Tuesday, January 24, 2017

THE GROUNDS 10A TEST OF THE BODY.

10A TEST OF THE BODY. The door to this room from Corridor 9I is made of brown wood. A wizened old man with long white hair and watery eyes sits behind a desk in the center of the room. When the room is first entered the two other doors seen on the map (green and yellow) are not present.

The man will look up from sheets of papers and ask the party members if they would like to trial the test of the tower. If any would like to participate, they may sign their names with a black pen on one of the sheets of paper in front of the man. If they look they will see there are already about fifty or so signatures on the page, and each has been crossed out.

If the party attacks the man, their weapons will pass through him and he will seem to be unaffected by all attacks. He is actually a complicated programmed enchantment, like a magic mouth or high level illusionist magic.

If party members agree to participate and sign their names, the old man will swell up to impressive proportions, gaining large amounts of muscle, height, small horns, and a lemon color to his skin, looking much like an yellow efreet. Meanwhile, the desk, chair, pen, and papers will turn to yellow smoke and disappear.

Test of the Body (AC See below; MV 12"; HD See below; hp See below; #AT 2 fists; D 1-8/1-8; SD Limited spell immunity; XP See below)

He will fight as a Fighter of the same level as the highest level that a tower climbing participant has, will have maximum hit points for that level, and the same armor class as the best among the participants. He is an enchantment made into a physical body and is immune to sleep, charm, hold and other mind affecting spells. He can be affected by dispel magic, but he should be considered as a 18th level magical effect for this purpose. Compute his experience point value as if he had a character class.

Any party members, familiars, pets, henchmen, etc. who do not sign their names will not be able to fight him. Their attacks will simply pass through his body without doing harm.

Upon the defeat of the Test of the Body, a yellow door will appear on the north wall. Those who have signed their names will be able to pass through the yellow door. If anyone who has not signed their name tries to enter the yellow door, they will instead find themselves walking back into this room through the green door, which will materialize for this purpose. If they try to walk back through the green door they will walk back into the room through the yellow door. In this way the room will try to thwart non-participants.

Monday, January 23, 2017

THE GROUNDS 10 GRAY TOWER.

10 GRAY TOWER. This tower is of the same gray dressed stone as the main castle and connects to the castle by a wall. It appears to be about twenty five feet tall and rises to a pyramidal peak, like an obelisk. From the outside it is not accessible in the conventional manner and is surrounded by hedges. It can be reached by the burrows at Area 9. Any person using a passwall, teleport, or other means of entry will find themselves in Room 10A instead of a higher floor, even if they try flying to the peak and using passwall there.

Inside, the Gray Tower is actually five floors, one of which is underground. The other four floors can be reached by magical portals leading from one to another. The tower is larger on the inside than it is on the outside and the ceiling of each room is ten feet.

The tower was built as a prison for an artificial life form, which is located in Room 10E.

Sunday, January 22, 2017

THE GROUNDS 9I PASSAGE TO THE TOWER.

9I PASSAGE TO THE TOWER. This passage is about 8 feet wide by 8 feet tall and is made of worked gray stone. It leads to Room 10A.

Saturday, January 21, 2017

THE GROUNDS 9H ROYAL CHAMBER.

9H ROYAL CHAMBER. This chamber holds a queen ghost spider and her two spider attendants. These two ghost spiders will attack with great ferocity, +2 to hit and +2 to damage, to defend the queen.

Rathzillah, Ghost Spider Queen (AC 5; MV 15” + 9” hop; HD 6+3; hp 35; #AT 1 bite; D 2-5; SA Jump, spit acid; Size L; XP 400 + 8/hp)

2 Ghost Spiders (AC 5; MV 15” + 9” hop; HD 3+3; hp 17, 13; #AT 1 bite; D 2-5; SA Jump, spit acid; XP 209, 177)

The queen can speak as well as any man. She has laid dozens of grapefruit-sized eggs in the south alcove. The eggs will not hatch if the ghost spider queen does not sit on them periodically. Here she also keeps her treasure: 4 gems (1 ruby, 5000 gold crescents; 1 pearl 1000 gold crescents; 1 bloodstone, 160 gold crescents; and 1 eye agate, 60 gold crescents) and a silver jewelery box (150 gold crescents) holding 58 silver spanners and a silver whistle (50 gold crescents).

