14
STORAGE ROOM. Within there are twenty boards of lumber, a small
barrel of tacks, a basket holding sixteen pink candles which smell of
mint, and two hundred and eighty feet of strong rope in a pile.
Tuesday, July 31, 2018
Monday, July 30, 2018
MIDDLE DUNGEONS LEVEL FIVE 13 BOAR ROOM.
13
BOAR ROOM. A monstrous boar is here.
Giant
Boar (AC 4; MV 12”; HD 7; hp 32; #AT 1 tusks; D 3-18; XP 481)
This
creature has gone full carnivore. In addition is has been armored
with metal plates for the arena games.
Sunday, July 29, 2018
MIDDLE DUNGEONS LEVEL FIVE 12 EMPTY ROOM.
12
EMPTY ROOM. An abandoned torch and a spool of purple thread are on
the floor.
Saturday, July 28, 2018
MIDDLE DUNGEONS LEVEL FIVE 11 FORGOTTEN ROOM.
11
FORGOTTEN ROOM. The door to this room has been infested with vermin
and is quite brittle. Even normal force applied to the door will
break off chunks of crumbling wood.
The
first thing that adventurer's will notice are the huge number of
roaches, which will aggregate into a humanoid shape and attack with
its upper extremities.
Horrible
Humanoid Roach Monster (AC 0; MV 12”; HD 5; hp 26; #AT 2 foul
fists; D 2-8/2-8; SD Limited spell immunity; XP 300)
This
creature will take double damage from fire, but if it used the rancid
smoke from the burning roaches will cause everyone in the room to
suffer choking and gagging unless they save vs posion a made.
Affected individuals are incapacitated for 1d4 rounds. After that
they will fight at -4 to hit until they can leave the room. Due to
the communal nature of its body, it is immune to mind affecting
spells such as charm,
sleep, and hold, though it is not an undead.
The
floor is covered with dust. The furniture and bed are draped with
white cloths. A wardrobe holds moth eaten and ruined clothes (two
white fur coats, a vest of purple material, and a white formal shirt
with a high collar), except for a blue robe decorated with yellow
crescents which appears quite new and is actually a robe of
protection +2 (as the ring of the same name). The robe will
operate in conjunction with a ring of protection.
Friday, July 27, 2018
MIDDLE DUNGEONS LEVEL FIVE 10 MIRROR ROOM.
10
MIRROR ROOM. The mirrors on the walls are cunningly decorated with
paint so that people walking through the room will see themselves
wearing the armor of gladiators. The face plates on the great helms
are left open to accentuate the effect. The appearance is ruined
for those below five feet or greater than seven feet.
Thursday, July 26, 2018
MIDDLE DUNGEONS LEVEL FIVE 9 ALCOVE.
9
ALCOVE. In the center of the ten by ten foot floor is a dark hole,
about a foot in diameter. It connects to a system of pipes and
drains about two feet below the floor and located throughout the
level. There is a clog at the bottom. Wrapped in an old shirt are
3 gold crescents and a four inch tall silver statue of a murmillo
type gladiator, worth 35 gold crescents.
Wednesday, July 25, 2018
MIDDLE DUNGEONS LEVEL FIVE 8 JACKALWERE'S DEN.
8
JACKALWERE'S DEN. This room is the home of a jackalwere.
Jackalwere
(AC 4; MV 12”; HD 4; hp 28; #AT 1 bite or 1 weapon; D 2-8 or cursed
broad sword +3; SA Gaze causes sleep; SD Magic, cold-forged
iron, or black iron weapon needed to hit; XP 912)
He
is quite demented and will attack in his humanoid jackal form.
His
cursed broad sword +3 will drain a point of intelligence (40%)
or wisdom (60%) once a day, unless a saving throw vs spells is made.
After these scores reach 2, the point drain will stop. It is
impossible to throw away the weapon once it has been claimed and a
remove curse or similar remedy must be obtained. The lost ability
score points will return at the rate of one point each per day after
a remove curse is applied.
