31A
YAWNING GAP. A large mouth with yellow carious teeth is present in
the middle of the hall. It exhales with bursts of foul-smelling air.
To pass adventurers must jump through during its inhalation phase.
This requires a roll under dexterity on a 1d20. Failure results in
1d6+2 chomp damage. The teeth may also be separated with a weapon,
pole, etc. but the mouth will break such items in 1d4 rounds (figure
1 round for a wooden pole and 4 rounds for a strong bar of steel).
Thursday, August 31, 2017
Wednesday, August 30, 2017
THE GROUNDS 31 A TOOTHSOME TOWER.
31
A TOOTHSOME TOWER. This forty foot tower is smooth and ivory
colored, made of a firm calcified material. The top is marked by
four cusps. There is one entrance on the southwestern aspect.
The
entrance is shaped like a gothic arch and there is no door. Within
the tower, the halls are tunnel-like as if carved by a worm eating
its way through the solid pale calcified substrate.
Tuesday, August 29, 2017
THE GROUNDS 30R KANE'S SANCTUM.
30R
KANE'S SANCTUM. This upper reach of the tower has a fifteen foot
ceiling and above that is the spire, which extends another fifteen
feet to its tip.
The
room is furnished as a living room (chairs, sofas, tables, etc).
There is also a large chest with mystic writing on it. These are
explosive runes. Kane has instructed Quill in the necessary
countermeasures. Within the chest are three scrolls, a wooden hinged
box with a small lock, and a wand case.
The
first scroll holds the spells polymorph other and wall of
fire. The next hold the spells magic missile, sleep, and
web. The third is a scroll of protection from wererats.
The
small box is locked (Kane took the key with him) and trapped with a
fire trap. Damage from the fire trap is 1d4+12 because
Kane used to be a level 12 magic-user before combat with a level
draining undead. In the box is a ring of spell turning, a
gold ring with an emerald (5500 gold crescents), 7 Jalluxian platinum
imperials, and 6 gems (citrine, 100 gold crescents each).
The
wand case is made of fine wood and silver inlay and worth 300 gold
crescents. It holds a wand of lighting (54 charges,
activation word “zakeru”).
Monday, August 28, 2017
THE GROUNDS 30Q KANE'S ROOM.
30Q
KANE'S ROOM. The trapdoor is locked. Orlando the brownie has the
key.
There
is a work bench holding alchemical glassware and spell components.
There is a desk, a bookcase, a wardrobe, and a cot. A stuffed
crocodile hangs by chains from the ceiling.
The
spell components on the work bench are in glass jars, each labeled
with material type and spell to be used for:
Component
|
Spell
|
Copper
wire (4 gold crescents worth)
|
Message
|
Feathers
|
Feather
fall and fly
|
Iron
bars
|
Hold
monster
|
Magnets
|
Disintegrate
|
Nut
shells
|
Confusion
|
Powdered
iron
|
Protection
from evil
|
Powdered
silver (65 gold crescents worth)
|
Protection
from evil
|
Quartz
chunks
|
Wall
of ice
|
Salpeter
|
Fire
trap
|
The
desk holds various quills, ink, a special fine magical ink worth 400
gold crescents for the write spell, a glass lens in a platinum
casing (150 gold crecents) for the read
magic spell, and 4 strips of ivory for the legend lore
spell (worth 50 gold crescents each).
The
bookcase holds various notes and three spell books.
The
first spell book is a book of first and second level spells. It
holds burning hands, charm person, feather fall, find familiar,
message, protection from evil, read magic, write, continual light,
esp, fool's gold, knock, and ray
of enfeeblement.
The
second spell book is a book of third and fourth level spells. It
holds blink, explosive runes, fireball, fly, hold
person, confusion, dimension door, fire trap, polymorph self, and
wall of ice.
The
third spell book is a book of fifth and sixth level spells. It holds
animal growth, conjure earth elemental, hold monster, telekinesis,
disintegrate, and legend
lore.
The
wardrobe holds robes and cloaks, each gray and decorated with blue
ringed planets. There is a normal quarter staff and three silver
daggers.
Inside
the belly of the stuffed crocodile are 15 topazes worth 300 gold
crescents each. Under the cot is a wooden box holding 532 gold
crescents, 321 silver spanners, and 363 copper pieces.
The
ceiling is ten feet high, the ramp goes up to Room 30R.
