Showing posts with label Inner Ward The Sewers. Show all posts
Showing posts with label Inner Ward The Sewers. Show all posts

Thursday, September 18, 2014

INNER WARD THE SEWERS 35 ROOM OF THE MAGIC BASIN.

35 ROOM OF THE MAGIC BASIN. This room is very different from the rest of the sewer sub-level. The walls and floor are white marble and the ceiling is a relatively spacious eight and a half feet high. A long stone three foot tall basin is against the south wall and it pours crystal-clear water from a waterfall into a channel in the ground extending to the north wall and the entry passage.  The water is self-renewing.

Drinking the water of the basin will cause an unusual magi c effect.

1d12

1 Gaseous form for 2-7 (1d6+1) hours
2 Permanent ability to speak with fish
3 Sleep for 2-14 (1d6+1d8) hours
4 Gain 1000 experience points immediately
5 Weightlessness for 1-4 (1d4) hours
6 Muteness for 1-6 (1d6) hours
7 Keen combat vision, +2 on “to hit” rolls for 1 day
8 Pacifism, will refuse to fight for 1-3 (1d3) hours
9 Spits out a pearl, base 500 gold crescent value
10 Hyperdipsia for 2-5 (1d4+1) hours
11 Can detect magic as the magic-user spell for 7-12 (d6+6) hours
12 Bioluminescence in a 10' radius for 1 day

The consequence of the drink will be delayed for 1 round. Additional drinks by the same individual will have no effect.

Wednesday, September 17, 2014

INNER WARD THE SEWERS 34 FORGOTTEN CAVE.

34 FORGOTTEN CAVE. This out-of-the-way cave is quite dry and seems to have been used as a camping site at some time in the past, for there is the remains of a small fire in a circle of rocks. A natural chimney is present in the eight foot ceiling, ideal for carrying away smoke and providing natural ventilation and freedom from the stink of the sewer.

A large leather satchel is near the south wall. It holds a sketchbook, ink bottles with dried-up ink, worn quill pens, three paper packets, and a wooden scroll case.

The sketchbook is in good condition and contains pictures of local plants, animals, and several monsters that the adventurers should recognize from the dungeon. The plant and animals are drawn as seen in nature, while the monsters are almost all drawn post-mortem. The book is signed “Longilius Oldstone” and is about two-thirds of the way finished. The value of the remaining parchment is 40 gold crescents, but the book could be sold for as much as 200 gold crescents for its artistic merits.

The packets of paper hold mistletoe, each enough for the casting of a spell. This should be regarded as “borrowed mistletoe” for the purposes of druidic spell casting.

The scroll case holds a scroll with the druid spells Detect Snares & Pits and Speak With Animals. The case is itself worth 4 silver spanners.

What happened to the druid and why he left his goods here is a mystery.

Tuesday, September 16, 2014

INNER WARD THE SEWERS 33 CRABS' SHACK.

33 CRABS' SHACK. The place is inhabited by seven cave crabs.

7 Cave Crabs (AC 5; MV 9”//9”; HD 1; hp ; #AT 2 claws; D 1-4/1-4; SA Surprise on a 1-3; XP 10 + 1/hp)

This is a chamber of worked stone, not a cave, but a hole has been dug in the south wall and a pile of muddy earth forms a relatively dry area. The ground and walls are covered with harmless warty pink plant-like animals called mirk barnacles.

Monday, September 15, 2014

INNER WARD THE SEWERS 32 BLINDHEIM LAIR.

32 BLINDHEIM LAIR. Two blindheims use the dry shelf within this cave for a nest. They have killed an orc member of the Red Legs and are feasting here.

2 Blindheims (AC 1 or 3; MV 9”; HD 4+2; hp 24, 19; #AT 1 bite; D 1-8; SA Blinding stare; XP 250, 225)

The orc carcass has pouch with 7 silver spanners and 3 copper pieces.

Ceiling height varies between three feet at the extreme east to seven feet at the western portion. A large black rock sits on the shelf. If it is moved, a small treasure trove wrapped in a tattered black blanket will be revealed: 3987 silver spanners, 2002 gold crescents, and a platinum ring encrusted with emeralds worth 9000 gold crescents.

Sunday, September 14, 2014

INNER WARD THE SEWERS 31 CAVE ECOSYSTEM.

31 CAVE ECOSYSTEM. This irregular cave is naturally lighted by the presence of phosphorescent lichen and fungi on the ceiling and walls. Ceiling height varies between six and eight feet. Thousands of flightless, hairless pink bats crawl across the ceiling, eating the plant material and small insect life found therein. Several dry shelves are here, upon which blue-shelled miniature turtles rest. The water contains creepy but harmless black worms, measuring between six inches and three feet in length and wide around as a quarterstaff.

