Monday, July 20, 2015

NEW MONSTER: CODE TOAD

CODE TOAD

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 1”
HIT DICE: 1 hit point
% IN LAIR: 90%
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 1
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: Nil

The code toad greatly resembles a common toad. However, when in the presence of sentient beings using speech the mature code toad exhibits an unusual characteristic. Whatever words are spoken aloud in the toad's presence appear on its back, scrolling along from head to posterior. The words appear to be translated into readable content based on the observer. Different readers who do not share a common language will each be able to read the speech in their own language. Therefore, this appears to be a memetic effect based upon the observer rather than a conscious effort produced by the toad.

Code toads can not make illiterate individuals understand written language. Adult code toads are worth as much as 1000 gold crescents on the open market.

INNER WARD FIFTH FLOOR 8 ARCHMAGE CALESTER'S BEDROOM.

8 ARCHMAGE CALESTER'S BEDROOM. This spacious room is furnished as a bedroom. The furniture is very well-made and the whole room gives off an impression of great comfort, if not luxury.

Notable features include a birdcage suspended from the ceiling, a large wardrobe, a long shelf along the north wall, and an unusual mirror hanging on the west wall. A bright and cheerful fire is burning in the fireplace in the south wall, and it gives ample light even to the corners of the room. There are several large windows.

The birdcage holds a code toad.

Code Toad (AC 9; MV 1”; HD 1 hit point; hp 1; #AT 0; D Nil; XP -)

The wardrobe holds belts, pointy shoes, a pair of boots, several wizard hats, and six man-sized robes. Each of the robes is silver with blue comets and most of the hats match. The boots are boots of levitation (420 lbs. weight).

The shelf holds a large brown crate, a small wooden box, and two books.

The crate feels cold to the touch. Inside, there are three glass potion bottles being kept in a state of refrigeration. The first holds milk. The second holds a potion of white dragon control (white and opaque, tastes minty), and the third holds a sample of green slime.

Green Slime (AC 8; MV 0”; HD 2; hp 3; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 616)

The small wooden box is bejeweled with tiny sapphires and rubies. It is worth 5500 gold crescents. It holds an angry invisible stalker who has been trapped here for the last few years.

Invisible Stalker (AC 3; MV 12”; HD 8; hp 36; #AT 1; D 4-16; SA Surprise on 1-5; SD Invisibility; MR 30%; XP 1450)

The first book has the word “FOUR” written on its spine in block letters. It is a book of fourth level magic-user spells: charm monster, fire trap, massmorph, Rary's mnemonic enhancer, and remove curse. The book is trapped by a fire trap spell, as if cast by an 18th level magic-user.

The second book has a numeral “2” written on its spine in cursive. It is a book of second level illusionist spells: blur, hypnotic pattern, magic mouth, mirror image, and ventriloquism.

The large mirror on the west wall is actually a film of water which clings to a frame despite its vertical orientation. It functions as a sort of special scrying device, which responds to the following voice commands:

Command Word
Function
On
Turns it on
Off
Turns it off
1
Channel 1
2
Channel 2
3
Channel 3
4
Channel 4
5
Channel 5
Review
Replays last thirty seconds

Channel 1: Inner Ward Ground Level Room 48, the Throne Room. It gives a view of the thrones from just above the double doors on the east wall.

Channel 2: This is a scene from just off the coast of a tropical island in a far-off ocean. Dolphins and seals frolic among the waves. Tropical birds and gulls cavort in the sky. Monsters roam the shore.

Channel 3: This gives a view of the main city square in Wolhusen, known as Jerecho Square. It is from the commanding point of view of the statue of the great General Jerecho, who has a position of honor.

Channel 4: Outer Ward Ground Level. It gives a view of the approach to the main entrance near Area 1. It is a top-down view from a point about twenty feet above the wooden bridge.

Channel 5: This is inside a tavern in the city of Seals, The Jolly Jellyfish, known for its excellent musical performances by mermaids and buccaneers.

The device is currently on and set to channel 4. If the screen is touched while it is on, the individual must make a saving throw vs spells or be sucked through the surface to the destination shown, as if teleported without error. Falling damage will still accrue if there a drop from a height.

The fire in the fireplace will remain burning unless a dispel magic or powerful cold magic such as a cone of cold or ice storm is used on it. It does not appear to consume fuel.

This room has a life-sustaining quality and as long as the adventurers remain in this room they will not want for food or drink.

