Monday, July 31, 2017

THE GROUNDS 27G STORAGE ROOM.

27G STORAGE ROOM. 2 Gnolls are here.

2 Gnolls (AC 5; MV 9”; HD 2; hp 9 each; #AT 1; D Broad sword +1 to damage due to strength; XP 38 each)

Each gnoll has 1d8 of gold crescents, silver spanners, and copper pieces.

The room holds crates and barrels of food and water sufficient to last the gnoll tribe for about two weeks. There are also eight flasks of oil, 250 feet of rope, and a small tool chest with simple carpentry tools. The tool chest has a false bottom an hidden within are three base 100 gold crescent citrine gems and a solid gold egg holder (like for breakfast) worth 50 gold crescents.

The secret door pivots on a central axis. The gnolls are not aware of it.

Sunday, July 30, 2017

THE GROUNDS 27F GUARD ROOM.

27F GUARD ROOM. Three gnoll males are stationed here.

3 Male Gnolls (AC 5; MV 9”; HD 2; hp 9 each; #AT 1; D Broad sword +1 to damage due to strength; XP 38 each)

Each gnoll has 1d8 of gold crescents, silver spanners, and copper pieces. They are guarding two prisoners, a bugbear and a elf, each manacled to the wall, with several other sets of unused manacles also present.

Magup the Bugbear (AC 5; MV 9”; HD 3+1; hp 19; #AT 1; D By weapon +1 due to strength; SA Surprise on a 1-3; XP 211)

Magup, dressed in baggy green and purple clothing, will call out to the party, as if they are old friends. He is ingratiatingly charming in his own dark way and if rescued will attempt to join the party. His goal is to lead the party to level three and a fight with the resident bugbears there, where he will turn on the party. If it clear that the party will not take him into their confidence, he will go his own way after 1d4 days.

Hunny Garzfelkers, Chaotic Good female wood elf Fighter (AC 6; MV 12"; F3; hp 20; #AT 1; D By Weapon Type +1 due to strength; S 17, I 8, W 7, D 18, C 16, Ch 17; XP 140)

Hunny has a rustic accent and speaks in quaint backwoods sayings “your look sadder than a tick on a dead dog”. She is so entertaining that the gnolls haven't eaten her yet.

Saturday, July 29, 2017

THE GROUNDS 27E GNOLL CHIEFTAIN'S LAIR.

27E GNOLL CHIEFTAIN'S LAIR. A minotaur, 3 gnoll males, and 5 gnoll females reside here.

The minotaur is actually a gnoll, who wears a magic ring that gives him the appearance of a minotaur. He has used this deception to take control of the band. The displaced gnoll chieftain is one of the male gnolls in the room.

Minotaur (Gnoll) (AC 5; MV 9”; HD 2; hp 12; #AT 1; D Battle axe +1 to damage due to strength; XP 44)

Former Gnoll Chieftain (AC 4; MV 9”; HD 3; hp 16; #AT 1; D Spear +1 +2 to damage due to strength; XP 83)

2 Male Gnolls (AC 5; MV 9”; HD 2; hp 10 each; #AT 1; D Broad sword +1 to damage due to strength; XP 40 each)

5 Female Gnolls (AC 5; MV 9”; HD 1+1; hp 5 each; #AT 1; D Dagger; XP 30 each)

The Gnoll/Minotaur wears a set of silver leg greaves (80 gold crescents each) and a matching silver torc (120 gold crescents). His ring is gold and embossed with a bulls-head design. It is worth 300 gold crescents but gives any wearer the illusory appearance of a fierce minotaur. The former chieftain has a jade and silver medallion (150 gold crescents). Each male gnoll has 1d8 of gold crescents, silver spanners, and copper pieces. Females have 1d4 each of the same.

The furnishings of the room are in poor shape. Under an owlbear skull on a small table there is a tin holding 128 copper pieces, 69 silver spanners, and 57 gold crescents.

Friday, July 28, 2017

THE GROUNDS 27D GNOLL COMMON ROOM.

27D GNOLL COMMON ROOM. 7 male gnolls, 9 females, and 13 young, who do not fight, are here.

