Showing posts with label Upper Dungeons Level 3A Salt Mere. Show all posts
Showing posts with label Upper Dungeons Level 3A Salt Mere. Show all posts

Friday, November 18, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87Q CAVE AND PASSAGE.

87Q CAVE AND PASSAGE. Four dread skull pirates guard this passage.

4 Dread Skull Pirates (AC 7; MV 12”; HD 3; hp 7, 8, 8, 8; #AT 1; D Scimitar or 1-6; SA Fear; SD Sharp weapons score half damage only, limited spell immunity; XP 21, 22, 22, 22)

Each has 3-18 silver spanners and 2-8 gold crescents.

The south passage leads to Room 86D. The blue line marks a membrane-like structure. North of the membrane is airy water, south is normal air.


Thursday, November 17, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87P CABIN.

87P CABIN. Two dread skulls are here.

2 Dread Skull Pirates (AC 7; MV 12”; HD 3; hp 7, 8; #AT 1; D Scimitar or 1-6; SA Fear; SD Sharp weapons score half damage only, limited spell immunity; XP 21, 22)

Each has 3-18 silver spanners and 2-8 gold crescents.

This cabin features a large hole where the ship ran aground. There is the cave entrance that leads to Room 87Q.


Wednesday, November 16, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86O RUDDER CONTROL ROOM.

86O RUDDER CONTROL ROOM. This room is locked and can be opened by the key in Room 86I. Metal machine takes up the aft wall. A conspicuous heptagonal hole is here that perfectly fits the heptagon shaped emerald in Captain Bonebeard's left eye socket. If the emerald is placed in the hole, the ship will rise to the surface and can be steered around the salt mere by the helm at 87A. It drives like power steering and pushing forward on the helm increases speed (up to a movement rate of 24”) and pulling back slows and stops. The fact that much of the back of the ship is missing does nothing to hinder the ship's motility.


Tuesday, November 15, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87N MACHINIST'S WORKSHOP.

87N MACHINIST'S WORKSHOP. The door to this room is trapped. It opens outward and trips a wire which causes a spiked lever arm to swing down from the ceiling of the room. The opener of the door must save vs paralyzation at -4 or be hit at belly level (for a man) for 2d6 damage.

Inside a dread skull pirate is gloating over some treasure he has in this room.

Cutty Dark, Chaotic Evil male dread skull Pirate Machinist (AC 7; MV 12”; F5; hp 30; #AT 1; D Scimitar; SD Sharp weapons score half damage only, limited spell immunity; XP 405)

Cutty has gone paranoid. He is sure that the other dread skulls are looking for him and want to steal his treasure. Actually they haven't even realized he has gone missing. He has made a necro-technological construct which he will command to help protect him and his treasures.

Parrot-bot (AC 4; MV 9”; HD 7; hp 41; #AT 1 claw; D 4-16; SA Squawk; SD Limited spell immunity; XP )

Parrot-bot looks like a giant parrot with key pieces replaced by metal. It is part machine, part undead giant parrot and is immune to sleep, charm, hold, and cold-based spells. It likes to say piratey things like 'pieces of eight' and 'shiver me timbers'. Once every other round it can emit a loud squawk which is similar to a dragonne's roar (weakness – lose 50% of strength - to all within 6” of the monster unless save vs paralyzation, deafen to all within 1” no save -1 on to hit rolls). The effects of the squawk last for 1d6+1 rounds. The parot-bot is powered by an iridescent spindel-shaped ioun stone which is embedded in its forehead.

The room is furnished with tools, oil, and sundry items that one would expect from an undead pirate machinist.

Cutty also has the following treasure:

1543 Jalluxian gold dragon coins
A necklace of sapphires (6500 gold crescent value)
Snorra's missing thieves' tools
Labeled potion of fish control (green, tastes like cod liver oil)
Mislabeled potion of good dragon control (labeled “potion of evil dragon control”, purple, tastes of salt water)


Monday, November 14, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87M AFT HOLD.

87M AFT HOLD. 3 dread skulls are here. They have searched the hold and found a bottle that still holds rum!

