Tuesday, September 20, 2016

NEW MAGIC ITEM: BOAR AXE

This battle axe is decorated with the tusked face of a boar. It appears to be made of solid gold, but is stronger and harder than gold has any right to be. It has no '+' to hit or damage but can hit creatures that can normally only be hit by +3 or better magic weapons. When it strikes it does 1d8 damage but any roll of a '1' is instead re-rolled as 2d8 damage.

XP VALUE: 700

GP VALUE: 4,000

UPPER DUNGEONS LEVEL 3A SALT MERE 56 CARRION CAVE.

56 CARRION CAVE. Two carrion crawlers are here, eating the body of a third carrion crawler, who has an axe in its head.

2 Carrion Crawler (AC 3/7; MV 12"; HD 3+1; hp 24, 11; #AT 8 tentacles; D Paralysis; XP 676, 624)

The axe is a boar axe.

Monday, September 19, 2016

UPPER DUNGEON LEVEL 3A SALT MERE 55 BEWARE FALLING ROCKS.

55 BEWARE FALLING ROCKS. A yellow sign is posted here, before the cave entrance leading to Rooms 56 to 61.



Rubble chokes the passage entrance. Anyone entering or exiting must save vs paralyzation (this is a dodge roll) or take 2d6 damage from very sensitive loose falling rocks which are dislodged by footsteps.

Sunday, September 18, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 54 CASETHON'S CAVE.

54 CASETHON'S CAVE. A water naga inhabits this twenty foot deep freshwater pool. She is regarded as a goddess by the fishmen, froglodytes, and lizard men, who occasionally gift her with gold and pearls.

Casethon the Water Naga (AC 5; MV 9”//18”; HD 7; hp 32; #AT 1 bite; D 1-4; SA Poison bite, spell use; XP 831)

First Level Magic user Spells:
Friends, Mending, Nystul's Magic Aura, Read Magic

Second Level Magic user Spells:
Magic Mouth, Mirror Image

Third Level Magic user Spells:
Hold Person, Protection From Evil 10' Radius

Casethon is a bit shy but curious. If she is given a something shiny (gold, gems, jewelry) worth at least 100 gold crescents she will give a kiss in return which will allow the recipient to breathe water and swim as if they wore a ring of free action for one day.

If visited another day, she will have new random non-fire-based spells. As a monster , she does not require components to cast spells.

At the bottom of her pool she keeps the following treasure: 5 pearls worth 500 gold crescents base value each and 2507 gold crescents worth of gold nuggets and clunky froglodyte and fishmen jewelry.

Saturday, September 17, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 53 FOUNTAIN OF TOOTH.

53 FOUNTAIN OF TOOTH. This magnificent fountain is decorated with stone bas-relief teeth: incisors, molars, canines. The water is hard (high in mineral content) and tastes a bit metallic. Drinking even a sip of this water will cause the imbiber to grow a new tooth. If the character is missing a tooth, the missing spot will be repopulated. If not, a supernumerary tooth will grow.

Gaining one tooth has absolutely no game effect and as many teeth as a desired can be gained through this method. However, if excessive (greater than about a dozen teeth are gained), they will affect breathing and cause a -1 to constitution. If more than two dozen teeth are gained, they will clog the mouth and the character will die of asphyxiation (as per drowning rules) unless they are surgically or magically removed.

Friday, September 16, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 52 LOST RUIN.

52 LOST RUIN. This large cavern contains large blocks of masonry and fallen pillars. This place is taboo, froglodytes and other intelligent monsters on this level (fangtooth fishmen, lizard men, and mock lobsters) do not come here and will not enter this place unless giving chase to fleeing adventurers. For purposes of wandering monsters in this room ignore results of these monsters and treat them as 'no encounter' instead.

Thursday, September 15, 2016

NEW MAGIC ITEM: RING OF FRYING

This ring enables its wearer to cast the equivalent of a flame strike spell once per day, doing 6-48 (6d8) points of damage. The target is entitled to a saving throw in which case damage is halved (3d8).

XP VALUE: 1,000

GP VALUE: 5,000

UPPER DUNGEONS LEVEL 3A SALT MERE 51 XENOPIAN'S ROOM.

51 XENOPIAN'S ROOM. A foul froglodyte wangateur inhabits this room.

Xenopian, Froglodyte Wangateur (AC 5; MV 12”//15”; HD 4; hp 22; #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, chant; XP 238)

With a single round of preparation, Xenopian can channel the unclean spirit of a type ii demon. When he does so his mouth swells to obscene proportions and he has the new statistics:

Demon-possessed Xenopian (AC 53 MV 12”//15”; HD 4; hp 22; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/4-16; SA Attack as a 6+ hit die monster, use the following abilities at will: darkness 15' radius, cause fear (as a fear wand), levitate (as an 8th level magic-user), detect invisible objects, telekinese 3,000 gold piece weight; MR 55%; XP 751)

Xenopian keeps a fat gold idol of a hideous froglike deity here worth 4000 gold crescents. Its eyes are black pearls and its belly is hollow, capable of being reached through the wide open mouth. Within are two poisonous snakes.

