Friday, June 30, 2017


25J SAND TRAPS. The green course here is marked by three sand pits (each about three feet deep). Any person who walks within ten feet of a sand pit will be attacked by a huge arm made out of sand that will attempt to punch (once per round). It will attack as a fourth level fighter and do 1d10 damage. For purposes of dispel magic treat this as an 11th level magic-user effect.

At the end of the course there is a door labeled “Break Room” instead of a teleporter hole. Count points as usual, however, based on the order that party members enter the door.

Thursday, June 29, 2017


25I THE FUNNELS. The floor here has the same felt-like fake grass as most such chambers. The room is shaped oddly, resulting in three tunnels in the far wall. The tunnels are rather thin (about three feet wide) and will only allow one abreast. Lettered encounter areas are described below.

A This small room appears to be a dead end. A magic mouth will appear on the far wall announcing “Turn back now or for there is nothing for you here”. The area in dark gray is an illusionary wall.

B A small table holds a solid gold statue of a chicken (400 gold crescents value).

C Minotaur (AC 6; MV 12”; HD 6+3; hp ; #AT 1 bite or 1 butt and 1 weapon; D 2-8 or 1-4/ battle axe +2 due to strength; SD Surprised only on a 1; XP 400 + 8/hp)

D A small table hold a solid gold viking helmet (500 gold crescents).

E A scything blade trap is at this point. It is activated by pressure plate, comes out of the wall through a thin (2 inch by 3 feet) hole and does 2d6 damage. If a saving throw is made vs petrification (at -2 due to close confines) it is completely avoided.

F A small table holds a golden dagger (250 gold crescents). It can be used as a weapon, but must make a save vs crushing blow each time it is used or it will deform and its value will drop to 1d100+100 gold crescents.

The teleporter hole leads to 25J.

Wednesday, June 28, 2017


25H ROCK AND ROLL. Upon being teleported from 25G, the adventurers will emerge in the circle marked start. The surroundings are not fake grass but cracked brick with overgrown jungle flora. In front of them is a small pedestal holding a golden idol of a grinning head with ruby eyes (15000 gold crescents). Behind them is a giant round boulder. If the idol is removed, the boulder will start to roll towards the adventurers and the exit teleporter hole at a speed of 15”. Any person hit by the boulder takes 2d20 damage.

There are many ways to avoid the boulder (such as tying a rope to the idol and then dragging it towards the hole, flying, etc.) Since the boulder is a sphere, the edges of the hall will be missed by it if a person crouches down. Any halfling or gnome will be completely unscathed. Dwarf or elf sized people will take 1d4 damage and man sized people 1d6 damage from grazing. Larger adventurers will not fit and take full damage.

The teleporter hole, about 125 feet from the start circle, leads to 25I.

Tuesday, June 27, 2017


25G IN THE ROUGH. The central portion of this room is not the green felt-like substancce but thick, irregular wiry grass varying between three and a half to four feet high. It is populated by miniature ballboys.

12 Mini-Ballboys (AC 7 (3); MV 12"; HD 1-4 hit points; hp 3 each; #AT 1; D Blowdart for 1d3 or knife for 1d3; SA Surprise on a 1-3; XP 10 each)

The tiny ballboys have applied green and brown face-paint to blend in with the surroundings and are at -4 to hit (AC 3) because of 90% concealment. They will try to avoid melee at all costs.

Monday, June 26, 2017


This is a +2 weapon until it is thrown, at which point it turns into one of the following:

Form of thrown spear
normal spear
spear +1
spear +2
spear +3
2d8 lightning bolt, range 7”

The spear of spearness will then reappear in the owner's hand. If the thrown spear remains as a spear it will disappear after hitting or missing the target.

XP VALUE: 2,000

GP VALUE: 15,000


25F GOING APE. Upon falling out of the wall teleporter, the party will be faced with a winged zombie ape flying about twenty feet off the floor.