3 Dread Skull Pirates (AC 7; MV 12”; HD 3; hp 6, 7, 8; #AT 1; D Scimitar or 1-6; SA Fear; SD Sharp weapons score half damage only, limited spell immunity; XP 20, 21, 22)

Each has 3-18 silver spanners and 2-8 gold crescents.


Sunday, November 13, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87L BRIG.

87L BRIG. This room holds five cells. Four dread skulls are here, including one officer.

Hook Hand Yakko, Chaotic Evil male dread skull Pirate (AC 7; MV 12”; F5; hp 26; #AT 1; D See below; SD Sharp weapons score half damage only, limited spell immunity; XP 381)

Hook Hand Yakko is missing his left hand. He uses prosthetic hooks instead, of which he has five. One is on his wrist the other four hang from his belt. He is so proficient at changing his hooks that he can attack with a different hook each round if he so chooses.

Hook
Description
XP Value
GP Value
Silver Hook
1-6 damage can be used against monsters only hit by silver or +1 weapons
450
2000
Red Hook
1d6+3 heat damage, gives light as a torch when hooked in
-
200
Spinning Hook
2d6 damage, works like a food processor
-
100
Spyglass Hook
Works like a single cusp of eyes of the eagle
1750
9000
Grappling Hook
Has thirty feet of rope, if aimed at a person it does 1d6+1 damage (short = 1”, medium = 2”, long = 3”), can be reeled back in
-
200

A person who cuts off their hand and who practices can master the use of the hooks and use them just like Hook Hand Yakko does (because they are magic). The amount of time required is 20 months less 1 month for each point of dexterity. Any one doing this is then unable to use two handed weapons, including bows.

3 Dread Skull Pirates (AC 7; MV 12”; HD 3; hp 7, 7, 8; #AT 1; D By weapon or 1-6; SA Fear; SD Sharp weapons score half damage only, limited spell immunity; XP 21, 21, 22)

The 8 hit point dread skull uses a battle axe +1 (it belonged to Larf the Barbarian (see below). The other two use scimitars. Each has 3-18 silver spanners and 2-8 gold crescents.

The room is furnished like a small office. The keys for the cells are on a small table.

Cell 1: Larf the Barbarian, Neutral male human Berserker Fighter (AC 7; MV 12"; F4; hp 25; #AT 1; D By weapon +1 to damage due to strength; S 17, I 5, W 4, D 15, C 16, Ch 13; XP 215)

He wears rough hides which act as some armor.

Cell 2: Lacedon (AC 6; MV 9"; HD 2; hp 14; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 93)

Cell 3: Empty

Cell 4: Empty

Cell 5: Snorra Alkabaad, Neutral female half pixie/half gnome Thief (AC 6; MV 6”/12”; T4; hp 14; #AT 1; D By weapon; SA Magic use; S 6, I 15, W 14, D 18, C 13, Ch 16; Size S; MR 25%; XP 350)

Thief skills: PP 55%, OL 52% F/RT 40% MS 43% HS 99% HN 25% CW 73% RL 20%

[Her thief skill racial bonuses are +10% hear noise, -15% climb walls (although she has wings) and always 99% hide in shadows]

Snorra has small wings and is 2½ feet tall. She can use the following spell-like abilities once per day: dispel magic (at 8th level/ability), dancing lights, ESP, and Otto's irresistible dance. She is unarmed and unarmored. She has also lost her thieves' tools. Larf and Snorra were part of the same adventuring party as Fiametta Sollarkones and Hermis Trigaminot (see Room 86I).


Saturday, November 12, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87K MAIN CARGO HOLD.

87K MAIN CARGO HOLD. The large cargo hatch from the main deck leads directly to this main hold. The skeleton of a giant crocodile stalks the hold, taking advantage of the maze-like conditions due to the many crates and barrels stored here.

