, OL 48% F/RT 35% MS 42% HS 40% HN 20% CW 72% RL -

Bobo lies on a silver platter (300 gold crescent value) on a table made of hard candy. He has a caramel apple stuck in his mouth, is stripped naked and covered with a sugar glaze, and is unconscious. Captured by a gang of sugar goblins and destined for the Candy Crone's menu, he is one of the hoodlum halflings from Area 15 and will try to return there if rescued.

The kitchen is furnished with the types of things one would expect, except edible and made of candy, cookies, and pastry. Due to the magic of the house, they are functional. For example, the oven made of nougat and coconut flakes can be heated like a regular oven. There is a fireplace, made of chocolate bricks that has a roaring fire. A sink has two faucets. One is labeled 'H' and gives hot chocolate. The other is labeled 'C' and gives chocolate milk.

If a noisy fight or argument breaks out here, the tree gnomes in Room 23E will begin shouting for help.

Tuesday, May 30, 2017


23C SUGARY STAIRWAY. This wrap-around stairway goes up about fourteen feet to Room 23I. The bannisters are peppermint sticks with sugar icing and the stairs are made of marzipan and peanut brittle.

Monday, May 29, 2017


23B DELICIOUS DEN. The furniture in this large room is made of candy, as are the walls, etc. The fireplace bricks, for example, are rock candy. Behind one gummy couch is a sleeping cleric.

Snarly Ven Dungibot, Neutral Good male human Cleric of the Scorpion God (AC 10; MV 12“; C5; hp 17; #AT 1; D By weapon type +1 due to strength; S 16, I 10, W 3 (15), D 12, C 13, CH 16; XP 252 (377))

Snarly ate too much of the candy house and his wisdom has dropped precipitously. He has discarded his weapons, treasure, and armor and laid down for a good nap. He is also out of spells and has lost all the other members of his party. The experience point value in parentheses represents his normal value when he has spells memorized.

Sunday, May 28, 2017


23A PEPPERMINT PATIO. This simple porch is made of chocolate wafers with icing on the rails and decorated with disc shaped chocolate covered peppermint paste. A functional door bell is next to the gingerbread door leading to Room 23B. If any person actually rings the door bell it will alert all the sugar goblins and the witch that visitors are here for dinner.

Saturday, May 27, 2017


Sugar Goblin

FREQUENCY: Very rare
MOVE: 6”
% IN LAIR: 40%
TREASURE TYPE: Individuals K
SPECIAL DEFENSES: Half damage from weapons
SAVE: Fighter 1
ALIGNMENT: Lawful evil
SIZE: S (4' tall)
LEVEL/ X.P. VALUE: I/ 14 + 1/ hp
Leader: II/ 28+ 2/hp
Master goblin: III/ 50 + 3/hp

These strange humanoids have bodies made entirely of hardened sugar. When they take damage bits of their bodies may be cut off, but they do not bleed. Thus, they can survive wounds that would be fatal to other creatures, such as losing parts of the head or torso with no loss of function. For this reason, they only take half damage from all weapons. When reduced to 0 hit points, their bodies crumble into lumps of white sugar.

Sugar goblins do not use armor, which can abrade their bodies. Instead they prefer cloth garments. For every 10 sugar goblins, there will be a 2 hit die leader with between 7 and 14 hit points (1d8+6). A group of greater than thirty will also have a 3 hit die master goblin with between 15 and 20 hit points (1d6+14).

The skin and hair of the sugar goblin is white. At first glance they appear somewhat elfish or child-like but in combat their malicious smiles and taunts reveal their true character.


23 THE CANDY HOUSE. This two story house is made entirely out of candies and desserts. The walls and roof being principally made of gingerbread with sugar icing as cement. Embellishments are many and include peppermint sticks and gumdrops. Windows are plentiful and made of spun sugar, being translucent but not transparent. The back of the house directly touches the cliff face that makes up the edge of The Grounds.

The house is edible, but it is also magical. It regenerates roughly as quickly as it is eaten. Anyone who consumes any part of the house must save vs spells or lose 1 point of wisdom per meal. These are recovered at the rate of 1 per day. Ordinary animals, including insects and vermin of all kinds, will refuse to eat the stuff. The walls, floors, and ceilings can be broken if sufficient violence is applied (DM's decision) and entry made into the house or between rooms that way, though the broken parts regenerate as described above within a round.

The candy house holds an evil witch known as the Candy Crone and her servants, the sugar goblins. The witch favors the flesh of human children, which is in short supply in The Grounds, so she makes do mostly with captured gangster halflings and tree gnomes.