Winged Zombie Ape (AC 7; MV 9”/15”; HD 6; hp 29; #AT Spear of spearness; D 1-4/1-4/1-8; SA Always lose initiative; SD Limited spell immunity; XP 399)

Eliminate the ape and you get his magic spear. The usual hole exit teleporter takes you to 25G.

Sunday, June 25, 2017


25E GO BY CANOE. A bottomless chasm is in the center of this course, fifty feet wide. A canoe with one paddle and seating for two in near the edge. If the canoe is picked up it will float in the air and can be navigated over the chasm.

The challenge is a test of adventurer unity. They must decide to cooperate in order to get all across safely.

The usual teleporter hole leads to Room 25F. The canoe will not teleport, even if forced into the hole.

Saturday, June 24, 2017


25D LOOP DE LOUP DE GAROU. Emerging from the wall teleporter just as in 25C, the adventurers are faced with a new course. In the center there is an orange metal loop de loop, with its ten foot wide entrance on the right side, meaning the left side looks like a wall of orange metal from the START position.

The gravity on the loop de loop is always towards the bottom of the metal, so a person can walk comfortably sideways and then upside down without fear of falling. A werwolf hides at the top of the loop, out of sight of the START position and upside down in relation to the gravity at the floor. It will attack characters that pass it, but will let them go after one attack routine if they do not engage. Of course, it can also be killed.

Werewolf (AC 5; MV 15”; HD 4+3; hp 21; #AT 1; D 2-8; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 310)

The exit teleporter hole leads to Room 25E.

Friday, June 23, 2017


25C WHAT IS RED AND SMELLS LIKE BLUE PAINT? Upon entering the teleporter in Room 25B, the characters will emerge one by one from a five foot wide hole located three feet above the floor at the START area. A sign reads "What is red and smells like blue paint?" The course is similar with a green floor except for the gray tiles marked by letters on the map.

To navigate the course, the characters must step on the tiles in the correct order (or fly, etc.). The correct order spells out RED PAINT. Stepping on a incorrect tile causes one hit point of electrical damage. Keep track of the order that characters enter the teleporter hole that leads to Room 25D.

Thursday, June 22, 2017


25B PAR 4 THE COURSE. The double doors from Room 25A open onto a long corridor about 20 feet wide by eighty feet long before there is a turn to the right. The floor is made of a firm green and very durable substance that feels like felt. Next the the doors is a weapons rack holding on club (resembling a putter) for each adventurer. Their names are engraved on the shaft.

These clubs are special and act in the following fashion based on character class:

Fighter, paladin, or ranger – act as two handed sword +1 for damage, etc.
Thief, assassin, bard, or monk (and small fighters, dwarf, halfling, gnome) – act as a broad sword +2
Cleric or druid – act as a footman's mace +2
Magic-user or illusionist – act as a wand of magic missiles, may shoot one magic missile per round
Multi-class – DM's choice

The clubs may used, even for characters for which that weapon is not normally allowed.

Behind the bend there is one ballboy for each adventurer.

Ballboys (AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Club; XP 42 each)

The ballboys look like humans with enormous white spherical heads, marked by small dimples. They have eyes and a mouth in the areas one would expect them. Their clubs also resemble putters, but do only club damage.

After the bend the corridor continues another sixty feet, where there is a five foot wide hole in the floor. This hole is as dark as a darkness spell and is actually a teleporter to the Room 25C. The first character to enter will get a score of 1. The second a 2, and so on. The character who finishes all the courses with the lowest score is the winner.

Wednesday, June 21, 2017


25A WELCOME CHAMBER AND ELEVATOR. The double doors on the exterior of the structure enter into a 20 foot by 20 foot room, with a twelve foot ceiling. A permanent magic mouth is located on the wall opposite the doors. It will say "Welcome, have you played flagball before?" Regardless of answers, if any, it will continue "Just wait for the room to stop and enjoy your game! Remember, the first person to complete each course gets the most points!"