Sunday, July 19, 2015

INNER WARD FIFTH FLOOR 7 RESPAWN ROOM.

7 RESPAWN ROOM. In the center of the room is a low-set green stone dais in the shape of a five-pointed star.

A glowing red ovoid crystal is in the center of the table. Each time the Watcher is destroyed a new incarnation will emerge from the crystal after one turn. The crystal can be shattered by attacks. Treat it as “crystal or vial” on the saving throw matrix for magical and non-magical items.

Saturday, July 18, 2015

INNER WARD FIFTH FLOOR 6 THE WATCHER IN THE WALLS.

6 THE WATCHER IN THE WALLS. The Watcher will be here.

The Watcher In The Walls (AC 0; MV 9”; HD 10; hp 50; #AT 1; D 1d12; SD Magic weapons needed to hit, limited spell immunity; XP 2950)

If the Watcher is defeated and the adventurers stay in the room, after one turn they will see a reborn Watcher squeeze through a crack in the north wall. This is a dead giveaway about the presence of the secret door.

Friday, July 17, 2015

INNER WARD FIFTH FLOOR 5 GAME ROOM.

5 GAME ROOM. This room contains numerous shelves. A large table bedecked with tiny buildings, trees, fake grass, and stone paths is present. A spacious window is in the east wall. The ceiling radiates a gentle soft glow of yellow light.

The shelves hold tiny painted miniature people and monsters sculpted of metal, along with numerous odd-shaped dice.

On the table, there is a miniature exactly resembling each member of the party. This is not entirely a coincidence. Any person who touches their miniature icon will be transported to Area 3 in the Siege of the Keep Mini-Dimension.

Thursday, July 16, 2015

INNER WARD FIFTH FLOOR 4 PARLOR.

4 PARLOR. This room is furnished with many small tables, couches, and chairs. Candelabras are present, but none are lit. Near the east wall is a sideboard buffet table and a large aquarium is near the south wall. An open book is on a lectern near the center of the room. There are several large glass windows.

Any loud noise, such as clapping hands, will cause the candelabras to light (or go dark) by themselves. They will radiate a small amount of evocation magic. If they are removed from the room, they will stop working.

The table holds a crystal decanter and six crystal serving glasses. Within are stored eight bottles of wine and three of brandy. The decanter is quite valuable (900 gold crescents), and each serving glass is worth 100 gold crescents. The bottles of wine are worth between 11 and 20 (1d10+10) gold crescents each and the bottles of brandy are worth between 16 and 35 (1d20+15) gold crescents each.

The huge aquarium (8' X4'X4') holds several animated skeletal piranhas swimming about. Also within the aquarium is a funny looking cyclops statue, large numbers of tiny pink rocks, and a ring with a blue gemstone.

9 Piranha Skeletons (AC 7; MV 6"; HD 1; hp 4 each; #AT 1 bite; D 1; SA Target throat; SD Limited spell immunity; XP 22 each)

The sides of the aquarium are made of normal glass and may be broken easily. If the piranhas are disturbed or the glass is broken, they can even attack when they are out of water. They can jump from the aquarium or launch themselves to a height of up to six feet from the floor. They will go for the throat and a successful hit means they have attached themselves and will continue to do 1d6 damage each round automatically until they are defeated or the victim is dead. The ring is a ring of water walking.

The lectern contains a spell book that holds all the spells possessed by the apes, along with read magic and erase.

Wednesday, July 15, 2015

INNER WARD FIFTH FLOOR 3 RUMPUS ROOM.

3 RUMPUS ROOM. The floor is lined by carpeting stained by food and ape urine. There are several small glass windows located near the ceiling. Simple toys made from cloth and wood are scattered about and thick cushions serve as sleeping mats. Several buckets are stacked near the east wall. In the southwest corner of the room is a large table holding food.

The foul-smelling buckets are used by the apes to defecate in before throwing the contents over the side of the tower.

The table is a large-sized table of plenty. It holds pastries, fruit, and turkey legs.

3A CLOSET. This large closet holds ape-sized raincoats and extra wizard hats. On the floor is a huge iron-bound chest, holding 7643 copper pieces.

Tuesday, July 14, 2015

INNER WARD FIFTH FLOOR 2 APE'S ANTECHAMBER.

2 APE'S ANTECHAMBER. Eight carnivorous apes live here and in Room 3, although they can also be encountered as wandering monsters on the Fourth and Fifth floors of the East Tower. Roll 1d4+1 to find the number of apes that will be here, adjusted based on those previously defeated.