2 Poisonous Snakes (AC 6; MV 9”; HD 1; hp 4, 5; #AT 1 bite; D 1; SA Poison; XP 49, 50)

The snakes' poison is relatively weak, save at +2 failure causes death. Along with the snakes there are three small moonstones (base 10 gold crescent value) and a ring of frying.

Wednesday, September 14, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 50 SMALL CAVE.

50 SMALL CAVE. Two froglodytes are here. They are armed with spears, which they will throw before combat.

2 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 14, 15; #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 181, 185)

Each has a gold bracelet decorated with horrid and sinister runes. The bracelets are worth 100 gold crescents each, or 150 each if the offensive etchings are removed.

Tuesday, September 13, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 49 CAVE OF THE TRISKELION STATUE.

49 CAVE OF THE TRISKELION STATUE. This statue is of a laughing man with a staff. It is dressed as is typical of such statues: bare of chest, with a Phrygian style hat, and skirt-like base like those used in antique armor. Nine small holes are in its chest, made to accept the nine prongs on the whip found in Room 79.

If the prongs from the whip are fitted in its chest, it will release its magic staff, a staff of striking with 25 charges.

Monday, September 12, 2016

UPPER DUNGEONS LEVEL 3A 48 ANOTHER HOT SPRING.

48 ANOTHER HOT SPRING. This hot water spring is about ten feet deep and choked with seaweed. It holds eight immature froglodytes, more developed than those in Room 47 with actual forelimbs and only small tails remaining.

8 Froglodyte Young (AC 6; MV 6”//15”; HD 2; hp 14, 7, 9, 5, 12, 13, 8, 6; #AT 1 bite; D 1-3; Size S; XP 48, 34, 38, 30, 44, 46, 36, 32)

The water is still hot, but will not cause damage if entered.

Sunday, September 11, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 47 HOT SPRING.

47 HOT SPRING. A mother froglodyte is here, counting her pearls. She will allow intruders to leave if they give her a gem or piece of jewelry.

Female Froglodyte (AC 5; MV 12”//15”; HD 4; hp 23; #AT 2 claws and 1 bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size L; XP 217)

Fourteen immature froglodytes are swimming in the spring. They will emerge if there is violence to swarm intruders. These small froglodytes still have their tails and lack front legs.

14 Froglodyte Young (AC 6; MV 3”//12”; HD 1; hp 2, 5, 5, 6, 3, 7, 3, 2, 4, 5, 3, 6, 8, 8; #AT 1 bite; D 1-3; Size S; XP 12, 15, 15, 16, 13, 17, 13, 12, 14, 15, 13, 16, 18, 18 )

The spring is freshwater and searing hot. Anyone finding themselves immersed will take 1d3 points of heat damage per round. It is merely comfortably warm for young froglodytes, of course.

The froglodyte's eight pearls are worth 100 gold crescents base value each.

Saturday, September 10, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 46 BOSS FROG.

46 BOSS FROG. A large froglodyte is here. He is a loner and likes to bully the other males.

Froglodyte (AC 4; MV 12”//15”; HD 5+3; hp 28; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +3 to damage due to strength; SA Steam breath for 2d6; XP 393)

He wears a silver anklet worth 300 gold crescents and a silver armband worth 450 gold crescents. They both are shaped like some kind of eel or snake and don't look crude like the jewelry made by the froglodytes or fangtooths.

Friday, September 9, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 45 PANTRY.

45 PANTRY. Two female froglodytes are here, amusing themselves by throwing mud and stones at the captives in the penned-in area (marked in gray on the map).

2 Female Froglodytes (AC 5; MV 12”//15”; HD 4; hp 15, 20; #AT 2 claws and 1 bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size S; XP 185, 205)

The pen is made of woven seaweed stalks and branches. The captives in side are bound by crude ropes made from similar stuff. There are two lizard men and a human. If not rescued they will be the guests of honor at an upcoming feast.

Lentago and Garbanzo, Lizard Men (AC 5; MV 6”//12”; HD 2+1; hp 9, 12; #AT 3 or 1; D 1-2/1-2/1-8 or by weapon type +1 to damage due to strength; XP 62, 71)

Silus, Chaotic Good male human man-at-arms (AC 7; MV 9”; HD 4 to 7 hit points; hp 7; #AT 1; D By weapon type; XP 12)

Thursday, September 8, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 44 KILLERS' KENNEL.