The
jackalwere's lair contains human, demi-human, and humanoid body
parts. Among the rotting and fresh remains are:
254
gold crescents
434
silver spanners
684
copper pieces
1
amulet with a Triskelion three legged design in jet and gold worth
600 gold crescents
6
short swords
4
large shields
4
tridents
2
daggers
The
secret door to the south of this room pivots on a central axis
running from the floor to the ceiling.
Tuesday, July 24, 2018
MIDDLE DUNGEONS LEVEL FIVE 7 GRAY ROOM.
7
GRAY ROOM. The keystone on the archway leading to this room is
decorated with an anchor. The tiles on the floor and the stones of
the walls and ceiling are dull gray. A small pile of garbage in the
southeast corner holds rags, twigs, scraps of oily paper, and a crude
wooden carved statue of a ship. If the ship is thrown into the pool
in Room 6, it will expand to ten feet long and ten
goblin pirates will disembark from a hatch, like clowns leaving a
car.
8
Pirate Goblins (AC 6; MV 6”; HD 1-1; hp 5 each; #AT 1; D Scimitar;
XP 15 each)
1
Pirate Goblin First Mate (AC 6; MV 6”; HD 1+1; hp 9; #AT 1; D
Scimitar; XP 38)
1
Pirate Goblin Captain (AC 5; MV 6”; HD 2+1; hp 19; #AT 1; D
Scimitar +1 due to strength; XP 92)
The
goblin pirates are dressed elaborately with colorful bandanas and
baggy pants. The captain has a massive hat, peg leg, heavy red coat,
and stuffed parrot wired to his thick yellow cloth epaulette. They
will serve the person who threw the ship in the pool permanently, but
are subject to normal rules for retainers such as morale and loyalty.
Monday, July 23, 2018
MIDDLE DUNGEONS LEVEL FIVE 6 POOL ROOM.
6
POOL ROOM. The door to this room is metal and tight, but does not
require an open doors check to open, a steady pull will do the trick.
The floor is decorated in white tile while the walls are blue and
green checkered tiles. The ceiling is glowing golden yellow.
Strangely, six orange trees with copious amounts of fruit grow in
large clay pots, arranged about the pool. The four foot deep pool
holds fresh water which is always cool. The volume of water changes
completely once per hour, so even if it is soiled, it will soon
return to cleanliness. This is accomplished through tiny holes near
the base of the pool.
Sunday, July 22, 2018
NEW ITEM: SHADOW STONE
These
rare stones have the ability to turn the holder into a form similar
to a shadow, (as Monster Manual).
Shadow
Form (AC 7; MV 12”; HD as per character; hp as per character; #AT
1; D 2-5; SD Magic weapon to hit, limited spell immunity)
Characters
in shadow form are immune to the same attack forms as shadows. They
cannot be turned as they are not undead, and they cannot drain
strength. They are 90% undetectable, except in the presence of
bright light. It is possible to fit under doors and through cracks
while in shadow form. The effect lasts 2d4 turns and each stone can
be used 1d4+1 times. After its final use, the stone turns into a
piece of black opal (base 1000 gold crescent value).
MIDDLE DUNGEONS LEVEL FIVE 5 MINING CAMP.
5
MINING CAMP. Thirteen twilight dwarves are here. They always post
two alert guards.
11
Twilight Dwarf Miners (AC 5; MV 6”; HD 1; hp 5 each; D Pick; SD
Save at +3 (or better) vs poison and petrification; XP 15 each)
Bofer,
Twilight Dwarf Ore Smeller (AC 5; MV 6”; HD 2; hp 11; D Pick; SD
Save at +3 (or better) vs poison and petrification; XP 42)
The
ore smeller's job is to find precious minerals. He can perform the
same function as a wand of metal and mineral detection, usable
thrice per day. Treat the dwarves picks as footman's military pick.
