Showing posts with label Inner Ward First Floor. Show all posts
Showing posts with label Inner Ward First Floor. Show all posts

Wednesday, December 10, 2014

INNER WARD FIRST FLOOR 65 MASTER CURRIER'S ROOM.

65 MASTER CURRIER'S ROOM. The door to this room is capable of being locked, but is actually wide open. An undersized ochre jelly has made its home here.

Ochre Jelly (AC 8; MV 3”; HD 6; hp 18; #AT 1 touch; D 3-12; SD Lightning divides in half; XP 258)

The room was used by the master currier and his family. The walls are decorated by woven red and green hangings. Two candelabras, a large bed, a dresser, a standing mirror, a wardrobe, and two cribs are here. The dresser and wardrobes contain a few articles of men's and women's clothing and a small purse with 16 silver spanners and 14 copper pieces. A wooden fork and bowl are on the ground.

Tuesday, December 9, 2014

INNER WARD FIRST FLOOR 64 MAIDS' CHAMBERS.

64 MAIDS' CHAMBERS. This dark place has become a refuge for four female ghouls dressed in dirty maids' uniforms.

4 Ghouls (AC 6; MV 9"; HD 2; hp 12, 10, 9, 8; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 89, 85, 83, 81)

The ghouls hide here by day and hunt at night. There are eight beds, three wardrobes holding more uniforms, and three unlit candelabras. The floor is littered with bones but no wealth.

Monday, December 8, 2014

INNER WARD FIRST FLOOR 63 ROOM OF MYSTERY.

63 ROOM OF MYSTERY. This room will appear differently each time it is visited. Roll a 1d20 to determine what room is found each time the door is opened.

Room 1: The room is 10'x10'. A throne holds a diamond resting on a plush red cushion, it is actually a glass fake.

Room 2: A 5'x2½' broom closet with brooms and mops.

Room 3: There is no room, the doorway is blocked with red bricks.

Room 4: The room is 20'x20' a pool of pink syrup is here. A drink will heal 3-12 hit points to the first character who tries, then the liquid will turn into green slime.

Green Slime (AC 8; MV 0”; HD 2; hp 13; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 626)

Room 5: The room is 20'x25', it is a library but the books are filled with blank pages.

Room 6: There is no room. The door opens into outer space and galaxies, stars, planets, and comets can be seen. Strangely, the characters are completely safe unless they step out into the void.

Room 7: The room is 30'x40', it is the den of two giant scorpions.

2 Giant Scorpions (AC 3; MV 15”; HD 5+5; hp 17 each; #AT 2 claws and 1 sting; D 1-10/1-10/1-4; SA Poison sting; XP 752 each)

Room 8: The room is a 10'x10'. A real diamond sits on a plush red cushion on a throne. Its value is 7500 gold crescents.

Room 9: The room is 20'x35', a painting of a clock is against the far wall, the handles of the clock are moving and it is the correct time.

Room 10: The room is 10'x10', an envelope sits on the floor. It holds a currently due and bona fide tavern bill for one of the characters (3 silver spanners, roll character randomly). They will be forced to pay it as if geased.

Room 11: The room is a water closet, 10'x10'.

Room 12: The room is 30'x40', it holds a giant floating head identical to the one in Room 62, except it is real.

Giant Floating Head (AC 7; MV 3”; HD 6; hp 40; #AT 1; D Small fireball for 3-18; SD Immune to fire; XP 565)

The giant floating head will not give chase if the party flees.

Room 13: The room is 10'x30', it is a pantry filled with jars of pickles.

Room 14: The room is 20'x25', a silver flute (30 gold crescents) and sheet music are on a table.

Room 15: The room is 10'x25', a swinging log trap launches itself towards the party. The persons in the first row must save vs petrification at -4 to dodge or take 4-16 points of damage. The persons in the second row must save vs petrification or take 2-8 points of damage.

Room 16: The room is 30'x40', but the ceiling is 50' high. A wooden wand is in the middle of the floor. It is a fake, but written on it is the word “Caramel”. A key is on a hook 40' off the floor, above the doorway. A cupboard is located 30' off the floor, located on the far wall. The cupboard is locked, but can be opened by the key. It contains a real wand of frost (75 charges), which works when the command word “Caramel” is used.