Sunday, August 27, 2017
THE GROUNDS 30P RADABAUGH'S ROOM.
30P
RADABAUGH'S ROOM. Radabaugh keeps the key to his room on him all of
the time.
The
room has a martial atmosphere. Normal weapons (three morning stars,
two bardiches, a voulge, a halberd, a two-handed sword, three short
swords, sixteen daggers, and a trident) are hung on hooks about the
room. It is otherwise furnished as a bedroom. Radabaugh keeps a
small chest of 753 gold crescents under his bed. He has a pouch on
his nigh stand with 19 silver spanners and 33 copper pieces.
Saturday, August 26, 2017
THE GROUNDS 30O QUILL'S ROOM.
30O
QUILL'S ROOM. Quill keeps the key to her room on her at all times.
This
bedroom has a decidedly feminine atmosphere. The arrow cross-slits
have had stained glass added to them, making them nonfunctional for
their intended purpose.
Quill's
desk has a hidden compartment where she keeps her spell book.
First
Level Magic user Spells:
Affect
normal fires, mending, read magic, sleep, write
Second
Level Magic user Spells:
Continual
light, knock, web
In
the drawers are her spell components: a piece of crystal for the
read magic spell, packets of sand in paper for the sleep
spell, special ink for the write spell (worth 300 gold
crescents), and cobwebs wound around a wooden dowel for the web
spell.
On
her dresser are the following:
- an unlabeled potion of invisibility (odorless, tasteless, clear) in a rock crystal decanter (75 gold crescents)
- a silver and ivory necklace (450 gold crescents)
- a pair of platinum earrings (300 gold crescents)
Friday, August 25, 2017
THE GROUNDS 30N HALL.
30N
HALL. This area allows access to next upper level (Room 30Q) by
means of a wooden ladder. There are crossbow style arrow-slits and a
wooden crate holding 46 bolts. Three heavy crossbows are hung on the
wall. There is a ten feet ceiling, the ramp goes down to Room 30A.
Thursday, August 24, 2017
THE GROUNDS 30M PRISON.
30M
PRISON. Prangel keeps the keys to the cells.
Cell
1. Two spinach men are here. They got lost from Area 5 and showed
up in front of the tower. Radabaugh took them in, but doesn't know
what to do with them, since he isn't sure if they are trustworthy and
if he just sends them away, they will probably be killed by monsters.
The problem is that they are languishing here without sunlight for
photosynthesis and will eventually die, even if given food and water.
2
Spinach Men (AC 10; MV 12”; HD 1; hp 4, 5 #AT 1; D By weapon; XP
14, 15)
Cell
2. Empty
Cell
3. Three sugar goblins from Area 23. They tried to sneak in to the
tower in order to steal, but were caught. They will promise anything
in order to be set free, but it is no surprise that they are not
trustworthy.
3
Sugar Goblins (AC 9; MV 6"; HD 1-1; hp 4 each#AT 1; D By
weapon; SD Half damage from
weapons; XP 18 each)
Wednesday, August 23, 2017
THE GROUNDS 30L PRANGEL'S ROOM.
30L
PRANGEL'S ROOM. Prangel always keeps the lock to this room on his
person. It has the usual furnishings of a bedroom. There are 125
gold crescents hidden in some socks in the dresser, and there is a
long bow +1 and a quiver with twenty arrows, two of which are
+2 magic arrows. He has a clay pot holding bric-a-brac, but
it is actually under an illusion and is really a gold chalice (500
gold crescent value). Even Prangel doesn't know about it.
Tuesday, August 22, 2017
THE GROUNDS 30K RECREATION ROOM.
30K
RECREATION ROOM. This room features various leisure time activities
(darts, dice, cards, etc.) Generally, several men-at-arms will be
here if the tower is not being attacked.
Monday, August 21, 2017
THE GROUNDS 30J WATER CLOSET.
30J
WATER CLOSET. This facility is adequate to cover the needs of the
tower's population.
Sunday, August 20, 2017
THE GROUNDS 30I BARRACKS.
30I
BARRACKS. There are 20 bunks and footlockers, 14 of which are
currently being used. Wardrobes hold uniforms and normal clothing.
The
footlockers hold personal effects. In addition, each has a 25%
chance of holding 1d4 copper pieces and a 10% chance off holding 1d4
silver spanners.