Saturday, September 13, 2014

INNER WARD THE SEWERS 30 DEAD END.

30 DEAD END. This dead end is similar to Area 17: the water runs off into a lower channel, and pipes stick out from the walls. The pipes are decorated with the faces of dogs here, however, not gargoyles.

Friday, September 12, 2014

INNER WARD THE SEWERS 29 RAT HOLE.

29 RAT HOLE. A large rat hole is in the west wall, leading to Area E of the Rat Warrens.

Thursday, September 11, 2014

INNER WARD THE SEWERS 28 REPTILE INFESTED WATERS.

28 REPTILE INFESTED WATERS. Three hungry crocodiles inhabit this pool. The water depth is a mere two feet at its deepest, but it hides the crocodiles sufficiently for them to make use of their surprise bonus. They are capable of reaching out onto the dry ledge to make their attack.

3 Crocodiles (AC 5; MV 6”//12”; HD 3; hp 19, 17, 9; #AT 1 bite and 1 tail slash; D 2-8/1-12; SA Surprise on a 1-3; XP 136, 128, 96)

Wednesday, September 10, 2014

INNER WARD THE SEWERS 27 HIDDEN ROOM.

27 HIDDEN ROOM. Two cellar dwellers are here. Ostensibly on guard duty to protect this lower entrance to the cellar dweller lair, they are actually debating abandoning the other cellar dwellers entirely and striking out on their own. They are speaking telepathically and are so engaged in this conversation, that they will be surprised on an extra 1 in 6 chance.

The Sly Laugher (AC 5; MV 9”; HD 4+3; hp 25; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; SA Ink, laugh; XP 295)

The Sly Laugher can make three attacks using his unusually large claws and a huge toothy maw located on his abdomen. Once per day, the Sly Laugher may forgo attacking with his belly mouth in order to make a dreaded laugh. The laugh will cause any creature within 3” to become deafened for 2-12 rounds unless they made a saving throw versus petrification. Deafened individuals cannot hear and attack at -1 to -4 (roll 1d4 each round) on attack dice due to disorientation.

The Mind Ruiner (AC 6; MV 9”; HD 3; hp 13; #AT 2 claws; D 1-4/1-4; SA Ink, feeblemind; XP 144)

Instead of attacking with claws or ink, the Mind Ruiner can instead perform a mental attack similar to a feeblemind spell. The effect is equivalent, but requires no components, has no casting time, and lasts for only 2 to 5 (1d4+1) hours. The Mind Ruiner may perform this attack as often as he likes and is intelligent enough to target obvious spell casters or those he has observed to cast a spell. The Mind Ruiner is naturally deaf, employing telepathy at will to speak to the other cellar dwellers, and so is immune to the Sly Laugher's laugh.

The ceiling height is a mere seven feet. The room contains junk and miscellaneous items: a broken wooden door, three writing desks sized for children, seventy five feet of rope in a coil, a bear trap, and a large empty glass bottle labeled “cherry preserves”.

Tuesday, September 9, 2014

INNER WARD THE SEWERS 26 STATUES.

26 STATUES. This encounter should take place before the DM rolls for secret door checks on the south wall. The north statue is a maiden, while the south statue is a noble knight. As the party walks by, the north statue will speak to them:

Listen well to our rede
If you want to move with speed
Or to indulge your greed
We will not try to mislead”

While talking, the maiden statue will gradually change into that of a humanoid cow. As soon as she has finished her last sentence, and before the characters have a chance to respond, the south statue will speak up:

True it is that I eat hay
And my back is often sway
If you want things to go your way
Tell me, what do I say?”

While speaking, the knight will also change form, becoming a horse. The correct answer to the riddle is “neigh”, the sound of a horse. If the correct answer is given, the horse statue will reach into its throat, pull out a 1000 gold crescent diamond, and hand it over to the party. It will then lean over and open the secret door. If the party came through the secret door, it will still give the diamond away.

A wrong answer will result in both of the statues disappearing, as if teleported away, and no treasure or secret door location will be given away. In any case, after the party leaves the area, the statues will disappear for good.

Monday, September 8, 2014

INNER WARD THE SEWERS 25 HOLE IN THE WALL.

25 HOLE IN THE WALL. This large hole in the north wall leads to the Rat Warrens, Area C.

Sunday, September 7, 2014

INNER WARD THE SEWERS 24 SECRET ROOM.

24 SECRET ROOM. This room is where Vicenne Triskelion keeps his valuables. It is guarded by Vicenne's special pet, a vicious killer frog of the largest size.