At this time the room will begin to descend slowly, as it is actually an elevator. The double doors behind will be left above and after about a minute or two, a new set of double doors will come into view in front of the party (below the magic mouth). These lead to Room 25B, the first part of the flagball course.

Tuesday, June 20, 2017


25 FLAGBALL. This building looks like a faux keep (30 feet by 30 feet square base by 20 feet high) like one would see in an amusement park or tacky theme ride attraction. The keep has fake turrets, towers, and windows, but these are only superficial and not real. On the easternmost exposure there is a structure designed to look like a gatehouse and a huge double door. This is the only entrance, above it is a banner reading "FLAGBALL".

This structure is actually a bizarre series of courses, each floored by green felt and having various obstacles. As each course is finished, the Dungeon Master should keep track of who enters the hole at the end of the course. Assign numbers in the order that adventurers enter as they will be used to compute a score at the end.

Monday, June 19, 2017


24H THE JADE GIANT. A large green tent is erected at this site. Two men are here, one very tall and strong and the other the size of a halfling. The larger man, Sir Quercus will greet party members with a heart "Ho, ho, ho!"

Sir Quercus, "The Jade Giant", Lawful Neutral male human Fighter (AC 3; MV 12"; F8; hp 75; #AT 3/2; D Battle axe +6 to damage due to strength; S 18/00, I 14, W 13, D 14, C 18, Ch 14; SD Regeneration, immune to certain spells; XP 1800)

Sir Quercus stands eight feet tall, has green skin, and green armor. He has the habit of challenging fighters that pass by to a contest. He will always challenge the strongest looking fighter to combat. If there are no fighters in the party, he will greet adventurers but will not attack unless attacked first.

His challenge is that each will strike the other and he will allow the one he challenges to strike first, exposing his neck to be struck. Sir Quercus has the ability to regenerate identical to that of a troll. Once struck, Sir Quercus will congratulate his attacker for the powerful blow. If it was the strike of an edged weapon, his head will be hanging off to the side, but this will not kill him. He will then strike his opponent and if the blow does not kill him or her, he will apply a healing salve that will heal all but 1 hit point, leaving a rather nasty scar.

He (and his squire) are actually under a powerful curse that makes them into a kind of plant person. Because of this they cannot be affected by spells that take animals, people, or monsters, but they can be affected by spells that target plants.

The smaller man is Sir Quercus' diminutive squire.

The Verdant Varlet, Chaotic Neutral male human Fighter (AC 6; MV 12"; F3; hp 25; #AT 1; D Short sword +1 to damage due to strength; S 16, I 16, W 15, D 16, C 13, Ch 8; SD Regeneration, immune to certain spells; XP 185)

The varlet also has green skin and stands about three feet tall.. In his case it is quite obvious that his hair is actually made of leaves. He wears green leather armor and a belt holding an emerald (5000 gold crescent value). While Sir Quercus is noble, brave, and honest, the varlet is conniving, sneaky, and a dedicated liar. He favorite past time is to mock those who are afraid of accepting Sir Quercus' challenge. He has a pouch holding three doses of the magic healing salve.

Sunday, June 18, 2017


24G ASK THE MOONFLOWER. The area twenty feet around the Moonflower is distorted by a hazy semi-opaque dome of shimmering light. When this is breached, it will always be nightime within the dome.

The Moonflower is a large (about eight foot high) white plant with a yellow crescent shaped human-sized head instead of a flower at the end of its stem. It has two large pale green leaves which take the place of hands and arms, and with which it can use to manipulate objects. The Moonflower prides itself on its knowledge and it will answer any question put to it if the asker agrees to be asked a question in return. The Moonflower will answer 1d4+1 questions per visit before getting bored.