Room 17: Two skeletons are sparring with longswords. If interrupted, they will attack the adventurers. The room is 20'x20'.

2 Skeletons (AC 7; MV 12"; HD 1; hp 8 each; #AT 1; D Longsword; SD Sharp weapons score half damage only, limited spell immunity; XP 26 each)

Room 18: A djinn lives in this 20'x30' room. He will magically create any one food each adventurer wishes before disappearing. The food is delicious and nourishing (heals 2-5 hit points, or heals any one disease or curse that the character has). He is affable but will perform no other service.

Djinn (AC 4; MV 9”/24”; HD 7+3; hp 33; #AT 1; D 2-16; SA Whirlwind, magic use, SD Resist air-based damage; XP 890)

Room 19: The room is 25'x35'. A structure in the center of the room resembles a raised ship's wheel turned on its side so it is horizontal. If all the adventurers enter the room and close the door, the room will begin spinning wildly. Anyone who does not grab onto the wheel must save versus petrification be thrown against a wall and suffer 1d4 damage.

When the room stops spinning the door will open by itself, and the adventurers will find themselves in a cave located 1 mile from the castle. No return trip is possible by means of the door in the cave, as it now opens onto solid rock. A cave entrance is present, however, and the party may exit that way.

Room 20: The room is 10'x10'. If all of the adventurers enter the room and close the door, they will feel the room rise (50%) or descend (50%), like an elevator. When the room stops, the door will open by itself, revealing one of the other 19 rooms in this list. If the door is closed and opened again, it will lead to the hallway.

The Dungeon Master should not reuse the rooms, or do so sparingly. If the Room of Mystery is visited more than 20 times, you are encouraged to add rewards and dangers of your own devising.

Sunday, December 7, 2014

INNER WARD FIRST FLOOR 62 ROOM OF THE GIANT FLOATING HEAD.

62 ROOM OF THE GIANT FLOATING HEAD. As soon as the characters open the door, they will see a giant floating head that opens it eyes and yell “WHO DARES DISTURB MY SLUMBER?” Whether the characters answer or not, it will continue: “BEGONE AND RETURN NO MORE OR FACE MY WRATH!”

The face is stern, with a bald head and pointy brown beard. Its voice is regal and very loud, and an immediate roll should be made to determine if any wandering monsters have taken notice, with a 1 or 2 on a six sided die indicating that this is the case.

The head is actually a complex permanent programmed illusion capable of adapting to repeated interruptions. If the character's leave but enter again later, it will become more animated and angry, belching flame and smoke. It cannot actually do any harm. Should the characters touch it, it will disappear, only to reappear the next time the room is visited. The place is otherwise empty.

Saturday, December 6, 2014

INNER WARD FIRST FLOOR 61 UNFINISHED ROOM.

61 UNFINISHED ROOM. The door to this room is stuck tight, as it is warped. An 'open doors' roll is sufficient to allow entry. Inside the floors are made of rough boards. Glass windows to the east look towards the Outer Ward, while small decorated arched open windows to the west look upon the Feast Hall (Room 2, Ground Level). Various rusting carpentry tools and few warped boards lie carelessly strewn about this long dusty room.

Against the north wall, there is an odd machine. This metal and stone box-like structure stands eight feet tall by four feet square at the base. A coin slot is present on the front and there is a pull-out shelf at the bottom (like a vending machine).

If a gold crescent is inserted in the slot, the machine turns it into a tiny but beautiful gold statue of a swan worth 20 gold crescents and deposit it on the shelf. Similarly, it will turn a silver spanner into a small silver spider statue worth 2 gold crescents. Should a copper piece be submitted it will flatten it and put a Triskelion stamp on it. This has little value except as a souvenir. Other currency will not work, it will just slide down through the guts of the machine and end up on the shelf. The machine is old and has not been serviced in years, so there is a 5% cumulative chance, starting with the third use, that a coin will jam the machine and it will be forever broken.

