Showing posts with label Upper Dungeons Level Two. Show all posts
Showing posts with label Upper Dungeons Level Two. Show all posts

Sunday, January 31, 2016

UPPER DUNGEONS LEVEL TWO 96 DECORATED CAVE.

96 DECORATED CAVE. Three ghouls are here.

3 Ghouls (AC 6; MV 9"; HD 2; hp 10, 6, 4; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 85, 77, 73)

For some strange reason they have decorated the wall with a large humanoid figure using blood as paint. The skeletal corpse of a human is near the south portion of the cave. It has three bloodstones worth 50 gold crescents each and a bag of 77 silver coins known as 'lutes' from the City of Seals. The hole leads down to Level 3, Room 29.

Saturday, January 30, 2016

UPPER DUNGEONS LEVEL TWO 95 WET CAVE.

95 WET CAVE. A single ghoul is here. The ghast in Room 93 has ripped its left arm off and it only gets one claw attack.

Ghoul (AC 6; MV 9"; HD 2; hp 12; #AT 1 claw, 1 bite; D 1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 89)

The ceiling height is nineteen feet. The walls are wet with moisture and in places the irregular nature of the walls have created shelves where water has pooled, although it does not collect on the ground. If tasted, it will have an odd flavor heavy in minerals. Dwarves who drink of the water will be healed 1d4 hit points. Once a dwarf has sampled the water, another draught will not be efficacious until a full day has passed. The water may be collected and will keep its taste but will lose its unusual healing properties if taken from the room.

Friday, January 29, 2016

UPPER DUNGEONS LEVEL TWO 94 GHOUL CAVE.

94 GHOUL CAVE. This is the home of six ghouls. A hole leads down to Level 3, Room 110.

6 Ghouls (AC 6; MV 9"; HD 2; hp 13, 11, 7, 7, 5, 5; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 91, 87, 79, 79, 75, 75)

Thursday, January 28, 2016

UPPER DUNGEONS LEVEL TWO 93 GHAST'S GROTTO.

93 GHAST'S GROTTO. This is the domain of a particularly malignant ghast, it is eating a ghoul's left arm.

Ghast (AC 4; MV 15”; HD 4; hp 19; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 266)

The fiendish creature has hung seven human corpses from hooks on the ceiling. The ceiling has an average height of fifteen feet and the corpses all dangle about four feet or so from the ground. The ghast enjoys taunting the ghouls who desire the corpses.

Wednesday, January 27, 2016

UPPER DUNGEONS LEVEL TWO 92 RUBBISH CAVE.

92 RUBBISH CAVE. Two ghouls are here, gnawing on old bones and telling stories to each other about entrails.

2 Ghouls (AC 6; MV 9"; HD 2; hp 9 each; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 83 each)

The room is littered with garbage: gnawed bones, scraps of metal, and leather and cloth fragments. Diligent searching will uncover 7 silver spanners, 4 copper pieces, and a elegant leather and silver scabbard valued at 600 gold crescents. 

The scabbard is moderately magical: it will clean and hone any sword placed within it. It will accommodate any size from short sword to bastard sword. Intelligent magical swords that can speak and who are placed within the scabbard will describe the experience as 'refreshing'.

Tuesday, January 26, 2016

UPPER DUNGEONS LEVEL TWO 91 EMPTY CAVERN.

91 EMPTY CAVERN. This bare cavern has a sandy floor. The ceiling rises as high as thirty two feet in some areas. A hole in the north wall leads to the Rat Warrens, Area J.

Monday, January 25, 2016

UPPER DUNGEONS LEVEL TWO 90 MASON'S AND CARPENTER'S STORE ROOM.

90 MASON'S AND CARPENTER'S STORE ROOM. The ceiling height is seventeen feet. This room holds thousands of bricks and hundreds of plain wooden beams. Equipment to work with this material is here: trowels, buckets, etc. Mounted on the east wall is a saw of mighty cutting. A pump faucet against the south wall supplies icy cold water.

Sunday, January 24, 2016

UPPER DUNGEONS LEVEL TWO 89 THE GOOD KNIGHT'S REPOSE.

89 THE GOOD KNIGHT'S REPOSE. This room holds thirteen skeletal remains. Twelve of the bodies belonged to ghouls, they have curved spines, prognathous skulls with enlarged canines, and clawed hands. They surround the skeleton of a knight in chain mail.

