Wednesday, January 31, 2018

MIDDLE DUNGEONS LEVEL FOUR 21 BLOOD BANK.

21 BLOOD BANK. Dull metal filing cabinets line the walls. A table holds a large glass container with a clear fluid and a tap to dispense its liquid.

The filing cabinets contain samples of blood from animals, people, and monsters. All normal types of animal are represented (cattle, dogs, cats, fish, frogs, birds, etc.) In addition there is a chance for a monster's blood to be present based upon its frequency type. 95% chance for common monsters, 50% chance for uncommon monsters, 15% chance for rare monsters, and 5% for very rare monsters. No samples from unique, non-living, or plant-based monsters are present (golems, undead, shambling mounds, etc.)

The glass jug holds about a gallon of anticoagulant, harmless if ingested but causing fatal bleeding if injected into the bloodstream.

Tuesday, January 30, 2018

MIDDLE DUNGEONS LEVEL FOUR 20 EAST LABORATORY.

20 EAST LABORATORY. The room is painted white and the ceiling glows with a bright white light at all times. There are three large black-topped counters (like in a kitchen) against the walls and fume hood that is giving off a constant 'whooshing' sound.

The fume hood is wood on bottom and has a glass window in front to protect against splashes. It holds alchemical glassware with residues of many colors and odors.

The first counter holds a sink and a small device. The sink has hot and cold water taps and a third tap that dispenses vat media, up to about a liter before turning itself off. Next to the sink is a device resembling a waffle iron, but with an imprint resembling a human right hand. If a hand is placed inside and the top is closed, the device iill take a small blood and tissue sample. This does no damage and the wound will be covered by a small blue adhesive bandage. The first person who does this will have a homonculous grow within a special vat under the device, it will emerge in 1d10 hours and go looking for its master. After this the device will be out of power and materials and shut itself down for good.

The second counter holds a shelf and an oven. The shelf has labeled acids in glass containers with glass stoppers: aqua regia, black dragon spittle, green slime, and giant slug juice. The three glass containers are specially made and worth 50 gold crescents each, or double that to an alchemist or certain sages. The oven holds two small blueberry cakes, made by the laughing Triskelions from Room 19. Nest to the oven is a mess of flour and berries left by the untidy Triskelions.

Small Green Slime (AC 8; MV 0”; HD 1; hp 4; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 309)

The third counter holds metal tools and a dozen partially made vats of the type used to incubate vat creatures. These are miniature and of many styles, but do not work.

Monday, January 29, 2018

MIDDLE DUNGEONS LEVEL FOUR 19 DINING HALL.

19 DINING HALL. Loud, almost maniacal laughing erupts from this torchlit room. Many Triskelion vat men are seated about a long table graced with tea sets and baked goods.

There are seven laughing Triskelions and two crying Triskelions. One scowling Triskelion is here, tied to a chair.

7 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 23, 21, 18, 16, 15, 15, 14; #AT 1; D Long sword X5, short sword X1, two-handed sword X1; SA Berserk, never surprise; XP 104, 98, 89, 83, 80, 80, 77)

2 Crying Triskelions (AC 6; MV 12"; HD 3; hp 14, 15; #AT 1; D Quarter staff; XP 77, 80)

1 Scowling Triskelion (AC 6; MV 12"; HD 3; hp 17; #AT 1; D By weapon type; XP 86)

The laughing Triskelions are having a wonderful time, singing and toasting with their hot tea. They have put aside their quarrels with the other Triskelions for the moment. The crying Triskelions are sitting quietly and casting glances at the exits, hoping to escape. This is not for fear of their lives but because they find it intolerable that the laughing Triskelions can find such happiness while it eludes them. The scowling Triskelion is yelling curses loudly at the laughing Triskelions, his plate of food untouched before him.

The laughing Triskelions will greet any adventurers and invite them to have tea with them. Whether they agree or not is unimportant to the laughing Triskelions who will continue their merriment. Because of the noise, double chances for wandering monsters while adventurers remain in the room interacting with the vat men.

The crying Triskelions still have their staffs, but will be too nervous to fight unless attacked first. The scowling Triskelion's weapon is missing, but he has 7 gold crescents in a small pouch.

The large amount of silverware and tea crockery are worth 150 gold crescents.