Friday, January 20, 2017

THE GROUNDS 9G NEST.

9G NEST. This area is crawling with spiders. There are three ghost spiders and thirteen spiderlings, each about the size of a housecat.

3 Ghost Spiders (AC 5; MV 15” + 9” hop; HD 3+3; hp 20, 13, 12; #AT 1 bite; D 2-5; SA Jump, spit acid; XP 205, 177, 173)

13 Ghost Spiderlings (AC 8; MV 3"; HD 1 hit point; hp 1 each; #AT 1 bite; D 1; XP 6 each)

Thursday, January 19, 2017

NEW MONSTER: TREE GNOME

GNOME, Tree

FREQUENCY: Very rare
NO. APPEARING: 30-300
ARMOR CLASS: 8 (7)
MOVE: 6”@12”
HIT DICE: 1
% IN LAIR: 50%
TREASURE TYPE: U (jewelry only), V
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save at 4 levels higher
MAGIC RESISTANCE: As above
SAVE: As above
INTELLIGENCE: Very
MORALE: 50%
ALIGNMENT: Lawful good
SIZE: S (2' + tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 10 + 1/hp
With missile weapon I/ 14 + 1/hp

As with surface gnomes, tree gnomes live in tribes or clans. For every 30 tree gnomes encountered a fighter will be present (roll 1d6, 1-3 = 2nd level, 4-5 = 3rd level, 6 = 4th level). If more than 120 tree gnomes are present there will be in addition one 5th level fighter and one 3rd level fighter acting as champion and assistant. If encountered in their lair, there will be the following additional individuals: 1-6 fighters of 2nd level, 1-4 illusionists of 1st to 5th level, a tree gnome fighter king of 6th level, and young gnomes equal to the number of adults. Female tree gnomes are equal in fighting ability to males and are included in the number appearing. Tree gnomes live in the canopy of temperate to subarctic forests, building small village on platforms made from woven branches and plant fibers.

Tree gnomes normally wear armor made from plant bark. Those with a shield will have armor class 7. They are usually armed as follows:

dagger, wooden shield, and short bow 15%
short sword 15%
dagger, wooden shield, and sling 15%
dagger and wooden shield 35%
club and wooden shield 20%

Because of their small size, tree gnomes must use short swords with both hands. Tree gnomes fighters above 2nd level have a 50% chance of possessing leather armor. Tree gnome illusionists have a 10% chance per level of possessing a personal magic item of the sort usable by their class.

Tree gnomes can speak with birds and animals living in trees (sloths, monkeys, squirrels, koalas, chipmunks, etc.) If giant eagles or giant owls are in the region, the tree gnomes will have friendly relations with these monsters.

Tree gnomes have long prehensile tails, and can shoot missile weapons while hanging from a branch by their tail. They are lighter than even their size would indicate do to their hollow bones, and take half or no damage from a fall, depending on whether they make a saving throw vs paralyzation or not. Because of their tails and experience, they travel as fast in trees as a man does on the ground. Tree gnomes have the same resistance to magic and poison that gnomes do. They can not see in complete darkness below ground, but can see at night as well as a human can see in the day (ultravision). They have no mining skills and cannot craft metals, relying on trade with other demi-humans or humans for any metal goods. They love magic items, but have no use for metal coins.

Description: Tree gnomes have dark brown skin. They have white hair and blue, green, or purple eyes. Tails are tan to yellow-brown and furred. Tree gnomes prefer green or blue clothing.

THE GROUNDS 9F FOOD CHAMBER.

9F FOOD CHAMBER. A single ghost spider guards twelve bundles of webbing which hang by spidersilk from the ceiling. Eight of the bundles contain human corpses and three contain sugar goblin corpses. One of the bundles is much smaller than the others and contains a tree gnome, Ariel Floan.

