33QQQQ
ALCOVE. A huge stone plaque is embedded within the alcove, reading
"I Came, I Saw, I Conquered". Below the words is a
vertical slot, and if the saw from Room 33LLLL is inserted within it
and rotated, the saw teeth will act as a key, opening the tumblers
and causing a hidden door to open.
Sunday, December 31, 2017
Saturday, December 30, 2017
THE GROUNDS 33PPPP ALCOVE.
33PPPP
ALCOVE. A huge torch wall sconce is present within the alcove. If
it is pulled down, the secret passage (33AAA is revealed).
From
the passage side, the secret door appears as a normal door.
Friday, December 29, 2017
THE GROUNDS 33OOOO SISTER'S ROOM.
33OOOO
SISTER'S ROOM. The door to this room is made of stone and etched
with the words "Sister's Room". The door is heavy, but
will open with normal effort.
Upon
a stone bed and under a dome of glass is Hinny Hollow. She is in a
state like feign death placed
upon her by an enemy to the Hollows many many years ago, but
will wake up if kissed by her true love. Essentially, anyone willing
to make the effort qualifies as her true love. Alternately, the
adventurers can just steal her golden tiara (400 gold crescents) and
magic rose (see below).
Hinny
Hollow, Neutral female human
Magic-User (AC 7; MV 12”; MU4; hp 14; #AT 1; D By weapon type +1
due to strength; SA Spell use; S 17, I 15, W 9, D 17, C 15, Ch 5
(19); XP 235)
First
Level Magic user Spells:
Magic
Missile, Mending, Write
Second
Level Magic User Spells:
Detect
Evil, Wizard Lock
In
addition to the curse that put her to sleep, Hinny is under a
powerful enchantment. She normally appears as a middle-aged woman
with an unfortunate horse-like face, an annoying laugh, and poor
table manners. Once per day, she can reveal her true form, that of a
charming and stunningly beautiful woman, thus her charisma score of
19. This state last up to an hour, but is cut short if she is placed
under stress that will break her concentration, such as casting a
spell or engaging in combat. It might be possible to break this
enchantment, by a quest invented by the DM to achieve this effect, if
desired.
She
holds a magic rose in full bloom, though its stem is cut.
With it she and only she may cast a charm
monster spell once a day. The spells listed are those she
has memorized, though her spell book is lost.
Hinny's
memory is badly damaged due to the effects of the sleeping curse
placed upon her. She can not recall the circumstances of her being
placed here.
Thursday, December 28, 2017
THE GROUNDS 33NNNN MUMMY'S ROOM.
33NNNN
MUMMY'S ROOM. The
door to this room is made of stone and etched with the words "Mummy's
Room". The door is heavy, but will open easily if pushed.
Lying
on the floor is a dead woman wrapped in white bandages. She will
rise without the need for scrambling up, almost as if levitating and
with her body remaining stiff. She wears an iron crown on her head.
Mummy
(AC 3; MV 6”; HD 6+3; hp 33; #AT 1; D 1-12; SA Fear, paralyzation,
disease; SD Limited spell immunity; XP 1414)
Her
crown holds a small red ruby as a centerpiece. It appears to be
worth about 500 gold crescents but it is actually a periapt of
foul rotting.
Wednesday, December 27, 2017
NEW MAGIC ITEM: RING OF INAUDIBILITY.
The
wearer of an inaudibility ring is able to become completely silent at
will, this feature taking place instantly. Any purposeful attempt to
make noise, such as speaking, will break the effect of the ring until
it is reactivated.
XP
VALUE: 500
GP
VALUE: 3,000
NEW MAGIC ITEM: CAP OF THE NECROMANCER.
This
item appears as a simple piece of headwear (for example: a helmet,
hat, or beret). When placed on the dead body of a human, humanoid,
or demi-human it will animate the body into a special 5 hit die
zombie. The zombie will act as per usual for that monster, obeying
commands given by the one who placed the cap upon its head. As a
zombie it cannot heal from wounds received. The cap grants a certain
will to the zombie, however. f anyone tries to remove it, the zombie
will resent this attempt to end its un-life and will fight to keep
the cap, even from its master.
XP
VALUE: 1,250
GP
VALUE: 10,000
THE GROUNDS 33MMMM DADDY'S ROOM.