The Moonflower is self-assured and egotistical. It has a vast knowledge but no desire to share unless it can gain information in return. If asked a question it will always give the best answer it can. Sometimes this will be cryptic or partial if the Moonflower does not know the answer. For example, if asked what the true name is of the most powerful type VI demon, the Moonflower might answer "That information can be found by tricking Wenzel the Arch-mage, who dwells in the Lonely Tower near the realm of Ab-Thuth the Bile Dragon."

When asking questions, the Moonflower usually starts out with something simple, such as "What is your name?" Although the Moonflower is true neutral it has a bit of a cruel streak and sometimes asks personal questions that it suspects will cause argument between party members if truths are exposed that might have better been left hidden.

The Moonflower (AC 4; HD 6; hp 30; #AT 0; D Nil; SD Immune to certain spells; MR 75%; XP -)

The Moonflower has the following powers, usable at will: detect lie, dispel magic, telepathy (as a demon), and know alignment. It is immune to spells that affect animals, monsters, or people, but can be affected by spells that target plants. If the Moonflower is attacked it will scream for help. 1d3 rounds later 2d4+2 needlemen (70%) or 1d2 treants (30%) will arrive to fight for it.

Saturday, June 17, 2017


24F MAGIC BERRY TREE. This lush tree has beautiful gold berries. Any person who eats from them will heal 1d8 hit points. This effect can be gained but once per day. Eating additional berries within a 24 hour period does not heal more.

Friday, June 16, 2017


24E NEEDLE TREE. This large evergreen tree has unusually thick needles. There are always 5 needlemen guarding the tree, which appears to be important to their life cycle in some way.

5 Needlemen (AC 6; MV 9”; HD 3+4; hp 24, 9, 17, 11, 18; #AT 1-6 needles; D 1-2 each; SA Surprise 75%; MR Special – vulnerable to magic, takes 3X damage; XP 85 + 4/hp)

In a hole on the north face of the tree trunk are 2456 Jalluxian gold dragons, 432 Jalluxian platinum imperials, and a scroll tube made from an orc femur. Inside the tube are 2 scrolls. The first has the druid spells pass plant, wall of thorns, and warp wood. The second has the magic-user spells Leomund's tiny hut and magic missile.

Thursday, June 15, 2017


24D STATUE. This area holds a huge pedestal (about ten foot square by ten feet high) topped by a bronze statue of Orso Triskelion, the accomplished druid. The dotted area is a witherweed that has grown surrounding the pedestal.

Witherweed (AC 8; MV 0"; HD 4; hp 19; #AT 17 fronds; D Drain 1-4 points of dexterity; SA Seizure; SD Burning produces toxic smoke; XP 201)

The pedestal is hollow and there is a secret door on the south aspect leading to a small room. Within are four scrolls in wood tubes and a magic scimitar.

The first scroll holds the druid spells barkskin, cure disease, and protection from fire.

The second scroll holds the druid spell fire seeds.

The third is a a scroll of protection from all elementals.

The fourth scroll is a detailed study of plants of the foxglove family, and worth up to 500 gold crescents to an established druid or sage that specializes in flora.

The scimitar once belonged to Orso himself and is intelligent:

Kindle, Neutral scimitar +2 (Intelligence 15, Ego 11)
  • Find fresh water within 1 mile
  • heal 1/day
  • Detect evil/good in a 1” radius
  • Ignite once per day for one combat, acting as a flame tongue sword (+3 vs inflammable, cold-using, or avians and +4 vs undead)
  • Can speak the common language
  • Can speak with animals and plants

Wednesday, June 14, 2017


24C TRIPLE THREAT. Just around the bend are three triflower fronds.

3 Tri-Flower Fronds (AC 9; MV 0"; HD 2+8; hp 13, 17, 14; #AT Special; SA Sleep, enzymatic sap and tendrils for 2-8 and 1-6 damage; XP 159, 171, 162)

Tuesday, June 13, 2017


24B GAZEBO. This graceful wooden gazebo is surrounded by gorgeous flowers. It is raised about four feet above the ground and accesed by steps. Underneath is the lair of nine mandragoras, which will attack only at night.