Friday, December 5, 2014

INNER WARD FIRST FLOOR 60 ENGINEER'S ROOM.

60 ENGINEER'S ROOM. The door to this room is capable of being locked, but is not. The walls are stone and undecorated. A candelabra, a bed, and a footlocker are present. The footlocker contains work clothing.

This room belonged to the engineer-architect responsible for making additions to the castle and keeping lending his advice to the mason's and carpenters to keep the place in good repair. The engineer was a wealthy man, but his room has been searched through and the valuables taken long ago.

Thursday, December 4, 2014

INNER WARD FIRST FLOOR 59 LOCKSMITH'S ROOM.

59 LOCKSMITH'S ROOM. The lock on this door has a metal eagle's head design and is especially difficult to pick (-30% chance) but may be opened easily by the key in the locksmith's office in Room 7 Upper Dungeons Level 1.

This room was used by the resident locksmith and engraver. The quarters are rather plain. The walls are stone and the three windows are barred from the inside. The bed is simple and fitted with white sheets and blankets. A locked footlocker holds shirts, trousers, and the key to itself. A locked wardrobe holds shirts and black leather armor. There is a desk holding a quill pen, some ink (dried up), and a dagger. A candelabra, and a small table complete the furnishings. Hidden beneath a floorboard is a small locked chest holding 85 gold crescents, an emerald (500 gold crescent value), a spare set of thieves tools, and a black kid leather pair of gauntlets of dexterity.

Wednesday, December 3, 2014

INNER WARD FIRST FLOOR 58 CORNER ROOM.

58 CORNER ROOM. This room is empty. There is one plain glass window to the east and another to the south. Stairs lead up to Room 72 on the Second Floor and down to Room 58 on the Ground Level.

Tuesday, December 2, 2014

INNER WARD FIRST FLOOR 57 MAP ROOM.

57 MAP ROOM. Dozens of large maps hang from the walls covering every surface except for four large glass windows in the south wall. Several smaller maps are spread out on a large table in the middle of the room.

Most of these maps describe the areas surrounded the castle within about 100 miles, naming local cities and strongholds with fair accuracy.

Also represented are apparently fanciful maps labeled 'Fairyland', 'Cloud World', “Gargog's Realm”and so on. One map even shows the surface of the moon complete with names of cities and craters. Quality is highly variable from one map to the next and several are incomplete as well. Some of the maps are written in shorthand or alien languages and impossible to decipher without a comprehend languages spell.

If the maps are removed and sold, they could command a good sum of money, perhaps 1500 gold crescents for the full collection and a proportionately lower value for a partial collection. Of course, that is supposing that an interested buyer could be located, such as a sage, library, retired adventurer, etc.

Monday, December 1, 2014

INNER WARD FIRST FLOOR 56 LOWER RITUAL ROOM.

56 LOWER RITUAL ROOM. The exterior surface of the entry door and a portion of the adjacent wall has had a magic circle of protection inscribed upon it in yellow paint. Opening the door will 'break' the circle, freeing the monsters trapped inside.

2 Lemures (AC 7; MV 3”; HD 3; hp 15, 13; #AT 1; D 1-3; SD Regenerate 1 hit point each round, limited spell immunity; XP 110, 104)

The ceiling of this room is thirty four feet high and stairs lead to Room 69 of the Second Floor. The staircase is eighteen feet high and very steep. The two rooms are open to each other. In other words, there are no walls to prevent one from stepping from the upper room and falling into the lower room. Biding its time in the upper room is an imp in the shape of a raven.

Agyrfals the Imp (AC 2; MV 6”/18”; HD 2+2; hp 11; #AT 1 tail; D 1-4; SA Poison, magic use; SD Regenerate 1 hit point each round, magic or silver weapon to hit, immune to magical cold, fire and electricity, save versus spells as 7 HD creature; MR 25%; XP 341)

Agyrfals can also turn into a large spider (AC 8; MV 6"*15"; #AT 1 bite; D 1; SA Poison). He will observe the character's struggle with the lemures and attack if he thinks he can easily defeat them. Otherwise, he will try to avoid the characters and escape from the room in his raven form after they leave or while they are distracted. Agyrfals is more interested in escape from the room than he is in killing a few random adventurers. If able to escape, he will do his best to cause mischief and may be encountered allied with a tougher monster or evil Triskelion family member in another part of the castle or dungeon.