44 KILLERS' KENNEL. Three male froglodytes are here, handlers of six killer frogs.

3 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 16, 13, 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 189, 177, 201)

Each froglodyte carries a trident and two daggers. The toughest froglodyte has a golden belt with a mother-of-pearl buckle worth 700 gold crescents.

6 Killer Frogs (AC 8; MV 6”//12”; HD 1+4; hp 5, 10, 8, 11, 12, 7; #AT 2 claws and 1 bite; D 1-2/1-2/2-5; SA Jump, surprise on 1-4; XP 46, 56, 52, 58, 60, 50)

Wednesday, September 7, 2016

Tuesday, September 6, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 42 FOUNTAIN OF RUTH.

42 FOUNTAIN OF RUTH. This cave holds a marvelous fountain filled with clear bubbling water. It is adorned only with the name “RUTH'. Any person who drinks even but a drop of this liquid will find their name changed to Ruth. Anyone who addresses this person will call them Ruth and any stranger who meets this person will immediately know their name is Ruth. The name change will last for 24 hours. If the person wishes they may keep the name Ruth.

Any person who drinks whose name is actually Ruth will lose their name for 24 hours. The water will lose its magnificent properties if taken from the room.

Monday, September 5, 2016

NEW MONSTER: EEL HOUND

EEL HOUND

FREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOR CLASS: 4
MOVE: 12”//12”
HIT DICE: 6
% IN LAIR: 30%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-10
SPECIAL ATTACKS: Water blast for 6 hit points damage, surprise on 1-4
SPECIAL DEFENSES: Only surprised on a 1, immune to cold
MAGIC RESISTANCE: Standard
SAVE: Fighter 6
INTELLIGENCE: Semi-
ALIGNMENT: Neutral evil
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: V/ 350 + 6/hp

Eel hounds are thought to originate on some elemental plane or watery hell. They are sometimes found on the material plane in service to some evil creature.

Eel hounds may bite with their great fanged mouths or squirt a high pressure blast of water up to 1” distance, causing 6 points of damage per blast. If the opponent is able to save versus dragon breath, they will take one-half damage.

Eel hounds are capable of a quiet slithering movement, and surprise on a 1-4 (out of 6). They have excellent senses, and they are surprised only on a die roll of 1 (out of 6). The suffer no damage from cold attacks.

Description: Eel hounds are pale blue to dark black. Their eyes are bright blue and luminous. Teeth are pale green.

UPPER DUNGEONS LEVEL 3A SALT MERE 41 SLACKENSLAV'S ROOM.

41 SLACKENSLAV'S ROOM. This room is guarded by an eel hound.

Eel hound (AC 4; MV 12”//12”; HD 6; hp 29; #AT 1 bite; D 1-10; SA Water blast for 6 hit points damage, surprise on 1-4; SD Only surprised on a 1, immune to cold; XP 524)

The room is furnished as an opulent bedroom. Curtains obscure the bare rock and the bed has silk sheets . A large chest holds 7 pearls (base value 500 gold crescents each) and 14 golden armband decorated with an 'S' worth 100 gold crescents.

Sunday, September 4, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 40 SPAWNING POOL.

40 SPAWNING POOL. Slackenslav the fish priestess is here. Five female fangtooths are in the pool.

Slackenslav, Lawful Evil female hybrid fish Cleric (AC 4; MV 9“; C5; hp 17; #AT 1; D Footman's Mace +2 +1 to damage due to strength; SA Spell use; S 17, I 16, W 15, D 12, C 14, CH 17; XP 377)

First Level Cleric Spells:
Bless, Command, Cure Light Wounds X2, Darkness

Second Level Cleric Spells:
Chant, Hold Person, Silence, 15' Radius, Snake Charm

Third Level Cleric Spells:
Cause Blindness

Slackenslav wears chain armor chased with gold (worth 2500 gold crescents if intact, considerably less if damaged. Her gold torch holds a large pearl and is worth 3500 gold crescents. Her mace is encrusted with mollusk shells, engraved with runes, and infused with silver. It doubles as her holy symbol and in the hands of any one other than a fangtooth or hybrid fish man it is only +1 in its magic. She has a small piece of iron for the hold person spell. For the purposes of the bless spell, any saltwater should be considered holy for her.

5 Fangtooth Fish Wives (AC 4; MV 9”//18”; HD 4+4; hp 23, 22, 12, 22, 18; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-12 or by weapon +2 to damage due to strength; XP 205, 200, 150, 200, 180)

The fish wives are not armed. Each has a 50% chance of wearing a piece of crude gold and/or silver jewelry (bracelet, armband, necklace, torc, or anklet) worth between 31 and 130 (1d100+30) gold crescents.