Friday, May 26, 2017


22Z BASEMENT. This room is a high traffic area for thermites. Double normal chances of a random encounter here.

The twenty foot tunnel leads to UPPER DUNGEONS LEVEL ONE Room 68.

Thursday, May 25, 2017

Map Available For Area 23 of The Grounds

Whew, staying ahead of the maps.  You can find the map to the Candy House here, or look to the right.  Encounter keys start on Saturday.


22Y MINING CHAMBER. Four thermite workers are busy searching for gold, while two dwarf fighters loiter.

4 Thermite Workers (AC 4; MV 15”; HD 2+2; hp 15, 12, 7, 6; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 95, 86, 71, 68)

2 Neutral Evil Dwarf fighters (AC 3; MV 6"; F2; hp 14, 8; #AT 1; D Battle axe; XP 77, 59)

Each dwarf has thermite warrior essence, white plate mail, a great helm, 0-7 (1d8-1) gold mabans, 0-11 (1d12-1) electrum lugdushes, 1-20 silver kurams, and 2-24 copper ganes.

Wednesday, May 24, 2017


22X PIT. This chamber holds a nine foot wide circular pit with a depth of about twenty feet. Rogi has told the thermites to dig for gold but they also keep finding gems. Since the dwarf didn't ask for them, they have simply thrown them into this hole.

At the bottom are 8 uncut amethysts (base value 100 gold crescents) and 4 uncut topazes (base value 500 gold crescents).

Tuesday, May 23, 2017


22W EGG CHAMBER. This chamber holds 13 eggs, 7 nymphs and 2 workers attending to their needs.

2 Thermite Workers (AC 4; MV 15”; HD 2+2; hp 12, 7; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 86, 71)

7 Thermite Nymphs (AC 9; MV 9”; HD 1; hp 5 each; #AT 1 bite; D 1-3; XP 15 each)

Monday, May 22, 2017


22V MINING CHAMBER. This chamber holds three worker thermites industriously burying gold nuggets. They have spent the last few days searching for the gold on the instructions of Rogi, and have uncovered 1236 gold crescents worth. In an effort to thwart the dwarf, the princess from Room 22U has ordered them to hide it.

3 Thermite Workers (AC 4; MV 15”; HD 2+2; hp 9, 9, 7; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 77, 77, 71)

Sunday, May 21, 2017


22U DAMSEL IN DISTRESS. The thermite princess resides in this room, along with two slasher thermite bodyguards.

Thermite Princess (AC 3; MV 15”; HD 5+5; hp 33; #AT 1 bite; D 1-8; SA +4 to hit with blistering spittle for 3-12; XP 423)

2 Thermite Slashers (AC 3; MV 15”; HD 4+1; hp 20, 18; #AT 1 bite; D 2-12; XP 190, 180)

The princess looks much like a thermite warrior to the average person, but Pelmuff would be able to instantly realize who she is. She is not at all interested in fighting, but wants to eliminate Rogi and free her mother from captivity and will try to negotiate with anyone who doesn't attack her immediately.

Saturday, May 20, 2017


22T WARRIOR GUARD POST. Two warriors are on duty here. They have been told to watch and take no other action by Rogi. Taking their orders literally, they will just observe any persons who enter this room and will not fight unless they are attacked first.

2 Thermite Warriors (AC 3; MV 15”; HD 3+3; hp 19, 16; #AT 1 bite; D 1-8; SA +4 to hit with blistering spittle for 3-12; XP 161, 149)

Friday, May 19, 2017


22S BURSTER ROOM. Three thermite bursters are here.

Thermite Burster (AC 4; MV 15”; HD 2+2; hp 15, 11, 7; #AT 1 bite; D 1-6; SA Suicide burst for 4-24; XP 135, 123, 111))

Thursday, May 18, 2017


22R KITCHEN. This room holds cabinets, a sink, a stove, and other fixtures that one would expect from a kitchen. Four dwarves and a human are here, seated at a table, unless they have been warned by Qulius in Room 22Q, in which case they will be ready for action. At the south portion of the room is the queen thermite, bound with rope and with cord tied around her mouth so that she cannot bite.