33MMMM
DADDY'S ROOM. The door to this room is made of stone and etched with
the words "Daddy's Room". The door is heavy but can be
moved if two or three adventurers work together to push together or
if one adventurer succeeds in an open doors roll.
The
door is trapped. When it is opened, a portion of the ceiling will
fall and all those who helped open the door must save vs
petrification or be hit for 2d10 damage.
Inside
the room are a dessicated corpse of a short man on a metal board
raised on wooden stilts, a stone trough holding silver coins, a
silver urn, a wooden mannikin wearing an iron Phrygian style hat
(like the Triskelion statues wear), and ten wooden statues, each
about the size of a cat.
The
metal board that the dead body is on is actually a large shield
+2. The stone trough holds 5463 silver coins (decorated with the
'H' and the skull). The silver urn (worth 300 gold crescents) holds
2541 gold coins (decorated as above), the strange hat on the mannikin
is actually a cap of the necromancer, and the small wooden
statues each are decorated as a different kind of animal. Each has a
head that screws off and each holds a different potion.
Animal
|
Potion
|
Color
|
Taste
|
Odor
|
Toad
|
Clairaudience
|
Red
|
Mint
|
None
|
Monkey
|
Climbing
|
Orange
|
Lavendar
|
Urine
|
Crocodile
|
Delusion
|
Yellow
|
Vomit
|
Fishy
|
Dodo
|
Extra-Healing
|
Green
|
Salty
|
Metallic
|
Dragon
|
Fire
Resistance
|
Blue
|
Butter
|
None
|
Spider
|
Growth
|
Purple
|
None
|
None
|
Tiger
|
Invulnerability
|
Black
|
Vinegar
|
Sweat
|
Goat
|
Levitation
|
White
|
Milk
|
Mud
|
Dog
|
Speed
|
Gray
|
Lemon
|
None
|
Unicorn
|
Poison
|
Transparent
|
Honey
|
Apple
|
Tuesday, December 26, 2017
THE GROUNDS 33LLLL COFFIN WORKSHOP.
33LLLL
COFFIN WORKSHOP. The sawdust and wooden planks in this room are cold
and soggy. The half-finished coffins are lined in rows. Carpentry
tools (nails, files, hammers, wedges, etc. ) are scattered about.
One handsaw is here. It is well made and the saw blade is unusually
thick, but the saw teeth are in a strange pattern with blunt and
rectangular ends in some places.
Monday, December 25, 2017
THE GROUNDS 33KKKK FLOODED ROOM.
33KKKK
FLOODED ROOM. There is a ledge at the edge of the corridor. The
room is full of murky water smelling slightly of brine and somewhat
of sewage reaching almost to the dropoff and with a depth of five
feet. A wooden coffin floats on the water.
Two
lacedon-ghasts inhabit this desolate place, under the water.
2
Lacedon-Ghasts (AC 4; MV 15”; HD 4; hp 21, 16; #AT 2 claws, 1 bite;
D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP
274, 254)
The
undead will try to paralyze anyone in the water, hoping they will
drown. They will immediately then go after another victim.
The
coffin holds old bones. The silver and gold death mask (300 gold
crescents) on the skull is that of a bearded man. On one bony finger
is a ring of inaudibility. Wrapped in a shroud at the feet
are 8 arrows +3, a
gold-plated neck chain (80 gold crescents), and crystal bottle (15
gold crescent value) with a cork stopper holding a blue syrupy
perfume worth about 3 gold crescents.
Sunday, December 24, 2017
THE GROUNDS 33JJJJ MAUSOLEUM EXTERIOR.
33JJJJ
MAUSOLEUM EXTERIOR. This stone structure is decorated with four
three-foot tall gargoyles at the corners of the roof. The door is a
stone slab and a bend bars/ lift gates roll is required to
open it. The mini-gargoyles are real and will be curious if any one
enters or leaves the mausoleum. They will manifest this curiosity by
trying to eat the trespassers.
4
Mini-Gargoyles (AC 5; MV
6”/12”; HD 2+4; hp 13 each; #AT 2 claws, 1 horn, and 1 tail; D
1-2/1-2/1-4/1-3; SD Magic weapon to hit; XP 129 each)
If
the mausoleum is opened, stairs lead down.
Saturday, December 23, 2017
THE GROUNDS 33IIII GRAVEYARD.