7 Male Gnolls (AC 5; MV 9”; HD 2; hp 9 each; #AT 1; D By weapon +1 to damage due to strength; XP 38 each)

9 Female Gnolls (AC 5; MV 9”; HD 1+1; hp 5 each; #AT 1; D Dagger +1 to damage due to strength; XP 30 each)

Each male gnoll has 1d8 each of gold crescents, silver spanners, and copper pieces. Females will have 1d4 of each. 4 of the male gnolls have spears and the rest have broad swords.

If the battle is going against the gnolls the young and females will flee, possibly through the secret door, taking their chances with the cockatrice.

The room holds an assortment of ill-used furniture. A tarnished shield hangs on the wall, as a decoration. It is actually a normal-sized shield +1.

Thursday, July 27, 2017

THE GROUNDS 27C GNOLL LAIR ENTRY CAVE.

27C GNOLL LAIR ENTRY CAVE. At all times four gnolls guard this area.

4 Gnolls (AC 5; MV 9”; HD 2; hp 9 each; #AT 1; D broad sword +1 to damage due to strength or long bow; XP 38 each)

The gnolls each have a long bow and there is a small barrel of 145 arrows. If there is a loud noise in the gulch, they will be alerted and will pelt arrows at intruders from the cave mouth, in which case they will have 25% cover (AC 3). Each gnoll has 1d8 each of gold crescents, silver spanners, and copper pieces.

The room is clearly worked stone and distinct from the cave entrance.

Wednesday, July 26, 2017

THE GROUNDS 27B BACK ROOM.

27B BACK ROOM. This room is clearly worked stone, not cave. It holds the statue of an ogre with a huge head. There is a large wooden chest against the east wall and a small pedestal holding a large rock of green mineral with purple veins.

The rock is cursed. Touching it requires a save vs spells at -6 or the victim's head will grow to three times normal size and intelligence will be halved (round up). This curse requires a remove curse spell by at least an tenth level spellcaster to reverse.

The statue is of an unlucky ogre who inhabited this lair and who was afflicted with the curse before being stoned by the cockatrice. The treasure was his and consists of 350 gold crescents, 818 silver spanners, and an unlabeled potion of invisibility (clear, odorless, tasteless) in a rock crystal vial worth 50 gold crescents. Hidden in a secret panel in the lid are 5 arrows +1 wrapped in the smelly leather of a owlbear.

The secret door is a sliding type and can be opened by application of force to its pivot.

Tuesday, July 25, 2017

THE GROUNDS 27A COCKATRICE DEN.

27A COCKATRICE DEN. This cave smells of rank carrion and is the home to a cockatrice with an unusually large head and small brain, which rests on a nest in the northern part of the cave.

Big Head Cockatrice (AC 6; MV 6”/18; HD 5; hp 24; #AT 1 beak; D 1-6; SA Touch turns to stone; XP 435)

If aroused, the cockatrice will lumber forward dragging its huge head along. Because its head is so large and unwieldy, it's beak attack is at -2 on to hit rolls. Its nest holds three large eggs. The eggs are viable and if kept warm will hatch a basilisk, a cockatrice, and a giant chicken, respectively. The giant chicken will have the stats of an axe beak upon reaching maturity in 10 months and will be as loyal as a trained dog.

Monday, July 24, 2017

THE GROUNDS 27 GRUESOME GULCH.

27 GRUESOME GULCH. The floor of this hollow is host to dead grass and sickly looking weeds. A long dried out stream gives easy footing. It slopes towards the north with elevation level provided on the map. These should be taken in context of a gradual slope, not a series of step-like ledges. After this gradual rise, there is a steep vertical like the rest of the surroundings of The Grounds. Five caves are present at various elevations along the sloping portion.

Sunday, July 23, 2017

THE GROUNDS 26K GREEN SAP TREE.

26K GREEN SAP TREE. The sap of this tree, if processed properly by Fluxley Randritter or Noam Floan, can be distilled into a potion which acts like a potion of healing. Up to one such potion can be produced per week.

Saturday, July 22, 2017

THE GROUNDS 26J FLOWERING TREE.

26J FLOWERING TREE. This huge tree has many gigantic pink flowers. At the level of the village there is an opening that leads to tunnels that reach up to the upper branches of the tree. A pair of giant owls, which tolerate the presence of the gnome lookouts, nest in the upper reaches.