This room and the Upper Ritual Room were used as summoning chambers for Triskelion family members. They also used to carry out foul rites by evil clerics in the family. Part of the magic of the two rooms is that they act as barriers to the egress of summoned or conjured monsters.

Five large stained glass windows are in the south wall. These depict the following monsters: a night hag, a vrock, a barbed devil, a blue slaad, and a mezzodaemon. Each window also has a circle of protection, thus preventing the imp from smashing the windows and flying out. The floor is a single massive stone block upon which three more magical circles of protection have been carved. The lemures and imp do not need to avoid these areas since they have not been activated. Eight tall black candles supported by freestanding holders are present. Near the west wall is a wooden table holding a bloodstained bowl and a selection of a dozen cruelly shaped knives. A secret trapdoor is present in the ceiling. It connects to Room 28 of the Third Floor, but it is not visible from this side, either. It has also been ensorcelled to prevent exit by summoned beings.

Sunday, November 30, 2014

INNER WARD FIRST FLOOR 55 HOUSE OF WAX.

55 HOUSE OF WAX. This strange museum-like room is decorated by thirteen wax statues irregularly placed throughout the room. The floor is purple-stained hard wood, and footsteps echo eerily. Torchlight will cause the wax figures to glisten and make the eyes seem to move.

Figure 1: This waxwork figure is a man in black Triskelion livery. He is displayed in a menacing fashion, with hands raised as if to pounce. He wears a wax wolf mask over his wax face and holds a silver dagger.

Figure 2: This waxwork is a smiling woman wearing a red gown and black pointy witch hat. She has a black-bristled broom as well.

Figure 3: This stylish waxwork woman wears a white evening gown. Her gold earrings are worth 40 gold crescents each.

Figure 4: This is a wax golem which resembles a man in a yellow tunic holding a horseman's flail. His face looks like the angry Triskelion. His phrygian style cap is made of gold and worth 290 gold crescents.

Wax Golem (AC 10; MV 12”; HD 4; hp 15; #AT 1; D Horseman's flail; SD Limited spell immunity; XP 145)

Figure 5: This odd looking waxwork man has purple skin, small antennae, and wears a green toga.

Figure 6: This a very realistic waxwork troll.

Figure 7: This femme fatale wax golem has small bat wings. She is dressed in a purple jumpsuit. Her dagger of venom carries the standard 6 doses.

Wax Golem (AC 10; MV 12”; HD 5; hp 20; #AT 1; D Dagger of venom; SD Limited spell immunity; XP 230)

Figure 8: This waxwork man has only a blank space where the face should be. He wears leather armor decorated in zebra-like bands of lime green and electric blue. In his left hand is a scroll with the magic-user spell write.

Figure 9: The waxwork appears to have been defaced – literally! The jaw appears to have been ripped clean off, perhaps by vandals. He wears a white smock splattered with red paint and carries a butcher's cleaver.

Figure 10: This waxwork is a caricature of a vampire, with classic high-collared cape and formal evening wear.

Figure 11: A wax golem with the appearance of a clown, complete with rainbow wig and white face paint. Unarmed, it strikes with its fists.

Wax Golem (AC 10; MV 12”; HD 4; hp 15; #AT 1; D 1-8; SD Limited spell immunity; XP 145)

Figure 12: This wax golem has the appearance of a blond woman. She wears long black judge's robes and carries a hamer slightly altered to resemble a gavel.

Wax Golem (AC 10; MV 12”; HD 4; hp 15; #AT 1; D Hammer; SD Limited spell immunity; XP 145)

Figure 13: Bugbear waxwork figure. It wears all white leather armor and carries a silver chalice (35 gold crescent value)

The wax golems are instructed to attack as a group if touched or targeted by missile weapons or ranged spells. The other figures described as 'waxwork' are not animated.

Saturday, November 29, 2014

INNER WARD FIRST FLOOR 54 LAUNDRY ROOM.