Killer Frog (AC 8; MV 6”//12”; HD 1+4; hp 12; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 60)

This room has a ten foot ceiling. There are the following items of interest:

Ten bolts of fine crimson cloth valued at 38 gold crescents

A normal shield marked by the Triskelion “three legs” crest

A locked chest containing:
   112 gold crescents in loose change
   A silver coffer (itself valued at 50 gold crescents) which contains
     two silver chalices (10 gold crescents each),
   A small silk bag holding twelve gems:
     1 alexandrite (100 gold crescents),
     2 bloodstones (50 gold crescents each),
     4 blue quartz (10 gold crescents each), and
     5 banded agate (10 gold crescents each).

Faldo Osenheim's Illusionist spell book
First Level Illusionist Spells:
Color Spray, Detect Illusion, Wall Of Fog

Osenheim's backpack holding spell components:
   six vials of red, blue, and yellow sand for the Color Spray spell
   a piece of yellow tinted glass for the Detect Illusion spell
   a canister of split dried peas for the Wall Of Fog spell

Orsina's spell book
First Level Magic-user Spells:
Charm Person, Light, Magic Missile, Read Magic

Small wooden box containing:
   Triskelion signet ring worth 6 gold crescents
   3 Jalluxian platinum imperials
   Silver locket with picture of Celesttina Triskelion

Saturday, September 6, 2014

INNER WARD THE SEWERS 23 LADDER.

23 LADDER. The ladder at this site is made of polished wood. It reaches up ten feet to the trapdoor under Room 19 of The Cellars.

Friday, September 5, 2014

INNER WARD THE SEWERS 22 ROOM OF THE POOL.

22 ROOM OF THE POOL. Vicenne Triskelion uses this room to raise killer frogs. A pool filled with green brackish water is located to the south in the room. There are two hobgoblin trainers in the dry area and three killer frogs in the pool.

Hobgoblin 1 (AC 5; MV 9”; HD 1+1; hp 8; #AT 1; D Black iron trident, black iron dagger; XP 36) 6 gold crescents, 15 silver spanners, 2 copper pieces

Hobgoblin 2 (AC 5; MV 9”; HD 1+1; hp 6; #AT 1; D Black iron trident, black iron dagger; XP 32) 7 gold crescents, 23 copper pieces

3 Killer Frogs (AC 8; MV 6”//12”; HD 1+4; hp 10, 9, 7; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 56, 54, 50)

A barrel against the west wall holds dozens of dead rats. Three black iron tridents are on a wooden weapons rack.

Thursday, September 4, 2014

INNER WARD THE SEWERS 21 LADDER.

21 LADDER. This is yet another metal ladder that reaches ten feet up to the trapdoor under Room 17 of The Cellars.

Wednesday, September 3, 2014

INNER WARD THE SEWERS 20 LADDER.

20 LADDER. This is a metal ladder which reaches ten feet up to the trapdoor under Room 17 of The Cellars.

Tuesday, September 2, 2014

INNER WARD THE SEWERS 19 TRAPPED ROOM.

19 TRAPPED ROOM. The ceiling height is ten feet. In the center of the room is a raised dais with a small locked wooden chest. If it is opened or moved it will trigger a pressure plate and a portcullis will drop near the door, trapping everyone inside the room. If anyone is in the doorway when the portcullis falls, they must save vs petrification or take 1d10 points of damage.

After the portcullis falls, the room will descend eight feet over the next three rounds. While it is descending the characters may attempt to bend the portcullis bars or use another method of escape. When the floor has completely descended, there will be only one foot of air near the ceiling and mundane light such as torches, lanterns, or candles will most likely be snuffed out.

Those wearing armor may decide to abandon it or drown. Unarmored characters will be able to tread water for the time necessary. The room will stay down for one turn, then it will take another three rounds to re-ascend. The chest will lock itself again and the portcullis will rise. Any items which were discarded will have disappeared.

There are 100 gems in the chest, each is worth 1 gold crescent base value.

Monday, September 1, 2014

INNER WARD THE SEWERS 18 PHANTOM OF THE SEWER.

18 PHANTOM OF THE SEWER. The southern portion of the room contains a large pipe organ. The ceiling height is sixteen feet to accommodate this musical instrument. A man is playing the organ from a standing position, his back to the north door. The music is appallingly sad and yet oddly disturbing at the same time. Six stone decorations in the shape of gargoyle faces leer at the party from their positions on the walls.

The organist is the homicidally insane Erik Triskelion.