Each has 2d8 gold mabans, 3d8 silver khurams, and 3d8 copper ganes.
The ore smeller has double that.
Snori,
Twilight Dwarf Miner Captain (AC 4; MV 6”; F4; hp 24; #AT 1; D
Short sword +2 +1 due to strength; XP 210)
Snori
has 47 gold mabans, 13 silver khurams, 8 copper ganes, and a gold
pendant of a dragon's head on a gold chain (500 gold crescents
value).
The
dwarves are neutral in alignment. They are motivated primarily by
greed for treasure and do not have time for small talk. They will be
quite willing to trade if they feel such a transaction can be
advantageous. They are a business, with the each dwarf getting one
share, the ore smeller five shares, and the captain seven shares.
In
their camp they have gear including sleeping rolls, rope, flint and
tinder, iron rations, water, and mining tools. They have extracted
silver ore (3200 gold crescents value) and six shadow stones. The
dwarves have been responsible for the smaller tunnels on this part of
the level, made as they excavated for treasure.
Saturday, July 21, 2018
MIDDLE DUNGEONS LEVEL FIVE 4 WORM ROOM.
4
WORM ROOM. This door is difficult to open. When opened it will be
similarly difficult to shut. A strong wind is blowing in this room,
coming out of vents near the ceiling. It will put out all torches
and may put out lanterns (30% chance). Thousands of normal
earthworms are wriggling around on the floor. A search for secret
doors will, if successful, instead turn up a loose brick in the west
wall, behind which is hidden a magic user's scroll with Tenser's
floating disc and invisibility.
Friday, July 20, 2018
MIDDLE DUNGEONS LEVEL FIVE 3 EMPTY ROOM.
3
EMPTY ROOM. The thin passages to the north are raised one foot off
the floor and are only five feet high. A gelatinous cube is located
immediately to the corridor to the south. In fact, it is flush with
the wall.
Gelatinous
Cube (AC 8; MV 6”; HD 4; hp 20; #AT 1; D 2-8; SA Paralyzation,
surprise on 1-3; SD Immunity to some attacks; XP 230)
Inside
the cube are 17 silver spanners, 32 gold crescents, and a metal
thermos holding a potion of extra-healing.
Thursday, July 19, 2018
MIDDLE DUNGEONS LEVEL FIVE 2 OVAL ROOM.
2
OVAL ROOM. Six men, former bandits and prisoners of the dungeon,
have gathered here.
5
Prisoners (AC 10; MV 12”; HD 1-6 hit points; hp 4 each; #AT 1; D
Club; XP 9 each)
1
Leader (AC 10; MV 12”; F3; hp 16; #At 1; D Short sword; XP 124)
Their
gray rags are made from their prison uniforms. They are scavenging
the body of a carnivorous ape killed and partially eaten by something
else. They have torches and are heating the meat over them as best
they can. Their leader has swallowed an opal (2000 gold crescents).
He hopes that he can use it to make his fortune as he dreams of
escape from the dungeon.
Wednesday, July 18, 2018
MIDDLE DUNGEONS LEVEL FIVE 1 STAIRS.
1
STAIRS. These stairs ascend thirty feet to Room 179 on Level 4.
Note that the thin passage to the west and similar passages in this
area are raised one foot off the floor of the adjoining corridors and
rooms, and are only five feet high. Dwarves and gnomes who check
will note that they are of newer construction.
Encounter Key: Middle Dungeons Level 5
This
level is located thirty feet below Level 4. It connects to levels 4
and 6 as well as the Yawning Staircase.
The walls on this level are pale gray stone. Except where noted otherwise, they are decorated with low relief sculpture of gladiators fighting with other gladiators, beasts, and monsters. Ceiling height is generally ten feet. This level and Level 6 were established as a gladiatorial arena for the amusement of powerful Triskelion family members. Using human prisoners and professional gladiators, they ran combat games for hundreds of years. The gladiators were chosen for their strength, agility, endurance, and fighting skill. Thus most have a bonus to damage due to a high strength score.