Slackenslav is not usually aggressive. In fact she will be down right friendly if the adventuring party includes humans. She is looking for willing men and women to breed a race of hybrid warriors by unholy congress with fish men or fish wives. All of her previous volunteers were slaughtered recently in a raid by froglodytes. If forced to combat she will prefer to use her spells to support the fish wives. If she is losing badly she will flee under cover of darkness, going north to get hybrid fish men from Rooms 38 and 39, or to flee towards the salt mere, depending on which direction the adventurers came from.

The pool is used for holding eggs. Hundreds of 7 inch long eggs are at the bottom. When they hatch they will release either a fangtooth fish man spawn (look like nasty looking fish with large mouth and sharp teeth) or a fish man-human hybrid (looks like a 6 inch long human baby with gills). The fish man spawn travel by an underground channel to the mere, where the mature. The hybrid children are collected and raised by Slackenslav as warriors, reaching human adult height in six months. The fish men spawn once per year and the hybrids in Rooms 38 and 39 are only nine months old.

Saturday, September 3, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 39 BARRACKS.

39 BARRACKS. This is another barracks, very similar to Room 38. Four hybrid fishmen are here.

4 fangtooth fishmen hybrid Fighters (AC 6; MV 6"; F3; hp 21, 23, 20, 12; #AT 1; D Trident or dagger +1 to damage due to strength of 17; XP 144, 152, 140, 108)

These fishmen hybrid are equipped like those in Room 38, with scale armor and gold armbands worth 100 gold crescents. The room also contains a fresh water fountain.

Friday, September 2, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 38 BARRACKS.

38 BARRACKS. This rough cave is furnished as barracks, such as used by human soldiers, with bunks, footlockers, etc. Six fangtooth fishman hybrids, half-man, half-fishman are stationed here.

6 fangtooth fishmen hybrid Fighters (AC 6; MV 6"; F2; hp 7, 11, 8, 15, 14, 13; #AT 1; D Trident or dagger +1 to damage due to strength of 17; XP 56, 68, 59, 80, 77, 74)

These warriors look much like normal men, but are extremely pale, have larger than normal sized eyes, and gills. Each carries both a trident and a dagger and each wears scale mail and a golden armband decorated with an 'S' worth 100 gold crescents. When not wearing their armor they can move at 12”, like a man, and can swim at 9”. They are fanatically loyal to Slackenslav and will obey hr commands without question.

The fountain is bubbling with clean fresh water, good to drink but having no magic properties. A search of the room will things usually used by fighters (whetstones, rags and oil for cleaning weapons, etc.)

Thursday, September 1, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 37 NEISS'S ROOM.

37 NEISS'S ROOM. Neiss, an unusually large fangtooth fishman, makes his lair here.

Neiss, Unpopular Fangtooth Fish Man (AC 3; MV 9”//18”; HD 5+5; hp 36; #AT 2 claws and 1 bite; D 1-8/1-8/2-16; XP 366)

He is disliked by the other fangtooths due to his cannibalistic tendencies. He wears a huge gold torc with a black pearl inset (4500 gold crescent value).

Despite how he appears, Neiss is actually exceptionally intelligent and can be reasoned with if approached from a position of strength. While not quite a leader, he was previously very influential in the fishman community (such as it is) before the arrival of Slackenslav (Room 41), who displaced him. He hates Slackenslav and covets her staff. He also desires to kill and eat her.

Wednesday, August 31, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 36 CRAB POOL.

36 CRAB POOL. The pool is saltwater and twelve feet deep at its most extreme. It is well stocked with small fish and bivalves and there are three giant crabs within its waters.

3 Giant Crabs (AC 3; MV 9”; HD 3; hp 17, 7, 14; #AT 2 claws; D 2-8/2-8; SA Surprise on a 1-4; XP 86, 56, 77)

The statue is a robed maiden with its head and arms knocked off. The head can be found at the bottom of the pool, its eyes are small sapphires (1000 gold crescent value each).

Tuesday, August 30, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 35 TRASH DUMP.

35 TRASH DUMP. After eating adventurers, the fangtooth fishmen dump the stuff they don't want here. There is a 10% chance that 1-4 fangtooth fishmen will be here at any time it is visited.

Fangtooth Fish Men (AC 4; MV 9”//18”; HD 4+4; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-12 or by weapon +2 to damage due to strength; XP 90 + 5/hp)

The fishmen are not armed. Each fishman has a 30% chance of wearing a piece of crude gold and/or silver jewelry (bracelet, armband, necklace, torc, or anklet) worth between 21 and 40 (1d20+20) gold crescents.