Sunday, January 28, 2018

MIDDLE DUNGEONS LEVEL FOUR 18 WASH ROOM.

18 WASH ROOM. This room is equipped with stalls to provide privacy. The toilets flush and the sinks have faucets with cold running water.

Saturday, January 27, 2018

Friday, January 26, 2018

MIDDLE DUNGEONS LEVEL FOUR 16 FOOD STORE ROOM.

16 FOOD STORE ROOM. This room is in disrepair, with boxes and bottles strewn about and some of the liquid sticky on the floor.

The following stores are still suitable for human consumption:

  • Twelve large cheeses
  • Enough salted meat to last ten adventurers for a month
  • Seven large casks of small beer
  • Nineteen flasks of cooking oil

Thursday, January 25, 2018

MIDDLE DUNGEONS LEVEL FOUR 15 KITCHEN.

15 KITCHEN. The kitchen has been ransacked for supplies, leaving cutlery and broken plates scattered on the floor. The sink is a great basin holding an ochre jelly.

Ochre Jelly (AC 8; MV 3”; HD 6; hp 39; #AT 1 touch; D 3-12; SD Lightning divides in half; XP 384)

The faucets are able to give hot and cold running water. The cabinets hold a few canned vegetables not suiting an ogre's palate. In one drawer is a great carving knife which is actually a dagger +1. It doesn't shed light on command like most magic daggers, but instead glows when brought within six inches of a magic item.

Wednesday, January 24, 2018

MIDDLE DUNGEONS LEVEL FOUR 14 OFFICE.

14 OFFICE. This room holds three ogres.

3 Ogres (AC 5; MV 9”; HD 4+1; hp 22, 21, 19; #AT 1; D By weapon type +2 to damage due to strength; XP 200, 195, 185)

Two have large spears (1d10 damage) and one uses a bastard sword. Each also has a short sword tucked into their belt and 20-80 gold crescents in personal wealth in their pouch or wallet. The largest wears a gold chain (75 gold crescents). The next has a silver ankle bracelet adorned with a dragon head device and moonstones for eyes (400 gold crescents). The smallest has a potion of extra-healing (white, minty, tastes of soapy water) in a silver hip flask (90 gold crescents) which he will certainly use if need be.

The room holds many wooden desks, which have all been swept into a large pile. The ogres have a pile of treasure and items:

  • A wooden chest holding 443 gold crescents, 542 silver spanners, and 322 copper pieces mixed
  • The bronzed skull of a dwarf with platinum zamukkarbhus in the eye sockets
  • Five large cheese, still in the rind
  • Dozens of strips of heavily salted beef
  • Two tubs of lard
  • Three large casks of small beer, each already tapped

Tuesday, January 23, 2018

MIDDLE DUNGEONS LEVEL FOUR 13 DORMITORY.

13 DORMITORY. About two dozen beds are here, all neatly made and undisturbed but gathering dust. A tiny foot locker is at the foot of each bed.

1d10
Footlocker contents
1
1d10 copper pieces
2
Trapped with poison needle save or die, 1d20 gold crescents, 1d100 silver pieces, 1 gem worth 1d6X100 gold crescents
3
Some old shoes
4
Locked, a scroll with 1 magic-user spell from level 1 (70%) or level 2 (30%)
5
Nothing
6
Personal effects: razors, brushes, socks
7
Notes on vat creatures, describes the three Triskelion vat men types
8
Trapped with poison needle, save or 1d12 damage, random potion
9
Torches, flint, and tinder
10
Rope, 1d4 flasks of oil, 1d10 iron spikes

The whole ceiling is made of some odd white colored material a bit like ceramic but in one piece. It lights up when a double loud sound is made, like clapping and turns off if repeated.

Monday, January 22, 2018

MIDDLE DUNGEONS LEVEL FOUR 12 DISSECTION ROOM.

12 DISSECTION ROOM. The air in the room is stale, as if untouched for a long time. Six stone blocks are here, most of which hold scraps of bone and dry skin and one of which holds the body of a crying Triskelion vat man. Rusty metal gurneys are here, along with a wheeled metal tray.

The blocks have hundreds of small holes in their tops and the back of the crying Triskelion is attached to the holes by filaments and catheters. The Triskelion is still alive, just in a state of deep unconsciousness.