Erik Triskelion, Chaotic Evil male human Thief (AC 4; MV 12"; T 7; hp 25; #AT 1; D Short sword or dagger; S 14, I 17, W 4, D 16, C 13, Ch 3; XP 1075)

Thief skills
PP 60% OL 57% F/RT 50% MS 55% HS 43% HN 25% CW 94% RL 35%

Erik wears leather armor +2 and the ring of Sprax, see NEW MAGIC ITEMS. Upon his face is a yellow mask that looks just like the crying Triskelion face. He has a short sword and dagger, scabbarded. Since Erik has his back to the party he is +2 to be hit and has no dexterity bonus (DUNGEON MASTER'S GUIDE, p 70), however, this is counterbalanced by the +4 bonus he gets from the ring of Sprax, leaving his AC at 4 with regards to missile weapons.

His past is tragic. Spurned by his fiancee for a powerful magic-user rival, Erik challenged his opponent, only to be horribly burned on his face and chest due to a fireball spell. He fled to the sewer to plot his revenge. Creeping into the castle at night he strangled his former bride and her lover on their wedding night and then fled back to the sewers, where he has been ever since. He deeply resents intrusion.

The organ is actually a potent weapon, in the right hands. Erik can create several magical attacks by means of his playing, which he will use against any intruders. All attacks are made as if by a 7th level thief. Each face can swivel on the wall and will target a different opponent, unless there are less than six party members. Erik can cause the gargoyle faces to attack for the following effects:

1. Each of the six faces can fire a single dart, which does 1d4 damage. They are coated with a substance that causes the victim to be slowed, as the spell, unless a saving throw versus poison is made.
 

2. Breathe fire for 1d10 points of fire damage for each face

 3. Shoot forth a blast of frost for 1d10 damage per face

4. Billow forth fog that will obscure the entire room for 1d10+2 rounds, as a fog cloud spell.

Erik will normally begin by firing darts to slow his opponents. He dislikes melee combat and will attempt to avoid it as long as possible. If he is sorely pressed, he will resort to producing fog and attempt to flee in the confusion.

The pipe organ has fifty brass pipes, a copper pipe, a silver pipe, and a gold pipe. There are three banks of keys, all made of black wood. If disassembled the copper pipe is worth 60 gold crescents, the silver pipe 400 gold crescents, and the gold pipe worth 5000 gold crescents. As a set, they are worth 8000 gold crescents. If the entire organ was somehow taken apart and reassembled, it would be worth 30,000 gold crescents, but such a job would probably take months to accomplish and rob the organ of its magic properties.

The pipe organ is effective only in the hands of a trained user, who knows all the notes and chords needed to play effectively. If any characters attempt to use the organ, a random effect will occur, roll below (1d8):

1. 1 to 6 gargoyle faces will fire darts, poisoned with slowing poison, at random targets. They attack as the player's “to hit” roll. The player may be targeted.

2. 1 to 6 gargoyle faces breath fire at random targets. Otherwise as above

 3. 1 to 6 gargoyle faces breath frost at random targets. Otherwise as above

 4. The gargoyle faces breath fog, as described under Erik's attacks

 5. The gargoyle faces begin babbling for 2-12 rounds

 6. The pipe organ screeches loudly. Everyone in the room must save versus paralyzation or suffer deafness for 1 to 6 turns and take 1-4 hit points damage

 7. A secret compartment opens in the base of the organ, revealing 4 bars of platinum valued at 300 gold crescents each and a pair of rubies worth 1600 gold crescents each.

8. A secret compartment opens in the base of the organ, revealing 4 bottles of red wine, two loaves of fresh bread, a cooked chicken, and steamed vegetables.

Sunday, August 31, 2014

INNER WARD THE SEWERS 17 DEAD END.

17 DEAD END. This area marks the end of the channel. The water drops drains away downwards into a narrow conduit as the tunnel terminates. The walls in and around this area hold hundreds of pipes emptying water into the sewer. Each pipe is decorated like a slime-encrusted miniature gargoyle face, spitting out water.

At this point allow all party members to make a “hear noise” roll as if they were listening at a door. All who succeed will hear the sound of haunting music coming from the south.

The secret door is made to look like the stone. Manipulation of one of the gargoyle heads will activate it and it will slide into into the wall, revealing the secret passage to the south beyond.

Saturday, August 30, 2014

INNER WARD THE SEWERS 16 FOUL CANAL.

16 FOUL CANAL. The cramped passage widens here. A channel of foul water runs down the center of the wide east-west passage, a lip of dry walkway is on the north and south portions, about a foot higher than the water line. The ceiling height is seven feet above the water line. The passage has the same configuration as far as Area 18 to the west, as well as to Area 28 to the east and the side passage leading to Area 31.