Ghost Spider (AC 5; MV 15” + 9” hop; HD 3+3; hp 24; #AT 1 bite; D 2-5; SA Jump, spit acid; XP 221)

Ariel Floan, Chaotic Good female tree gnome Fighter/ Thief (AC 7; MV 6"@12"; F2/T2; hp 1 (normally 8); #AT 1; D By weapon type; S 9, I 14, W 8, D 17, C 15, Ch 15; XP 89 (normally 117))

Thief skills: PP 40%, OL 44% F/RT 35% MS 31% HS 25% HN 20% CW 95%* RL -

* Tree gnomes have a base 95% climb walls skill due to their arboreal lifestyle and tail.

If Ariel is returned to her to her father the Gnome King at Area 26, the rescuers will be rewarded (see Area 26 for a description of the magical grove of the tree gnomes).

If the bodies are searched, 212 gold crescents, 356 silver spanners, and 412 copper pieces can be found.

Wednesday, January 18, 2017

THE GROUNDS 9E POOL.

9E POOL. Two ghost spiders are here.

2 Ghost Spiders (AC 5; MV 15” + 9” hop; HD 3+3; hp 17, 15; #AT 1 bite; D 2-5; SA Jump, spit acid; XP 193, 185)

This room has a ceiling height of about seven feet. A pool of clear cool water is to the east, fed by a pipe sticking out of the south wall.

The pool of water is about three feet deep. There are hundreds of four inch long cave eels in the water, which the spiders value as food. The eels are not dangerous but will try to wriggle into the clothes of anyone who enters the water, for they are attracted to heat. A partially calcified human skeleton is under the water. Among the bones is a hermetically sealed electrum scroll tube (value 125 gold crescents) holding a scroll with the cleric spells blade barrier and stone tell.

Tuesday, January 17, 2017

THE GROUNDS 9D GHOST SPIDER BURROW ENTRANCE.

9D GHOST SPIDER BURROW ENTRANCE. This entry is not blocked and there is a gentle slope that leads down into the tunnels.

Monday, January 16, 2017

THE GROUNDS 9C GHOST SPIDER BURROW ENTRANCE.

9C GHOST SPIDER BURROW ENTRANCE. This opening is similar to the others, but spider webbing has been spun across the outside, completely blocking it. It may be destroyed or burned, but burning will alert the spiders that there are intruders and 1d3 ghost spiders will come to seek out the intruders.

1d3 Ghost Spiders (AC 5; MV 15” + 9” hop; HD 3+3; #AT 1 bite; D 2-5; SA Jump, spit acid; XP 125 + 4/hp)

Sunday, January 15, 2017

THE GROUNDS 9B GHOST SPIDER BURROW ENTRANCE.

9B GHOST SPIDER BURROW ENTRANCE. This aperture is similar to Area 9A, but the ground is treacherous and the slope is steeper. Any person entering at this site must make a saving throw versus paralyzation or slip and become entangled in a web that the spiders have placed across the tunnel at the base of the entrance, about seven feet deep. This web will hold adventurers as normal giant spider web. If it burned, it will alert 1d3 ghost spiders, who will come to investigate the smell of burning webs.

1d3 Ghost Spiders (AC 5; MV 15” + 9” hop; HD 3+3; #AT 1 bite; D 2-5; SA Jump, spit acid; XP 125 + 4/hp)

Saturday, January 14, 2017

THE GROUNDS 9A GHOST SPIDER BURROW ENTRANCE.

9A GHOST SPIDER BURROW ENTRANCE. This is a round hole about six feet wide that descends gradually into the earth to a depth of about ten feet. A single ghost spider is crouched down about seven feet from the entrance.