Crying Triskelion (AC 6; MV 12"; HD 3; hp 17; #AT 1; D By weapon; XP 86)

The Triskelion will wake up in a turn if its bonds with the stone block are severed. Breaking these connections will reveal vat media and blood pumping from them for a few minutes before subsiding. He is not armed. The Triskelion remembers being brought here by Valerian Triskelion and his assistants. He will admit, between sobs and moans, that he was taken here with a large group of others. He can recall being present in Room 34 when Valerian entered the code 100110 into the wall.

The truth is that he was part of group assigned to vivisection. He was born from a vat years ago and has been lying here getting nutrition and sedating drugs via vat media. He remembers Level 4 being populated with humans who tested and experimented on vat creatures like himself and he will not be familiar with what the current reality of the level is like now.

The metal wheeled tray holds surgical instruments (scalpels, scissors, metal rulers, tweezers, etc.) in pristine shape and of exquisite craftsmanship. They are worth 200 gold crescents.



Sunday, January 21, 2018

MIDDLE DUNGEONS LEVEL FOUR 11 STERILIZATION ROOM.

11 STERILIZATION ROOM. This room holds two metal cylinders, about the height of a man and three feet wide. One is marked by a red handle and the other by a blue handle and each has a side door, like a wood-burning oven.

The devices work by placing an item in cylinder. If the door is closed and the handle is moved, then the items inside are subjected to effects equal to the heat metal spell for the red one or chill metal for the blue one.

Saturday, January 20, 2018

MIDDLE DUNGEONS LEVEL FOUR 10 FORGOTTEN ROOM.

10 FORGOTTEN ROOM. The dust lies thick in this room, which is furnished as a bedchamber. The skeletal remains of the human in the bed wears pajamas and a gold bracelet decorated with the Triskelion three legs design (200 gold crescents).

Friday, January 19, 2018

NEW MONSTER: TRISKELION VAT MEN.

TRISKELION VAT MEN

FREQUENCY: Very rare
NO. APPEARING: 1-10
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 3
% IN LAIR: 70%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
INTELLIGENCE: Average
MORALE: See below
ALIGNMENT: See below
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 35 + 3/hp

Triskelion vat men are raised in vats from nutritional fluid called vat media. All appear male and have pale, unnaturally white skin. They all wear the same white toga-like garments and Phrygian style hats as seen on Triskelion statues. They take one of three forms: crying, laughing, or scowling. Triskelion vat men are unnable to change their facial expressions. Their type indicates their attitudes and behavior.

Crying Triskelions have their face drawn into a permanent grimace of grief, like the tragedy mask of theatre. They are of neutral alignment and prefer to avoid combat unless they greatly outnumber their opponents. They use no weapon except for a quarter staff. Crying Triskelions are melancholy and depressed and have poor morale (40%). They believe that if they consume the flesh of laughing Triskelions then they will relieved of their sadness. This is true. A crying Triskelion that eats the meat of a living laughing Triskelion will transform into a laughing Triskelion over the next 1d4+4 hours. They will sometimes collect treasure and in their lair will have type D.

Laughing Triskelions are always giggling or laughing out loud. Thus, they can never surprise. At first they appear as delightful companions, but they constant tittering and joking soon makes them unwanted among even the most tolerant. They are of chaotic neutral alignment and will only ever be armed with swords. If they enter combat they will fight as a berserker (2 attacks per round or +2 to hit) but their armor class worsens to 8. Laughing Triskelions are unable to take things seriously, including their own wounds or impending death and they never fail morale checks. They do not value treasure but will sometimes possess magic swords or potions.

Scowling Triskelions have as their visage a perpetual expression of intense hate and disgust. They are warlike and have a neutral evil alignment. They delight in taking slaves, especially of crying Triskelions, for they enjoy the suffering and hopelessness of others. They use a nine-tailed whip in combat (treat as a horseman's flail). Their morale is good (70%) and they are usually disciplined combatants. Scowling Triskelions value gold and will have treasure type M on individuals and type Y in their lair.

All Triskelion vat men can rely on vat media for their meals, if they have no other means of obtaining food. At times, the vats create abnormal vat men with statistics differing from those given above.

MIDDLE DUNGEONS LEVEL FOUR 9 VANDALIZED ROOM.