8 Magic-using Carnivorous Apes (AC 6; MV 12”; HD 5; #AT 2 hands and 1 bite; D 1-4/1-4/1-8; SA Rending (1-8), spell use; SD Surprised only on a 1)

#
Ape
Hit Points
MU Level
Spells
XP
1
Babu
17
1
Shocking grasp
330
2
Clovis
23
2
Detect magic, magic missile
360
3
Freeks
19
2
Hold portal, shocking grasp
340
4
Gupi
21
3
Light, magic missile, pyrotechnics
350
5
Janet
17
2
Light, Shield
330
6
Phibes
22
1
Burning hands
355
7
Theddeus
18
2
Magic missile, shield
335
8
Wati
26
4
Burning hands, hold portal, magic missile, knock, ray of enfeeblement
375

These carnivorous apes are unusual. Each has an intelligence score of at least '9'. Though not normally able to use speech, through long practice they are able to enunciate the verbal spell components. Each of the apes wear silver wizard's robes decorated with blue comets stars and matching conical hats. Each ape's name is sewn on their robes in big friendly red letters.

Monday, July 13, 2015

INNER WARD FIFTH FLOOR 1 ROOM OF THE HUMOURS.

1 ROOM OF THE HUMOURS. This room has walls of dressed stone and no windows. Four continual light globes are suspended from the ceiling. The floor supports four large fountains and four man-sized statues.

To the northwest is the statue of a short and heavy set man with a overlarge round domed forehead and puffy cheeks. His hair is sparse and long. He has a thoughtful look about him. The associated fountain contains thick green liquid. This represents the phlegmatic attitude, and drinking any of the green liquid will put the imbiber into a calm and thoughtful mood. They will immediately become extremely focused for the next 7 to 12 (1d6+6) hours. It has the following effects:

  • Any actions taken (thief functions, to hit rolls, attempts to turn undead, etc.) may be rolled twice and the most beneficial one of the two may be chosen by the character.
  • Spell casters benefiting from the drink may immediately relearn spells without need for rest, and do so twice as quickly as is usual, see Dungeon Master's Guide, page 40 for the relevant times required. Even if the spell caster is interrupted (for example, by a wandering monster), they will still be able to focus on relearning the spell, although they will not be able to indulge in combat while doing so.
  • This beverage can be sampled but once per year per character safely. One additional drink will cause the character to make a save vs poison or faint for 1d4+4 rounds as their heartbeat slows considerably (bradycardia) and there will be no additional game related benefits. Additional drinks taken after this require a save vs poison to avoid death by immediate cardiac arrest.

To the northeast is the statue of a man of medium build with a receding wrinkled forehead that is strangely flat. He has a large nose and an unpleasant expression. His hair is somewhat short and unruly. The associated fountain contains thick yellow liquid. This represents the choleric attitude. Anyone that drinks this liquid will feel irritable and cranky for 7 to 12 (1d6+1) hours and have the following symptoms.

  • They will make insulting remarks and be rude.
  • Spellcasters drinking this liquid will be unable to learn new spells during this time, as they can not summon the necessary frame of mind. Casting spells is not affected.
  • Thieves, bards, monks, and assassins under the influence of this magic lose 10% from all thief functions and other percentage based skills used by any class are similarly affected.
  • Combat is at -2 on “to hit” rolls.
  • Additional drinks cause vomiting and loss of 1d4 hit points.

To the southeast is the statue of a woman in the prime of life. She has a pleasant expression and long full hair. The associated fountain contains red liquid. This represents the sanguine attitude and drinking from this fountain will cause an increase in confidence for 7 to 12 (1d6+6) hours. It has the following game effects:

  • The immediate gain of three to ten (1d8+2) hit points. These represent 'bonus' hit points, and will be the first to be lost, although they will stay with the character until injured.
  • All saving throws made at this time are at +1.
  • The drinker need not check morale for the allotted time.
  • Drinking again within one year will cause an unsafe rise in blood pressure (hypertension) with no associated benefits. Each time the drink is sampled after the first, the character must save vs poison or suffer 1d4 points of damage from internal bleeding.

To the southwest is the statue of a crone with a wrinkled forehead that is remarkably domed. She has sunken cheeks and a sour expression. The associated fountain contains black liquid. This represents the melancholic attitude. Drinking from this fountain causes a sense of deep depression for 7 to 12 (1d6+6) hours.