Giant Owl (AC 6; MV 3”/18”; HD 4; hp 19, 16; #AT 2 talons and 1 beak; D 2-8/2-8/2-5; SA Surprise on a 1-5; XP 226, 214)

There are three giant owlets in the nest. Among the branches and twigs there is a bone scroll case holding a scroll with the magic-user spells hold monster and Bigby's clenched fist.

Friday, July 21, 2017

THE GROUNDS 26I GIGANTIC TREANT.

26I GIGANTIC TREANT. This is a ancient treant that has been sleeping for millennia. It will not wake up unless someone does more than 50 points of damage from fire or a physical attacks in one round. It has an AC of -5, 1000 hit points, and can do 10-100 points of damage with a hit.

Thursday, July 20, 2017

THE GROUNDS 26H SPELLING BEE HIVE.

26H SPELLING BEE HIVE. In the upper branches, about forty feet above the gnome village is a hive of spelling bees. The bees have a good relationship with the tree gnomes and share their honey.

17 Spelling Bees (AC 5; MV 3”/15”; HD 1+1; hp 1x3, 2x4, 2x5, 4x6, 2x7, 3x8, 3x9; #AT 1 sting; D 1-6; SA Spell use; XP 65+2/hp)

Each bee can cast 1d4 magic user spells of either level 1 or 2 once per day. Determine spells randomly, varying day by day.

Wednesday, July 19, 2017

THE GROUNDS 26G DRYAD TREE.

26G DRYAD TREE. This tree is the home of Nenome dryad and her baby dryad Cyline.

Nenome (AC 9; MV 12”; HD 2; hp 16; #AT 1; D Dagger; SA Charm; SD Dimension Door; MR 50%; XP 153)

Nenome is aware of the tree gnomes and allows them to make use of the tree. She will not try to capture males while her child is still so young. The lower portions of the tree hold a palace with dozens of rooms. Nenome has a treasure of 254 gold crescents and 7 rubies (250 gold crescent base value). The upper portion of the tree is hollow at the level of the gnome village with pathways up to the upper branches where tree gnomes can keep an eye on the surroundings.

Tuesday, July 18, 2017

THE GROUNDS 26F SUPPLY HUT.

26F SUPPLY HUT. The tree gnomes keep the following their food, craft, and trade items. The food consists of honey, nuts, and dried fruit sufficient for the entire village for one season. The craft goods including baskets, boxes, and an especially large supply of strong rope. There is also modest amounts of tree gnome-sized clothing and decorative trinkets made from bird feathers.

The tree gnomes have a small supply of useful items they may share with the party, should they prove friendly and show their worth by defeating menaces in the Grounds. These items are of no use to the gnomes, but may prove valuable to the party:

A large shield +1 decorated with the white legs on black field Triskelion design
On set of man-sized splint mail +2
A labeled potion of levitation (green with purple flecks, bitter, smells of burnt toast)

Monday, July 17, 2017

THE GROUNDS 26E CAPTAIN'S HUT.

26E CAPTAIN'S HUT. The captain of the gnome militia and chief bodyguard to the king lives here.

Chopley Middlesmythe, Neutral Good male tree gnome Fighter (AC 7; MV 6”@12"; F4; hp 38; #AT 1; D Hand axe +3 to damage due to strength; S 18/43, I 8, W 13, D 11, C 18, Ch 8; XP 280)

Chopley is absolutely dedicated to the safety of the village first and foremost. He has a crush on Ariel Floan and has saved up 85 gold crescents and 312 silver spanners in hopes he can support her when he proposes to her. He keeps this wealth in a bag under an upside down bucket in his bedroom.

Sunday, July 16, 2017

THE GROUNDS 26D ILLUSIONIST'S HUT.

26D ILLUSIONIST'S HUT. This hut is the home of the resident spellcaster.

Fluxley Randritter, Chaotic Good female tree gnome Illusionist (AC 7; MV 6”@12”; I4; hp 12; #AT 1; D Dagger or dart; SA Spell use; S 7, I 17, W 12, D 17, C 10, Ch 14; XP 225)

First Level Illusionist Spells:
Darkness, Phantasmal Force, Wall of Fog

Second Level Illusionist Spells:
Blindness, Mirror Image

Fluxley has her spell components: split dried peas and some fleece. She has two plain silver rings (40 gold crescents each) and one fancy gold and platinum one (400 gold crescents). She has a hidden area in her hut where she keeps the village's communal treasure: 543 gold crescents, 632 silver spanners, 1231 copper pieces, two silver armbands worth 75 gold crescents each, and six potions of green tree sap (as potion of healing). She also has a scroll with hallucinatory terrain that she will use to hide the village in the event of an attack from an overwhelming force.