9 VANDALIZED ROOM. Four laughing Triskelions are throwing various hues of paint on the statues in this room.

4 Laughing Triskelions (AC 6 (8); MV 12"; HD 3; hp 16, 15, 15, 15; #AT 1; D Broad sword X2, long sword X1, short sword X1; SA Berserk, never surprise; XP 83, 80, 80, 80)

The statues are one each of a laughing, crying, and scowling Triskelion. There are about two dozen buckets of paint here.

The laughing Triskelions are spreading the paint indiscriminately over the statues and will expect the adventurers to join in the fun. If the adventurers do not join in their revelry, then roll a normal reaction roll to see how they take the slight. If the adventurers do join in then they will be enthusiastically friendly. The short sword has a jewel encrusted handle and is worth 300 gold crescents.

Thursday, January 18, 2018

MIDDLE DUNGEONS LEVEL FOUR 8 OWLBEAR LAIR.

8 OWLBEAR LAIR. This mated pair has a nest made from scraps of cloth and broken furniture. Dead Triskelion vat men litter the area, most partially consumed.

2 Owlbears (AC 5; MV 12”; HD 5+2; hp 26, 22; #AT 2 claws, 1 bite; D 1-6/1-6/2-12; SA Hug; XP 381, 357)

The nest holds three owlbear eggs and a large white pearl (5500 gold crescents value). One of the sticks that make up the side wall of the nest is actually a wand of fear with 54 charges.

Among the dead Triskelion vat men are four long swords, three quarter staffs, and six nine tailed whips (treat as horseman's flails).

Wednesday, January 17, 2018

Maps for Hollow House Finished

The final Maps for Hollow House, Area 33 of the Grounds, are done.

Crypts and Cellars

Rooms in Other Dimensions

MIDDLE DUNGEONS LEVEL FOUR 7 MIRROR ROOM.

7 MIRROR ROOM. A freestanding mirror, about the height of a tall man and four feet wide, is in the center of the room, its surface looks like silvered glass but is actually like a membrane. Anyone touching it is transported to the Magic Mirror Level Room 15.

Tuesday, January 16, 2018

MIDDLE DUNGEONS LEVEL FOUR 6 HALL OF MIRRORS.

6 HALL OF MIRRORS. The walls are lined by mirrors, but they don't show the true reflection of the characters, instead showing them dressed as a Triskelion (Phrygian style hat, a white skirt-like piece of clothing like a toga, and bared chest).

One of the mirrors is actually a concealed door. The mirror spins about its center axis, allowing entry to the passage leading to Room 7.

Monday, January 15, 2018

MIDDLE DUNGEONS LEVEL FOUR 5 GARMENT ROOM.

5 GARMENT ROOM. This room holds dozens of wooden boxes, each of which hold hundreds of white garments worn by the Triskelion vat creatures. These garments are like a long toga, with a skirt attached and leaving the chest area bare.

Most of the boxes have been opened, and some of the garments are scattered on the floor.

Sunday, January 14, 2018

MIDDLE DUNGEONS LEVEL FOUR 4 RECREATION ROOM.

4 RECREATION ROOM. The floor is made of some kind of synthetic green material that looks a lot like grass, but is tough and won't break to normal wear and tear. Leather balls in many sizes and colors are scattered about.

Saturday, January 13, 2018

NEW MAGIC ITEM: LOFNAR'S SHIELD.

This is a normal sized shield, fashioned from a purplish blue metal and decorated with the face of a lion. Written on the inside of the shield is the word “Lofnar”.
It has the following characteristics:

  • Shield +3
  • User is immune to paralysis and petrification as long as the shield is held.
  • User takes one half damage from dragon breath, or none if the saving throw is made.
  • Anyone holding the shield is also capable of talking with Lofnar's dragon.


XP VALUE: 1,500

GP VALUE: 15,000

MIDDLE DUNGEONS LEVEL FOUR 3 ABANDONED VAT CHAMBER.

3 ABANDONED VAT CHAMBER. Two carrion crawlers occupy this room.

2 Carrion Crawlers (AC 3/7; MV 12"; HD 3+1; hp 17, 15; #AT 8 tentacles; D Paralysis; XP 648, 640)

There are six vats here, shaped like caskets and equipped with lids. Pipes extend from the vats into the wall. The vats are empty and dry.