The last skeleton is actually a restless dead. He is Varun Daris, a paladin of Adriel who entered the dungeon with his six retainers in order to try to rid the Castle of evil. He was attacked by a host of ghouls and defeated them, but then succumbed to his wounds. His piety and his special silver holy symbol prevented him from becoming a ghoul himself. Instead he rose as a restless dead and his retainers became the skeletons in Room 88.

Varun Daris, Lawful Good Restless Dead (AC 5; MV 9”; HD 4+3; hp 17; #AT 1; D Two handed sword +1; SD Sharp weapons score half damage only, limited spell immunity; XP 215)

Varun will slowly stand up if adventurers enter the room, their intrusion having awoken him. He can speak, but it will take him another round or so to remember how. His voice is a croaking rasp that sounds like wind from beyond the grave. Once he is fully risen, he will realize his goal: to slay evil creatures, especially undead and ghouls in particular. He can be talked into joining an adventuring party if they convince him that they have the same or similar goals.

If Varun Daris does join the party, he will bring any surviving skeletons from Room 88 to serve him. He will accompany the party as long as they remain underground and seem dedicated to fighting evil, but will part ways with them if they leave the dungeons in order to continue his crusade.

Varun has the same immunities as normal skeletons. He can be turned as if he was a 4th level paladin, but not in this room. He no longer has any paladin special abilities but he has a special “detect undead” ability that will allow him to know if a certain path will lead him directly to undead creatures. The ability will only work if the path leads directly to undead (no branching paths between Varun and the undead). Varun cannot tell what type of undead he is sensing, but can get a feeling of strength. For example, liches, ghosts, and vampires will give a very strong impression, while skeletons and zombies will give a very faint impression. About his neck he wears an iron chain and a special silver amulet that is also a holy symbol of Adriel. The amulet is worth 1000 gold crescents and it has the ability to prevent its wearer from rising as an undead creature if slain by undead.

Saturday, January 23, 2016

UPPER DUNGEONS LEVEL TWO 88 ANTECHAMBER.

88 ANTECHAMBER. Six skeletons are here, each is adorned with a great helm and carries a trident.

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

These undead are under the control of the restless dead in Room 89. They will fight to prevent adventurers from entering Room 89, but will otherwise not initiate hostilities if they are not attacked.

Friday, January 22, 2016

UPPER DUNGEONS LEVEL TWO 87 UNIFORM STORAGE ROOM.

87 UNIFORM STORAGE ROOM. This room has a ceiling height of twelve feet. There are four large cloth hampers overflowing with soiled gray prison uniforms.

Thursday, January 21, 2016

UPPER DUNGEONS LEVEL TWO 86 DORMITORY.

86 DORMITORY. Seven gralkin have made this room into a temporary residence. The leader, Magpie, still has a reasonable grasp on reality and leads the others through her force of personality and brute strength.

Magpie, Chaotic Evil female gralkin Fighter (AC 8; MV 12”; F4; hp 22; #AT 1; D Footman's mace +1, +3 vs undead +1 to damage due to strength; S 17, I 6, W 5, D 15, C 15, Ch 15; XP 200)

The other six gralkin have the following common statistics:

6 Chaotic Evil Gralkin (AC 10; MV 12”; F1; #AT 1; D By weapon type)

Gralkin
Hit points
Weapon
Experience points
Bittern
4
Scimitar
28
Dodo
5
Broad sword
30
Falcon
7
Hand Axe
34
Harlequin Duck
3
Long sword
26
Kiwi
6
Spear
32
Nuthatch
9
Footman's flail
38

Although it is unusual for gralkin to wear clothing. The members of this group wear black Triskelion livery with a white “three legs” Triskelion design and Magpie also uses a normal sized black round shield with the same markings on its boss. The gralkin sleep on dirty straw and based on the small mountain of bones in the chamber, they mostly eat rats and other vermin.

The gralkin are thinking about moving because the nearby ghouls are such a trouble. If the adventurers fight the gralkin, but don't wipe them out, there is a 90% chance they will leave before the adventurers return.

Wednesday, January 20, 2016

UPPER DUNGEONS LEVEL TWO 85 FURNITURE STORAGE ROOM.