There are bedrolls, backpacks, candles (24 are still usable), torches (17 are still usable), 3 tinder boxes with flint and steel, cooking implements and utensils, a crowbar, 2 five foot poles (a broken ten foot pole), 724 feet of rope, a bullseye lantern, 6 daggers, and a bone wand case (worth 30 gold crescents) holding a wand of enemy detection (wood dyed black with a silver tip, 53 charges, command words 'Snazzel Huff'written on inside of case).

Monday, August 29, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 34 FANGTOOTH CAVE.

34 FANGTOOTH CAVE. This cave is sometimes used by fangtooth fishmen resting after hunting in the mere. There is a 50% chance that 2-5 fangtooth fishmen will be here at any time it is visited.

Fangtooth Fish Men (AC 4; MV 9”//18”; HD 4+4; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-12 or by weapon +2 to damage due to strength; XP 90 + 5/hp)

The fishmen are not armed. Each fishman has a 30% chance of wearing a piece of crude gold and/or silver jewelry (bracelet, armband, necklace, torc, or anklet) worth between 21 and 40 (1d20+20) gold crescents.

Sunday, August 28, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 33 SPIKY CAVE.

33 SPIKY CAVE. This cave is notable for the many sharp rocky protrusions rising from the floor. For this reason it is not comfortable to walk on and the fishmen and other monsters tend to avoid it. There is only a ¼ normal chance of encountering wandering monsters while here.

Saturday, August 27, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 32 CHARNEL CAVERN.

32 CHARNEL CAVERN. Those fangtooth fishmen who reach the end of their lives through sickness or age come here when they are ready to die. There are hundreds of skeletons, but most are in fragments. Five are relatively intact, and will rise to greet intruders.

5 Fangtooth Fish Man Skeletons (AC 6; MV 9”; HD 4; hp 20, 20, 19, 18, 9; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; SD Sharp weapons score half damage only, limited spell immunity; XP 164, 164, 160, 156, 120)

Among the bones, there are scattered 72 pieces of crude gold and silver jewelry, mostly necklaces and armbands. Each piece of jewelry is worth between 21 and 40 (1d20+20) gold crescents. Searching is time intensive. Each person searching will discover 2d6 pieces of jewelry per turn until all are found.

Friday, August 26, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 31 FOUNTAIN OF TRUTH.

31 FOUNTAIN OF TRUTH. This marvelous fountain is decorated with statuettes of monkeys. Some are holding their hands over their eyes, others over their ears, and yet others over their mouths.

A drink will have one of the following effects:

1d10
Effect
1-3
The drinker will tell only the truth for the next 24 hours.
4-6
The drinker will tell only lies for the next 24 hours.
7
The drinker will detect lies at 100% certainty for the next 24 hours.
8
The drinker will have true seeing, as the cleric spell for the next 24 hours.
9
The drinker will remember that they found a diamond somewhere, and there it is right in their pocket, backpack, etc. The diamond is worth 5000 gold crescents.
10
The drinker will get a glimpse of the terrible metaphysical truths behind the facade of the mortal universe. This soul-shattering revelation will knock the drinker unconscious for 1d4 turns. When they wake they will have blessedly forgotten most of the revelation, and will have gained a point of wisdom.

This fountain can only be drunk from once per lifetime. An attempt to take another drink will cause the fountain to temporarily dry up just as the water is about to touch the lips.

Thursday, August 25, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 30 ROOT OF THE PROBLEM.

30 ROOT OF THE PROBLEM. Twelve long tree roots hang from the ceiling. Attempting to pass from one corridor to another will bring adventurers beneath the roots, which act as if they were strangle weed.

12 Roots (AC 6; MV Nil; HD 3; hp 14 each; #AT 1; D Special; SA Constriction; XP 77 each)

If the roots are destroyed, they will grow back in 12 hours.

Wednesday, August 24, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 29 GRUB ROOM.

29 GRUB ROOM. This damp room is crawling with tiny grubs which feed on the mold and fungus here. Four scorpalbinus are grazing on the grubs.

4 Scorpalbinus (AC 7; MV 12”; HD 2+1; hp 8, 10, 11, 13; #AT 2 claws; D 1-4/1-4; SA Tail once every other round for 2-12; XP 59, 65, 68, 74)

Tuesday, August 23, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 28 FOUNTAIN OF YOUTH.

28 FOUNTAIN OF YOUTH. This mystical fountain is decorated with statuettes of infants and children. A drink will reduce age by 40% (for example, a 60 year old human will become 36 years old and a 500 year old elf will become 300 years old).

A second drink will reduce age by another 90% (a 300 year old elf will become 30 years old). A third drink will make the character negative age and they will be born to random parents in 1d20+8 months time (use table from magic-user's spell reincarnation to determine reborn race).

Monday, August 22, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 27 MUD MADNESS.

27 MUD MADNESS. The gray area in this room is a depression filled with mud. The area marked 'A' is a ledge holding four killer klods.