Alongside one of the vats are piled equipment from adventurers killed by the crawlers. Along with shredded an useless armor fragments there are 374 gold crescents, 65 gold mabans, 16 platinum, zamukkarbhus, a topaz (500 gold crescents base value), four normal long swords, and Lofnar's shield.

Friday, January 12, 2018

MIDDLE DUNGEONS LEVEL FOUR 2 GREAT HALL.

2 GREAT HALL. The huge statue in the center of the room shows of Valerian Triskelion (a very thin man with long hair in the back but bald on the top) raising his hand as if giving a blessing to three kneeling figures. These figures are of laughing, crying, and scowling Triskelions.

Thursday, January 11, 2018

MIDDLE DUNGEONS LEVEL FOUR 1 STAIR WELL.

1 STAIR WELL. This is a continuation of the yawning stair well from Level 3, Area 106.

At the entrance to Room 2 there is an arch decorated with the heads of the laughing, crying, and scowling Triskelion statues done in high relief.

Encounter Key: Middle Dungeons Level 4.

This level is located seventy feet below Sub-Level 3A. This level directly connects to Levels 3A and 5, and also connects to the Yawning Stairway, with access to multiple other levels.

Except where noted otherwise, the walls and floor are white tile. The ceilings are made of white panels that radiate light equivalent to modern light bulbs. Ceiling panels or their fragments will continue to radiate light for a week, even if removed and carried around by adventurers to other levels. Many of the doors on the level are actually hatches, made of metal and having a central wheel, like on board a submarine. These can be closed to hermetically seal off a part of the level, designed as a measure to limit the spread of dangerous substances accidentally released.

Level 4 was once a research facility, staffed by human researchers under the direction of Doctor Valerian Triskelion. The researchers were involved in many sinister science-fiction type projects, including developing new plagues, cloning people and dinosaurs, and magic robotics. Their principal focus, however, was on the creation of vat creatures in various vat chambers located throughout the level. Genetic information, which the researchers called 'essence', was gathered using essence extractors or huge syringes. Valerian developed an gray organic fluid called vat media which served as the base material for vat creatures and was also used to make food for the creatures in manna machines scattered about the level. Valerian was responsible for the cellar dwellers found in Inner ward The Cellars and he influenced Pelleas Triskelion, who developed his own vat creatures in the Inner Ward Level 3.

However, the most common vat creatures were vat men whose appearance mirrors the Triskelion statues, thus there are laughing, scowling, and crying Triskelion vat creatures, all at war with each other. Vat men are intelligent and can speak, but have bizarre emotions and motives based on modifications performed by researchers on their brain chemistry. A fourth type of vat man, the blank faced Triskelions exist to serve as janitors and repair staff. Vat men all look basically alike. They are man-sized and wear the same white hats and clothing, but their faces serve to set them apart.

Laughing Triskelions: The laughing Triskelions are under the impression that they must eradicate the scowling and crying Triskelions for their own good. They regard this mission as an act of benevolence.

Scowling Triskelions: The scowling Triskelions desire to enslave the crying Triskelions because they enjoy causing hopelessness and suffering. The regard the laughing Triskelions as no real threat and ignore them unless a confrontation is forced upon them.

Crying Triskelions: This group seeks to eat the laughing Triskelions, as they believe that doing so will cure them of their melancholy. They flee from the warlike scowling Triskelions, unless they outnumber them by odds of greater than 2 to 1.

Blank-Faced Triskelions: These vat men have their own mini-complex hidden behind a secret door (Rooms 72 to 79). They will never attack unless forced to defend themselves. They perform cleaning and repair duties that are beyond the scope of the vat spawned gelatinous cubes from Room 45.

Wednesday, January 10, 2018

THE GROUNDS 34 ENTRANCES TO THE FOREST PERILOUS.

34 ENTRANCES TO THE FOREST PERILOUS. Each of these areas the map is a wide path leading into the tremendous Forest Perilous. The woods seem darker and greener inside the enchanted forest.

The Forest Perilous will be described as a separate level at a later date.

Tuesday, January 9, 2018

New Maps Added

I have added the maps to Hollow House

Ground Floor and Graveyard

Upper Floor

I am still working on the Cellars and Crypts.  Today was the last entry for Hollow House.  Tomorrow is the last entry for The Grounds.

NEW MAGIC ITEM: STAFF OF NECROMANCY.