Saturday, August 19, 2017
THE GROUNDS 30H WEAPON'S ROOM.
30H
WEAPON'S ROOM. Racks hold 52 spears, 17 heavy crossbows, 9 daggers,
and 12 short swords. A barrel holds 215 bolts.
Friday, August 18, 2017
THE GROUNDS 30G SPAR ROOM.
30G
SPAR ROOM. This room is used for combat training. Racks hold
staffs and wooden swords. Geometric figures are painted on the stone
floor.
Thursday, August 17, 2017
THE GROUNDS 30F DINING HALL.
30F
DINING HALL. This room is is furnished with tables and seating to
fit all of the people of the tower and an additional ten guests.
Wednesday, August 16, 2017
THE GROUNDS 30E KITCHEN.
30E
KITCHEN. This room is outfitted with all the tools, ovens,
fireplace, etc. required to feed the denizens of the tower. There is
running hot and cold water. The cook sleeps here with her teenage
daughter, who helps with the cooking and serving. They have 13
silver spanners and 85 copper pieces in a earthenware jar in a
cabinet.
Cook
and daughter, Lawful Neutral normal active female humans (AC 10; MV
12"; HD 1-4 hit points; hp 3, 2; #AT 1; D Knife for 1d2; SA
Attacks at -1 "to hit"; XP 8, 7)
Tuesday, August 15, 2017
THE GROUNDS 30D STORE ROOM.
30D
STORE ROOM. There is a enough good food and drink (including ale and
beer) to keep the residents tower comfortable another month. There
are also miscellaneous supplies (rope, oil, torches, tools).
Monday, August 14, 2017
THE GROUNDS 30C BASEMENT.
30C
BASEMENT. This is below ground. The ceiling here is ten feet. The
ramp to the north goes up to Room 30B.
There
is a cart here used to move supplies up and down. It is mounted to a
groove on the wall so that it can be moved in a controlled fashion.
The
passage to the south slopes gently until the floor of the complex is
twenty feet below ground, with rooms and corridors having a ceiling
of twelve feet.
Sunday, August 13, 2017
THE GROUNDS 30B WEAPON'S ROOM.
30B
WEAPON'S ROOM. This room is at ground level. It holds 55 spears, 8
broad swords, 14 daggers, 21 heavy crossbows, and a barrel of 254
crossbow bolts. The ceiling is fifteen feet. The north ramp goes
down to Room 30C and the south ramp goes up to Room 30A.
Saturday, August 12, 2017
THE GROUNDS 30A MAIN ROOM.
30A
MAIN ROOM. The entry to the tower is flanked by two arrow
cross-slits. The double door is reinforced and locked. The floor is
gray stone with the blue planet design in smaller stones fitted in
artistically. The ceiling is ten feet. The north ramp goes up to
Room 30N and the south goes down to Room 30B.
Four
men-at-arms are normally here at all times.
Friday, August 11, 2017
THE GROUNDS 30 GRAY AND BLUE TOWER.
30
GRAY AND BLUE TOWER. This tower reaches to sixty feet tall, seventy
if the blue spire is considered. its stone is gray with blue ringed
planets (like Saturn) painted at intervals. The tower is only
accessible by a straight staircase on the east side leading up
fifteen feet above the ground. Instead of windows, there are arrow
cross-slits.
This
tower was built by Kane Triskelion as a refuge away from the Castle
for himself and his henchmen. Kane is currently away exploring the
dungeons (see the Upper Dungeons level 3 Room 148) and his retainers
are getting worried because he has been gone for so long. Decisions
are currently being made by Kane's henchman Radabaugh and Quill.
Radabaugh,
Neutral Good male human Fighter (AC 3; MV 6”; F4; hp 24; #AT 1; D
Long sword +1,
dagger,
or heavy crossbow;
S 15, I 16, W 15, D 10, C 12, Ch 9; XP 210)
He
wears plate armor and a great helm into battle. He is unusually
cerebral for a fighter and is trusted by everyone in the tower. He
is a good judge of character and willing to help adventurers in need.