33IIII
GRAVEYARD. The graveyard is enclosed by a black iron fence. The
ground is soaking wet and it is always uncomfortably cold. The vast
majority of the gravestones are so weathered by the constant rain
that they are illegible. The gravestones themselves are huge, making
navigating the graveyard a little like walking through a forest of
monuments and cenotaphs. The mausoleum at 33JJJJ rises above the
rest, on a area of relative elevation.
Roll
for random encounters in the graveyrad using 1d6 once every two
turns. On a 1, there is an encounter. Double the odds if the group
is making a lot of noise or in similar situations.
Graveyard
Encounter Table
1d6
|
Description
|
1
|
1d8+2
skeletons
|
2
|
1d6+2
zombies
|
3
|
1d4+1
ghouls
|
4
|
1
ghast and 1d2 ghouls
|
5
|
The
Undertaker
|
6
|
The
Dismal Dame
|
Skeletons
(AC 7; MV 12"; HD 1; #AT 1; D 1-6; SD Sharp weapons score half
damage only, limited spell immunity; XP 14 + 1/hp)
Zombies
(AC 8; MV 6"; HD 2; #AT 1; D 1-8; SA Always lose initiative; SD
Limited spell immunity; XP 20 + 2/hp)
Ghouls
(AC 6; MV 9"; HD 2; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA
Paralysis; SD Limited spell immunity; XP 65 + 2/hp)
Ghast
(AC 4; MV 15”; HD 4; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea,
paralysis; SD Limited spell immunity; XP 190+4/hp)
The
Undertaker, Restless Dead (AC 4; MV 12"; HD 8; hp 50; #AT 1
Shovel; D 1-6 + 6 for strength; SD Limited spell immunity; Size L; XP
875)
The
undertaker stalks the graveyard looking to put those who have escaped
their graves back into them. He rarely talks, but when he does his
voice sounds as deep as a mountain and his teeth can be seen to be
shaped like tombstones. His skin is gray and he is a huge figure,
roughly the size of an ogre. He carries a wooden funerary casket
with him everywhere. After he subdues an undead by bashing it with
his shovel he puts it in his casket and takes away to rebury in a
random spot in the graveyard.
The
Dismal Dame, Restless Dead (AC 0; MV 18"; HD 6+6; hp 39; #AT
Nil; D 0; SA Scream; SD Limited spell immunity; XP 537)
The
dismal dame appears as a floating woman wrapped in a ruined white
bridal gown. If encountered she will scream and flee. Everyone who
hears the scream must save vs death magic or run in fear for 1d6+3
rounds.
The
undertaker and the dismal dame are immune to the same attack forms
that undead are (cold, sleep, charm, hold, etc.)
Friday, December 22, 2017
THE GROUNDS 33HHHH STUDY.
33HHHH
STUDY. This room holds a desk, a chair, and four framed portraits
with their fronts to the wall.
The
desk holds a magic-user scroll with the spells power word, stun
and spiritwrack.
The
portraits are labeled and represent the following:
Hazel
Hollow: A tragically beautiful blonde young woman
Herbert
Hollow: From Room 33DD.
Hengist
Hollow: From Room 33UUU. This picture is larger than the others, as
if made to accommodate Hengist's large body.
Helthea
Hollow: A medusa. The gaze effect of this painting is active. This
painting is quite a bit older than the others and its petrification
effect will fade as the painting falls apart in 1d4 weeks after it
removed from this room.
Thursday, December 21, 2017
THE GROUNDS 33GGGG SMOKING ROOM.
33GGGG
SMOKING ROOM. Four people sit at
ease in this room. The tobacco they smoke in their pipes is tangy as
if heavy in iron. It is a special blend made from vampire ash,
obtained by Sannanan. They are all clerics of dieties of death of
one sort or another and have gathered in this bleak mansion to enjoy
the ambience and each others company. They consider themselves off
duty and are not interested in fighting unless the party is
aggressive or insulting. In fact, they will appear to enjoy the
presence of the party, especially if any undead or restless dead are
with them.
While
they will not be likely to fight, they will also not expend their
spells or abilities to aid party members. They are interested in
trading information and would love to hear about the party's
experiences in Hollow House. If they do fight, they use their spells
and weapons intelligently. Krombor will cast sanctuary
on himself and provide support for the others.