Surviving gladiators, prisoners, wild animals, and monsters wander the corridors of these levels. Some of the gladiators have banded together to aid their quest to survive. Thus there are five factions of gladiators on the two levels, divided based on the roles they played during the fights.
Hoplomachi: (singular hoplomachus) The hoplomachi wear a great helm with a stylized griffin crest. Their legs and their weapon bearing arm are wrapped in wool and they have metal shin guards. They carry a spear and small round metal shield.
Murmillones: (singular murmillo) The murmillones wear a great helm with a stylized fish crest. Their weapon bearing arm has a metal guard, and the opposite leg has a metal shin guard. They carry a short sword and a large curved rectangular metal shield.
Retiarii :(singular retarius) The retiarii carry a trident and a weighted net. They have no head protection. Their armor consists only of a heavy metal guard on their trident bearing arm and a wide leather belt, into which is tucked a dagger.
Secutores: (singular secutor) The great helm of the secutor has small eye holes (to avoid the trident of the retarius) and and a rounded top. The flanges about the neck are stylized to resemble the fins of a fish. Their weapon bearing arm is protected with wool and the opposite leg has a metal shin guard. They carry a short sword and a large curved rectangular metal shield. At first glance, they may easily be mistaken for a murmillo.
Thraces: (singular thraex) The thraces wear a great helm decorated with a plume and crest. Their armor is otherwise like that of hoplomachus. Their shield is small, metal and square. The short sword that they use is distinctive for its curved blade.
All of the gladiator factions are rivals, but some are especially antaganistic, due to the roles they played in the arena.
PREFERENCE TABLE
T: The gladiator type is tolerated, under normal circumstances. There is unlikely to be conflict and cooperation is possible.
S: The group is viewed with suspicion and contempt. There is a fair chance of combat occurring when the two types mix.
A: Antipathy is felt towards the group in question. The two types will attack each other under usual circumstances. Cooperation is only possible if the two sides are faced with extinction from an outside overwhelming force, and even then, it will be temporary.
H: Hatred is present. Bloodshed is inevitable unless one side is outnumbered and flees.
The walls on this level are pale gray stone. Except where noted otherwise, they are decorated with low relief sculpture of gladiators fighting with other gladiators, beasts, and monsters. Ceiling height is generally ten feet. This level and Level 6 were established as a gladiatorial arena for the amusement of powerful Triskelion family members. Using human prisoners and professional gladiators, they ran combat games for hundreds of years. The gladiators were chosen for their strength, agility, endurance, and fighting skill. Thus most have a bonus to damage due to a high strength score.
Surviving gladiators, prisoners, wild animals, and monsters wander the corridors of these levels. Some of the gladiators have banded together to aid their quest to survive. Thus there are five factions of gladiators on the two levels, divided based on the roles they played during the fights.
Hoplomachi: (singular hoplomachus) The hoplomachi wear a great helm with a stylized griffin crest. Their legs and their weapon bearing arm are wrapped in wool and they have metal shin guards. They carry a spear and small round metal shield.
Murmillones: (singular murmillo) The murmillones wear a great helm with a stylized fish crest. Their weapon bearing arm has a metal guard, and the opposite leg has a metal shin guard. They carry a short sword and a large curved rectangular metal shield.
Retiarii :(singular retarius) The retiarii carry a trident and a weighted net. They have no head protection. Their armor consists only of a heavy metal guard on their trident bearing arm and a wide leather belt, into which is tucked a dagger.
Secutores: (singular secutor) The great helm of the secutor has small eye holes (to avoid the trident of the retarius) and and a rounded top. The flanges about the neck are stylized to resemble the fins of a fish. Their weapon bearing arm is protected with wool and the opposite leg has a metal shin guard. They carry a short sword and a large curved rectangular metal shield. At first glance, they may easily be mistaken for a murmillo.