85 FURNITURE STORAGE ROOM. The door to this room is decorated with a square design. The ceiling is vaulted and fourteen feet at its highest point, while the floor is paneled and waxed wooden boards instead of stone. The room contains wooden furniture. There are three dressers, seven wardrobes, six beds, two tables, five chairs (all mismatched), and a wooden chest. The furniture is all piled against the west wall, and there is room for much more. Scratches on the floor seem to indicate that heavier pieces of furniture were being moved and out of this room quite a bit at one time.

The wooden chest is locked and a red 'X' is painted across its top. If opened, six fat grey worms will erupt from it.

6 Nesting Worms (AC 7; MV 12”; HD 1+2; hp 8, 4, 10, 9, 6, 10; #AT 1 bite; D 1-4; SA Drain blood for 2 hit points per round; XP 44, 36, 48, 46, 40, 48)

Each of these worms is about three feet long and between four and six inches thick. They have no eyes, but have a circular mouth, like a lamprey, at their front end, which they use to bite for 1-2 damage and attach to their prey. Once attached, they will begin to drain blood on the next and each successive melee round. The rate of blood drain is equivalent to 2 hit points of damage.

These creatures originally belonged to the worm cultists on Level 3. Several months past, an adventuring party stole the chest, believing it to contain treasure, but used a divining spell to examine its contents before opening it. Upon realizing that it held nothing of value, they abandoned it here, leaving the 'X' as a warning.

One of the wardrobes holds a pair of cloth-of-gold pants (worth 300 gold crescents) on a wooden hanger with matching socks (worth 50 gold crescents each) tucked into one pant leg.

Tuesday, January 19, 2016

NEW MONSTER: CANDLE GOLEM

Candle Golem

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 12”
HIT DICE: 1 hit point
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ ATTACK: Nil
SPECIAL ATTACKS: Explosion for 3d6
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (circa nine inches tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 8

Candle golems are diminutive wax golems whose method of creation is known to only a few select Triskelion family members. What is known is that high quality wax and the skull of a tiny mammal, such as a mouse, is required. Because of their size and transitory nature, the cost and difficulty is much less than that required to produce other wax golems.

Unlike other wax golems, candle golems are normally found dormant. Each candle golem is equipped with a one inch slow-burning wick sticking out of its head. When the wick is lit, the candle golem animates. It goes from being a stiff statue like candle to an animate humanoid form. It will selflessly follow the commands of the person who lit its wick. Candle golems have no ego or sense of self-preservation.

Candle golems 'are active for only for one turn, the period of time it takes for their wick to run out. At the end of this time period, they will explode, doing damage as a 3 hit die fireball in a 2” radius sphere.

A candle golem can vary in size from six inches to a foot, and can have a humanoid shape. The ones found in Castle Triskelion usually resemble armored knights. Their wick can be trimmed to reduce the time they have before exploding, but if it is trimmed down to lower than 3 rounds, there is a 50% chance of setting it off when the wick is lit.

Candle golems are immune to cold-based magic, as well as any spell which affects the mind, such as sleep, hold, and charm. A candle golem may be struck by normal weapons. If its body is touched by a fire attack, such as a torch, magical fire, flaming sword, etc., it will explode immediately, as described above.

UPPER DUNGEONS LEVEL TWO 84 LIGHT SOURCE STORAGE ROOM.

84 LIGHT SOURCE STORAGE ROOM. The archway to this room is decorated with a burning torch design upon the keystone. The ceiling is vaulted and eighteen feet at its highest point. There are five wooden crates and a spare tinderbox is on a small wooden stool.

The first crate holds three hundred pale yellow candles that smell like honey.

The next is broken open and holds one hundred and four green candles that smell like pine.

The next two both hold forty two torches each.

The last holds nine odd-looking white candles that are cut to resemble nine inch tall plate-armored wax men with wicks sticking out of their heads. These are actually candle golems.

9 Candle Golems (AC 8; MV 12”; HD 1 hit point; hp 1 each; #AT 1; D 1; SD Limited spell immunity; XP 8 each)

Monday, January 18, 2016

UPPER DUNGEONS LEVEL TWO 83 BATTLE IN PROGRESS.

83 BATTLE IN PROGRESS. This room has long ago been despoiled and only a few broken crates are here to remind explorers that this was once a store room. When the adventurers arrive they will observe a combat between five ghouls and a small group of adventurers. The ghouls are to the south and winning handily against their opponents. All that remain of the adventurers are two men and an elf. Four additional men lie dead upon the floor. Several torches on the floor, once held by the adventurers, provide ample lighting for the humans to deal with combat.