9 Mandragoras (AC 5; MV 12"(6"); HD 2+2; hp 10, 12, 9, 12, 10, 16, 13, 9, 12; #AT 2; D 1-4; SA Strangulation; SD Immune to certain spells, half damage from fire; MR 20% XP 150, 156, 147, 156, 150, 168, 159, 147, 156)

The mandragoras guard a treasure of 4326 gold crescents in old dirty sacks and a wand of conjuration (command word "Bricklebit") with 63 charges in a silver wand case decorated with gold leaf (200 gold crescent value).

Monday, June 12, 2017


24A MEMORY MOSS. At the edge of the garlic patch there is patch of four obliviax.

4 Obliviax (AC 10; MV 0"; HD 1-2 hit points; hp 2 each; #AT Nil; D 0; SA Steal memories, possible spell use; XP 32 each)

One of the obliviax has recently absorbed the memories of a magic-user. It can cast the following spells at the sixth level of magic use: dispel magic, forget, magic missile, and mirror image.

Sunday, June 11, 2017


24 HAZARDOUS HORTICULTURE. This garden area is obviously man-made and well maintained with pebbled paths and trimmed verge. It is graced and obstructed with small trees, ivy, fencing, pergolas, and arbors so this should be treated as a forested area for encounter distance.

The map shows the general distribution of normal plants within the garden. There are also special encounter areas marked by letters.

Within this area, normal animal life is extremely rare to non-existent. Small topiary animals (squirrels, bunnies, skunks, opossums, etc.) are ubiquitous, constantly fleeing from adventurer's steps. Instead of animals, there are many vegetable monsters, including topiary versions of more substantial animals. Substitute the following table for random encounters.

Encounter Table
1 basidrond
1d4+1 direburrs
1 kampfult
1d4 keepers
1d4+1 mandragora (night only, otherwise roll again)
1d4+1 needlemen
1 phycomid
2d4 shriekers
1d3 topiary boars
1d4+1 topiary deer
1d2 topiary lions
1 topiary porcupine
1 treant
1d2 violet fungi
Use standard encounter table for The Grounds

Basidrond (AC 4; MV 6”; HD 5+5; #AT 1; D 2-8 (+ smothering); SA Hallucinatory spores; SD Immune to certain spells, slowed but take no damage from cold; XP 475 + 6/hp)

Direburrs (AC 0/8; MV Special; HD 3; #AT 1; D 1; SA Surprise, attack as 6 HD monster, lignification; SD Immune to certain spells; XP 90 + 3/hp)

Kampfult (AC 4; MV 3”; HD 2; #AT 6 appendages; D 1; SA Surprise on a 1-3; XP 36+2/hp)

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

Mandragora (AC 5; MV 12"(6"); HD 2+2; #AT 2; D 1-4; SA Strangulation; SD Immune to certain spells, half damage from fire; MR 20% XP 120+ 3/hp)

Needlemen (AC 6; MV 9”; HD 3+4; #AT 1-6 needles; D 1-2 each; SA Surprise 75%; MR Special – vulnerable to magic, takes 3X damage; XP 85 + 4/hp)

Phycomid (AC 5; MV 3"; HD 4; #AT 2; D 3-6/3-6; SA Infection; SD Immune to certain spells; XP 280 + 5/hp)

Shrieker (AC 7; MV 1”; HD 3; hp ; #AT 0; D Nil; SD Noise; XP 5+1/hp)

Topiary Boar
Topiary Boar (AC 7; MV 15”; HD 3+3; #AT 1 tusks; D 3-12; SD Limited spell immunity; XP 85 + 4/hp)

Topiary Deer
This encounter will be with 1 topiary stag and 1d4 does

Topiary Stag (AC 7; MV 24”; HD 3; #AT 1 antlers or 2 forehooves; D 2-8 or 1-3/1-3; SD Limited spell immunity; XP 35 + 3/hp)