The staff of the necromancer is a potent magic item that can be used by a cleric, illusionist, or magic-user. Its components are a golden skull head, a short black metal bar, a longer red metal bar, and a tapering white metal tip at the bottom. It has these functions which cost 1 charge each:

animate dead
cone of cold
darkness, 15' radius
feign death
speak with the dead

The following powers drain 2 charges each and require a touch (a to hit roll) with the staff.

energy drain
mummy rot
slay living

The staff may be used to strike opponents. It does 1d6 points of damage, but can be used to hit creatures that can normally only be hit by magic weapons of +3 or greater.

The wielder of this staff takes on a haggard, almost skeletal appearance losing about 20% of his or her weight gradually over a period of two to three months.

The staff can be recharged by 1 if its bottom is driven through the beating heart of a living human being. If the one killed is a paladin or a convicted murderer then three charges will be restored

XP VALUE: 11,000

GP VALUE: 55,000

THE GROUNDS 33ZZZZ TOMB OF THE FORGOTTEN KING.

33ZZZZ TOMB OF THE FORGOTTEN KING. The air in the room is stale, as it has been untasted in hundreds of years. A great stone altar is against one side wall and a long block of stone holding a corpse is against the other. Undying torches placed in iron holders burn a purple light.

The corpse is that of a slender but tall man, about eight feet tall and dressed in rotting silk garments and robes. The skin is black and wrinkled like a raisin. He wears a golden crown and a two handed sword is on his chest.

The altar has four indentations corresponding in shape to the four parts of the staff of necromancy. At the top is a round dent to hold the gold skull. Next is a short thin dent to hold the black metal bar. Next is a longer similar dent to hold the red metal cylinder. At the end is a portion suitable for holding the white metal tapering cone. If the parts of the staff are placed in the indentations it will fuse of itself, break the altar with a crash, and wake the corpse of the forgotten king from the stone block. The staff will have 20 charges.

The Forgotten King, Restless Dead (AC 0; MV 9"; HD 11; hp 50; #AT 1 weapon or 1 touch; D Two handed sword +3 or 1-10; SA Paralyzation, fear; SD +1 or better weapon to hit. Limited spell immunity; XP 4350)

The forgotten king is immune to cold, electricity, polymorph, and those mind-affecting spells that do not affect undead. If struck by the staff of necromancy, it will do 1d20 damage to him. He can be turned as a Special undead, but not while in this room. If the adventurers have taken his sword from him before he awakens, then he must use his touch attack. His touch causes paralysis (as a ghast).

When animated he causes fear. All creatures of four hit dice or levels or lower will flee in fear for 1 turn in his presence. Those with more five or more hit dice or levels are entitled to a saving throw.

His crown is encrusted with small diamonds and worth 15000 gold crescents, but is too wide to fit on a human head. The stone block he lays on is actually a box with a stone lid and inside are fifty bars of platinum (100 gold crescents each), a miniature coffin shaped silver casket (200 gold crescents value) holding fifty small diamonds (100 gold crescents each), and a cursed scroll. Any person trhat reads the scroll must save vs spells at -4 or their body will gradually take on the shape of the forgotten king (8 feet tall and slender) with the accompanying appearance (wrinkled blackened skin).

If the forgotten king is defeated the purple torches will stop giving off light.

Monday, January 8, 2018

THE GROUNDS 33YYYY ANTECHAMBER.

33YYYY ANTECHAMBER. The walls are decorated with murals of men and woman dancing, but their heads are skulls while their bodies are normal flesh.

The northeast wall depicts the mural of a door, with a small circular indentation at about chest high. If the small golden skull from Room 33VVVV is placed in the groove, the door will become real and allow access to Room 33ZZZZ.

Sunday, January 7, 2018

THE GROUNDS 33XXXX CRYPT.

33XXXX CRYPT. Sitting on a throne is a dread skull wearing a brown hooded robe. On his lap is a wooden box.

Dread Skull (AC 7; MV 12”; HD 6; hp 27; #AT 1; D 1-6 or scimitar; SA Fear; SD Sharp weapons score half damage only, limited spell immunity; XP 305)

The dread skull's scimitar has a jewel encrusted hilt and is valued at 250 gold crescents. The box is empty, but embedded in the back of the dread skull's skull is a short white metal cone, about six inches long tapering to a sharp point. This is a part of the staff of necromancy.