54 LAUNDRY ROOM. This out of the way room has four large glass windows and a fireplace. It was generally used for scrubbing and hanging drying laundry. Hooks on the wall and rope-like clotheslines are present. Scrub boards and wash tubs are here, along with soap. Several washing women slept in this room and there are five small beds. Stairs descend to Room 60 of the Ground Level.

Friday, November 28, 2014

INNER WARD FIRST FLOOR 53 LOCKED ROOM.

53 LOCKED ROOM. The color scheme of this room reflects the rooms around it. Thus the door, floor, ceiling, and walls in the southwest corner are blue, the northwest is red, and so on. The guardian of the room is an imposing seven foot tall wax golem.

Wax Golem (AC 4; MV 9”; HD 7; hp 30; #AT 1; D Footman's mace +1; SD Limited spell immunity; XP 590)

Its face is hidden by a great helm, and it wears chain mail armor +1. It guards a chest containing 8000 gold crescents, a jar of Keoghtom’s ointment, a periapt of health (appears as a 100 gold crescent carnelian), and five applications of dust of appearance. The dust is encased in small tubes made of bone, meant to be blown on the target whose visibility is desired.

Thursday, November 27, 2014

INNER WARD FIRST FLOOR 52 GREEN ROOM.

52 GREEN ROOM. The door to this room is painted green. The walls and floor are painted jade and dark gray-green in a checkerboard pattern. A freestanding variant of the mirror of opposition is bolted to the center of the room.

A green-skinned duplicate will appear for each person who states that they look in the mirror. It will take several seconds for the materialize from green smoke, so it is possible for several characters to look before the first duplicate appears.

Each duplicate will have the hit points and armor class of the original, strike once per round with a normal version of the original's weapon, and attack as a 4 hit die monster. They will not have the special abilities (spell-casting, backstab, etc.) of the original but are 50% magic-resistant. Each is worth 125 points of experience plus an additional 4 per hit point.

Once the last (or only) duplicate is defeated, it will disappear in a cloud of green smoke, leaving behind a green key. Together with the red, yellow, and blue keys it will open the green door to Room 53.

Wednesday, November 26, 2014

INNER WARD FIRST FLOOR 51 YELLOW ROOM.

51 YELLOW ROOM. The door to this room is painted yellow. The walls and ceiling are bright yellow, while the floor is fine yellow sand. Near the center of this irregularly shaped room, a statue of a contemplative gnome sits on a stone box.

The sandy floor acts as an extremely efficient form of quicksand that offers less resistance than water. If the characters state that they are probing the floor with a pole or weapon, it will be obvious that it is not solid. Anyone stepping into the room will have a chance to save versus paralyzation (at -4 penalty) to grab hold of the door or floor, otherwise they will drop into the sand. Anyone running or jumping into the room will not have such recourse. Falling will cause no damage due to the softness of the sand, but the victim will begin to suffer the effects of drowning.

The real floor is fifteen feet below the apparent floor. A character engulfed in the sand may hold his or her breath for a number of segments equal to his or her constitution score. Recall that a segment is equal to 6 seconds, so a character with a constitution of 10 can hold his or her breath for one minute (one round).

After 10 segments (in that character' case), the character would begin to drown. This takes 3-18 additional drowning segments, in which the character cannot aid in helping themselves. Each segment spent drowning costs a hit point of damage, even if the character is rescued. If not saved from the sand within that time the character is dead, but can be revived by a cure wounds spell if cast within 5 minutes. This will bring the individual to the 1 hit point level.

The statue and box rest on a narrow pedestal which gives the impression that they are on the sand. The statue is somewhat heavy at 3000 gp weight, but can be toppled off the pedestal if struck with sufficient force. Note that it will be problematic to simply lift the statue, as the lifter will not have anything near by to brace themselves with.

The box contains a large yellow key with block-like bow and bit. Together with the red, blue, and green keys, the yellow key will open the yellow door to Room 53.

Tuesday, November 25, 2014

INNER WARD FIRST FLOOR 50 RED ROOM.