5 Ghouls (AC 6; MV 9"; HD 2; hp 12, 7, 7, 5, 4; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 89, 79, 79, 75, 73)

Therrion Arlsmurger, Neutral Good male high elf Magic-user (AC 10; MV 12”; MU2; hp 6; #AT 1; D Silver dagger; S 15, I 15, W 12, D 12, C 13, Ch 11; SA Spell use; SD 90% resistant to sleep and charm; XP 108)

First Level Magic User Spells:
Sleep

Therrion has already used one of his spells and is in dire straits. He wears a blue and red robe and carries a silver dagger and four darts. His backpack holds a tinderbox, a scroll with the spell Jump, his spell book, and a bag of 87 silver tamos, 54 silver spanners, and 32 copper pieces. He keeps his spell components in various pockets on his robe: seven filaments of copper wire for the Message spell (14 copper pieces value), four vials of powdered iron and silver for the Protection From Evil spell (the powdered silver is worth 6 silver spanners), a piece of crystal for the Read Magic spell, and six vials of fine sand for the Sleep spell.

His spell book has the following spells:
Message, Protection From Evil, Read Magic, Sleep

Atar Vasto, Lawful Good male human Fighter (AC 6; MV 12”; F1; hp 7; #AT 1; D Broad sword or dagger; S 14, I 7, W 7, D 11, C 14, CH 9; XP 34)

Atar has a broad sword and a dagger and wears studded leather armor and uses a shield (design of a gold dragon). He has 3 gold crescents, 33 silver spanners, 56 copper pieces, a full waterskin, and three weeks iron rations.

Debuzzio, Neutral Good male human man-at-arms (AC 7; MV 9”; HD 4 to 7 hit points; hp 6; #AT 1; D Spear or dagger; XP 11)

Debuzzio wears studded leather armor and has 17 silver spanners, 25 copper pieces, four torches, a tinderbox, two weeks iron rations, and a full waterskin.

The four dead men were all men-at-arms with studded leather armor. They each had a spear and a dagger, although one of the spears is splintered and unusable. They have a total of 2 gold crescents, 66 silver spanners, and 108 copper pieces. Among them there are two tinderboxes, three full waterskins, eight weeks iron rations, one hundred twenty feet of rope, a grappling hook, a ten foot pole, six torches, two bullseye lanterns, and seven flasks of oil, of which two are broken and leaking on the floor.

The two groups each have an increased 1 in 6 chance each to be surprised, since they are so busy. If the adventurers enter from the south they will be to the rear of the ghouls and they will be behind the adventurers if they enter from the north.

The adventures are obviously in over their heads on this level of the dungeon. If they survive the encounter, they will welcome the help of the party, should it be offered.

Sunday, January 17, 2016

UPPER DUNGEONS LEVEL TWO 82 SECRET CACHE.

82 SECRET CACHE. The secret door is a sliding wall type operated by pushing on one stone block in the wall while pulling on another. There are six glass jars of a strong glue, twelve broad swords, three spears, two coils of rope (forty and seventy feet), and eight clay jugs stoppered with cork and holding the red choking dust concoction used in Area 74.

Saturday, January 16, 2016

UPPER DUNGEONS LEVEL TWO 81 SHRINE.

81 SHRINE. A statue of the god Samech is against the west wall. He resembles a muscular man in a loincloth. His head is beast-like, having features of a crocodile and a dog.

This room is an effective barrier against undead of all sorts, who cannot stand to enter it. Clerics, shamans, witchdoctors, druids, and paladins who enter the room will immediately sense an aura of intense evil emanating from the statue, as it possesses a miniscule part of the consciousness of Samech itself. Defiling or damaging the statue will cause a shock of 1d8 damage and has a 50% chance to bring about a curse equivalent to that of mummy rot, unless a saving throw versus spells is made at -4 on the die roll.

Friday, January 15, 2016

UPPER DUNGEONS LEVEL TWO 80 COMMON ROOM.

80 COMMON ROOM. The Black Tooth Gnolls are quite violent and territorial. Female and young gnolls will also fight.

5 Black Tooth Gnoll Males (AC 5; MV 9”; HD 2; hp 6, 6, 13, 9, 7; #AT 1; D By weapon type +1 to damage due to strength; XP 32, 32, 46, 38, 34)

Each gnoll has 0-9 (1d10-1) gold crescents, 0-22 (2d12-2) silver spanners, and 0-22 (2d12-2) copper pieces. Each will carry a broad sword and one second weapon: a two-handed sword, a morning star, a footman's flail, and a bill-guisarme.