  • A successful saving throw vs spells will allow the drinker to go about their normal tasks, albeit with a poor expectation of success. Their “to hit” rolls and armor class are poorer by a 1. Spellcasters will cast their spells as though one level lower than they actually are, or, if first level, they may not cast at all.
  • If the saving throw is failed, the drinker becomes so depressed that they must stay in this room sitting on the floor in a fetal position (or be carried). However, they will get another saving throw every hour, and if they pass it then, they will go about with poor expectations, as above, until the magic wears off.
  • Additional drinks will cause immediate catatonia (see Dungeon Master's Guide page 84) for 1d6+2 days.

All of the magic drinks may be bottled and taken, but turn to normal water 1d4+1 hours after leaving the room.

The secret door to Room 11 is activated by a simple pressure plate on the wall near the floor. Pushing it (or kicking it) causes the wall to separate in the middle and each side will recede into the adjacent part of the wall with a 'whoosh' sound.

Inner Ward Fifth Floor Wandering Monsters

Roll for random encounters using 1d6 once every six turns in both the East and Northwest Towers. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations. Use the Fourth Floor Random Encounter Tables.

Encounter Key: Inner Ward Fifth Floor.

The Fifth Floor of the Inner Ward consists of two towers. In the East Tower is the continuation of the chambers that once belonged to the powerful arch-wizard Calester. The Fifth Floor of the Northwest Tower is merely a guard post with ballistae for fending off aerial attack.

The walls, floors, and ceilings in the East Tower are made of an otherworldly-appearing dark green stone, except where noted otherwise. Ceiling height is uniformly twelve feet.

The walls of the Northwest Tower are gray dressed stone, with wooden beams supporting the ceilings. Floors are also made of wood planks and ceiling height here is twelve feet.

The Fifth Floor directly connects to the Fourth Floor only.

Sunday, July 12, 2015

INNER WARD FOURTH FLOOR 23 STUDIO.

23 STUDIO. This room was used as a studio by the eccentric artist Patrizio Triskelion.

While within this room the characters will be subject to a slowing of time. One hour spent inside this room equates to a day spent outside it. There are two plain glass windows to north and three more to the west. Looking out the windows will enable the adventurers to notice the sun or moon moving somewhat quickly along the sky. While the characters are in this room they will feel a sensation of stifling closeness, as if there was not quite enough good air to breathe.

Breaching the windows will cause 2d6 damage to everyone in the room as the body becomes acclimated to the stress of moving at different speeds.

The room holds a large bookcase, a wardrobe, an easel with a stool, and a large freestanding mirror. Two geese are near the north wall.

On the bookcase there is a bone cup, a statue, a small wooden chest, and a spell book.

The bone cup holds a dozen carved bone miniatures, each in the shape of a bird. They are not valuable. The statue is that of a gold heron, and is worth 2000 gold crescents. The chest holds 200 unusual gold coins decorated with the head of a bird on one side and an eye on the other. While there are dozens of pages in the spell book, only a few are legible because Patrizio has thoughtlessly spilled paint on it.

First Level Magic User Spells:
Nystul's Magic Aura, Write

Second Level Magic User Spells:
Detect Invisibility, Mirror Image

Third Level Magic User Spells:
Phantasmal Force

Fourth Level Magic User Spells:
Polymorph Other

Fifth Level Magic User Spells:
Distance Distortion

The wardrobe holds paint-stained clothing.

The easel holds a painting of a man with the head of an vulture. On the stool is a palette, eighteen brushes of various sizes, six bottles of (dried up) paint, and three containers of perfectly usable Nolzur's marvelous pigments..

Anyone looking into the large mirror will see themselves with the head of a bird.

1d12
Bird
1
Black headed duck
2
Bluebird
3
Cardinal
4
Eagle
5
Emu
6
Heron
7
Ibis
8
Penguin
9
Ostrich
10
Quail
11
Turkey
12
Special

If a '12' is rolled describe a bizarre unreal bird. Do not repeat the birds unless two characters are identical twins. If the Dungeon Master should run out of birds from the table above, just make up a strange-looking type.

The two geese lay metal eggs. The first is brown in color and lays copper eggs, while the other is gray and lays silver eggs. A few yellow feathers are also scattered about, testimony that there was once a third gold-laying goose.