Thraces: (singular thraex) The thraces wear a great helm decorated with a plume and crest. Their armor is otherwise like that of hoplomachus. Their shield is small, metal and square. The short sword that they use is distinctive for its curved blade.
All of the gladiator factions are rivals, but some are especially antaganistic, due to the roles they played in the arena.
PREFERENCE TABLE
Gladiator
type |
Hoplomachii |
Murmillones |
Retiarii |
Secutares |
Thraces |
Hoplomachii |
- |
H |
S |
S |
H |
Murmillones |
H |
- |
A |
T |
H |
Retiarii |
S |
A |
- |
H |
S |
Secutores |
S |
T |
H |
- |
S |
Thraces |
H |
H |
S |
S |
- |
T: The gladiator type is tolerated, under normal circumstances. There is unlikely to be conflict and cooperation is possible.
S: The group is viewed with suspicion and contempt. There is a fair chance of combat occurring when the two types mix.
A: Antipathy is felt towards the group in question. The two types will attack each other under usual circumstances. Cooperation is only possible if the two sides are faced with extinction from an outside overwhelming force, and even then, it will be temporary.
H: Hatred is present. Bloodshed is inevitable unless one side is outnumbered and flees.
Tuesday, July 17, 2018
MIDDLE DUNGEONS LEVEL FOUR 188 URINE THE WAY.
188
URINE THE WAY. This corridor terminates in a urinal. Flushing the
urinal causes the following:
- A stone wall will close, separating the last ten feet of the corridor from the rest. Any person in this last ten feet who wants to jump back into the rest of the corridor must make a saving throw vs petrification. If they fail, the are crushed by the wall for 4d10 damage.
- This ten feet will then start moving south along the empty way shown on the map. After traveling about four miles it will ascend to the surface.
- It ends up at an outhouse, which can be exited from normally.
- After twenty four hours, the urinal and floor will retrace its steps to its starting position.
This
whole thing was set up as an emergency escape system. There is a
goat path that leads down to the dirt portion of the road leading to
the Outer Ward.
Monday, July 16, 2018
MIDDLE DUNGEONS LEVEL FOUR 187 SECRET OFFICE.
187
SECRET OFFICE. The well preserved corpse of yet another person who
looks exactly like Valerian Triskelion (same facial features, long
white hair but balding on top) sits behind a desk. Inside the desk
are the following items:
- Two scrolls of cure disease.
- Three essence extractors.
- A locked metal box, it is trapped with a poison needle (save or die). It holds six rubies (base 1000 gold crescents each) and a love letter from a woman named Margaret to Valerian.
- A silver key inlaid with pearl and tiny diamonds (5000 gold crescents). It will open the box.
- Two artificial eyes (one blue, one purple) if placed inside the eye socket of someone who has been blinded, they will allow normal sight.
Sunday, July 15, 2018
MIDDLE DUNGEONS LEVEL FOUR 186 PATHOGEN STORAGE.
186 PATHOGEN
STORAGE. An unfortunate researcher accidentally infected himself
with lycanthropy and the fungoid zombie disease.
Werewolf
Fungoid Zombie (AC 5; MV 12”; HD 5+4; hp 27; #AT 1; D 2-8; SA
Disease; SD Silver or magic
weapon to hit, regenerate 1-4 hit points each round; XP 762)
This
storage facility contains glass vials of disease bearing organisms.
Each round that this horror indulges in combat it thrashes
violently, knocking vials about. There is a 25% chance it will knock
a glass vial on a random character, breaking it and spilling its
contents on the character. The person must make a svaing throw vs
poison or contract the disease.