Quill,
Neutral female human Magic-User (AC 8; MV 12”; MU3; hp 10; #AT 1; D
Dagger;
SA Spell use; S 7, I 15, W 9, D 16, C 8, Ch 17; XP 165)
First
Level Magic user Spells:
Affect
normal fires, sleep
Second
Level Magic user Spells:
Web
Quill
wears gray robes with the blue planet design. Kane has given her a
spell scroll with fireball and lightning bolt. Her
wand of paralyzation (command word “blastem”) has 37
charges. Quill is more suspicious than Radabaugh and her temperament
is grumpy. While the tower's garrison of soldiers admire Radabaugh
as a leader and warrior, moreso they admire Quill's cool beauty.
Prangel,
Lawful Neutral male half elf
Fighter (AC 5; MV 12"; F2; hp 15; #AT 1; D Spear
+1 +1 to damage
due to strength or heavy crossbow; S 16, I 10, W 9, D 13, C 16, Ch
12; XP 70)
If
Radabaugh can be treated as a captain, then Prangel is his
lieutenant. He is not a henchman of Kane's but is the leader of the
garrison of soldiers in the tower. He wears elfin chain and has a
gold ring with an oak leaf design, a gift from his mother, worth 250
gold crescents. He speaks seldom.
14
Men-at-arms (AC 5; MV
9”; HD 4 to 7 hit points; hp 6 each; #AT 1; D Spear, dagger, or
heavy crossbow; XP 11 each)
These
men wear chain armor and each carry 1d8 silver spanners and 1d12
copper pieces. They are beginning to become nervous due to the long
absence of Kane. They have discussed more than once about trying to
fight their way through the Castle of the Perilous Forest in order to
try to reach the outside world.
Orlando,
Brownie (AC 3; MV 12”; HD
1-4 hit points; hp 4; #AT 1; D Small sword for 1-3; SA Spell use; SD
Save
as 9th level cleric, never surprised; XP 69)
Orlando
is Kane's familiar. He misses Kane but knows that he is still alive
somewhere. He spends most of his time with Quill as he appears to be
the only being that is able to make her laugh.
The
denizens of the tower may allow groups of adventurers to enter if
they appear to be of good alignment and especially if they are
wounded. Radabaugh in particular has a kind heart while Quill and
Prangel are much more pragmatic and likely to keep a running tally of
expenses made by adventurers in order to present a bill at a later
date. Radabaugh and Quill would welcome any attempt made by the
adventurers to mount and expedition to locate Kane.
If
the party has already found Kane and is bringing him back, they will
be lauded as heroes and given a party in celebration. Kane is likely
to reward them with gifts from his private treasure room.
For
defense, the tower mainly relies on Quill's spellcasting and the use
of heavy crossbows to repel invaders. The arrow cross-slits are
located around the tower to allow a view of attacks from any side.
Thursday, August 10, 2017
THE GROUNDS 29 SUNDIAL.
29
SUNDIAL. A stone sundial is in this small clearing. Anyone
approaching to within thirty feet of it will feel a momentary
resistance to forward progress as they breach an invisible
dome-shaped membrane-like barrier surrounding the sundial.
The
shadow-caster (gnomon) of the sundial can be adjusted. Moving it all
the way to the right changes the local time (within the dome) to
double speed. Moving it to the left does the same to lower the speed
of time to one half relative to the outside world.
Clues
will be readily apparent, as the movements of birds, clouds, etc.
will change based on the sundial's setting.
Wednesday, August 9, 2017
THE GROUNDS 28 THE FORGE.
28
THE FORGE. This large building is actually just a roof and wooden
supports with no real walls. Quantities of firewood protected by
tarps are nearby. As it is approached, the loud sounds of hammering
on metal can be heard, only to go eerily silent when the place is
approached to within fifty feet.
If
entered, adventurers will find the forge to be complete with anvils,
firepits, and all of the necessary tools. The fires are still
blazing and the various weapons, horseshoes, and tools that are being
worked on are present.
The
forge is actually inhabited by a group of permanently invisible
dwarves. They resent intrusion and will wait silently until
strangers leave.
25
Invisible Dwarves (AC 0; MV
6”; HD 1; hp 5 each; D Hammer; SD Invisible; XP 19 each)
They
are surly, prideful, and unfriendly, but not hostile unless placed
under stress or attacked. They greatly dislike thieves and are
naturally suspicious. Things personally carried by the dwarves will
turn invisible. They can fight as invisible and their AC is 4 to
creatures who can see invisible. Each dwarf will have 5-20 (5d4)
gold mabans. The dwarves are neutral in alignment.