Anyone traveling by foot through the muddy mess acts as though slowed. There is a ledge on both the east and west sides of the room, and the top of the mud is about two feet below the solid floor. The mud has a extremely uneven depth varying between two feet and four feet. Characters slogging through the mud under four feet tall must make a saving throw versus petrification each round. A failure indicates that their head has fallen below the mud's surface. Each round after the first they must make another saving throw or suffer 1d4 points of smothering damage, unless assisted by a taller character. Those giving assistance must spend a full round helping their comrade.

4 Killer Klods (AC 9; MV 9”; HD 2+1; hp 9, 12, 14, 16; #AT 1 fist; D 1-8; SA Spit clay; SD Immune to blunt weapons; XP 71, 86, 92, 98)

The killer klods are not slowed by the mud. Their clay spit attack has a range of 3”. Each klod has a heart of gold, worth 300 gold crescents.

Hidden in the mud is one treasure chest. Each character who traverses the mud by foot has a 1 in 12 to find it by accidentally bumping into it. Roll for each character once every other round, starting with the first character to enter the mud and then following the marching order. The chest holds 318 gold crescents, 3 pearls (100 gold crescents each), and a scroll of the magic-user spells transmute rock to mud, and slow.

The concealed door by area 'A' is simply a small wooden door (about four feet tall) which has been covered with mud to make it hidden.

Sunday, August 21, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 26 THE YAWNING STAIR WELL.

26 THE YAWNING STAIR WELL. This staircase is a continuation of the Yawning Stair well described as Room 106 on the Upper Dungeons Level 3. The secret door to Passageway 25 is about five feet above the staircase adjacent to it.

Saturday, August 20, 2016

UPPERE DUNGEONS LEVEL 3A SALT MERE 25 PASSAGEWAY.

25 PASSAGEWAY. This rough passage is patrolled by a gelatinous cube.

Gelatinous Cube (AC 8; MV 6”; HD 4; hp 15; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 210)

Friday, August 19, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 24 ROOM OF THE COFFINS.

24 ROOM OF THE COFFINS. Three closed coffins are placed, standing up, against the west wall.

The northern coffin is painted white and contains a wight.

Wight (AC 5; MV 12”; HD 4+3; hp 24; #AT 1; D 1-4; SA Energy drain; SD Silver or magic weapons to hit, limited spell immunity; XP 400)

The central coffin is painted silver and contains 1100 silver spanners, which will spill out if it is opened.

The southern coffin is unpainted. It is empty, but its back is a secret door leading to Passageway 25.

Thursday, August 18, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 23 VORTEX.

23 VORTEX. This vortex of fresh water deposits those traveling from Room 30 of the Upper Dungeons Level 3 into the Salt Mere. Traveling this route does 4d4 damage of crushing and smothering. Those who can water breathe suffer only 2d4 damage.

From Level 3A, the vortex appears as a intimidating column of rushing water. Approaching it by swimming and getting dragged into it will cause damage as above. It is strong enough to capsize boats.

Wednesday, August 17, 2016

UPPER DUNGEONS LEVEL 3A 22 CAVE OF THE TRISKELION STATUE.

22 CAVE OF THE TRISKELION STATUE. This statue is of a scowling man with a sword. It is dressed as is typical of such statues: bare of chest, with a Phrygian style hat, and skirt-like base like those used in antique armor. A star-shaped hole is in its chest, made to accept the amulet/key found in Room 59.

If the amulet/key is placed in its chest, it will release its magic sword:

Dengurhamar, Neutral long sword + 4 (Intelligence 14, Ego 12)
  • User may walk on water
  • User may breathe water and see clearly in water (up to 2 hours, usable once per day)
  • May turn itself into a trident +3
  • Detect true neutral only in a 2” radius (similar to detect good/evil)
  • Can speak the common language
  • Can speak with fish

Tuesday, August 16, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 21 BOAT.

21 BOAT. A large rowboat with two sets of oars is here. It is covered with dried blood and there is a one-foot in diameter hole in the front.

Monday, August 15, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 20 COLD SPRING CAVERN.

20 COLD SPRING CAVERN. The water in the small pool is cold and fresh. This attracts some monsters who desire the water and other monsters who hunt those water-seekers. There is a 1 in 6 chance of there being a random encounter when this place is entered. There is also twice normal chances for random encounters while adventurers tarry in this room.

Sunday, August 14, 2016

UPPER DUNGEONS LEVEL 3A 19 HIDEOUT CAVERN.

19 HIDEOUT CAVERN. Honest Stucky uses this room as a sleeping chamber. He crawls into the small cave at 'A', pushes a rock into its entrance and is somewhat safe from nasties. In the smaller cave, Stucky has left a small sack holding 53 gold crescents worth of gold nuggets.