Saturday, January 6, 2018

THE GROUNDS 33WWWW CRYPT.

33WWWW CRYPT. Sitting on a throne is a skeleton wearing a brown hooded robe. On his lap is a wooden box.

Skeleton (AC 7; MV 12"; HD 1; hp 8; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 22)

The box holds 10 copper pieces.

Friday, January 5, 2018

THE GROUNDS 33VVVV CRYPT.

33VVVV CRYPT. Sitting on a throne is a minor death (like from the deck of many things) wearing a brown hooded robe. On his lap is a wooden box.

Minor Death (AC -4; MV 12"; HD 7; hp 33; #AT 1 scythe; D 2-16; SA Always strikes first in a round, never misses, those killed by a minor death are permanently dead; SD Limited spell immunity, immune to fire, cold, and electricity; XP 1530)

Inside the box is a pair of dice, three gems (ruby, diamond, and sapphire, each worth 5000 gold crescents) and a golden skull the size of an apple. This last item is the top portion of the staff of necromancy.

The minor death doesn't want to fight (although it will if attacked). Instead it wants to play craps (or any other dice game the DM is familiar with).

Each time its opponent wins, it will give up one of its treasures. Every time the minor death wins, one of the character's items of similar value will magically be transported into the box (or next to the throne if it is large). The minor death is only willing to dice with characters that have items sufficiently valuable to make it worth its while.

Thursday, January 4, 2018

NEW MAGIC ITEM: MORTUARY FLUTE.

This musical instrument is made from a human long bone, usually a humerus. When played it acts as a charm monster spell which is effective against corporeal undead (skeletons, mummies, wights, vampires, liches, etc.) Once it has charmed undead, the user must continue to play to maintain control. When the music stops, the undead will leave immediately.

Such is the malignant nature of this item that It only works if the user has been wounded (is not at full hit points). It can be used up to three times in a 24 hour period. If a bard plays the mortuary flute, the undead suffer a -4 on their save.

XP VALUE: 2,000

CP VALUE: 9,000

THE GROUNDS 33UUUU CRYPT.

33UUUU CRYPT. Sitting on a throne is a skeletal figure wearing a brown hooded robe. On his lap is a wooden box.

The Skeleton Man, Restless Dead (AC 7; MV 12"; HD 1; hp 8; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 22)

Each time that the skeleton man takes damage, splinters of bone fly off him and grow to form 1d4 new skeleton men, identical to the first. These new skeleton men, when hit produce others until a maximum of 24 skeleton men is reached. Skeleton men can be turned as if they were Special undead. They are immune to spells that affect undead (cold, sleep, charm, hold, etc.)

The box holds the mortuary flute and a short black metal bar, about six inches long. This is a part of the staff of necromancy.

Wednesday, January 3, 2018

THE GROUNDS 33TTTT CRYPT.

33TTTT CRYPT. Sitting on a throne is a crypt thing wearing a brown hooded robe. On his lap is a wooden box.

Crypt Thing (AC 3; MV 12”; HD 6; hp 32; #AT 1; D 1-8; SA Teleportation; SD Magic weapon needed to hit; XP 467)

Inside the box are 38 moonstones (50 gold crescents each), a gem that looks like a moonstone but is really a stone of weight, an amulet of proof against detection and location , and a magic-user scroll with the spells gate, invisible stalker, and teleport.

Tuesday, January 2, 2018

THE GROUNDS 33SSSS CRYPT.

33SSSS CRYPT. Sitting on a throne is an unanimated skeleton wearing a brown hooded robe. On his lap is a wooden box trapped with a fire trap spell, cast at the twelfth level of magic use. It holds a red metal bar, about three feet long. This is a part of the staff of necromancy.

Monday, January 1, 2018

THE GROUNDS 33RRRR HALL OF DOOMS.

33RRRR HALL OF DOOMS. As the characters enter this room for the first time, they will be greeted by a kind of spectral being who will offer to show them about the place.

This will be a former Player or Non-Player Character such as a henchman or hireling that has died while on a one of the part's adventurers. If there is no such, it will instead be an enemy that the characters have vanguished.

The walls are decorated with thousands of small paintings showing the many ways that people can meet their death (falling, animal attack, disease, etc.)

If their guide is attacked for whatever reason, it will fade away.