Tuesday, August 8, 2017
THE GROUNDS 27O KITCHEN/ SERVANTS' QUARTERS.
27O
KITCHEN/ SERVANTS' QUARTERS. This cave is furnished as a working
kitchen. A gnome matron offers cookies and tea and wishes to escort
the party to Room 27N.
Meldred,
Chaotic Evil female gnome Assassin (AC 7; MV 6”; A3; hp 12; #AT 1;
D Dagger; SA Paralysis, back stab; S 14, I 12, W 9, D 16, C 14, Ch
13; XP 238)
Thief
skills: PP 30%, OL 35% F/RT 30% MS 20% HS 15% HN 20% CW 70% RL -
Meldred
is dressed in a similar fashion to Hilga and also has a dagger with
paralysis poison. She has a gold and ivory broach worth 300 gold
crescents, and a silver bracelet worth 80 gold crescents. She will
try to steer adventurers to her colleagues in Room 27N.
In
the icebox there are cuts of meat which are from both humans and
gnolls. At the north end of the room there are two small beds behind
a curtain. Under one of the beds is small jewelry box holding two
pairs of gold earrings (200 gold crescent value total) and a silver
pin with a death's head design (50 gold crescents).
Monday, August 7, 2017
THE GROUNDS 27N LEUCROTTA LAIR.
27N
LEUCROTTA LAIR. The north cave is decorated as a living room, with
blankets draped over rods to cover up the cave walls. A female gnome
sit in a plush chair, sipping tea and having a conversation with a
woman changing behind a changing screen. The woman has a beautiful
voice and pieces of skimpy lingerie are draped over the screen.
The
gnome, a grandmotherly type, is actually the servant of a leucrotta
who hides behind the screen. The leucrotta's favorite tactic is to
seduce a single male adventurer to take off armor and weapons and
come behind the screen to tell it if its outfit looks alright.
Leucrotta
(AC 4; MV 18”; HD 6+1; hp 26; #AT 1 bite; D 3-18; SA Voice
imitation; SD Kick in retreat
(1-6/1-6); XP 683)
Hilga,
Chaotic Evil female gnome Assassin (AC 7; MV 6”; A3; hp 10; #AT 1;
D Dagger; SA Paralysis, back stab; S 12, I 13, W 10, D 16, C 10, Ch
14; XP 230)
Thief
skills: PP 30%, OL 35% F/RT 30% MS 20% HS 15% HN 20% CW 70% RL -
Hilga
wears a leather vest and skirt under her dress, which along with her
dexterity gives her her armor class. She has a gold ring (400 gold
crescents) and 10 silver hair pins (5 gold crescents each). Her
dagger has a special paralytic poison that acts as ghoul paralysis.
It will work for 1d4+1 times before all the venom is wiped off the
blade. She will try to backstab if at all possible.
Under
the tea table is a small chest holding 1432 silver spanners and 965
gold crescents.
Sunday, August 6, 2017
THE GROUNDS 27M GARGOYLE LAIR.
27M
GARGOYLE LAIR. These two very aggressive monsters will immediately
attack the characters when they enter their lair. In the foul pile
of branches, leaves, and bones which is their nesting place is the
following: 1383 gold crescents, 2311 silver spanners, and 2 potions
of growth (both are sky blue,
tasteless, and smell of pepper).
2
Gargoyles
(AC 5; MV 9”/15”; HD 4+4; hp 24, 21; #AT 2 claws, 1 horn, and 1
tail; D 1-3/1-3/1-6/1-4; SD Magic weapon to hit; XP 285, 270)
Saturday, August 5, 2017
THE GROUNDS 27L NOISY ROOM.
27L
NOISY ROOM. In the center of the room floats a two foot diameter
sphere of constantly changing lights and textures. Orbiting it a are
four tiny (about six inches in greatest dimension) creatures looking
something like a cross between a frog and an octopus. Each small
creature is producing an awful atonal music with a set of miniature
metal pipes.
The
object in the center of the room is an embryonic chaos god. The
music the pipers are playing keeps it small until it is ready to
enter its next growth cycle and be sent into deep space to mature.
Paying too close attention to it causes vague uneasiness, a slight
eye-ache, and nausea. If the character persists in inspecting the
chaos orb for a full round they must defend against a psionic blast
vs non-psionic from short range (DMG, page 78). This is not
actually a psionic attack from it, but only a reaction from the mind
of the mortal character as they attempt to make sense out of what
they are seeing. The orb is a true chaos being and has no pattern,
but the mortal mind will try to make a pattern out of what it is
experiencing and the results are frighteningly strange, uncanny, and
mind blasting.