Ghost Spider (AC 5; MV 15” + 9” hop; HD 3+3; hp 18; #AT 1 bite; D 2-5; SA Jump, spit acid; XP 197)

Friday, January 13, 2017

NEW MONSTER: GHOST SPIDER

Ghost Spider

FREQUENCY: Rare
NO. APPEARING: 3-12
ARMOR CLASS: 5
MOVE: 15” + 9” hop
HIT DICE: 3+3
% IN LAIR: 90%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 2-5
SPECIAL ATTACKS: Jump, spit acid
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 4
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: M (queen is size L)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: IV/125 + 4/hp
Queen: VI/ 400 + 8/hp

The ghost spider is a form of ground-dwelling giant spider, pale in color and possessing unusual attributes. They are not undead. They are capable of manufacturing webs, which they use to bind incapacitated victims and to reinforce their burrow-like system of tunnels, for giant ghost spiders are communal, serving a queen. The webbing of these spiders is not useful in combat, but they can spin traps of web which otherwise act as giant spider web.

The bite of a giant ghost spider is not poisonous, but they can spit a stream of acid that does 2-9 hit points of damage. They are capable of doing this twice per hour. Giant ghost spiders are also capable of making a 9” jump. This hop clears up to one-third the linear distance in height and the spider can attack in mid-air at the end of the leap. This requires but a single attack. The spiders are intelligent enough to avoid using this attack against humanoid enemies who have weapons that can brace against the spider, for this is treated as a charge attack. The spiders do not jump when in their tunnels, for the ceilings are much too low.

The ghost spider queen will be the size of a small horse and have 6+3 hit dice. Otherwise her attacks do the same damage as her progeny. In the presence of the queen, ghost spiders attack at +2 to hit and to damage.

THE GROUNDS 9 GHOST SPIDER BURROWS

9 GHOST SPIDER BURROWS. This network houses a community of ghost spiders. The tunnels are about four feet high and four to six feet wide. They are located about ten feet below the hedge maze. These tunnels are dug out of solid earth and there is no natural light source. They are formed of packed brown dirt, but are reinforced by spider webbing and are quite stable. The tunnels are tube-like and round and strands of webbing hang from the ceiling. 

Dwarves, gnomes, halflings, and similar short adventurers can fight in the tunnels at no penalty, but persons over this size must crouch down and are at a disadvantage. Persons over four feet tall fight make saving throws at -1, and their armor class is also penalized by 1. Persons over six feet tall have double penalties. Large size creatures cannot enter the burrows.

Thursday, January 12, 2017

THE GROUNDS 8S EXIT.

8S EXIT. This passage leads approximately two miles to a wooded valley in the Crim Zif range.

Wednesday, January 11, 2017

THE GROUNDS 8R CHASM OVER THE RIVER AISLING.

8R CHASM OVER THE RIVER AISLING. The staircases leading from Room 8L ascend a total of 30 feet. As this room is approached, the sound of rushing water can be heard from the River Aisling. The room is lit by great burning torches on the north end (the two red circles) and there is also a yellow and red circular single-occupant tent. Standing astride the stone bridge is a figure clad in black plate mail with a black dragon great helm that obscures the entire face. The black knight will block any person who attempts to cross the bridge, saying, "None shall pass". Up to two persons can stand abreast and attack the knight in melee at one time.

Sir Atherington of Covby, The Black Knight (AC 0; MV 12”; F4; hp 20; #AT 1; D Two handed sword +3 to damage due to strength or heavy crossbow; SD Magic armor; S 18(23), I 10, W 3, D 16, C 17, Ch 3; XP 230)

Sir Atherington is under the charmed influence of the cursed armor he wears. It controls all of his actions, forcing him to challenge and fight all comers. He has thirty bolts but will not use the crossbow unless attacked by missile fire or ranged spells.

Cursed Black Dragon Plate Mail Armor +3
  • Lawful evil, Intelligence 17, Ego 32 (similar to an intelligent sword)
  • Permanent protection from normal missiles
  • Ignores first 10 hit points of magical damage each round (from spells, magic items such as wands, rods, and staves, or spell-like abilities, not from magic weapons).
  • Wearer does not need to eat, drink, or breathe while wearing the armor.

If Atherington is defeated and the magic armor is put on by a party member, it will attempt to charm the user. The wearer must save vs spells at -4 or be placed under the influence of this monstrous charm power. If the wearer makes the save, the armor can attempt to charm again once each day.