Sannanan,
Chaotic Evil male human Cleric of Mordag (cruel, liar, slothful) (AC
4; MV 9"; C5; hp 16; #AT 1; D Footman's Mace +1 +1 due to
strength; SA Spell use; S 16, I 15, W 14, D 12, C 15, CH 5; XP 371)
First
Level Cleric Spells:
Command
(X2), Create Water, Curse, Detect Magic
Second
Level Cleric Spells:
Chant,
Hold Person (X2)
Third
Level Cleric Spells:
Animate
Dead
Sannanan
serves the god of ghouls. He wears chain mail and has a normal
shield +1. His holy symbol is silver and he carries 153 gold
crescents, 86 silver spanners, and 7 copper pieces. He has a vial of
unholy water for the curse spell. Its container is specially
leaded glass and worth 15 gold crescents. He has three iron nails he
uses for the hold person spell. He has a fairly fresh human
hand in a bag, which he will use as a component for the animate
dead spell.
Prengel
Bas, Neutral Evil male human Cleric of Botshe
(unkempt, rude, greedy) (AC 4; MV 9"; C5; hp 17; #AT 1; D Hammer
+1; SA Spell use; S 15, I 10, W 14, D 11, C 10, CH 6; XP 377)
First
Level Cleric Spells:
Cause
Light Wounds (X2), Darkness, Putrify Food & Drink (X2)
Second
Level Cleric Spells:
Find
Traps, Hold Person, Resist Fire
Third
Level Cleric Spells:
Cause
Disease
Prengel
Bas is a cleric of the god of decay. He wears chainmail +1.
It is so encrusted with filth that its is hard to tell its quality,
at first. He has a silver holy symbol encrusted with semi-precious
stones (175 gold crescents). He has a small iron bar for the hold
person and a vial of mercury for the resist fire spell.
Krombor
the Mild, Lawful Neutral male human Cleric of Hrongor
Machutu (studious, scrupulous, humble)(AC 3; MV 12"; C5;
hp 19; #AT 1; D Footman's Flail; SA Spell use; S 13, I 15, W 17, D
16, C 12, CH 14; XP 389)
First
Level Cleric Spells:
Bless,
Cure Light Wounds (X2), Remove Fear, Sanctuary
Second
Level Cleric Spells:
Chant,
Hold Person, Silence 15' Radius, Slow Poison, Speak With Animals
Third
Level Cleric Spells:
Dispel
Magic, Prayer
Krombor
is a cleric of the god of nihilism. He wears bracers of defense,
AC 5. His holy symbol is made of wood. He carries six vials of
holy water in special crystal containers each worth 5 gold crescents,
a scroll of cure critical wounds, 17 silver spanners and 6
copper pieces. His spell components include a small iron bar for the
hold person spell, a silver mirror for the sanctuary
spell, a bud of garlic for the slow poison spell, and wooden
prayer beads for the prayer spell.
Lilit
Stroff, Lawful Evil female human Cleric of Dleeve
(charming, friendly, jealous)(AC5; MV 12"; C7; hp 41; #AT 1; D
Staff of the Serpent "Adder"; SA Spell use; S 13, I
14, W 16, D 15, C 11, CH 16; XP 1060)
First
Level Cleric Spells:
Command
(x3), Cure Light Wounds (x2)
Second
Level Cleric Spells:
Augury,
Find Traps, Snake Charm (X2), Speak With Animals
Third
Level Cleric Spells:
Bestow
Curse, Cause Blindness
Fourth
Level Cleric Spells:
Sticks
to Snakes
Lilit
worships the goddess of poison. Her leather armor is made of giant
sea snake skin and superior, offering a base AC of 6. Her holy
symbol is silver. She keeps a 500 gold crescent value turquoise, 125
gold crescents, 117 silver spanners, and 12 copper pieces. Her spell
components are sticks made of amphisbaenae ivory for the augury
spell, and 7 sandalwood rods for the sticks to snakes spell.
Wednesday, December 20, 2017
THE GROUNDS 33FFFF SUICIDE PACT
33FFFF
SUICIDE PACT. As the adventurers enter, they will notice the room is
full of black-robed men and women. One next to the door will
whispher to them, "You forgot to wear your robes! You are lucky
we have spare ones."
The
adventurers have arrived at the moment of a scheduled suicide pact.