Saturday, July 15, 2017

THE GROUNDS 26C KING'S HUT.

26C KING'S HUT. The king, Noam Hoan lives here along with his daughter, missing for the last week. She is captured by the Ghost Spiders and is in Room 9F. If she is rescued the chief will give a reward of a a signet ring that is a family heirloom and a potion. The ring is gold with an unusual blue and brown flecked stone (900 gold crescent value). Anyone who wears it can speak to birds. The potion is made from the green sap of the Green Sap Tree (26K) and is equivalent to a potion of healing.

The King's crown has also been stolen by Wandra Triskelion and it is located in Room 5O, If it is returned to him, he will give the gold crown he is wearing right now (1500 gold crescents) in return for the bird crown.

Noam Hoan, Chaotic Good male tree gnome Fighter (AC 7; MV 6”@12"; F5; hp 26; #AT 1; D Short sword +2 +1 to damage due to strength; S 16, I 13, W 17, D 10, C 14, Ch 16; XP 306)

Friday, July 14, 2017

THE GROUNDS 26B FAMILY HUT.

26B FAMILY HUT. Each of these buildings houses a family of 1-7 (2d4-1) adult tree gnomes and 0-7 (1d8-1) young tree gnomes. These buildings each contain multiple furnished rooms and everyday household items, but no treasure. There are very few metal goods (pots, pans, etc.), and those that do exist are treated as treasures.

Adult Tree Gnomes (AC 7; MV 6”@12”; HD 1; hp 5 each'; #AT 1; D Dagger; SD Save at 4 levels higher; XP 15 each)

Thursday, July 13, 2017

THE GROUNDS 26A GREAT HUT.

26A GREAT HUT. This building serves as the meeting place and community center for the tree gnomes. It is a single room about thirty feet long and twenty feet high at its highest point, with the shape of a half-ovoid.

The inside is furnished with tables and benches made from the living branches of the trees, capable of holding double the whole population of the village. At the south end, there is a raised portion and master table for the chief, his family, and honored guests.

Wednesday, July 12, 2017

THE GROUNDS 26 TREE GNOME VILLAGE.

26 TREE GNOME VILLAGE. This clearing is home to a small group of tree gnomes. Their small village is built on a wooden platform about forty feet in the air and supported by five very large trees. The platform is not immediately obvious, although it casts a significant shadow on the area below, under which only very small plants live.

The gnomes have three lookouts each posted in the upper branches of Trees G and J, with a commanding view of the surrounding area, while themselves being all but undetectable unless characters declare they are searching the treetops. They are used to hostile monsters and humanoids and will not engage adventuring parties unless noticed and hailed first or unless the characters have rescued a tree gnome and are bringing them home. Treat the tree gnomes as very cautious but not hostile, unless attacked.

6 Tree Gnome Lookouts (AC 7; MV 6”@12”; HD 1; hp 5 each'; #AT 1; D Dagger or short bow; SD Save at 4 levels higher; XP 15 each)

Each lookout will have a dagger, a wooden shield, a short bow, and 20 arrows.

The village platform can be reached by the means of large rope ladders which the tree gnomes will lower for those they deem friendly. The platform and homes of the gnomes are made from the living branches of the trees. The branches are weaved together such a way that the footing is secure and there are no cracks in the floor, walls, or ceilings of the dwellings. The furniture and interior walls are also made of living tree branches. The trees are sentient and many generations ago worked together to build the village for their beloved tree gnomes.

The tree gnomes are wary of the Grounds, as it has become more dangerous without the stabilizing influence of the Triskelion family. They are eager to trade, however, especially for metal items and weapons. If the adventurers make allies of the tree gnomes, this can become a valuable home base for further exploration of the Grounds.


Tuesday, July 11, 2017

THE GROUNDS 25U PRIZE ROOM AND EXIT.