If a person succumbs to this charm attack they must will stay here (or travel here, if the armor has been removed) to challenge any who try to cross the bridge. They will lose 1 point of wisdom and 1 point of charisma each week they wear the armor, until these scores reach 3.

If Sir Atherington is defeated but the armor is not taken as spoils, there is a 10% chance that another has succumbed to the armor and is here as the black knight if the room is ever revisited. Of course the armor can be destroyed or thrown in the river instead.

If the party manages to save Sir Atherington from the armor, he will wish to return to his estate of Covby just outside of Sarcoy. Sir Atherington is neutral good. His father the Lord of Covby will provide a reward of 10,000 gold crescents and will knight any fighters among those saving his son. This knighthood grants the knight the ability to engage in formal jousts and certain other particulars detailed in The Forest Perilous section of the dungeon.

The bridge is about twenty five feet above the level of the river water. The two magical torches are huge and each weigh about 3000 gp weight. They will burn without need for fuel forever.

The tent holds treasure taken from those the black knight has killed.

  • A treasure map leading to a crypt in the Lott Hill Graveyard in Sarcoy. There are 1412 Jalluxian platinum Imperial coins in a wooden coffin in a mausoleum labeled with the name "Braggadaccio".
  • A backpack holding 713 Dwarvish electrum lugdushes.
  • A sack of 616 gold crescents
  • 3 potions of healing, each labeled (blue, no taste)
  • 1 potion of diminution, labeled (green, tastes of milk)
  • 1 potion of invisibility, unlabeled (red, tastes of sour wine)
  • A scroll of protection from zombies in an ivory scroll case worth 10 gold crescents
  • A sling of seeking +2
  • A gold signet ring with the Trsikelion crest worth 125 gold crescents

Tuesday, January 10, 2017

NEW MONSTER: KNOCK GOBLIN

Knock Goblin

FREQUENCY: Rare
NO. APPEARING: 4-44 (2d20+2)
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 1
% IN LAIR: 50%
TREASURE TYPE: Individuals M; P, Y in lair
NO. OF ATTACKS: 1 weapon or 1 bite
DAMAGE/ ATTACK: By weapon or 1-3
SPECIAL ATTACKS: Light
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 1
INTELLIGENCE: Average
MORALE: 50%
ALIGNMENT: Neutral
SIZE: S (2½' to 3' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 14 + 1/hp

Knock goblins are squat goblins of dark green color, having enormous bull necks, relatively large and broad mouths, and tiny legs. They have a mania for mining, precious metals, and gems beyond even the norm for such creatures. They also delight in the crafting of armor, weapons, and jewelry of surpassing loveliness and utility. They are capable trap-makers but also enjoy architecture on a grander scale, building great bridges and fortresses deep under ground.

Knock goblins are good miners, equal or surpassing the skill of normal goblins. Knock goblins usually wear harnesses of leather supplemented by odd bits of armor and they are partial to very large, strangely shaped helms, often larger than the goblin itself. They keep pet fire beetles in their helmets to provide light because knock goblins cannot see in darkness like other goblins do. By means of lenses and mirrors, they can focus the fire beetles light to send a beam up to 60' away, or to greatly illuminate a small section of wall.

Knock goblins arm themselves with the tools of mining, picks (treat as a horseman's military pick due to small size). They can also bite, though that is not their preferred method of attack. The use of missile weapons is all but unknown to them. They can, however, perform a special attack by using the fire beetles in their helmets. By narrowing and opening the aperture they can send a dazzling beam of light at their opponent, acting as if they had cast a light spell at their enemies eyes. If a knock goblin is slain, the fire beetle in its helmet will usually attack, for they can leave the confines of the helmet whenever they wish.

Large and unusual knock goblins exist which demonstrate unusual powers often related to rock, treasure, and crafting of items of structures.

Knock goblins prefer the deepest of underground fastnesses but will venture close to the surface if lured by riches, a vein of ore, or a cluster of gemstones. As with other types of goblins, they do not need to eat or drink in their natural habitat (underground). They enjoy food and drink, however, especially beer. They are more concerned with treasure and the fun of mining then they are with violence and are unlikely to engage in violence unless attacked or insulted.