Topiary Doe (AC 8; MV 24"; HD 2; #AT 1 antlers; D 1-6; SD Limited spell immunity; XP 20 +2/hp)

Topiary Lion
Topiary Lion (AC 7; MV 15”; HD 3+1; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; SA Rear claws for 1-4/1-4; SD Surprised only on a 1, limited spell immunity; XP 110+ 4/hp)

Topiary Porcupine
Topiary Porcupine (AC 6; MV 6”; HD 2; #AT 1 bite; D 1-2; SA Shoot quills (1d6 for 1d2 each); SD Quills (1d2 per attack upon), limited spell immunity; Size S; XP 73 + 2/hp)

Topiary porcupines are about as big as a medium-sized dog with quills made from pine needles. Treat as a smaller version of the giant porcupine from the Monster Manual.

Treant (AC 0; MV 12”; HD 7; #AT 2 hands; D 2-16/2-16; SA Control trees; SD Never surprised; XP 1200 + 10/hp)

Violet Fungi
Violet Fungi (AC 7; MV 1”; HD 3; hp; #AT 1-4; D Rotting poison; XP 135 + 4/hp)

There is a 75% chance that 1d4+1 shriekers will be found with the violet fungi.

Saturday, June 10, 2017


23N LOATHSOME LAIR. This cavern is in stark contrast to the remainder of the house. It smells of rancid fat and singed flesh and the walls are coated with soot and waxy residues from burnt meat.

Four heavy black iron cauldrons rest in the southwest portion and there is a natural chimney with a roaring fire beneath it. A blackened shelf made from bone is against the east wall and an unconscious halfling is beneath it.

Brimmy Shortshanks, Neutral female halfling Fighter (AC 7; MV 6"; F4; hp 2 (normally 31); #AT 1; D By Weapon Type +1 to damage due to strength; S 16, I 14, W 16, D 17, C 17, Ch 14; XP 100 (normally 245))

Brimmy was in the same party as Snarly Ven Dungibot (see Room 23B) and was captured by sugar goblins to be used as food. If the Candy Crone has been killed then the licorice rope used to bind her will fall off by itself. She has been beaten badly by the Crone in order to tenderize her before being stewed. Brimmy has a short temper and tends to bite her lips when angry. She is not affiliated with the halflings in the Shoe House at Area 15.

The shelf hold the following:
  • a labeled potion of hill giant control (red, tastes and smells of cherry cordial)
  • a labeled potion of halfling control (green, tastes and smells of mint)
  • an unlabeled bottle holding philter of persuasiveness (brown, tastes and smells of chocolate syrup)
  • a human skull , inside is a small bag of 3 small diamonds (500 gp base value each)
  • a tome of understanding

The cauldrons hold the following:
  • 1: Bone ash
  • 2: 3523 gold crescents
  • 3: Tree gnome tails, lightly salted
  • 4: Empty

A small pile of items sit between the cauldrons and the wall, taken by the Crone from adventurers she has vanquished:
  • A journal written by a magic-user describing his favorite foods. It is rather boring but folded into it is a scroll of anti-magic shell.
  • A box made from lignum vitae and decorated with engravings of jumping deer. It is worth 200 gold crescents all by itself but appears to be empty (because the Crone emptied it). Actually, there is a false back inside (use a secret doors check) behind which is a ring of three limited wishes (silver with a dragon head design, appears to be worth about 140 gold crescents if the observer doesn't realize it is magic).
  • A special Lawful good short sword +2 (Intelligence 12, Ego 3, semi-empathy, detect magic in a 1" radius)

Friday, June 9, 2017

New Map available for Area 24 in The Grounds

Area 24 will begin to be described starting on Sunday.  Find the map here or to the right.


23M BUTTERSCOTCH BOUDOIR. This is the Candy Crone's bedroom.