25U PRIZE ROOM AND EXIT. After exiting the teleporter from 25T, the party will find themselves in a 20 foot by 20 foot room. Add up the points for each player. The person with the lowest score will be wearing a magic green jacket when they leave the teleporter. Decide ties by the winner of the final leg of the flagball course. The person who comes in second wins a set of steak knives (value 2 gold crescents).

The magic green jacket has the following powers while worn
18 charisma
Immunity to green slime
Acts as a luckstone

The jacket also has a 7500 gold crescent emerald in the pocket.

The room will rise like an elevator and lead to the front exit where characters may leave the building through the front doors. The building will then start glowing the colors of the rainbow and disappear.

Monday, July 10, 2017

THE GROUNDS 25T A GIANT FEAST.

25T A GIANT FEAST. The teleporter from 25S expels the characters from a hole that looks suspiciously like a mouse hole. They find themselves o giant table loaded with condiments, utensils, and foodstuffs.

They are actually on a giant wooden table. A giant family is sitting down for dinner. The characters must traverse the table and find the teleporter on the other side.

The table is 1000 feet long. Each giant is one hundred times larger than a person. There are four diners, each of which has a zone of the table. Because the huge room is fairly dark and the only light sources are lamps on the table, the adventurers will not be able to make out the features of the giants. The will only see their hands as they reach for their food.

The first zone is the giant papa. He will not notice any adventurers as he is enjoying his pipe. He will breathe smoke on the first 250 feet of the table. Each round, every person in this 250 feet must save vs dragon breath or take 1 hit point of smoke inhalation damage.

The next 250 foot zone belongs to the giant mama, who will scream when she sees an adventurer enter her zone. This high pitched wail is a one-time attack only and will affect all adventurers. This sound causes weakness a save is made against paralyzation. Furthermore, the first adventurer or adventurers in the zone must save vs paralyzation again or be deafened. Both effects last for from 2-12 melee rounds. Those weak from fear from the sound lose 50% of their strength; deafened creatures cannot hear any sound and will strike at -1 on their attack dice due to disorientation.

The next 250 foot zone belongs to the giants' son. He will shoot spitballs at adventurers. He can attack once per round and spitballs do 1d4 damage. He strikes as a 4 HD monster only.

The final 250 feet is the part of the table used by the giants' daughter. Once per round, she will try and snatch and adventurer to keep as a pet. She attacks as a 4 HD monster and must make a “to hit” roll. Characters caught may make a saving throw vs petrification to attempt to wriggle out of her grip or they can attack her hand. Her hand's armor class is 7 and if she takes 10 points of damage she will drop the character and go run crying to her room. If adventurers wriggle free or are dropped they will fall 1d4 X 10 feet. If she succeeds in taking an adventurer they are imprisoned in a giant cage, their fate to be decided by the Dungeon Master.

On the table there are four huge silver tea spoons. Each weighs 1000 gp weight and is worth 8000 gold crescents if they can somehow be carried off.

The giants other than the daughter will be content to allow adventurers to leave by the teleporter. If the adventurers should decide to fight the giants (not advisable), consider each giant as having hit points in the 1000s and an armor class of 7 due to thick skin on exposed parts of the body. Clothing will have an armor class of 0. The mother and father attack as 16+ HD creatures. Any hit made by a giant in anger is fatal unless the character rolls a 00 on d%, in which case they will have 1 hit point left.

Of course characters can also attempt to climb down a table leg or something. It is three hundred and fifty feet to the floor. They will now be stuck in a world populated by six hundred foot tall giants.

 

Sunday, July 9, 2017

THE GROUNDS 25S WATER HAZARD.

25S WATER HAZARD. This course has a river running through it. A handy rope bridge spans the river but a giant octopus lurks below, waiting to pick off bridge travelers.

Giant Octopus (AC 7; MV 3”//12”; HD 8; hp 32; #AT 6 tentacles and 1 beak; D 1-4 (X 6)/2-12; SA Constriction; SD Ink in retreat; XP 870)

The octopus cannot attack with its beak unless its prey is in the water with it. In addition to the 32 hit points of the octopus, each tentacle can take 8 hit points before being severed. If three of its tentacles are severed, there is a 90% chance the octopus will retreat, blowing black ink to cover itself. However, if the giant octopus is killed it will vaporize into a cloud of black smoke and a gold talisman with the icon of an octopus will appear at the end of the bridge. The talisman is worth 900 gold crescents and any person who holds it will have a +2 bonus on to hit and damage against molluscs.