1d20
|
Vial
Contents
|
1
|
Bubonic
Plague
|
2
|
Dysentery
|
3
|
Cholera
|
4
|
Malaria
|
5
|
Small
Pox
|
6
|
Tubercolosis
|
7
|
Typhus
|
8
|
Typhoid
Fever
|
9
|
Yellow
Fever
|
10
|
Spotted
Fever
|
11
|
Advanced
Leprosy (Mummy Rot)
|
12
|
Lycanthropy
Roll 1d6 (1=Wererat, 2-3=Werewolf, 4=Wereboar, 5=Weretiger, 6=
Werebear)
|
13
|
Laughing
Disease
|
14
|
Turn
to Stone Disease
|
15
|
Fungoid
Zombie Disease
|
16
|
Infected
Zombie Disease
|
17-20
|
Sample
is too old and no longer infectious
|
For
diseases 1-10 please refer to OD&D Supplement 2: Blackmoor
page 52. If that is not available, use the following from the AD&D
Dungeon Master's Guide pages 13 to 14.
Disease
|
DMG
Equivalent
|
Bubonic
Plague
|
Chronic
terminal disease of blood/blood forming organs
|
Dysentery
|
Acute
severe disease of the gastro-intestinal system
|
Cholera
|
Acute
severe disease of the gastro-intestinal system
|
Malaria
|
Severe
parasitic infection of the cardiovascular system
|
Small
Pox
|
Acute
terminal disease of the skin
|
Tubercolosis
|
Chronic
severe disease of the respiratory system
|
Typhus
|
Acute
terminal disease of the skin and brain/nervous system
|
Typhoid
Fever
|
Acute
severe disease of the gastro-intestinal system
|
Yellow
Fever
|
Acute
severe disease of the cardiovascular-renal system
|
Spotted
Fever
|
Acute
severe disease of the muscles and skin
|
The
Laughing Disease will turn a character into a Laughing
Trsieklion in 2d4 days, They will keep their level, statistics,
etc., but will be constantly laughing or giggling, and have the same
inability to surprise and tendency to go berserk as do Laughing
Triskelions.
The
Turn to Stone Disease is described in Room 183C.
The
Infected Zombie Disease is described in Room 163.
Saturday, July 14, 2018
MIDDLE DUNGEONS LEVEL FOUR 185 BIOHAZARD LABORATORY.
185
BIOHAZARD LABORATORY. Ther are seven fungoid zombies here.
Fungoid
Zombies (AC 8; MV 9”; HD 2+1; hp 10 each; #AT 1; D 1-8; SA Disease;
SD Regenerate 1-4 hit points each round; XP 90 each)
They
are all zombies of researchers, and their wear the white jumpsuits
like those found in Room 182.
This
laboratory space holds the usual black countertops and glassware.
There are several large white pieces of furniture resembling an open
oven on top of a four foot high metal base. These are fume hoods and
air is constantly being recycled within them.
One
of the fume hoods (marked with an 'X') still contains a sample.
There is a small bowl full of a gray paste. Any person coming into
contact with this substance must save vs petrification or suffer the
turn to stone disease described in Room 183C.
Friday, July 13, 2018
MIDDLE DUNGEONSC LEVEL FOUR 184 AIR LOCK.
184
AIR LOCK. The two hatches leading from this room (to Rooms 182 and
184) are designed so that they cannot both be open at the same time.
There is always strong air pressure in this room, as if a forceful
wind is blowing from the floor, which is a grate.
Thursday, July 12, 2018
Middle Dungeons Level Four Wandering Monsters
Roll
for random encounters using 1d6 once every three turns. On a 1, there
is an encounter. Double the odds if the group is making a lot of
noise or in similar situations. In addition to the vat creatures
that one would expect on this level, several dungeon scavengers are
also found here, as the availability of vat media as a food source
attracts them.