Each goose will lay one egg per month. The copper-laying goose's eggs are worth 100 copper pieces each, and the silver-laying goose's eggs are worth 100 silver spanners each.

Saturday, July 11, 2015

INNER WARD FOURTH FLOOR 22 GROTESQUE GUARDIANS.

22 GROTESQUE GUARDIANS. The door to this room is capable of being locked, but is not. The werewolves will not enter here.

Four large paintings give off an uncanny glow. Two are located to east and two to the west. Each is a full body portrait of a bird-headed humanoid. These paintings are highly surrealistic, as though performed under the influence of mind-altering drugs. Facial features and body parts are subtly out of place and distorted. Each painting bears a title.

Painting
Name
Weapon
Features
Northeast
Axilar
Morning star
Green body with owl-like head
Southeast
Limar
Footman's Flail
Head and neck like a flamingo with a white and purple body
Northwest
Thoom
Trident
Head of a hawk, but turned around backwards; red body
Southwest
Ategev
Scimitar
Blue body with head like a orange cockatoo and possessing a gaping open beak

If the characters enter the room, the portraits will speak in unison “What business do you have with the master's things?” If the characters do not leave immediately or supply a satisfactory answer (Dungeon Master's judgment), all four will step down from their glowing frames, saying their names as they do so.

4 Bizarre Bird Man Paintings (AC 5; MV 9”; HD 5; hp 25 each; #AT 2; D By weapon type; SA Weapons act as though magic; SD Limited spell immunity; XP 255 each)

They will prevent the characters from entering Room 23. Their weapons act as though they were +1 in quality, improving their chances to hit and do damage. They are immune to mind-affecting spells, such as sleep, charm, and hold.

If defeated, the beings dissolve into pools of paint and their frames will shatter and fall to pieces. If the characters should happen to damage the strange beings and then flee, they will return to find the survivors at full strength, for they regenerate fully if they return to their paintings. If the frames are destroyed, however, the bird men cannot regenerate. They will never leave this room.

Friday, July 10, 2015

INNER WARD FOURTH FLOOR 21 SECRET ROOM.

21 SECRET ROOM. This small room houses four mops, a bucket, and a stone idol which weighs about 20 gp weight and has the shape of a Easter Island head. It is a stone of good luck.

Thursday, July 9, 2015

INNER WARD FOURTH FLOOR 20 STORE ROOM.

20 STORE ROOM. Once used to keep supplies for the guards, this room now hold human prisoners. These five men are all that is left of a proud group of bandits, the Gray Ghosts.

Grafficanto, Neutral male human Fighter and bandit leader (AC 8; MV 12”; F3; hp 14; #AT 1; D By weapon type; S 11, I 14, W 9, D 13, C 11, Ch 14; XP 116)

4 Bandits (AC 8; MV 12”; HD 1-6 hit points; hp 5, 6, 4, 2; #AT 1; D By weapon type; XP 10, 11, 9, 7)

They all wear gray leather armor and cloaks, but have no weapons. They have been reduced to this number slowly as the werewolves have been treating this room as a larder. Forced to watch as their companions were taken, one by one, to a grisly fate, they have become despondent, waiting for death. If rescued, they will serve without pay for a week to repay their debt of honor.

Wednesday, July 8, 2015

INNER WARD FOURTH FLOOR 19 GUARDSMAN'S BARRACKS.

19 GUARDSMAN'S BARRACKS. Two werewolves and two normal wolves are here.

2 Werewolves (AC 5; MV 15”; HD 4+3; hp 26, 25; #AT 1 bite; D 2-8; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 335, 330)

2 Wolves (AC 7; MV 18”; HD 2+2; hp 16, 13; #AT 1 bite; D 2-5; XP 83, 74)

Another werewolf is on the stairwell to Room 13 of the Fifth Floor. He finds it invigorating to be in close proximity to the wyvern on the floor above, but will come down if he hears fighting.

Werewolf (AC 5; MV 15”; HD 4+3; hp 21; #AT 1 bite; D 2-8; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 310)

This room was once used to house several guards and there are twelve beds. A large fireplace is in the north wall, and large windows are located to either side of it. The remains of a smashed desk are against the west wall, apparently sacrificed for firewood. In the center of the room is the carcass of a deer. The door to Room 20 is barred from this side.

Tuesday, July 7, 2015

INNER WARD FOURTH FLOOR 18 MARLOWE'S BEDROOM.