The teleporter leads to 25T.

Saturday, July 8, 2017

THE GROUNDS 25R THE VOLCANO.

25R THE VOLCANO. This room is very, very large on the order of several miles square and the ceiling is about twenty miles up. A volcano is in the center of the room emitting small puffs of smoke. A trail winds up along the side of the volcano to its summit.

Near the summit there are ten firenewts eager to defend their 'god' the volcano.

8 Normal Firenewts (AC 5; MV 9”; HD 2+2; hp 11 each; #AT 1; D Pike or long sword; SA Breathe fire; XP 123 each)

1 Elite Firenewt (AC 3; MV 9”; HD 3+3; hp 17; #AT 1; D Battle axe; SA Breathe fire; XP 193)

1 Firenewt Priest (AC 5; MV 8”; HD 3+3; hp 16; #AT 1; D Footman's mace; SA Breathe fire; spell use; XP 254)

Each firenewt has 2d8 gold crescents and 3d8 silver spanners. In addition the elite has a gold ring with a lizard head design worth 250 gold crescents and the priest has a gold holy symbol featuring a dragon-head motif with gems for eyes, worth 600 gold crescents.

If a person looks into the volcano, the bottom looks all black. This is actually a giant teleporter to 25S.

Friday, July 7, 2017

THE GROUNDS 25Q THE WINDMILL.

25Q THE WINDMILL. This course is similar to 25N VIKING VOYAGE, except a huge building-sized windmill is present instead of a ship. There is a huge tunnel going through the windmill, but the razor sharp blades make a circuit in front of the entrance. If a person attempts to time it and jump through, they must roll under their dexterity on a 1d20 or get hit for 2d10 damage.

The teleporter on the other side leads to 25R.

Thursday, July 6, 2017

THE GROUNDS 25P HOUSE OF CARDS.

25P HOUSE OF CARDS. This course enters upon a maze made of giant playing cards. The ceiling is about ten feet high and the floor is the typical fake green grass. At the areas marked by letters and cards symbols are the face cards. These will peel themselves off the wall when encountered.

Kings will challenge the first person in marching order (dice for random if two or more in front) to single combat. Each wears a crown worth 400 gold crescents.

Kings (AC 3; MV 6”; F4; hp 20 each; #AT 1; D By weapon type +1 due to strength; XP 190 each)

King
Weapon
Spades
Long sword +1
Hearts
Broad sword +1
Clubs
Giant putter (1d8 damage)
Diamonds
Battle axe +1


Queens will offer a smell of their flower. If a person agrees, check the table and the Queen will then be quite talkative, although they are all a bit pompous and vain. If this is refused, they will be furious and call for help. 1d4+1 soldiers wearing card suits will appear. Each Queen has a tiara worth 300 gold crescents. Their flowers only work for them.

Queens (AC 9; MV 12”; MU4; hp 12 each; #AT 1; D Dagger; XP 225 each)

Soldiers (AC 5; MV 9”; F1; hp 5 each; #AT 1, D Spear; XP 30 each)

Queen
Flower Effect
Spells
Spades
Fear (as wand)
Darkness, Ray of Enfeeblement, Scare, Shield, Sleep
Hearts
Cure Serious Wounds
Burning Hands, Charm Person, Dancing Lights, Forget, Invisibility
Spades
Turn to stone (as medusa)
Magic Missile (X3), Stinking Cloud, Web
Diamonds
Diamond appears as gift to smeller (5000 gold crescent value)
Audible Glamer, Enlarge, Light, Mirror Image, Shocking Grasp,


Jacks will demand a toll of 100 gold crescents for passage. If refused, they will yell for help and there is a 50% chance that 1d4 soldiers will appear to help them. Each Jack has a pouch of 1d4X100 gold crescents extorted from previous travelers.

Jacks (AC 5; MV 9”; F4; hp 20 each; #AT 1; D By weapon type +1 due to strength; XP 190 each)



King
Weapon
Spades
Wand of Magic Missiles (35 charges, command word “Spades”)
Hearts
Hand Axe +1
Clubs
Spear +1
Diamonds
Footman's Military Pick +1

The teleporter leads to 25Q.