Random
Encounters
1d20
|
Description
|
1
|
Aberrant
Vat Creatures
|
2-3
|
Blank
Faced Triskelions
|
4
|
Carrion
Crawler
|
5-7
|
Crying
Triskelions
|
8
|
Gelatinous
Cube
|
9
|
Giant
Boring Beetles
|
10
|
Giant
Spiders
|
11
|
Gray
Oozes
|
12-14
|
Laughing
Triskelions
|
15
|
Ochre
Jellies
|
16-18
|
Scowling
Triskelions
|
19
|
Screaming
Scums
|
20
|
Toxic
Harlequins
|
Aberrant
Vat Creature
Due
to the vat chambers being extremely complicated and imperfect, there
are many ways that the process can go wrong resulting in freakish
aberrant types of vat men having bodies of animals, multiple heads,
or being sized incorrectly. The following examples are given. The
DM should reuse or add new ones created by himself or herself if the
below list is exhausted.
Six
Headed Vat Creature(AC 5; MV 9”; HD 6; hp 48; #AT 0; D Nil; SA
Breath weapons; SD All heads must be killed to slay; XP 1138)
Treat
this as a six headed hydra, but the heads are all those of Scowling
Triskelions. It cannot bite, instead it has breath weapons.
- Head 1: Cone of Frost, as White Dragon but damage is 3d4
- Head 2: Cone of Fire, as Red Dragon but damage is 3d4
- Head 3: Cloud of Slow Gas, as Copper Dragon
- Head 4: Bolt of Lightning, as Blue Dragon, but damage is 3d4
- Head 5: Stream of Acid, as Black Dragon, but damage is 3d4
- Head 6: Roar, as Dragonne
Giant
Homonculous
Homonculous
(AC 6; MV 12””; HD 6; hp 29; #AT 1 bite; D 1d12; SA Bite causes
sleep; SA Saves as MU18; Size L; XP 449)
This
creature is nine feet tall and relatively lean. Its wings are the
same size as a normal homonculous, and so are useless. Roll 1d6 for
alignment (1=chaotic good, 2=neutral, 3=chaotic neutral, 4=lawful
evil, 5=chaotic evil, 6=neutral evil)
Invisible
Vat Man (AC 6; MV 12”; HD 6; hp 27; #AT 2; D Long sword X 2; SA
Taunting; XP 437)
This
vat man is naturally and permanently invisible, but has painted its
Laughing Triskelion face with white grease paint and it carries two
non-invisible long swords. As it fights it taunts its opponents.
Any person hearing this taunting must save vs spells or become
enraged. Enraged individuals will attempt to melee with the invisble
vat man, ignoring spell casting or thief abilities. They become
clumsy with their attacks at -4 to hit and their armor class suffers
a penalty of 4. Against characters which can see invisible,
the vat man's armor class is 8.
Vat
Constrictor (AC 5; MV 9”; HD 6+1; hp 28; #AT 1 bite and 1
constrict; D 1-4/ 2-8; SA Constriction; XP 449)
This
creature is as a giant constrictor snake, but has the face of a
Crying Trsikelion. It sobs as it attacks, so it can only use its
bite attack once every other round.
Blank
Faced Triskelions
1d4+4
Blank Faced Triskelion (AC 6; MV 12"; HD 3; #AT 1; D 1d4; XP 35
+ 3/hp)
These
vat men are interested only in repair and maintenance. They will
never fight adventurers unless attacked first.
Carrion
Crawler
1
Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp ; #AT 8 tentacles; D
Paralysis; XP 580 + 4/hp)
Crying
Triskelions
1d4+2
Crying Triskelions (AC 6; MV 12"; HD 3; #AT 1; D Quarter staff;
XP 35 + 3/hp)
The
Crying Triskelions will be searching for a smaller groups of Laughing
or Scowling vat men. They plan on eating the Laughing Triskelions
and killing the Scowling Triskelions, provided that they outnumber
the enemy sufficiently. There is a 20% chance that they will have a
bag of 50 gold crescents that they will throw at pursuers if they are
forced to run away.