All of the occupants have gathered to end their lives at this exact
moment in this desolate location, a plan that has been around for
months. One figure, a leader apparently, is passing out poisoned
wine (save or die).
20
Suicide Enthusiasts (AC 10; MV 12", HD 1-4 hit points; hp 3
each; #AT 1; D Dagger; SA Attacks at -2 "to hit"; XP 8
each)
Leader
(AC 10; MV 12"; HD 2; hp 10; #AT 1; D Dagger; XP 30)
If
allowed to extinguish themselves, they will all drink their wine at
the same time and die. Of course, they assume that the adventurers
are here for the same reason and will expect them to accept the wine
and drink. The leader is keeping an eye out for those who attempt to
renege. They will resist attempts to discourage their suicide and
will fight if prevented from doing so.
If
the dead bodies are looted, they have a total of 53 silver spanners
and 97 copper pieces.
Tuesday, December 19, 2017
THE GROUNDS 33EEEE UNUSED ROOM.
33EEEE
UNUSED ROOM. This room is furnished as a bedroom, with white sheets
on all the furniture, as if the room has been put aside. A table
holds a chalice with 50 gold coins.
The
coins are marked with an 'H' on one side and a skull on the opposite.
They are marked with contact poison, and if touched with bare hands
will cause 20 points of damage and a painful rash. A save vs poison
will reduce this to 10 points. Naturally, the poison can be washed
off. The chalice appears valuable at first, but is actually made of
tin and worth only 1 silver spanner.
Monday, December 18, 2017
THE GROUNDS 33DDDD YELLOW WALLPAPER.
33DDDD
YELLOW WALLPAPER. Hideous yellow wallpaper covers the walls of this
room, including the doors and windows, so that entry requires tearing
the paper.
A
woman of middle years is sitting at a desk, pen in hand and dressed
in a yellow gown but not moving. The room is otherwise furnished as a
bedroom. All of the decor (bedclothes, dressers, etc.) are in putrid
yellow colors.
The
woman is just a husk of parchment-thin skin, her muscles, organs,
bones, and nerves long a go having been absorbed into the cursed
wallpaper of this forsaken room. She was the bride of Harlan Hollow.
Harlan, who did not indulge in the lusts usual to humanity but rather
darker ones, had her shut up in this room. She died of madness and
ennui and has since haunted the room as a lump of flesh, bone, and
brain under the wallpaper.
The
pattern of the wallpaper is sprinkled with browns and it is stained
in various areas, adding to its ugliness. If the pattern is examined
closely, the details show animals and humans being subjected to cruel
tortures. The lump that compromises the body of the restless dead
starts out near the ceiling, but can move wetly at a speed of 3"
along the walls, leaving a trail of brown behind it that quickly
dries to just another stain.
Yellow
Wallpaper, Restless Dead (AC 6; MV See above; HD 8; hp 37; #AT See
below; D 1d4; SA Hopelessness; SD See below; XP 1295)
The
wallpaper is quiescent, and will not attack unless the body or the
writing desk are disturbed. Its physical attacks consist of
pseudopods of plaster and paper that extend from the wall, doing 1d4
damage each. It will make one pseudopod per character in the party
per round and it can reach anywhere in the room.
One
per round the lump can channel its despair into a special attack at
one random character. This radiates hopelessness and the target must
save vs spells or be unable to move for 1d3 rounds as they are
overcome by anguish.
The
restless dead is immune to mind-affecting spells and cold like undead
are. Fire does double damage. The lump of flesh and bone only can be
damaged. It represents the 37 hit points of the dead thing. If it is
destroyed the room will be powerless until it ensnares another
abandoned soul. Attacking the wallpaper does no good, as it
regenerates as fast as it is damaged.
If
the lump is destroyed, the husk of skin of the woman will turn to
dust. The pen the woman holds is made of gold and worth 40 gold
crescents. It has a trick and can fire a dart when a certain button
is pressed. Treat the dart as thrown by hand for damage, to hit, and
range values. Within the desk is a fine wooden case (worth 50 gold
crescents) holding her dowry: 5000 gold crescents, incense of
meditation in a ruby colored
crystal flask (20 gold crescents value), a necklace
of prayer beads, and a magic-user scroll with detect evil,
dispel magic, and
protection from evil, 10' radius.