Giant Crocodile Skeleton (AC 5; MV 12"; HD 7; hp 48; #AT 1 bite and 1 tail slash; D 3-18/2-20; SA Surprise on a 1-3; SD Sharp weapons score half damage only, limited spell immunity; XP 909)

The dread skull pirates plan on capturing the croc skeleton one day, but keep procrastinating. For now they just try to avoid it.

All but one of the crates hold empty bottles of rum and all of the barrels used to hold beer but now hold only brine. One of the crates (marked by a *) has a golden statue of a octopus headed dragon worth 3000 gold crescents. It sits on a disc shaped metal stand, which is actually a normal sized shield +3.


Friday, November 11, 2016

UPPER DUNGEON LEVEL 3A SALT MERE 87J FORWARD HOLD.

87J FORWARD HOLD. The ghost of a giant crab that was smushed when the pirate ship fell on it has taken up residence here.

Ghost Crab (AC 0 (or 8); MV 9”; HD 3; hp 13; #AT 2 claws; D Age 1-4 years; SA Age 1 year & panic, magic jar; SD Surprise on a 1-4, ethereal vs weapons and spells; Size L; XP 284)

Except as noted above, the ghost crab is like a ghost.

The pirate crew avoids this area because they are sick of the ghost crab trying to magic jar them. They use it to store their three ill-gotten treasure chests.

Chest 1
  • 7602 gold crescents
  • Poisonous Snake Skeleton (AC 7; MV 12"; HD 2; hp 9; #AT 1 bite; D 1; SA Poison (still potent! save or die); SD Sharp weapons score half damage only, limited spell immunity; Size S; XP 91)

Chest 2
  • 5623 silver spanners
  • Three gold flagons (200 gold crescents each)
  • Three sapphires (1000 gold crescents each)
  • Chime of hunger

Chest 3
  • Trapped with a poison needle trap (save or lose all sensation and ability to move in the legs for 24 hours less 1 hour for each point of constitution)
  • 897 Jalluxian copper galleon coins
  • 788 Jalluxian silver star coins
  • 404 Jalluxian gold dragon coins
  • 19 Jalluxian platinum imperial coins
  • 1 special edition Jalluxian platinum imperial coin commissioned on the birth of the Princess Serenity many hundreds of years ago. This acts as a stone of good luck. In the presence of Princess Serenity (see the Grounds) it will glow with an intense white light (as a magic long sword).
87J FORWARD HOLD. The ghost of a giant crab that was smushed when the pirate ship fell on it has taken up residence here.

Ghost Crab (AC 0 (or 8); MV 9”; HD 3; hp 13; #AT 2 claws; D Age 1-4 years; SA Age 1 year & panic, magic jar; SD Surprise on a 1-4, ethereal vs weapons and spells; Size L; XP 284)

Except as noted above, the ghost crab is like a ghost.

The pirate crew avoids this area because they are sick of the ghost crab trying to magic jar them. They use it to store their three ill-gotten treasure chests.

Chest 1
  • 7602 gold crescents
  • Poisonous Snake Skeleton (AC 7; MV 12"; HD 2; hp 9; #AT 1 bite; D 1; SA Poison (still potent! save or die); SD Sharp weapons score half damage only, limited spell immunity; Size S; XP 91)

Chest 2
  • 5623 silver spanners
  • Three gold flagons (200 gold crescents each)
  • Three sapphires (1000 gold crescents each)
  • Chime of hunger

Chest 3
  • Trapped with a poison needle trap (save or lose all sensation and ability to move in the legs for 24 hours less 1 hour for each point of constitution)
  • 897 Jalluxian copper galleon coins
  • 788 Jalluxian silver star coins
  • 404 Jalluxian gold dragon coins
  • 19 Jalluxian platinum imperial coins
  • 1 special edition Jalluxian platinum imperial coin commissioned on the birth of the Princess Serenity many hundreds of years ago. This acts as a stone of good luck. In the presence of Princess Serenity (see the Grounds) it will glow with an intense white light (as a magic long sword).


Thursday, November 10, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87I GALLEY.

87I GALLEY. The room is set up one would expect for a sea kitchen, with appropriate implements, tools, and utensils. Ingredients consisting of parts of sea monsters, fish, and dungeon denizens are stocked away in bowls, glass containers, and bottles. Many are broken and dripping and the stench is remarkable.