Gelatinous
Cube
1
Vat Spawned Gelatinous Cube (AC 8; MV 6”; HD 4; #AT 1; D 2-8; SA
Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 150 +
4/hp)
Giant
Boring Beetles
1d4
Giant Boring Beetles (AC 3; MV 6”; HD 5; #AT 1 bite; D 5-20; XP 90
+ 5/hp)
Giant
Spiders
1d3
Giant Spiders (AC 4; MV 3"*12"; HD 4+4; #AT 1 bite; D 2-8;
SA Webs, poison; XP 315 + 5/hp)
Gray
Oozes
1d4
Gray Oozes (AC 8; MV 1”; HD 3+3; #AT 1; D 2-16; SA Corrosive
properties; SD Immune to spells, heat, cold; XP 200 + 5/hp)
Laughing
Triskelions
1d4+2
Laughing Triskelions (AC 6 (8); MV 12"; HD 3; #AT 1; D By weapon
type; SA Berserk, never surprise; XP 35 + 3/hp)
70%
will have long swords, 20% broad swords, 5% short swords, 4% bastard
swords, and 1% two-handed swords.
This
group will be out to go slaughter some Crying or Scowling
Triskelions, as they feel sorry for their condition and wish to
exterminate them for their own good.
Ochre
Jellies
1d2
Ochre Jellies (AC 8; MV 3”; HD 6; #AT 1 touch; D 3-12; SD Lightning
divides in half; XP 150 + 6/hp)
Scowling
Triskelions
1d4+2
Scowling Triskelion (AC 6; MV 12"; HD 3; #AT 1; D Nine-tailed
whip (as horseman's flail); XP 35 + 3/hp)
This
will be either a slave taking raid looking for wandering Crying
Triskelions (60%) or a group out looking for trouble (40%). If they
are a slave raid, then there is a 20% chance they have 1d4 captive
Crying Triskelions. Each Scowling Triskelion has 2d4 gold crescents
in a pouch.
Screaming
Scums
1d3
Screaming Scums (AC 7; MV 6”; HD 4+1; #AT 1; D 1-4; SA Drain blood
for 2-8; SD Scream; XP 110 + 4/hp)
Toxic
Harlequins
1d4
Toxic Harlequins (AC 6; MV 15"; HD 4; hp 20 each; #AT 1; D Short
sword; MR 55%; XP 380 each)
Thief
skills: PP 45%, OL 42% F/RT 35% MS 33% HS 25% HN 15% CW 88% RL 20%
30%
of the time they will have a magic weapon. Similarly there is a 25%
of magic armor, and 20% of the time they will have a magic item
usable by thieves.
MIDDLE DUNGEONS LEVEL FOUR 183 QUARANTINE QUARTERS.
183
QUARANTINE QUARTERS. These Four Rooms A to D are furnished the same,
each as a bed room with closet holding white paper clothing. All
four doors are capable of being locked, but only C actually is so.
It is also the only one with an occupant.
Lying
on the bed in Room 183C is the statue of a man wearing only white
paper clothing. This is actually a man turned to stone by one of
the diseases kept in Room 184. The disease is communicable, anyone
who touches the man must save vs petrification or turn to stone
slowly over the next 2d12+24 hours. Any one wearing one of the white
jumpsuits from Room 182 gets a +4 on their saving throw.
In
the closet of Room 183C is a bag holding clothes, a crumpled white
lab coat, 23 gold crescents, 6 silver spanners, and 86 copper pieces.
Wednesday, July 11, 2018
MIDDLE DUNGEONS LEVEL FOUR 182 DECONTAMINATION ROOM.
182
DECONTAMINATION BAY. On the floor is written in white and black
tile: “Please Step Into Alcoves For Decontamination If Infected
Please Report To Termination Room”. Along the south wall there are multiple shelves holding white garments.
In
each alcove there is a shower head. It will alternate spraying
compressed air and salty smelling watery liquid on anyone steps fully
into the alcove.
The
garments on the shelves are white stretchy one piece jumpsuits that
cover everything but the face. They will fit any character, but will
be a bit baggy on halflings, gnomes, and dwarves. They will not fit
over armor, and are actually meant to be worn only over skin.
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