Sunday, December 17, 2017
THE GROUNDS 33CCCC STRANGE WHITE RECTANGLE.
33CCCC
STRANGE WHITE RECTANGLE. This room holds a white rectangular object
(four feet wide, by three feet deep, by six feet tall). It radiates
a small amount of warmth and a white cord extends from the back of
the object to the wall. A door is present on its front.
If
the object is opened, the party will feel cold and see shelves inside
the object holding food, then they will be teleported without
error to one of the following rooms.
1d6
|
Room
|
1
|
33A
|
2
|
33J
|
3
|
33L
|
4
|
33Q
|
5
|
33VV
|
6
|
33EEE
|
Saturday, December 16, 2017
THE GROUNDS 33BBBB PAINTING.
33BBBB
PAINTING. This room holds a huge painting. It is a scene of the
adventurers feasting at a table crowded with food. On close
inspection, the scowling face of Harlan Hollow can be distinguished
among the feasters. Furthermore, the food consists entirely of the
heads of various animals, with their calvaria opened to reveal the
brains ready for spooning. In the center is the head of a unicorn.
The paint is still fresh.
Friday, December 15, 2017
THE GROUNDS 33AAAA PHANTOM BABY.
33AAAA
PHANTOM BABY. In the room are a rocker-bottom crib, gently rocking,
and a table holding a baby's bottle.
If
the room is entered, cooing can be heard from the crib. The sound
can not be heard from outside the room. If one person stands inside
and the other outside the threshold, only the person inside can hear
the noise. If observed, the crib appears empty, except for blue
blankets.
The
sound will quickly go from gentle to mild agitation, then downright
screaming. If the bottle is brought to the crib, the sound will
cease. However brings the bottle will be blessed for the next
24 hours (+1 on saving throws and to hit rolls). If the phantom baby
is ignored, the whole party will be cursed (-1 on saving
throws and to hit rolls) for the next 24 hours.
Thursday, December 14, 2017
THE GROUNDS 33ZZZ ROOM OF THE DIAL.
33ZZZ
ROOM OF THE DIAL. On the wall hangs a dial, like that seen on an
antique radio or timer. Exposed metal machinery is beneath it, with
a silver dagger jammed in at a jaunty angle, severing several wires.
To either side of the dial there is are fine metal grates which emit
sound when the dial is moved.
1d10
|
Result
|
1
|
A
deep booming sound, causing the room to shake and dust to rise.
|
2
|
A
high pitched noise above the threshold of humans. Animals such as
dogs will whine and complain due to the irritating sound.
|
4
|
Loud
noise, roll immediately on wandering monster table.
|
5
|
Infrasound
that causes paranoia, each character save vs death magic or become
so uncomfortable they must leave the room.
|
6
|
A
chant, all must save vs spells or fall asleep for 1d4 turns.
|
7
|
A
strange trill which will summon 1d4+1 skeletons holding scimitars
with gilded pommels (50 gold crescents each). They will serve the
one who turned the dial until they are destroyed.
|
8
|
A
melody appears in the head of the one who turned the dial. They
have just memorized a random sixth level magic-user spell which
they can use even if not a spellcaster.
|
9
|
A
sad love song.
|
10
|
A
deep low sound well below the threshold of human hearing. Cracks
appear on the ceiling and the plaster breaks, releasing five dead
bodies which fall to the floor with a sickening plop. They are
zombies.
|
Reroll
duplicates, after 10 rolls the dial falls off and is the machine is
no longer working.
Skeletons
(AC 7; MV 12"; HD 1; hp 7 each; #AT 1; D Scimitar; SD Sharp
weapons score half damage only, limited spell immunity; XP 21 each)
5
Zombies (AC 8; MV 6"; HD 2; hp 9 each; #AT 1; D 1-8; SA Always
lose initiative; SD Limited spell immunity; XP 38 each)
Wednesday, December 13, 2017
THE GROUNDS 33YYY ROOM OF INVISIBILITY.
33YYY
ROOM OF INVISIBILITY. Any creature that enters this room will become
invisible for the duration of
their stay. Two hell hounds, pets of the Hollow family (such as it
is) are here already.