Saturday, August 13, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 18 WIDE PASSAGE.

18 WIDE PASSAGE. Two carrion crawlers are eating a froglodyte's corpse here.

2 Carrion Crawlers (AC 3/7; MV 12"; HD 3+1; hp 16, 21; #AT 8 tentacles; D Paralysis; XP 644, 664)

The froglodyte wears a gold frog shaped amulet on a gold chain (450 gold crescent value).

Friday, August 12, 2016

NEW MAGIC ITEM: HONEST STUCKY'S MAGIC FLOP HAT

This old hat has a burning candle affixed to the top.

  • Candle never goes out, illuminates to 4”
  • Wearer improves armor class by 1
  • Wearer improves saving throws by 1
  • Halves damage from fire attacks (for red dragon breath, for example, if the save is made damage is 1/4)

XP VALUE: 2,500

GP VALUE: 11,000

NEW MAGIC ITEM: HONEST STUCKY'S MAGIC PICK

This is a rusty old pick. It has the following characteristics:

  • Intelligence of 8 and ego of 4, neutral
  • +2 footman's military pick, +4 vs gargoyles, and creatures from the Earth Element Plane or made of stone, metal, or clay (including golems)
  • Detect precious metals, kind, and amount in a 2” radius
  • Can speak the common language (with rustic accent)

XP VALUE: 1,250

GP VALUE: 8,000

UPPER DUNGEONS LEVEL 3A SALT MERE 17 HONEST STUCKY'S STAKE.

17 HONEST STUCKY'S STAKE. This cave is inhabited by an old miner.

Honest Stucky, Neutral male human Fighter (AC 6; MV 12”; F7; hp 64, #AT 3/2; D Honest Stucky's magic pick or spear +1 to damage due to strength; S 17, I 7, W 17, D 17, C 18, Ch 15; XP 1368)

Stucky is a friendly fellow. He has a long gray beard and is barefoot. He wears a dirty gray shirt, deerskin pants, and Honest Stucky's Magic Flop Hat. He calls everyone 'chum' and usually ends a string of sentences with the tacked-on word 'buggy'. He carries Honest Stucky's Magic Pick and an ordinary spear which he has turned into a fishing pole. He has given gifts to the three froglodyte wangateurs on this level and they have each given him a giant frog skin pass on string which allows him to pass most froglodytes unmolested.

Honest Stucky has staked a claim to this cave and he is looking for gold. So far he has 963 gold crescents worth of gold nuggets. He also has camping gear (bedroll, frying pan, waterskins, flint and steel , rope, and other necessities).

If not attacked, he will invite the party to share a meal with him (fish, beef jerky, beans) and he has a jug of low-quality moonshine to boot. He will not share his claim to the cave but he found some pretty blue stones (6 uncut sapphires base value 1000 gold crescents each) which the party is welcome to, if they ask him nicely. He is a good source of information about this level.

Thursday, August 11, 2016

UPPER DUNGEONS LEVEL 3A 16 CAVE OF THE MIRROR.

16 CAVE OF THE MIRROR. A cracked mirror (7'X3') is set against the east wall. It is a magic portal leading to the Magic Mirror Level Room 7. Because it is cracked anyone who travels by it will take 1d4 hit points of damage.

Wednesday, August 10, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 15 GREEN CAVE.

15 GREEN CAVE. Four female froglodytes are here.

4 Female Froglodytes (AC 5; MV 12”//15”; HD 4; hp 12, 13, 17, 18; #AT 2 claws and 1 bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size L; XP 173, 177, 193, 197)

The walls of the cave are covered with thick green algae and the saltwater pool holds the seaweed that the wangateur in Room 13 uses to make his healing brews.

Tuesday, August 9, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 14 LEDGE AND GUARD.

14 LEDGE AND GUARD. At the area marked 'A', a large froglodyte waits.

Froglodyte (AC 5; MV 12”//15”; HD 4+2; hp 21; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +2 to damage due to strength; SA Steam breath for 2d6; XP 270)

He carries a polearm that ends in a wooden fork. It only does 1-4 damage (+2 strength bonus) but he can use it to try to knock opponents into the chasm. Human sized or smaller targets hit by the froglodyte who are within five feet of the ledge must save vs paralyzation of fall to their doom.

The stairs go up about 10 feet to Area 139 Upper Dungeons Level 3. The southern stairs go down to Level 6.

Monday, August 8, 2016

UPPER DUNGEONS LEVEL 3A 13 BUFIT KERPLOCT'S ROOM.