Rogi, Neutral Evil male dwarf Fighter (AC 3; MV 6"; F6; hp 36; #AT 1; D Battle axe +1 to damage due to strength; SD luckstone; S 17, I 14, W 9, D 13, C 14, Ch 9; XP 513)

Rogi killed the thermite king and forced Pelmuff to make him essence so that thermites would acknowledge him as their king. He wears a great helm and white plate armor. Rogi is a hunchback and his armor is specially made for him and will be useless for anyone else. His battle axe has a luckstone embedded in its head that gives its protection as long as he holds the weapon. He has 35 gold mabans, 12 electrum lugdushes, 41 silver khurams, and 58 copper ganes.

3 Neutral Evil Dwarf fighters (AC 3; MV 6"; F2; hp 17, 14, 13; #AT 1; D Battle axe; XP 86, 77, 74)

Each dwarf has thermite warrior essence, white plate mail, a great helm, 0-7 (1d8-1) gold mabans, 0-11 (1d12-1) electrum lugdushes, 1-20 silver kurams, and 2-24 copper ganes.

Pelmuff, Lawful Neutral male human sage (AC 10; MV 12”; HD 8 (4 sided dice); hp 20; #AT 1; D By weapon type; SA Spell use; S 8, I 17, W 10, D 9, C 8, CH 13; XP 840)

First Level Druid Spells:
Invisibility to Animals

Second Level Druid Spells:
Cure Light Wounds

Third Level Druid Spells:
Summon Insects

Major Field: Fauna

Special Categories: Arachnids, Insects

Minor Fields: Supernatural & Unusual

Pelmuff was captured by Rogi and is being kept here against his will. He is afraid to try to escape, and is unarmed and without wealth. He is keeping a secret of the fact that he knows druid spells and will not use them to assist Rogi in any situation. He has a small amount of mistletoe available in a pocket of his robe, enough to cast his spells. If Pelmuff is returned to his library in Sarcoy he will reward his rescuers with 6000 gold crescents. He is being forced to make essences under threat of violence and will not agree to make more unless it is clear that he will be killed unless he does.

Thermite Queen (AC 3; MV 15”; HD 7+7; hp 40; #AT 1 bite; D 1-8; SA +4 to hit with blistering spittle for 3-12; XP 950)

Rogi is keeping her alive for now as he plans on using her to make a thermite army. The way she is currently bound, she cannot move effectively, bite, or spray her blistering attack. The thermite queen has an intelligence score of 14 and can speak quite well. She is likely to be well disposed towards (will not attack) any adventurers who rid the colony of Rogi and do not kill her while she is helpless. If she is killed while she is bound, she is worth no experience points.

There is a wooden bucket of meat and vegetables that the dwarves use to feed the queen through a hollow wooden tube as a straw. There are seven large crates holding iron rations, enough for a year for the dwarves and Pelmuff. The sink still dispenses hot and cold water. Such is the marvel of Triskelion engineering.

There are eight large metal buckets, five of which hold gold nuggets (9327 gold crescents worth in all). The rest are empty.

On the counter-top Pelmuff has a set up a small laboratory. Along with alchemical glassware there are the following items:

  • 4 essences of thermite warrior
  • 2 essences of thermite king
  • 3 essences of thermite nymph
  • 2 potions of giant insect control (as animal control potion, green, smells and tastes of bile)

The essences mimic thermite pheremones. The princess and queen are immune to these because they are intelligent, but other thermites will accept those who wear these phermones as authentic, unless the user attacks them. Each essence is enough to cover one character and will work for three weeks before requiring re-application. Pelmuff requires dead thermites to make essence. He regards its creation as morally repugnant and will not willingly share the secret of its manufacture.

Wednesday, May 17, 2017


22Q DINING ROOM. Within this large unfurnished room lurks Qulius the dwarf.

Qulius, Neutral Evil male dwarf Thief (AC 8; MV 6”; T4; hp 12; #AT 1; D Short sword or dagger; S 13, I 15, W 11, D 14, C 14, Ch 6; XP 190)

Thief skills: PP 45%, OL 43% F/RT 50% MS 33% HS 25% HN 15% CW 78% RL 15%

Qulius wears leather armor under a dark cloak. The armor carries the smell of a thermite nymph and can be used to fool most thermites except they keep trying to get him to produce silk and to feed him with regurgitated meals. Qulius' short sword and dagger are a matched set with ivory-inlaid pommels worth 250 gold pieces if sold together (or 100 and 50 if sold separately). He is a look out and will attempt to warn Rogi and the others in Room 22R if he spots adventurers before they spot him.

The passage leading to Room 22S makes use of the door frame from the back door of the original house.