THE GROUNDS 8Q KNOCK GOBLIN MINING TEAM.

8Q KNOCK GOBLIN MINING TEAM. A dozen knock goblins are making a tremendous racket as they mine and sing. They are led by an enormous 3½' tall knock goblin named Frederang.

The faces of the knock goblins are obscured by their tremendous helmets, each of which holds a fire beetle. They can focus the beam from the fire beetle to see up to 60' or to send a blinding light at an opponent, like the light spell.

The knock goblins are not likely to be hostile if they are not attacked. They are not associated with the traps or tricks in the complex.

11 Knock Goblin Miners (AC 6; MV 6”; HD 1; hp 5, 2, 4, 5, 5, 1, 4, 4, 7, 3, 3; #AT 1 weapon or 1 bite; D Horseman's military pick or 1-3 type; SA Light; XP 19, 17, 18, 19, 19, 15, 18, 18, 21, 17, 17)

Each knock goblin miner has 2d4 gold crescents worth of gold and silver nuggets.

Frederang, Knock Goblin Forewoman (AC 5; MV 6”; HD 3; hp 16; #AT 1 weapon or 1 bite; D Horseman's military pick or 1-3 type; SA Light; XP 149)

Frederang has 123 gold crescents worth of gold and silver ore and two gems worth 100 gold crescent base value each. She is very respected by the others since she can sniff out gold (as a wand of metal and mineral detection) up to three times per day. She is sure there is a deposit of gold somewhere in the vicinity and she aims to get it out.

12 Giant Fire Beetles (AC 4; MV 12”; HD 1+2; hp 4, 8, 8, 7, 5, 6, 5, 9, 8, 7, 4, 9; #AT 1 bite; D 2-8; XP 28, 36, 36, 34, 30, 32, 30, 38, 36, 34, 28, 38)

The fire beetles will be very disturbed if a goblin wearing them is killed and will attack.

Monday, January 9, 2017

THE GROUNDS 8P STORAGE ROOM.

8P STORAGE ROOM. The staircase leading to this room goes down 15 feet from 8L. As this room is approached, the sound of the mining work being done in 8Q should be audible. The goblins are singing a horribly off-key working song most of the time.

This room holds sundry materials used by Scaramouche to repairs the tricks and traps in the complex. As such there are pieces of wood, metal, plaster, and the tools necessary for the work.

The collapsed passage to the south leads to The Cellars Area 3.

Sunday, January 8, 2017

THE GROUNDS 8O KITCHEN.

8O KITCHEN. This small kitchen served Scaramouche's needs while he was still alive. It is equipped as a functional kitchen with hot and cold running water and there are still some non-perishable supplies here (tea, sugar, salt).

This is also a small laboratory where Scaramouche brews draughts of dreath. Scaramouche has 4 doses of the magic draught here with him. If Scaramouche brews draughts for the party they must supply him with more ingredients. The draught of dreath formula includes the following items:

2 drams of absinthe
Wool of bat
Blind worm's spittle
1 rotten apple
A crushed gem (greater than 400 gold piece value)
A pinch of earth from the grave of a convicted murderer
A sliver of bone from an animated skeleton

Must be prepared by a dead person. Mix well, boil in a black iron cauldron for six hours, adding rum to taste.


Saturday, January 7, 2017

NEW MAGIC ITEM: DRAUGHT OF DREATH.

The heart of any living person who drinks this potion will stop and they will enter a state of undeath, or “dreath” as the wizards call it. While under its influence they will experience the following:

  • They will be ignored by mindless undead, such as skeletons and zombies unless they attack the undead first.
  • Intelligent undead will be 90% likely to tolerate their presence as long as they are not intruding upon their lair, a sacred or profane space, etc.
  • They are immune to mind affecting spells such as sleep, charm, and hold.
  • They take half damage from cold based magic (and environmental effects due to cold weather).
  • The living will find them cold and strange, deduct 4 from Charisma.
  • They will take damage from holy water as if they were undead.
  • Clerics and paladins will be unable to turn, command, or destroy undead.