The
satellite creatures are rather curious about strangers. If talked
to, they will converse via perfect telepathy (like a demon).
While they are doing this, they will stop piping and the musical
influence on the chaos sphere-god will lessen and it will begin to
destabilize. The same thing will happen if the creatures are
attacked. If only one creature is conversing or fighting, the orb
will fluctuate and its surface will gives off excrescences, like
solar flares. If two creatures are involved at the same time, the
size of the orb will begin to change smaller and then much larger.
If three are affected, the orb will begin to produce a roar and grow
to fill the room. If all four of the creatures are incapacitated,
the orb will increase massively in size and rise through the roof at
a significant fraction of the speed of light, causing 2d100 damage to
anyone within one hundred feet. No more than two creatures will
willingly converse with adventurers at one time.
Satellite
Chaos Creatures (AC 0; MV
0”/6”; HD 8; hp 50 each; #AT 0; D Nil; SA Magic use; MR 60%; XP
1425 each)
These
creatures are too small fight in melee, but they are made of
extra-terrene material and supernaturally tough. They can use the
following sound-related spell-like abilities at will once per round
one at a time by use of their pipes: audible
glamer, charm person, clairaudience, confusion, deafness,
or produce a sonic attack that does 1d8 damage.
They
are not hostile unless attacked and will want to learn about
characters that enter the room. They have the power to make a
contract with mortals, in which they will give power. In return they
will take something from the character that wishes to bargain.
Creature
|
Grants
power of
|
Wants
in return
|
Oglesnitz
|
Double
normal life span
|
Your
fertility
|
Igglywurb
|
Eternal
wakefulness
|
All
the memories of your childhood
|
Karmelizer
|
The
ability to identify magic items on sight
|
You
must become a worshipper of the embryonic chaos god
|
Reddy
Freddy
|
Permanent
immunity to poison and level drain
|
Service,
see below
|
Service
means that the creature can make one demand in the future on the
character and the character must fulfill the letter of the creature's
wishes. When the creature decides to exercise this right, the
involved character will feel an irresistible summons to return here
and do what the creature wishes. This will probably take place some
time within the next year or whenever it is convenient for the DM.
This function is much like a quest or geas. The nature
of the demand is up to the DM, but should be significant, difficult,
and entertaining.
Each
creature is only willing to make one bargain.
Friday, August 4, 2017
THE GROUNDS 27K ENTROPY ROOM.
27K
ENTROPY ROOM. The walls radiate strange patterns of colored light,
constantly moving and changing. A gnome sits near the west wall,
facing the room entrance. A small stone statue of a head is strapped
to the top of the gnome's skull, emitting a soft gibbering sound.
Next to the gnome is a small leather bag.
The
room is under a special kind of magic entropy field produced by the
gibbering stone head. If a person starts to move towards the west
wall, they will begin to slow down involuntarily, finally coming to a
complete stop about halfway along. Any kind of movement is affected,
so flyers will slow down and come to rest on the floor. Observers
will notice the stop, but to the person doing the movement, the
effect is not noticeable, although they will become frustrated that
the room appears to be taking so long to traverse.
Silencing
the stone head will stop the field, and teleportation works
normally. Other solutions on how to reach the gnome are also
possible. If the stone head is removed from the room it will stop
gibbering until brought back. The person wearing the stone head is
immune to the entropy field.
Chaos
Gnome, Chaotic Neutral male
gnome Illusionist (AC 6; MV 6”; I7; hp 20; #AT 0; D Nil; S 15, I
18, W 6, D 18, C 12, Ch 16; SA Magic use; XP 850)
First
Level Illusionist Spells:
Change
self, darkness, hypnotism, light
Second
Level Illusionist Spells:
Blur,
invisibility, mirror image
Third
Level Illusionist Spells:
Dispel
illusion, paralyzation
The
lights are providing entertainment for the gnome. To his highly
trained eyes they tell him stories and secrets. If the adventurers
are able to reach him and they are not rude, he will give them gifts
from his bag. He has the following:
- wand of wonder (54 charges)
- manual of puissant skill at arms
- a music box with a tiny bear standing on atop and a windable key. If the music box is wound up the bear will dance and the winder will gain strength (as the spell) for one hour. Usable once per day.