13 BUFIT KERPLOCT'S ROOM. A froglodyte wangateur is here with his two servants and a pet.

Bufit Kerploct, Froglodyte Wangateur (AC 5; MV 12”//15”; HD 4; hp 20; #AT 2 claws and 1 bite or 1 staff; D 1-3/1-3/1-6 or staff +1 to damage due to strength; SA Steam breath for 2d6, chant; XP 230)

2 Male Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 16, 19; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; SA Steam breath for 2d6; XP 189, 201)

Giant Poisonous Frog (AC 8; MV 3”//9”; HD 1; hp 7; #AT 1 bite; D 1; SA Poison; XP 52)

Bufit has a staff with a special gold head, designed to look like a frog. It is worth 300 gold crescents. Each froglodyte wears a gold collar worth 75 gold crescents each.

This cave holds a small table with bones and sticks that Bufit uses to make predictions about the future. There are three crude stone goblets holding green fluid that smells and tastes like seaweed. Each is non-magical, but will act just like a potion of healing if ingested.

If the players make an ally of Bufit and his goons, he will prove somewhat useful, since he cares not for the lives of his fellow froglodytes and is willing to sacrifice them in battle. He desires to be rid of the Horrid Hand orcs (Level 3) and the other two froglodyte wqngateur, his rivals, on this level. Of the three Bufit is unquestionably the weakest and he knows it.

Sunday, August 7, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 12 THE YOUNG ONES.

12 THE YOUNG ONES. Seven young male froglodytes warriors are here.

7 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 7, 9, 9, 10, 11, 11, 13; #AT 2 claws and 1 bite or short sword; D 1-3/1-3/1-6 or by short sword +1 to damage due to strength; SA Steam breath for 2d6; XP 153, 161, 161, 165, 169, 169, 177)

Each of these young warriors is somewhat small for a froglodyte and their still have traces of their tails. They are preparing for a raid on Level 3 to prove their worth.

The young warriors use this room to keep their weapons. There are 13 short swords, 7 clubs, and a silver trident decorated with emeralds worth 750 gold crescents.

Saturday, August 6, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 11 CAVE.

11 CAVE. Three odious female froglodytes are crafting jewelry from bones and sinew.

2 Female Froglodytes (AC 5; MV 12”//15”; HD 4; hp 18, 19, 23; #AT 2 claws and 1 bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size L; XP 197, 201, 217)

Among the bones, there are twelve bead-like chunks of gold each worth 1d10+10 gold crescents.

Friday, August 5, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 10 LARDER.

10 LARDER. Two unarmed male froglodytes are here, inspecting the food supply: five Horrid Hand orcs held at the bottom of the pit in the center of the room.

2 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 14, 16; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; SA Steam breath for 2d6; XP 181, 189)

5 Horrid Hand Orcs (AC 6; MV 9”; HD 1+3; hp 4, 7, 8, 8, 10; #AT 1; D By weapon +1 to damage due to strength; XP 28, 34, 36, 36, 40)

If freed, the orcs will cooperate with rescuers, including fighting, and aim to reach Area 14 in order to travel to Level 3 and rejoin their fellows. They are not armed.

Thursday, August 4, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 9 FEAST HALL.

9 FEAST HALL. One male and two female froglodytes are here.

Male Froglodyte (AC 5; MV 12”//15”; HD 3+2; hp 20; #AT 2 claws and 1 bite or weapon; D 1-3/1-3/1-6 or trident +1 to damage due to strength; SA Steam breath for 2d6; XP 205)

2 Female Froglodytes (AC 5; MV 12”//15”; HD 4; hp 17, 21; #AT 2 claws and 1 bite; D 2-5/2-5/1-8; SA Steam breath for 2d6; Size L; XP 193, 209)

A large stone table, smeared with old and new blood is in the center of the room.

Wednesday, August 3, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 8 CAVERN OF AMPHIBIOUS SENTRIES.

8 CAVERN OF AMPHIBIOUS SENTRIES. Three giant frogs are here.

3 Giant Frogs (AC 7; MV 3”//9”; HD 3; hp 12, 10, 16; #AT 1 bite; D 2-8; SA Jump, surprise on 1-4, tongue; XP 86, 80, 98)

They are fed by, and are pets of, the froglodytes.

Tuesday, August 2, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 7 SLOPING PASSAGE.

7 SLOPING PASSAGE. This is the bottom of the slope from Area 149 on Upper Dungeons Level 3. The muddy slope is steep and goes up twenty feet. Traveling up the incline is not feasible unless aided by a rope, flight, etc. Froglodytes and giant frogs are capable of traveling up and down this path without difficulty.

Monday, August 1, 2016

UPPER DUNGEONS LEVEL 3A SALT MERE 6 SMELLY ROOM.

6 SMELLY ROOM. This room smells strongly of sharp spices, like those used in cooking, especially pepper. No monsters will enter this room unless they are pursuing fleeing adventurers.