18 MARLOWE'S BEDROOM. Two werewolves are here. One is the pack leader, Marlowe Triskelion, and the other is his trusted confidante, Jasca.

Marlowe Triskelion, Male Winter Werewolf (AC 5; MV 18”; HD 6; hp 33; #AT 1 bite; D 2-8; SA Frost breath, surprise on 1-3; SD Silver or magic weapon to hit, impervious to cold; Size M or L; XP 623)

Marlowe looks much like his portrait in Room 16, with his long flowing shock white hair and grim expression. When he changes to wolf form, he is the size of a horse and magnificently white furred. He has the powers of both a winter wolf and a werewolf, and can use his frost breath even in human form (for half effect of 3-12 damage, half again if save is made) or hybrid man-wolf form (with normal effect).

Jasca, Female Werwolf (AC 5; MV 15”; HD 4+3; hp 23; #AT 1 bite or 1 weapon; D 2-8 or broadsword +2; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 320)

Jasca prefers to fight as a human. She wears leather armor and has a pouch with twenty three carnelians (10 gold crescents each) and 47 gold crescents. She is deeply in love with and in awe of Marlowe. In return he treats her as a favored and valued henchwoman, but still sees her as ultimately expendable.

A bed is in the northwest corner and a wardrobe is against the west wall. There are windows in the north and east walls, but heavy green drapes always cover them. Instead there are two large candelabras which are lit at all times. A broken down leather saddle is in the northeast corner.

A suit of human-sized chainmail +2 and a fine sealskin coat (400 gold crescent value) are in the wardrobe. A small wooden chest is at the bottom of the wardrobe. It holds 610 gold crescents and a ruby worth 1000 gold crescents.

Hidden under the saddle is a large wooden box holding 2341 copper pieces, 135 gold crescents, a topaz (500 gold crescents), and a jade and ivory pin with a butterfly design worth 45 gold crescents.

Monday, July 6, 2015

INNER WARD FOURTH FLOOR 17 MARLOWE'S ANTECHAMBER.

17 MARLOWE'S ANTECHAMBER. The door to this room is capable of being locked, but is not. Two werewolves and a pony-sized wolf are here.

Female Werewolf (AC 5; MV 15”; HD 4+3; hp 21; #AT 1 bite; D 2-8; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 310)

Young Male Werewolf (AC 5; MV 15”; HD 3+3; hp 15; #AT 1 bite; D 2-5; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 145)

Warg (AC 6; MV 18”; HD 4+4; hp 22; #AT 1 bite; D 2-8; XP 200)

The adult female will attack at +3 to hit and do a full 8 points of damage each time she hits if the youngster becomes involved in combat. She wears a gold earring in her left ear worth 5 gold crescents and wears a black dress with a red sash. The young werewolf wears a pair of baggy white trousers only.

The room was once well-appointed, but now is under less careful stewardship. A haze of smoke from candles and incense hangs in the air, making this cluttered room appear even smaller. A small coffee table is in the center of the room. A large bed has been moved into the room and pushed against the west wall. The room is always kept lit by several candelabras and incense holders. In the southwest corner is a partially destroyed cabinet and wardrobe. A chest and a small wooden crate are nearby. Several sheepskins and blankets are laying about the wooden floor. Hanging from the rafters are the carcasses of eight game hens and a goat. A large fireplace is in the east wall, flanked by two large plain glass windows on either side.

A deck of playing cards is on the table, along with 14 gold crescents and 26 copper pieces.

The chest holds clothing. The chest holds two hundred and seven mismatched candles, dozens of sticks of incense, and a tinderbox with flint and steel.

Sunday, July 5, 2015

INNER WARD FOURTH FLOOR 16 WIDE HALL.

16 WIDE HALL. Five normal wolves are here.

5 Wolves (AC 7; MV 18”; HD 2+2; hp 11, 9, 6, 8, 8; #AT 1 bite; D 2-5; XP 68, 62, 53, 59, 59)

This room has been converted into a butchery by the werewolves. The place is filthy with gore and smells foul. A huge wooden table is against the south wall, and above it is a framed portrait. Also placed against the south wall are four barrels and numerous wine bottles. Three large glass windows are in the east wall. Several large candelabras are here, which will be lit at night.

On the table are hunks of man and animal flesh, along with jelly-like mats of congealed blood. Several carving knives and cleavers are embedded in the wood.