The effects will last until stroke of midnight,

XP VALUE: 300

GP VALUE: 700

THE GROUNDS 8N CUSTODIAN'S ROOM.

8N CUSTODIAN'S ROOM. A tiny wizened old man is in this room. This room is located immediately below Room 8M and also resembles Room 8B. The bed is in a different place, there is a small fire in the fireplace (the venting goes back further to allow the smoke to escape), there no portrait, and there is a passage leading to Room 8O.

The little old man is actually an undead creature named Scaramouche. He looks like he could still be alive, for the most part, but he is actually undead and is the caretaker in charge of maintaining this complex.

Scaramouche, Restless Dead (AC 8; MV 12”; HD 4; hp 18; #AT 1 cold touch; D 1-4; SD Limited spell immunity; XP 157)

  • Neutral alignment
  • Does not walk, but floats about a foot off the ground, though he is corporeal.
  • Immune to sleep, charm, hold, and cold-based magic.
  • Turned as a Special or removed by an exorcism.

Many years ago one of the Triskelion wizards helped his family out of a scandalous situation. In return he agreed to serve the family for a period of two hundred years. Such was the magical potency of his bond that he remained here even after his death. He is reasonably polite and willing to talk with visitors. In many ways he still has the attitudes of a normal human and he will not want to fight under normal circumstances. He only wants to do his job until he is released from his term of service and truly dies. He repairs the traps and tricks in Area 8 using a set of tools and the materials stored in Room 8N. He doesn't know what the purpose of the complex is for sure but he suspects it is here to keep intruders out or to serve as some sort of test.

He keeps himself busy with his large collection of books, mostly novels and similar material, and because he is dead he finds he is not really lonely most of the time. He doesn't mind talking about the secrets of the complex because he has never been told not to. He knows about the goblins in Room 8Q, but doesn't worry about them since there are no specific rules about them not being there.

Scaramouche spent his life as a handyman and also worked for an alchemist in the Triskelion family. He knows the secret to brewing draughts of dreath. He would be willing to share the secret and the draughts he has in Room 8O for valuable spices, wine, flowers, or more reading material. He finds that heady fragrances make him remember life a bit more.


Friday, January 6, 2017

NEW MAGIC ITEM: SOUP STONE

This rock is indistinguishable from a stone of good luck, a stone of weight, or other magic stones. Carved on the rock are the words “make soup”. If the rock is thrown into a pot of hot water and the commands words are spoken, it will turn the water into nourishing soup. It works up to three times per day.

XP VALUE: 100

GP VALUE: 2000

THE GROUNDS 8M BEDROOM.

8M BEDROOM. This room greatly resembles Room 8B, but there are a few key differences. The portrait over the fireplace is not here, instead a darkened area is behind, as if a portrait was once present. The bed is not occupied, the bowl of fake grapes holds no key, and there is no secret door in the wall. The fireplace can be explored, as in Room 8B. A drawer is present here as well, and holds a soup stone and a painting of the character who opened the drawer showing them wearing a big smile riding a donkey with a swan's head. The painting is signed by Patrizio.

A trapdoor is under the bed, leading down by a ladder to Room 8N.


Thursday, January 5, 2017

THE GROUNDS 8L CHAMBER OF SIX PATHS.

8L CHAMBER OF SIX PATHS. A symbol is painted in pale green phosphorescent paint over each exit.

Exit
Symbol
North-West
Laughing Triskelion face
West
Scowling Triskelion face
South-West
One-eyed Crying Triskelion face
South-East
A crossed hammer and crowbar
East
Bridge over water
North-East
A little silhouette of a man

Red leather couches are against each wall where there is no exit. They are slightly sticky and have a strong chemical smell (some kind of cleaning agent). The concealed door in the north wall under the Laughing Triskelion face looks just like normal wall, but is made of plaster papered over to look like stone and leads to Room 8D.

Wednesday, January 4, 2017

THE GROUNDS 8K CONVEYOR BELT TRAP.

8K CONVEYOR BELT TRAP. This corridor is pleasantly warm and dry.