Tuesday, May 16, 2017


22P ABANDONED MINING CHAMBER. This rock cave was being used for mining until there was a cave-in near the west side of the chamber. In addition to the boulders depicted on the map, there is a large amount of smaller rocks scattered all over the floor.

If the chamber is explored there is a 5% chance per person each round that there will be another rock fall doing 2d6 damage to each person (save vs petrification for half damage).

Among the rubble on the west side of the room are two dead thermite workers and a dead dwarf. The dwarf has the following items:

  • Plate armor painted white to look like a thermite shell and a great helm with fake thermite eyes made out of wood attached to the top. It still has the pheremone smell of thermite warrior and if worn by any dwarf will allow them to pass unquestioned by thermites other than the more intelligent queen or princess. The plate armor is very damaged and provides only a base armor class of 5.
  • An unlabeled potion of healing (blue, tastes and smells of spearmint) in a metal tube with a cork stopper.
  • A short sword with an opal in its pommel (worth 460 gold crescents)
  • A purse with 3 gold mabans and 4 copper ganes.

Monday, May 15, 2017


22O MINING CHAMBER. Three workers are here digging the rock walls and expanding the room. They have been ordered to look for gold by Rogi posing as the thermite king. The room is lit by five coal braziers to help the workers distinguish the shiny gold from other rocks. They have gathered a small pile of stones, which includes 138 gold crescents worth of gold nuggets.

3 Thermite Worker (AC 4; MV 15”; HD 2+2; hp 12, 12, 8; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 86, 86, 74)

Sunday, May 14, 2017


22N EGG CHAMBER. Four thermites attend a clutch of 28 pale football-sized thermite eggs.
4 Thermite Worker (AC 4; MV 15”; HD 2+2; hp 13, 9, 7, 5; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 89, 77, 71, 65)

Saturday, May 13, 2017


22M REPLETES. Seven thermite repletes are hanging from the ceiling by thermite nymph silk. They are guarded by a slasher.

Thermite Slasher (AC 3; MV 15”; HD 4+1; hp 18; #AT 1 bite; D 2-12; XP 180)

7 Thermite Repletes (AC 4; MV 15”; HD 2+2; hp 11 each; #AT 0; D Nil; XP -)

The repletes are thermites which have abandoned mobility to function as food storage vessels for the colony. They are force-fed by workers and regurgitate as needed in times of shortage.

Friday, May 12, 2017


22L FUNGUS FARM. The thermites are maintaining a garden of fungi here. Among them is a shrieker. It has grown used to thermites and will ignore them but will shriek for any other large life form, including the evil dwarves from Rooms 22Q and 22R.

Shrieker (AC 7; MV 1”; HD 3; hp 11; #AT 0; D Nil; SD Noise; XP 16)

Among the dead bodies of animals and giant insects used by the thermites as food for the fungi is the body of a human magic user. His skeletal finger wears a golden ring of telekinesis. This ring has a limit of 1,000 gp weight and has 13 charges remaining. Its activation word "Blickenkrieg" is engraved on the inside. When its charges are expended it will become a non-magical ring worth 600 gold crescents.

Thursday, May 11, 2017


22K ROYAL CHAMBER. This chamber holds four worker thermites. He queen is in Room 22R.

4 Thermite Workers (AC 4; MV 15”; HD 2+2; hp 14, 12, 11, 8; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 92, 86, 83, 74)

Wednesday, May 10, 2017


22J NYMPH CHAMBER. Seven thermite nymphs are here, being watched over by two thermite workers.

7 Thermite Nymphs (AC 9; MV 9”; HD 1; hp 8, 8, 7, 5, 5, 3, 3; #AT 1 bite; D 1-3; XP 18, 18, 17, 15, 15, 13, 13)

2 Thermite Workers (AC 4; MV 15”; HD 2+2; hp 12, 9; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 86, 77)

The nymphs are immature, with pale, nearly translucent skin and no spit attack. The workers are feeding them and harvesting silk from their abdomen glands.

Tuesday, May 9, 2017


22I LIVING ROOM. This room lacks furnishings. The wallpaper has scorch marks from thermite secretions. The exit to the south was the front doorway, and now leads into large and wide thermite tunnels lined with thermite nymph silk. The fireplace is choked with dirt. The stairs descend about nine feet to Room 22Z.

Qulius the dwarf will be in Room 22Q. If he hears characters in this room, he will slip into Room 22R the alert Rogi and the other dwarves.