The portrait is of Marlowe Triskelion, and is so labeled. It depicts an older but robust-appearing man with long white hair and a fierce, almost bestial, expression. It was painted by, and is signed by, Patrizio Triskelion.

The barrels hold small beer and two have already been tapped. In total there are forty seven bottles of wine, of which thirty one are completely or almost empty.

Saturday, July 4, 2015

INNER WARD FOURTH FLOOR 15 FEAST HALL.

15 FEAST HALL. Three men and a woman are carousing here. One of the men (Urbano) is playing a lute and singing while the others are eating, talking, and making merry.

A large table is set with a crimson tablecloth. Flagons and pitchers of ale and heaping plates of meat are present, as well as wooden eating utensils and candles. The room is decorated with red streamers and a bright fire burns in a fireplace to the west. Red, gold, and black Triskelion banners are placed the east and north walls. There are six large stained glass windows to the south and another eight to the west. Two large lit braziers are along the east wall.

The revelers will welcome the adventurers to the table, and indeed, there is space to fit another dozen. A closer look at the fare will reveal the grisly truth, however, as the cuts of meat will prove to be human in origin. The adventurers should be able to identify body parts, hopefully before indulging in the repast. The ale is untainted and quite good.

The merrymakers are actually werewolves. They will take great delight when the adventurer's realize of the nature of the feast, and they will then change into bipedal wolf form and attack.

Korso, Savina, Gregor, and Urbano, (AC 5; MV 15”; HD 4+3; hp 27, 23, 22, 19; #AT 1 bite or 1 weapon; D 2-8 or dagger; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 340, 320, 315, 300)

Each of the werewolves carries a dagger and the men wear baggy white shirts and black pants with a red sash. The woman, Savina, wears a red dress with a white sash. Their clothing is very loose, so as not to tear when they transform. They carry no wealth.

Behind one of the banners is the secret door to Room 21.

The stairs leads down to Area 84 on the Third Floor.

Friday, July 3, 2015

INNER WARD FOURTH FLOOR 14 GUARDSMAN'S WASH ROOM.

14 GUARDSMAN'S WASH ROOM. A colony of jousting wasps has recently come to occupy the area. They are building a paper nest in the southeast corner near the ceiling.

13 Jousting Wasps (AC 5; MV 3”/15”; HD 1-4 hit points; hp 1, 3, 4, 4, 3, 2, 4, 2, 4, 4, 3, 2, 3; #AT 1 sting; D 1-2; SA Attack as 4 HD monster on first attack; XP 6, 8, 9, 9, 8, 7, 9, 9, 8, 7, 8)

This room smells heavily of canine urine. A druid might possibly identify it as being lupine in origin.

The room was built to accommodate guards and other servants and therefore it is much less ostentatious than several others found in the castle. The floors are gray tile and the walls are unadorned stone. Against the west wall are hot and cold pump faucets and a built in basin with a drain to catch the water. Against the east wall are several simple toilets consisting of a boards with a hole in them suspended by bricks over buckets. Two small glass windows are high in the south wall and three more are to the east.

If the nest is destroyed it will drip a dark brown tar-like substance that is actually sweet and highly nutritious. Eating it will restore 1d4 hit points and there is enough for 3 doses.

Thursday, July 2, 2015

INNER WARD FOURTH FLOOR 13 GUARDSMAN'S KITCHEN.

13 GUARDSMAN'S KITCHEN. The large room is equipped as a kitchen with hanging pots, a stove, fireplace, wooden tables, and cupboards. Hot and cold running water and a sink are against the east wall, while firewood is stacked to the west. The walls are paneled in wood and carved in relief with dragons and birds. Because these birds are the same size as the dragons they appear gigantic. There are several plain glass windows to the south. A weapons rack is against the north wall. Two black iron shields are mounted on the west wall. One is marked with a red chevron and the other with a white three-legged Triskelion crest.

The weapons rack holds a footman's flail +1 and four normal spears.

Wednesday, July 1, 2015

INNER WARD FOURTH FLOOR 12 BRIDGE.

12 BRIDGE. This walkway is open to the air and the four foot high walls are crenelated. Anyone peering over the side will be able to see down into Room 16 of the First Floor, because that room has a glass ceiling. To the south is the bulk of the Southwest Tower, rising high into the sky. To the north can be seen the mountains of the Crim Zif. Astute adventurers will realize that it is quite possible to levitate, fly, or climb to Areas 3 and 16 of the Fifth Floor.