Sitting on a huge oven is a pot holding tentacles, the result of Cookie's attempts to cook without using his power. It has become an undead pot of tentacles.

Restless Dead Pot of Tentacles (AC 8; MV 1”; HD 10; hp 46; #AT 1d4+2 tentacles; D 1-8; SD Limited spell immunity; XP 1994)

The tentacles are immune to spells such as charm, sleep, and hold. They are not affected by cold or normal weapons. They can be turned as a Special undead and completely destroyed by exorcism. Strangely enough, the pot is actually made of mithril and adamantium and worth 10000 gold crescents. Any dwarf will immediately recognize its value. A gnome has an 3 in 4 chance of doing so as well.


Wednesday, November 9, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87H OFFICERS' BERTHS.

87H OFFICERS' BERTHS. This cabin is not used any more because the officers no longer require sleep. The back wall of the ship has a hole in it (about five feet at its widest. Five lacedons, attracted by the smells in the galley, have taken this room over.

5 Lacedons (AC 6; MV 9"; HD 2; hp 4, 9, 13, 10, 13; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 73, 83, 91, 85, 91) 

There are wall hooks for setting up canvas hammocks. Hook Hand Yakko's gold hand-hook (worth 120 gold crescents) is hanging on the wall by one of these hooks.


Tuesday, November 8, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87G OFFICER'S WARDROOM.

87G OFFICERS' WARDROOM. Cookie the undead pirate cook is here. He has prepared a feast for the officers but they are undead and not hungry, so he will try to serve it to the adventurers instead. There is a large table and bench seating.

Cookie, Chaotic Neutral Restless Dead Pirate Cook (AC 0; MV 12”; HD 4; hp 20; #AT 1; D 1-6; SD Limited spell immunity, magic weapon to hit; XP 190)

Cookie looks like a transparent dread skull. He is immune to spells such as charm, sleep, and hold. He is not affected by cold or normal weapons. He can be turned as a Special undead and completely destroyed by exorcism. He can make himself and any food he is holding incorporeal and often does so to float through the walls. Like a djinn, he can manufacture items from nothing, although in his case it is for food only.

2 Skeleton Waiters (AC 7; MV 12"; HD 1; hp 7, 8; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 21, 22)

First Course: Seaweed salad with fresh chopped tomatoes and subtle yet delicious dressing (the secret is in the fish eyeballs).

Second Course: Eel egg drop soup.

Third Course: Orc fillets (tastes like honeyed ham).

Fourth Course: Sharkadon in white wine sauce and butter.

Dessert: Cinnamon spider pie.


Monday, November 7, 2016

UPPER DUNGEONS LEVEL 87F AFT STORAGE.

87F AFT STORAGE. The mizzen-mast goes through this room. A trap door leads down to Room 87M. Twelve small casks are here. They used to hold rum, but are now all sadly empty.


Sunday, November 6, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87E CHART ROOM.

87E CHART ROOM. Two dread skulls are her. They wear typical clothing as one would expect of a seafaring pirate.

2 Dread Skull Pirates (AC 7; MV 12”; HD 3; hp 7, 8; #AT 1; D Scimitar or 1-6; SA Fear; SD Sharp weapons score half damage only, limited spell immunity; XP 21, 22)

Each has 3-18 silver spanners and 2-8 gold crescents.

The room includes a chart of the salt mere. It is similar to the captain's cabin in having windows.


Saturday, November 5, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87D CAPTAIN'S CABIN.

87D CAPTAIN'S CABIN. The leader of the dread skull pirates is Captain Bone Beard.

Captain Bonebeard, Chaotic Evil male dread skull Pirate (AC 7; MV 12”; F7; hp 36; #AT 1; D Scimitar of Dancing or 1-6 +3 to damage due to strength of 18/52; SA Fear, laser beam eye; SD Sharp weapons score half damage only, limited spell immunity; XP 1185)

Captain Bonebeard is the biggest bastard on board. He is feared and admired by the rest of the crew. He doesn't have a beard any more because he is a dread skull, but he stuck silver wires into his mandible and has fish vertebrae beads in them (the silver wires are worth 80 gold crescents). He is dressed much like the pirate officers in colorful clothing, but also sports a huge hat, a heavy coat, and an eye-patch over his left eye.