- a ring with a small golden beetle on it. Once per day the beetle may be removed and it will fly off, acting like a wizard eye with respect to the owner. It can stay away from the ring for one turn and can fit through any small space that would be accessible to an insect.
- a small flask holding a potion that will cure any mutation from Room 27I.
- a magic broom that will move behind the owner and sweep away all trace of his or her passage, usable for up to six hours per day.
One
gift will be given per person. The chaos gnome will try to match
gifts to owners who will find them useful. If there are not enough
given in the list above for all the characters, add minor magic
items, such as a potion or scroll so that all are included.
Thursday, August 3, 2017
THE GROUNDS 27J BROKEN STONE FACE.
27J
BROKEN STONE FACE. Carved into the east wall is a huge stone face.
It is fractured, as if struck by a great blow, and the left half of
the face is ruined. The intact half sports an empty eye socket but
within the eye socket of the ruined half is a green rock with purple
veins. It is cracked and contains a small amount of glowing purple
liquid. If the liquid is consumed it will permanently increase the
drinkers hit points by 1d3 but their eye color will change to purple.
Wednesday, August 2, 2017
THE GROUNDS 27I MUTATION ROOM.
27I
MUTATION ROOM. Worked into the west wall is a large stone face. Any
person who touches it must save vs spells or suffer one of the
following mutations:
1d%
|
Mutation
|
01-04
|
additional
eye (1d6, 1=right palm, 2=scalp, 3=left nipple, 4=small of back,
5=right knee, 6=left shoulder)
|
05-08
|
additional
head
|
09-12
|
albino
|
13-16
|
beak
replaces mouth
|
17-20
|
bulging
eyes
|
21-24
|
change
gender
|
25-28
|
duplicate
pair of arms (extra attack if weapon added)
|
29-32
|
ears
grow huge
|
33-36
|
extra
joint to arms (50%) or legs (50%)
|
37-40
|
eyes
are now stalked
|
41-44
|
facial
features rearrange
|
45-48
|
gains
silly voice
|
49-52
|
grows
fur on body
|
53-56
|
horns
|
57-60
|
lion's
mane
|
61-64
|
long
legs (increase move by 3”)
|
65-68
|
long
tongue with small face at end
|
69-72
|
lose
one eye and other one moves to middle of face
|
73-76
|
nose
grows two feet long
|
77-80
|
obese
(maximum weight for race/ gender)
|
81-84
|
skin
color change (1d6, 1=red, 2=orange, 3=yellow, 4=green, 5=blue,
6=purple)
|
85-88
|
tail
(1d6, 1=fox, 2=lizard, 3=fish, 4=tiger, 5=rat, 6=bird)
|
89-92
|
Thin
(minimum weight for race/ gender)
|
93-96
|
warty
skin
|
97-00
|
DM
choice
|
Touching
the head more than once does nothing. For purposes of getting the
mutation removed, treat the
effect as a curse.
Once a person has touched the head, they now carry a faint aura
which can be smelled out by a certain tribe of gnomes. Two gnomes
will arrive in 1d4 days to serve them. The gnomes will be chaotic in
alignment and good/evil/neutral based on the alignment of their
master.
Chaotic
Gnome (AC 6; MV 6”; HD 1; #AT 1; D By weapon; XP 10 + 1/hp)
Each
will have 0-9 (1d10-1) gold crescents, 0-19 (1d20-1) silver spanners,
and 0-99 (1d%-1) copper pieces. They will be armed with a short
sword (40%), hand axe (30%), or club (30%).
The
gnolls treat this as a sacred object. Occasionally a gnoll will come
here and toach the face on purpose in order to receive a
mutation. Then they will go out to explore the Castle and Grounds
with their gnome servants.
Tuesday, August 1, 2017
THE GROUNDS 27H HALL OF HEADS.
27H
HALL OF HEADS. The entry cave quickly becomes worked stone after a
few feet. The room is lined by bizarre stone heads worked into the
walls, each with a gaping mouth and vacant eyes. The heads are
greater than the height of a tall man and their features are
deformed, stretched, squashed, and otherwise strange. Three of the
mouths actually open into hallways. The loud buzz coming from the
noise room, 27L, can be heard to the north.
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