2
Hell Hounds (AC 4; MV 12”; HD 4; hp 19, 16; #AT 1 bite; D 1-10; SA
Breathe fire (1 hp/HD), surprise on
1-4; SD Only surprised on a 1, see invisible (50%); XP 226, 214)
A
chest in the southwest corner (invisible, naturally) holds 2 unlabeled
potions of healing in crystal flasks (each worth 10 gold
crescents), 300 gold crescents in a felt bag, and a ring of
delusion, which will make the wearer believe that he or she is
permanently invisible. As a side effect it will allow the wearer to
see invisible things 50% of the time. Any items taken from the room
will become visible, except the ring, which is permanently invisible.
Tuesday, December 12, 2017
THE GROUNDS 33XXX GALLERY.
33XXX
GALLERY. A single painting hangs in this room, showing a black cat
on a street with a store front. If the room is left and reentered,
the cat will be in a different position. If an attempt is made to
destroy the painting (such as burning), the cat will animate and flee
off the canvas.
Monday, December 11, 2017
THE GROUNDS 33WWW STUDY.
33WWW
STUDY. The writing desk in this room holds a pamphlet "Lichdom
is a Lie" written by H. Hollow. In it the author posits that
when a powerful spellcaster gives up life to become a lich, they
really have their souls stolen and the newly created lich body is
occupied by an evil spirit from the netherworlds. It offers 666
non-persuasive arguments to back up the claim. The work also has a section on speaking to zombies but it is unfinished.
If
any person studies the pamphlet for a month, they will be able to
speak with zombies (have them not attack you) if they roll a 1-3 on a
d6.
The
pamphlet is worth 50 gold crescents to a collector of obscure
writings such as a sage, or 75 gold crescents to an evil priest.
Sunday, December 10, 2017
THE GROUNDS 33VVV BATH ROOM.
33VVV
BATH ROOM. This room has a toilet and a bath sized to fit Hengist,
as well as smaller versions for other family members. The bath and
sink faucets have hot and cold running water, piped in from castle
Triskelion.
Saturday, December 9, 2017
THE GROUNDS 33UUU HENGIST'S ROOM.
33UUU
HENGIST'S ROOM. This room is occupied with a ten foot tall man
beating a pony-sized dog with his fist.
Hengist
Hollow (AC 4; MV 8”; HD 8+2; hp 40; #AT 1 meaty fist; D 2-16; XP
1580)
Hengist
has a glandular problem. It makes him angry all the time and he has
the functional intelligence and attitude of a ten year old who hates
the world. He is currently taking it out his anger on the family
dog, a hell hound, who is gamely fighting back but hasn't landed a
hit yet. Hengist is violent and crass, but has been forced to accept
authority by his family. If he is told forcefully to stop what he is
doing or ordered to do something by an adult, he must make a saving
throw vs spells. If he fails, he will obey any reasonable order, but
if he succeeds he will direct all his anger at the one who issued the
order.
Heldred
the Hell Hound (AC 4; MV 12”; HD 5; hp 13 (24); #AT 1 bite; D 1-10;
SA Breathe fire (1 hp/HD), surprise
on 1-4; SD Only surprised on a 1, see invisible (50%); XP 270 (325))
The
room holds a bed of straw (gently burning from hell hound breath), a
bucket of water, a bucket of low quality ale, a pile of silver and
gold coins (564 gold crescents and 1468 silver spanners), a badly
roasted giant boar carcass, and a sack of gold nuggets (1254 gold
crescents worth).
If
Heldred is rescued, he will not attack the party, but if he sees them
again he will have forgotten that they saved him and probably attack
(normal reaction roll).
Friday, December 8, 2017
THE GROUNDS 3TTT TRAITORS.
3TTT
TRAITORS. This room holds five wooden coffins. Scrawled on the top
of each one is the word "Traitor" in shaky handwriting.
Coffin
1: Holds a skeleton impaled by thousands of nails, the coffin is
a functional iron maiden.
Coffin
2: Solid gold covers the face of the skeleton in this coffin, as
the person was forced to swallow molten gold when alive. It extends
as a tube into what was once an esophagus. The gold is worth 274
gold crescents.
Coffin
3: All the long bones on the skeleton in this coffin have been
smashed with a hammer and wedge, which are still present.
Coffin
4: The occupant inside is a restless dead. Its skeletal remains
are blackened due to it having been burned alive.