The inside of each door is decorated with a metal one-eyed crying Triskelion face, about four feet high and three feet wide. The floor is made of metal bands of regular size each about a foot wide, reaching from wall to wall. At the areas marked by a gray band there are pressure plates on the floor that will activate a trap. The trap will not spring until the second pressure plate is touched, and this will, of course, depend on the direction the party is traveling.

When the trap springs, the floor will reveal itself to be a conveyor belt that moves at 6”. This is actually two conveyor belts, neatly dividing the hallway and moving objects towards the center of the hallway at a 6” rate. Both doors will auto-lock.

Shortly after the conveyor belt begins, about 6 segments or so, six cords will descend from the ceiling. In addition, a wall of fire, similar to the magic user spell, will form at the exact center of the room. The wall of fire will affect both sides of the conveyor belt and does 2d6 damage to those passing through it, 2d4 damage to those in 5' and 1d4 damage to those in 10'.


Three of the cords will be ten feet from the north door and the other three will be ten feet from the south door. These cords resemble pull switches for a ceiling fan and each has a metal fob. One fob near each door looks like one-eyed crying Triskelion, one is green, and the last is red.

Pulling the one-eyed crying Triskelion fob will cause the face in the door to shoot a dart trap as if a 4th level thief aimed at the nearest person to the door. Pulling the green fob speeds the conveyors up by 3”. Pulling the red fob slows the conveyors by 3”. Each fob may be pulled as many times as desired, the effects being cumulative.

When the doors are unlocked, the corridor will turn itself off and will remain inactive for between 1 and 4 hours.



Tuesday, January 3, 2017

THE GROUNDS 8J NICHE.

8J NICHE. Sitting in this niche is a small gold statue of a one eyed crying Triskelion, worth 1500 gold crescents. If this room is approached from the east, it is a dead end. The way to Room 8I can not be opened by conventional means.

Monday, January 2, 2017

THE GROUNDS 8I COMPACTING WALLS ROOM.

8I COMPACTING WALLS TRAP ROOM. A huge metal one-eyed crying Triskelion face is mounted in the center of the west wall, about a foot off the ground, about eight feet high and five feet wide. When the room is entered, a falling block will drop down blocking exit in a fashion like that described in Room 8E.

The east wall will begin moving towards the entrance to Room 8H. It moves slowly, taking about 3 rounds to crush any victims into the wall. It does not quite reach the west wall, because the Triskelion face sticks out a little bit. If the wall succeeds in crushing the adventurers, they must make a save vs death magic or die immediately. Even if they make the save, they will take 1d20 + 10 hit points of damage, which may prove fatal.

At this point a staircase will form in the north portion of the room, leading down fifteen feet to a passage leading to Room 8F. Meanwhile, the collapsing wall will retract to its original position.

The trap can be disarmed, however. The eye in the giant Triskelion face looks like red concentric circles, like a target for archery. If the eye is struck by significant force (such as an arrow or even a punch), the wall will stop compacting and slowly return to its normal position. A staircase will then form in the south portion of the room, leading to 8J.

Each staircase will remain for 1 turn before closing up again. Both staircases can not be active at the same time. Once the staircase closes back up, this room will become inactive for 24 hours.


Sunday, January 1, 2017

THE GROUNDS 8H SUCTION TRAP.

8H SUCTION TRAP. The staircase leading to this room goes up fifteen feet. The party will be able to hear a low humming as they approach this room. The ceiling is twenty feet high and covered with a fine grid of black metal. The floor is graced by a very large tile mosaic of a crying Triskelion face with one eye, cyclops style. There is a noticeable breeze in the room and the hum is coming from the ceiling.

When the center of the room is reached, a row of pressure plates running from north to south will activate strong fans above the ceiling, which will suck any adventurers in the room upward twenty feet, doing 2d6 damage as they hit the grid. The fans are strong enough to lift objects smaller than an ogre or horse.

The fans respond to a sudden loss of pressure on the grid, so if a person on the ceiling manages to separate themselves from this surface, the fans will turn off and the person will fall back twenty feet to the floor. The distance between the ceiling of the room and the ceiling of the passages to Rooms 8A and 8I is ten feet.