Candy Crone (AC 4; MV 8”; HD 8+1; hp 39; #AT 1; D 2-16; SA Hurling candy chunks for 1-12; XP 1868)

The Crone is the size of a hill giant with decaying teeth, fetid breath, and wearing an outfit made of pink fondant. She can rip chunks out of the walls and floor and throw them like giant throws rocks. The candy house regenerates pieces she tears out of it.

All the furnishings are made of candies, as one would expect by now, with the bed made of a hard butterscotch and the sheets cotton candy. The door to room 23N is made of metal and stands out from the rest of the room.

If the Candy Crone is killed, the Candy House will begin to fall apart. Anyone who doesn't leave the house in 1 round or take refuge in Room 23N will take 3d12 damage as the house collapses about them. This renders the house non-magical and it will start attracting monsters within 1d4 turns.

Thursday, June 8, 2017


23L VANILLA VESTIBULE. This delightfully scented room holds sugar goblin underlings, including a master goblin.

2 Sugar Goblins (AC 9; MV 6"; HD 1-1; hp 4 each; #AT 1; D Short sword; SD Half damage from weapons; XP 18 each)

Master Sugar Goblin (AC 9; MV 6"; HD 3; hp 12; #AT 1; D Taffy Staff; SD Half damage from weapons; XP 101)

The lesser goblins hold the now familiar candy cane swords. The master goblin's staff has 17 charges.

Wednesday, June 7, 2017


23K SWEET SUITE. The Candy Crone's second henchmen is here.

Yummy Bear (AC 6; MV 12”; HD 6+6; hp 30; #AT 2 claws and 1 bite; D 1-8/1-8/1-12; SA Hugs: 2-16; XP 715)

The Yummy Bear is made of transparent red gelatin. He values treasure and has a chest made from real wood and metal holding 325 gold crescents, three opals worth 500 gold crescents base value, and a gold statue of a bear worth 375 gold crescents.

Tuesday, June 6, 2017


23J CONFECTIONARY. Three sugar goblins are here, making candies for their mistress under the watchful gaze of her henchman, the Chocolate Moose.

3 Sugar Goblins (AC 9; MV 6"; HD 1-1; hp 4 each; #AT 1; D Short sword; SD Half damage from weapons; XP 18 each)

The short swords carried by the sugar goblins are actually hard candy canes with pointy ends.

Chocolate Moose (AC 7; MV 18"; HD 6; hp 26; #AT 1 (2); D 2-12 (2-12); SA Can gore two opponents if they are directly in front; SD Half damage from weapons; XP 431)

The chocolate moose is a fearsome combatant and evil to the core. He can gore two opponents that are directly in front of him, like an Irish deer. He is made of super dense chocolate and malice and takes reduced damage from weapons like the sugar goblins, but he takes double damage from fire.

The Candy Crone keeps her collection of potions here. There are six potions of sweet water and two potions of delusion that she thinks are sweet water. None are labeled.

Monday, June 5, 2017


23I PEANUT GALLERY. This mini-museum holds dozens of paintings and objets d'art featuring peanuts as the subject of choice. Most are utter dreck, but two stand out.

The first is a stylized face made from actual peanuts on the west wall. It is friendly and wants to help. It will answer questions to the best of its ability but it is not particularly imaginative so it must be asked questions in detail. It has a fair to good knowledge of the Candy House and a very poor knowledge of everything else. The peanuts are stuck by sugar icing to the wall and trying to remove them will destroy it.

The second useful piece of art is a painting on the south wall signed by Patrizio. This magic painting depicts a bowl of peanuts. If a person touches the painting, their hand will go right into it and they can remove peanuts from the bowl, up to about five hundred or so per day. This painting can be easily removed from the wall and taken. It is worth at least 500 gold crescents as a curiosity.

The area in the hallway marked soggy area is a place where the crone spilled some potion. The floor has become weakened and there is a 50% chance per person walking on it that it will collapse and send them down to the ground floor in front of the door way to Room 23H, doing 1d6 damage.