Restless
Dead Skeleton (AC 7; HD 4; hp 18; #AT 1; D 1-10; SA Breath fire
1/round for 1d12; SD Sharp weapons score half damage only, limited
spell immunity, immune to fire; XP 157)
Coffin
5: This skeleton does not appear to have suffered any mistreatment from casual inspection, but anyone who touches the
bones will experience an intense feeling of nausea as they receive
sympathetic paranormal vibrations from the immense suffering of this
person in life. Save vs death magic or vomit then swoon for 1d3
turns.
Thursday, December 7, 2017
THE GROUNDS 33SSS OTHER DIMENSIONAL PRISON.
33SSS
OTHER DIMENSIONAL PRISON. The door to this room can be opened with
the three keys. Beyond is a white barrier and passage to another
dimension besides the one from Rooms 33PPP to 33 RRR. It is a one
way passage.
This
room is cubic, with many windows. Two thrones face the door and
seated on the thrones are Hender and Harlow Hollow.
Outside
the windows the sky is blue, but the room appears to be tumbling,
although characters are stuck to the floor as though gravity was
acting normally. Outside there are numerous other falling cube-rooms
and in the distance huge spherical planets and moons. The apparent
tumbling motion makes observers nauseous. The whole scene is quite
chaotic with other cube-rooms passing within a few feet of Room 33SSS
on occasion, but collisions never seem to occur. These other cubes
are other prisons and if explored will contain all sorts of monstrous
inhabitants.
The
occupants of the seats wear platinum crowns, otherwise they are
dressed as the appear in their portraits in Room 33J. The crowns are
magicked to enchant the two into slumber, and if removed they will
wake up. The crowns radiate magic but their sleep-inducing magic is
limited only to Hender and his wife, being specifically tailored to
their ruin. Each is worth 12500 gld crescents, but if sold as a
pair, they will fetch 30000 gold crescents.
Hender
Hollow, Chaotic Neutral male human Fighter (AC 8; MV 12"; F17;
hp 74; #AT 2; D Dagger; S 15, I 17, W 8, D 16, C 16, Ch 17; XP 4850)
Harlow
Hollow, Neutral female human Magic-user (AC 7; MV 12"; MU19; hp
44; #AT 1; D Dagger; S 12; I 18; W 17; D 17; C 11; Ch 18; XP 7820)
Spells:
Bolded
spells are those for which Harlow has no material spells components
Burning
Hands, Charm Person, Detect Magic, Magic Missile, Ventriloquism
Detect
Invisibility, Forget, Knock,
Mirror Image, Web
Blink,
Dispel Magic, Fireball, Haste,
Phantasmal Force
Charm
Monster, Fear,
Fumble, Polymorph
Self, Remove Curse
Cloudkill,
Distance Distortion,
Feeblemind, Teleport,
Wall of Force
Disintegrate,
Globe of Invulnerability, Otiluke's
Freezing Sphere
Limited
wish, Power Word, Stun, Vanish
Maze,
Otto's Irrestistable Dance, Polymorph Any Object
Time
Stop
Hender
and Harlow were tricked by Fedele triskelion into wearing the cursed
crowns, thinking they were a gift from another. Fedele was a rival
for Harlow's affections and when she married Hender he plotted to
imprison them. He has his minions, the three guardians from Rooms
33PPP to 33RRR take them to this prison dimension and guard over
them. Because of this, Harlow has no spell components with her.
If
rescued, Hender and Harlow will be grateful and Hender will clap his
hands three times , summoning his minion, who he will address as
"Cousin Harvey". Hender and Harlow are not evil, but they
are obsessed with themselves and with each other and are not likely
to return to Hollow House for a good long time, preferring to go on a
vacation.
Cousin
Harvey (AC -7; MV 54"; HD 17; hp 122; #AT 1 huge fist; D 5-50;
SA See below; SD See below; XP 9150)
Harvey
is a other-dimensional creature that is loyal to the Hollow family.
He has the appearance of a very old wrinkled man, except he is twelve
feet tall and very stout. He has the abilities of a djinn and can
also use teleport with error as often as he likes.
The
adventurers are free to keep the crowns and Harvey will also give
them each 1000 gold crescents from a bag of holding he has.
He will also give 100 gold crescents as funeral expenses for each
party member killed in Rooms 33PPP to 33RRR. Harvey will take the
adventurers anywhere they would like to go.
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