Wednesday, July 5, 2017

THE GROUNDS 25O GRAB THE GOLD RING.

25O GRAB THE GOLD RING. The teleporter from 25N deposits the party in the center of a long corridor, as usual floored by fake green grass. Down one side is a hole which houses the teleporter to Room 25P. In the other direction is a gold ring (400 gold crescents value), about two feet wide, suspended from the ceiling by a rope.

This room will test which characters run towards the teleporter and which will try and get the gold ring. If the gold ring is grabbed, another will appear ten feet away in the same direction. This one is worth 200 gold crescents. The same thing will happen until 100, 50, and 25 gold crescents rings are found.


Tuesday, July 4, 2017

THE GROUNDS 25N VIKING VOYAGE.

25N VIKING VOYAGE. This course has returned to its covering of fake green grass. In the center is a large fake viking boat with a hole in the middle allowing passage from START to the teleporter. The ship is about fifteen feet from the floor to deck and decorated with shields, wooden dragon designs, etc. Twelve ballboys with hundreds of spears are on deck and will throw them at any one who tries to run through the ship. They will not aim at any one wearing the gold viking helmet from 25I.

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


Monday, July 3, 2017

THE GROUNDS 25M RUNNING OF THE BULLS.

25M RUNNING OF THE BULLS. The adventurers find themselves on an unusual course. The corridor's floor looks like a street made of some very firm black substance with a yellow dashed line down the middle. The walls are painted to look like shops and residences. To one side is a pen holding one bull for each character. Hundreds ballboys and ballgirls are seated in a gallery of sorts overlooking the action (about ten feet up and bleacher style seating).

Bulls (AC 7; MV 15”; HD 4; hp 18 each; #AT 2 hooves; D 1-6/1-6; SA Charge for 3-12; XP 157 each)

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

The bulls will only charge (75%) if approached within 80 feet. The ballboys and ballgirls will not attack at all if not attacked first and will actually shout encouragement and warnings. The teleporter leads to 25N.


Sunday, July 2, 2017

NEW MAGIC ITEM: RING OF BURROWING.

The wearer of this ring may burrow through earth at a rate of 6”. They may tunnel through stone as though they were a hill giant (see DM Guide page 106)

XP VALUE: 1,000

GP VALUE: 5,000

THE GROUNDS 25L DOUBLE TROUBLE.

25L DOUBLE TROUBLE. The door leading to Room 25K is labeled “Break Room” from this side. At first this appears to be a rather simple course with a teleporter hole at the far end, 70 feet from the door. However the hole is really a chute to a second course and there is a ledge/ dropoff along the last twenty feet of the course. The true teleporter hole is on this lower course, forty feet below the upper course.

Complicating this are two ankhegs, which can burrow between the courses.

2 Ankheg (AC Overall 2, Underside 4; MV 12” (6”); HD 4; hp 17, 19; #AT 1 bite; D 3-18 (+ 1-4); SA Squirt acid for 8-32; XP 153, 161)

Each ankheg wears a jewelled collar. The 17 hit point ankheg's collar is made of silver and garnets and worth 700 gold crescents. The 19 hit point ankheg's collar is a ring of burrowing. When removed from the ankheg it will shrink to fit any finger.


Saturday, July 1, 2017

THE GROUNDS 25K BREAK ROOM.

25K BREAK ROOM. This large room holds dozens of tables and chairs. 5d4 ballboys and ballgirls are here, drinking and eating. They are not hostile, put each has a club that looks like a putter.

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

A bar is against the one wall and there is a small kitchen behind. A ballboy bartender will serve any alcoholic drink that you desire from his magic tap and a ballboy fry cook will make any fried meal you like with his magic skillet. Both of these individuals are huge (about eight feet tall) and rippling with muscles.

Ballboy Bartender/ Fry Cook (AC 4; MV 12”; HD 6+6; hp 36, 39; #AT 1; D Club +4 due to strength; SD Regenerate 2 hp/round; XP 638, 662)

The magic tap has the command word “Bufflepudge” and works like a decanter of endless water but it will produce any non-magical fluid as long as it is alcoholic. The magic skillet has the command word “Gumplegrits” and works like a table of plenty but only makes fried food and does so on command.

The door leading to Room 25J is labeled “Sand Traps” from this side and the door to Room 25L is labeled “Double Trouble” from this side.