In combat, he likes to set Pimples, his scimitar of dancing, free. While it is fighting he can lift his eye-patch to reveal an emerald embedded in his left eye socket. From the emerald he can shoot either a beam of fear (as a wand of fear, usable once every other round) or a green laser beam (range 6”, damage 4-16) which does work even under water. The emerald is worth 5000 gold crescents and fits into the machinery in Room 87O, where it can be used to 'power up' the ship.

Pimples has the following attributes:
  • Neutral scimitar of dancing (Intelligence 8, Ego 8)
  • Detect alcoholic beverages in 100”
  • While dancing, fights as a 9th level fighter, no matter the level of its owner
  • Can speak the common language, but only profanity and insults
  • Its speech is so vexing and distracting that intelligent opponents strike at -2 on to hit rolls due to sheer consternation
  • XP Value 5,000
  • GP Value 25,000

If Captain Bonebeard hears a ruckus on the deck, he will come out to investigate. He is a pirate at heart and not necessarily interested in fighting. What he really wants is to secure a large amount of rum and treasure for his crew. Of course, if the adventurers have been attacking he will not take kindly to them.

This room is furnished as a bedroom as befits the captain of a pirate ship and has four windows. Bonebeard keeps a liquor cabinet with six partially consumed bottles of fine red wine (still worth 200 gold crescents if resold) and two decanters of cheap rum. He has a pair of silver-chased bastard swords (each worth 75 gold crescents) mounted above his bed. He has a small bookshelf but the books have become waterlogged and are all mush.


Friday, November 4, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87C MAIN DECK.

87C MAIN DECK. Eight skeletons are swabbing the deck. Three dread skull officers are here, playing dice with a pair of bone dice. Each pirate officer is wearing flashy seafaring clothing, while the skeletons are bare to the bone.

8 Skeletons (AC 7; MV 12"; HD 1; hp 5, 5, 6, 6, 6, 7, 7, 8; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 19, 19, 20, 20, 20, 21, 21, 22)

Tobacco Jiminy , Chaotic Evil female dread skull Pirate (AC 7 (9); MV 12”; F4; hp 22; #AT 1; D Scimitar or 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 240)

Tobacco Jiminy is the navigator. She has a pipe made of solid gold (300 gold crescent value). She can't use it any more because he is out of tobacco. This makes her very angry all the time. She attacks at +2 to hit and has a 2 point penalty to her armor class until she gets some more tobacco.

Old Man Fingers, Chaotic Evil male dread skull Pirate (AC 7; MV 12”; A4; hp 16; #AT 1; D Scimitar or 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 260)

Thief skills: PP 35%, OL 29% F/RT 25% MS 21% HS 15% HN 20% CW 86% RL -

Old Man Fingers still has some white hair on his head, as if it was growing from the skull!. He has a silver ring on each finger (worth 50 gold crescents each). His thieves' tools are decorated with silver and are exquisite (250 gold crescent value).

Skinny Guttermang, Chaotic Evil male dread skull Pirate (AC 7; MV 12”; F4; hp 21; #AT 1; D Scimitar or 1-6 +3 to damage due to strength of 18/21; SD Sharp weapons score half damage only, limited spell immunity; XP 235)

Skinny Guttermang, the bosun, is over seven feet tall. He wears a belt with a gold buckle (150 gold crescents). The belt is drawn tight, emphasizing his thinness. The dice belong to him and are cursed. Any living owner (not undead) will always lose when gambling as long as they have them. A remove curse will allow the owner to throw them away forever, otherwise he or she will find them reappearing in their possessions despite attempting to discard them.

These dread skulls will probably notice if anyone is fighting on the stern castle. Similarly, Salty Doggerel at 87B is likely to notice an attack here.