50 RED ROOM. The door to this room is painted red. The ceiling and floor are flat black, while the walls are painted in shades of red in an irregular, chaotic pattern.

An upright standing iron brazier burns with great intensity in the center of the room. Three large iron urns are arranged around the brazier.

A soot terror resides in each urn. Should the brazier or one of the urns be disturbed, the soot terrors will billow forth and attack.

3 Soot Terrors (AC 0; MV 9”; HD 3; hp 18, 15, 14; #AT 1; D 3-8; SA Surprise on a 1-3; SD Magic weapon to hit; MR 30%; XP 174, 165, 162)

Beneath some coals at the bottom of the brazier is an ornate red key. It will take a full turn before it will be cool enough to handle with bare skin. Together with the blue, yellow, and green keys it will open the red door to Room 53.

Monday, November 24, 2014

INNER WARD FIRST FLOOR 49 BLUE ROOM.

49 BLUE ROOM. The door to this room is painted blue while the interior walls, ceiling, and floor are painted light and dark blue with a swirling pattern.

The shallow fountain contains clear odd-smelling liquid and a small blue key. When the door to the corridor shuts, the stopper on the bottom of the fountain will be pulled out and the key will soon be sucked down the drain. Give the characters about 1 minute in real time to choose how they want to get the key, a stopwatch may prove useful here.

The trouble is that the liquid in the pool is actually clear acid. A splash will cause a point of damage, while inserting a hand or other body part will cause 2-5 points of damage. Drinking will cause 2-8 points of damage and requires a saving throw versus poison if death is to be avoided. Weapons or other objects dipped in the acid are entitled to a saving throw, see page 80 of the Dungeon Master's Guide.

There is no reason that the players can not use the acid for combat or other uses if they have a container that the Dungeon Master decides is adequate, but the fountain will not renew itself. Rules for using acid as a weapon are on page 64 of the Dungeon Master's Guide. Several gallons of the stuff are present. The blue key is itself impervious to the acid, and shows no sign of harm.

Assuming they manage to get the key, it will open the locked blue door to Room 53 together with the red, yellow, and green keys. Only the keys can open this or the other doors to Room 53, although multiple knock spells will work for this door or the other doors leading to Room 53. One knock is required for every lock on the door for which a key is not possessed.

Sunday, November 23, 2014

INNER WARD FIRST FLOOR 48 LADIES WASH ROOM.

48 LADIES WASH ROOM. This walls of this room are decorated with a mural of pink and blue dolphins and fish. Elaborate dolphin headed faucets supply hot and cold water. In the center of the ceiling is a hemispherical glass ornament upon which a continual light spell has been cast.

Friday, November 21, 2014

INNER WARD FIRST FLOOR 46 ELEGANT DINING ROOM.

46 ELEGANT DINING ROOM. This room is dominated by a huge table with seating for forty. At the head of the table, to the east, is a massive wooden chair with arms and a carved Triskelion crest. If someone sits in this chair, a secret panel will slide out from the right side. It holds a gold necklace decorated with a ruby (750 gold crescents).

The room has stone walls and a stone tile floor. Nine large glass windows are to the south and the north wall is hung with red banners with the three-legged Triskelion design. Three elegant glass chandeliers hang from the ceiling.

Thursday, November 20, 2014

INNER WARD FIRST FLOOR 45 KITCHEN.

45 KITCHEN. This small kitchen is rather plain, with a stone floor. Eight dementings are here, making a ruckus throwing around pots and pans. As such, it is impossible for them to surprise the party.

8 Dementings (AC 8; MV 12"; HD 1-4 hit points; hp 4, 4, 4, 3, 3, 3, 2, 2; #AT 1; D 1-6; SD Immune to sight-based attacks; XP 11, 11, 11, 10, 10, 10, 9, 9)

They will attack with kitchen implements such as steak knives and cleavers, doing 1-6 points of damage. If disarmed, they will revert to 1-3 points of damage/ attack.

There are three large glass windows to the south, along with a brick oven. Also along the south wall is a pump faucet with cold water. A bin holds firewood. The north and west walls contain cupboards with common spices, dishes, cutlery, bowls, and other necessities.