6 Black Tooth Gnoll Females (AC 5; MV 9”; HD 1; hp 5, 4, 4, 2, 1, 2; #AT 1; D Dagger; SA +1 to hit with thrown dagger; XP 19, 18, 18, 16, 15, 16)

The female gnolls of the Black Tooth tribe have a tradition of practicing dagger throwing and are adept at it. Each carries 3 daggers, 1d12 gold crescents, 4-26 (2d12+2) silver spanners, and 1d6 copper pieces.

7 Black Tooth Gnoll Youngsters (AC 5; MV 9”; HD 1 to 4 hit points; hp 3, 2, 1, 2, 3, 1, 2; #AT 1; D Dagger; XP 8, 7, 6, 7, 8, 6, 7)

The juveniles carry no treasure.

The gnolls sleep on stitched mats made from old clothing and tattered blankets. A huge cistern of dirty water is in the northeast corner. Next to it are eight metal cannisters and three half barrels. Three of the cannisters hold salt pork. The others hold biscuits, pickled eggs, olives, figs, and lard. The barrels all hold small beer.

Thursday, January 14, 2016

UPPER DUNGEONS LEVEL TWO 79 BLACK TOOTH BOSS.

79 BLACK TOOTH BOSS. This is the dwelling of the tribal shaman and leader of the Black Tooth gnolls. She has two elite female gnoll bodyguards with her.

Scardros, Chaotic Evil female gnoll Shaman (AC 5; MV 9”; C4; hp 16; #T 1; D Dagger; SA Spell use, attacks as a 4 hit die monster, +1 to hit with thrown dagger; XP 270)

First Level Cleric Spells:
Cure Light Wounds (X2), Protection From Good

Second Level Cleric Spells:
Augury, Chant

She wears a hood made from the head of a giant weasel. She carries her holy symbol of Samech and four daggers. She keeps three vials of human blood for the Protection From Good spell, a set of black dragon bones for the Augury spell, and an enchanted glass eye in a small pouch on a belt loop. The glass eye can create food and water once per day when used by any cleric or shaman, exactly as the third level cleric spell.

2 Black Tooth Gnoll Female Bodyguards (AC 5; MV 9”; HD 2; hp 10, 11; #AT 1; D Broad sword or dagger +1 to damage due to strength; SA +1 to hit with thrown dagger; XP 48, 50)

Each gnoll has 2-12 (2d6) gold crescents, 2-16 (2d8) silver spanners, and 2-24 (2d12) copper pieces. They each carry a broad sword and three daggers.

Scardros keeps the treasure in this room. There are three chests and an iron box.

First Chest:
84 silver spanners
27 copper rings, each worth 1 gold crescent (one of the rings is actually a ring of shooting stars)

Second Chest:
4 silver goblets worth 80 gold crescents each
24 gold crescents

Third Chest:
Trapped with a poison needle (insinuative, type B).
1342 copper pieces
3 silver whistles valued at 4 gold crescents each

The iron box is locked. The gnolls haven't figured out how to open it and haven't smashed it so far. It is a specially made shock-proof container holding four potions in vials. There is a potion of treasure finding (black, tastes metallic), a potion of clairvoyance (orange, tastes like carrot juice), a potion of speed and flying (mixed together successfully, two doses, purple, tastes like cherries), and a ruined potion with no effect (gold, tastes like caramel).

If the iron box is deliberately smashed open the potions are sure to break. However when the box is closed, it allows the potions inside to make saving throws as though they were “Metal, hard”, page 80 of the Dungeon Master's Guide. The box can hold up to six potions.

The room is otherwise furnished as a bedroom. Although they are considered lavish by the standards of the Black Tooth gnolls, the furnishings are about the same in quality as those found in a single room in a modest inn.

Wednesday, January 13, 2016

UPPER DUNGEONS LEVEL TWO 78 FALSE TREASURE ROOM.

78 FALSE TREASURE ROOM. The ceiling height ten feet. A treasure chest is against the south wall. Opening it releases a blinding gas (save versus poison or be blinded for 1d10+10 rounds and suffer 1d2 damage). Inside are 194 worthless glass beads, 6 brass cups worth 1 copper piece each, and a silver candle sniffer worth 3 gold crescents.