Thursday, November 3, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87B FORECASTLE AND BOW.

87B FORECASTLE AND BOW. The forecastle holds the fore-mast, which is broken off about twelve feet up. The area in front of the forecastle (the beak) is about at the level of the main deck and holds the anchor, extra rope, and rigging. The bowsprit extends from here. In front of and below the beak is the figurehead, which is actually an animated wooden statue of a skeletal mermaid holding a bow and quiver of arrows.

Animated Statue (AC 5; MV 0” (moves with ship); HD 5; hp 22; #AT 1 arrow; D 2-8; SD All saving throws at +4, normal weapons inflict only half damage, magical weapons do full damage but without the magical bonus, weapons used to hit may snap; XP 280)

If the ship is approached front (a fairly unlikely scenario) she will defend it. Treat her as a caryatid column who is bolted to the ship and fires arrows instead of using a sword. The statue has the range of a long bow and has regenerating arrows, so she never runs out of ammunition. Her arrows travel normally underwater even though physics would indicate they should not. She obeys the ship's captain (so if Captain Bonebeard is defeated she will treat the person who defeated him as her new captain).

On the right bow is painted the name of the ship: “The Buzzard's Banquet”.

Tuesday, November 1, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 87 SUNKEN SHIP.

87 SUNKEN SHIP. The crow's next of the main mast of a sunken ship sticks out of the water at this site in the salt mere. Due to the ghostly green radiance that the ship emits, this crow's nest is actually quite conspicuous. A single skeleton is in the nest. One of the dread skulls has wrapped a colorful red handkerchief about its head.

Skeleton (AC 7; MV 12"; HD 1; hp 7; #AT 1; D Short sword; SD Sharp weapons score half damage only, limited spell immunity; XP 21)

It has been told to “look out”, so it is holding its hand above its eye sockets. It has been given no further instructions so it will not attack unless attacked first.

The mast above the crow's nest is missing, apparently splintered and cracked a long time ago. The fore-mast and mizzen-mast are present, but their tops do not poke above the surface. No sails remain on the masts, but there is still plenty of rigging. The bottom of the ship is crashed on the lake floor about fifty feet deep, embedded on a projection of rock on the floor at Rooms 87p and 87Q.

The ship consists of three levels. The upper level is the stern castle and forecastle. The middle level is the main deck and the third level is the hold. Each level is about eight feet high, and because the bottom of the ship is rounded, the stern and forecastle are about twenty five feet below the surface.

The water surrounding the ship (and to about ten feet away) acts like a permanent bubble of airy water. It extends with the masts up until about ten feet from the surface. The dread skulls don't need the airy water because they don't breathe, but they like it because it allows them to give orders, curse at each other, drink rum, and sing dirty sea shanties. Perhaps this bubble also protects the wood, rope, and the dread skulls' clothing, for these items appear to be in much better condition than they should be from being underwater for years. As noted above, the ship radiates a ghostly green glow that is equivalent to twilight. It allows anyone on board to see without the need for artificial light.

As a primer recall directions on a ship: the front is the fore or bow, the rear is the aft or stern, port is left, and starboard is right. The scale on the map is 5 feet per square.




Monday, October 31, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86J BOSS FROG.

86J BOSS FROG. This room is illuminated by phosphorescent fungi growing on the cave walls, giving off a bright yellow-green light. The near pool is freshwater and holds Batrachus Versicolor, a monstrous wangateur. Maia the mermaid inhabits the far saltwater pool, manacled by a wrist to the wall.

Batrachus Versicolor, Froglodyte Wangateur (AC 4; MV 12”//15”; HD 7+3; hp 38; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/1-10 or by weapon +5 to damage due to strength of 18/94; SA Spit killer frog, steam breath for 2d8, chant; Size L; XP 1205)

Batrachus is about as bulky as a hill giant. As a special ability he can spit a glob of foul mucous, which will turn into a killer frog when it hits the floor. He can do so once per round, instead of a bite attack or steam breath but in addition to his normal claw attacks. He is not armed.