Monday, May 8, 2017


22H SECRET ROOM. A skeleton wearing a viking helmet sits at a card table. Four more skeletons wearing viking helmets stand behind him. On the table is a deck of wooden cards and 42 silver spanners. If the silver is touched, the skeletons will animate and attack (each has a rusty short sword). If the skeletons are destroyed first, then the silver can be taken safely.

5 Skeleton (AC 7; MV 12"; HD 1; hp 6 each; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 20 each)

One of the table's legs is actually a fully charged rod of absorption.

Sunday, May 7, 2017


22G CLOSET. This closet holds racks of moth-eaten clothing . One article appears in mint condition, however. It is a navy blue robe with yellow comets fit for a wizard and is actually a robe of protection +2 (like the ring of the same name).

Saturday, May 6, 2017


22F LARGE ROOM. This room is unfurnished. A fireplace in the east wall is choked with dirt. The patch of west wall that holds the secret door looks suspiciously in better condition than the surrounding wall, as it is made of white-painted metal instead of white-painted wood. It is a turnstile-type secret door that swings on a central axis and can be moved by a simple push.

Friday, May 5, 2017


22E WATER CLOSET. It looks like someone with the strength of a giant has pulled the toilet and sink off of the walls and floor and now exposed pipes are dripping water.

Thursday, May 4, 2017


22D BEDROOM. This room is furnished as a bedroom. A wooden dresser against the south wall has a patch of yellow mold growing on it.

Yellow Mold (AC 9; MV 0”; HD –; hp –; #AT 1; D 1-8; SA Poison spores; XP –)

The yellow mold has been slowly eating away at the dresser, which will fall apart if handled roughly. Within the dresser is a locked iron strongbox holding 523 gold crescents and a labeled potion of healing (blue, smells of oranges, tastes of water).

Wednesday, May 3, 2017

Map Available For Area 22 of The Grounds

Took me a while to finish off this map, but I wanted to post it so you could follow along with the rooms.  You can find it here, or look on the right side bar.


22C BEDROOM. A broken down bed near the north wall holds a mess of moldy blankets and pillows. Near the west wall are three softly glowing purple lights gently moving back and forth.

Under the bed is an extremely aggressive giant centipede that will rush out if it is approached.

Giant Centipede (AC 9; MV 24"; HD 1-2 hit points; hp 2; #AT 2 bites; D Nil; SA Poison, surprise on a 1-4; XP 32)

This is a very fast variety that it will surprise on a 1 to 4 in 6 and can attack twice per round.

Lying in the bed and under the blankets is the prune-like corpse of a dwarf that expired from posion. There are 6 gold mabans, 24 electrum lugdushes, and 16 copper ganes in his pouch.

The three purple lights are actually a fire beetle under a blue sheet. It is extracting small insects living in the wood of the wall and will not fight if not provoked.

Giant Fire Beetle (AC 4; MV 12”; HD 1+2; hp 8; #AT 1 bite; D 2-8; XP 36)

Tuesday, May 2, 2017


22B HALLWAY. The hole leading down from Room 22A used to be an attic trapdoor, but only remnants of the wooden ladder remain and the drop down is about eight feet.

Fading wallpaper designs of child-like faces seem to mock you as their ruined visages peer grotesquely. The four doorways gape like the mouths of starved old men, with jagged wooden teeth sticking out from the jamb. Everywhere is the faint peppery odor of thermite.

The stairs are still in reasonable condition and descend about ten feet to Room 22I.

Monday, May 1, 2017


22A ATTIC. The north entrance to the attic is guarded by an unusual thermite with a huge 8 foot wide head, which completely obstructs entry.

Huge Head Thermite (AC 0 head, 5 body; MV 9”; HD 3+3; hp 16; #AT 1 bite; D 1-8; SA +4 to hit with blistering spittle for 3-12; XP 129)

If Huge Head is attacked from behind, it has an AC of 5 and must take a round to dislodge itself and back up to fight.

The east entrance is much smaller, persons of size S can enter easily and will not disturb the Huge Head. Size M persons must roll a 1d6, on a 1 they dislodge rubble and take 1d6 damage as it crashes about them. This will also alert the Huge Head, who will back up into the attic and investigate. Size L persons cannot fit unless they widen the gap.

This room actually represents the upper two thirds of the attic. The floor is packed dirt of several feet above the actual wooden attic floor, so the exposed top of the roof is just larger than twenty foot square in area at ground level, but the floor of Room 22A is about forty feet square. The room is full of debris. A search will turn up a treasure chest holding 128 gold crescents beneath some old timbers. A hole in the floor goes down to Area 22B.