Killer Frog (AC 8; MV 6”//12”; HD 1+4; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 36 + 2/hp)

Maia the Mermaid (AC 7; 1+1; hp 8; #AT 1; D By weapon; SA Sing; SD Take double damage from flame; XP 81)

Maia is a special mermaid princess and her singing can aid those she wishes to. When singing, anyone she is singing for attacks at +3 on to hit rolls and do +1 damage. Batrachus has, through threat and punishment, trained to her to sing to benefit him. If Batrachus loses one half of his hit points in damage, she will gain hope and start singing for his opponents instead, an act which will infuriate Batrachus immeasurably. Maia also has the special ability to control barracuda, if she encounters any within the salt mere, they will serve her faithfully. If Batrachus is defeated, Maia will hope to be taken to the ocean (many miles to the east) and set free. She is afraid of the salt mere and the terrible creatures that inhabit it.

Batrachus is infatuated by Maia (love is not an emotion that froglodytes' possess) and has heaped treasure about her pool: 10,987 gold crescents, 8 pearls worth 1000 gold crescent base value, seven silver cups worth 125 fold crescents each, and a cloak of the manta ray.


Sunday, October 30, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 86I PRISON.

86I PRISON. Each of the six alcoves hold a prisoner. A leg manacle keeps each prisoner in place, chained to the wall.

Alcove 1: A dead lizard man.


Alcove 2: Visnath the fangtooth hybrid

Visnath, Lawful Evil male fangtooth fishman hybrid Fighter (AC 6; MV 6"; F3; hp 23; #AT 1; D By weapon +1 to damage due to strength; S 17, I 8, W 6, D 12, C 14, Ch 8; XP 152)

Visnath wears scale mail armor. The froglodytes have taken his weapon and gold armband. His goal is to get back to serving Slackenslav (see Room 40). He will cooperate with fighting froglodytes if he is given a weapon and he feels that he will be allowed to return to the fishmen lair.


Alcove 3: A dead male elf. He wears a green robe decorated with orange leaves and has a magic-user scroll of charm person and monster summoning v stuffed into his boot. Fiametta in Alcove 5 knows about the scroll because this elf (his name was Hermis Trigaminot) was in her adventuring party.


Alcove 4: This alcove contains a dread skull, an undead pirate skeleton.

Hobnail Pete, Chaotic Evil male dread skull Pirate (AC 7; MV 12”; F3; hp 14; #AT 1; D 1-6 or by weapon; SD Sharp weapons score half damage only, limited spell immunity; XP 190)

The dread skull is part of the pirate skeleton crew from Area 87. It wears old but still colorful clothes as one would expect from a seafaring person. It holds a golden key in its chest cavity (worth 35 gold crescents), which matches the lock to Room 87O. It speaks in typical seafaring language and accent. It is not friendly and will not cooperate unless given rum, in which case it will become very cooperative indeed. It was a scout under Captain Bonebeard's command who was captured by the froglodytes. They don't know what to do with it.


Alcove 5: A living female human illusionist.

Fiametta Sollarkones, Lawful Good female human Illusionist (AC 7; MV 12”; I5; hp 12; #AT 1; D By weapon; S 11, I 16, W 10, D 17, C 10, Ch 16; SA Spell use; XP 496)

Fiametta was a member of a doomed adventuring party that included the dead elf in Alcove 3. She wears a white robe with a pattern of yellow stars. The froglodytes have taken her weapons and wealth. She has used up some of her spells but still has the following left:

First Level Illusionist Spells:
Change Self, Detect Invisibility

Second Level Illusionist Spells:
Blur

Third Level Illusionist user Spells:
Invisibility, 10' Radius

She has no spell components left so she cannot use the detect invisibility spell unless she finds some talc and powdered silver. She will be cooperative with any good or neutral aligned party.

Alcove 6: A living froglodyte. He is serving sentence for stealing rum.

Froglodyte (AC 5; MV 12”//15”; HD 3+2; hp 19; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage due to strength; SA Steam breath for 2d6; XP 201)

He is not armed.