17
CHALK DRAWINGS ROOM. A large pile of colored chalks is in the
center of the room. When the characters enter, they will find their
likenesses drawn on the walls. Any good characters will be depicted
on the north wall, evil characters on the south wall and
neutrally-aligned characters will be on the east wall. There are two
glass windows in the west wall.
Wednesday, March 18, 2015
Tuesday, March 17, 2015
INNER WARD THIRD FLOOR 16 IT'S IN THE BAG.
16
IT'S IN THE BAG. In the center of the room is a six foot tall pole
stuck to the floor. Attached to the top of the pole by a piece of
rope is a bag which holds a small squirming animal, making sounds
like a cat. Three small glass windows are in the west wall.
If
the occupant is released from the bag, it will enlarge
to smilodon size and attack.
Sabre-tooth
Tiger (AC 6; MV 12”; HD 7+2; hp 39; #AT 2 claws and 1 bite; D
2-5/2-5/2-12; SA Rear claws for 2-8/2-8, +2 to hit with bite attack;
SD Surprised only on a 1; XP 940)
Monday, March 16, 2015
INNER WARD THIRD FLOOR 15 CLOSET.
15
CLOSET. This closet holds fine
glossy black leather gloves, black boots, and a robe of
useful items which has the appearance of a red robe with a white
fur lining.
Sunday, March 15, 2015
NEW MONSTER: SCUTTLE BAT
SCUTTLE
BAT
FREQUENCY:
Rare
NO.
APPEARING: 4-16
ARMOR
CLASS: 6
MOVE:
15”/18”
MANOUVERABILITY
CLASS: C
HIT
DICE: 2+1
%
IN LAIR: 50%
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-6
SPECIAL
ATTACKS: Nausea, wounding bite
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 3
INTELLIGENCE:
Semi-
ALIGNMENT:
Neutral evil
SIZE:
S (3 to 4' long)
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: III/ 65 + 3/hp
Scholars
are often divided in opinion on how to classify the scuttle bat.
Some claim they are arachnid, while others insist they are kin to
mammals. Still others claim they are no natural thing at all, but
smack of dark magic. In any case, all agree they are dangerous and
to be avoided.
When
flying, their legs dangle below them in a repulsive and obscene
manner. They can climb walls with ease and hang from ceilings when
resting or sleeping. They hunt at night, but even in the day about
25% or so of the colony will remain awake at any one time.
These
creatures give off a strong odor of rotting garbage, feculent
material, and carrion in a 10' radius. It is so overpowering that it
causes retching unless a saving throw versus poison is successful.
Any individuals who fail this roll must attack at -2 on “to hit”
dice rolls for the duration of the encounter. Places where scuttle
bats dwell and excrete their wastes take on this same characteristic.
Scuttle
bats attack by means of a vicious bite. Their saliva is highly
acidic and those bitten must make a saving throw versus poison or
lose another hit point each round for the next 1-6 rounds as it
corrodes nearby flesh. Successive bites have a cumulative effect.
This
fierce beast has about the same mass as a goblin. Its dark gray or
brown leathery wings have a span of six to seven feet when fully
extended. Its eight legs are short and furred, as is its body. The
hairless pale-skinned face bears sharp teeth, while the eyes are
beady and black.
INNER WARD THIRD FLOOR 14 SCUTTLE BAT ROOM.
14
SCUTTLE BAT ROOM. Seven scuttle bats live here.
7
Scuttle Bats (AC 6; MV 15”/18”; HD 2+1; hp 9, 14, 14, 12, 7, 14,
10; SA Nausea, wounding bite; XP 92, 107, 107, 101, 86, 107, 95)
Two
large open windows are in the west wall which the scuttle bats use
when they want to go hunting outside the castle.
Saturday, March 14, 2015
INNER WARD THIRD FLOOR 13 REVERSE GRAVITY ROOM.
13
REVERSE GRAVITY ROOM. The ceiling of this room is unusually high at
sixteen feet. A small table and set of three chairs is in the center
of the room. On the table is a bowl which appears to contain
brightly colored fruit. A large window is located high on the north
wall.
This
room has its gravity reversed, although this is not immediately
obvious. This is a trap set by evil gnomes to entice the unwary to
enter the room. The table and chairs are actually bolted to the
floor, something that can be noticed by adventurers if they state
they are looking at the table and chair legs closely before entering
the room. The fruit is just colored wooden pieces glued to the bowl,
and the bowl is itself bolted to the table.
Anyone
who does enter the room will succumb to the reverse gravity and fall
to the ceiling, taking 1d6 damage. They have now entered the Third
and a Half Floor.
The
window is large enough to accommodate a human. The glass slides
aside to allow access. The secret door on the east wall is also a
sliding panel type.
Friday, March 13, 2015
INNER WARD THIRD FLOOR 12 LEFT SHOE ROOM.
12
LEFT SHOE ROOM. This room is piled high with left shoes, boots,
sandals, slippers, and other manner of foot wear. A window shaped
like a pentagon is in the east wall. In has no opening clasp or
latch, so smashing it would probably be the easiest way through.
There
is a 5% chance per round that a small hole will magically open in the
ceiling and a shoe will come flying down to land on the pile. One of
the shoes is the left side of a pair of glass slippers of striding
and springing (like the boots
but actually super-hard glass).
Thursday, March 12, 2015
INNER WARD THIRD FLOOR 11 TRIPLE THREAT.
11
TRIPLE THREAT. In the center of the room is a man-sized tripartite
Triskelion statue. The hands hold a sword, a nine-tailed whip, and a
staff, but these weapons are real, not stone. A dirt-smeared square
window is in the north wall.
If
the room is entered, the weapons will fly from the statue's hands and
attack. The weapons can be attacked and battered to destruction.
Long
Sword (AC 0; MV 12”; HD 4; hp 16; #AT 1; D 1-8; XP 124)
Nine-tailed
Whip (AC 4; MV 12”; HD 2; hp 8; #AT 1; D 2-5; XP 36)
Quarter
Staff (AC 6; MV 12”; HD 3; hp 12; #AT 1; D 1-6; XP 71)
The
long sword has an opal set into its pommel, valued at 2500 gold
crescents. Treat the whip as a horseman's flail if using speed
factor and armor class adjustment.
Wednesday, March 11, 2015
INNER WARD THIRD FLOOR 10 WINDOW ROOM.
10
WINDOW ROOM. There is no apparent way of getting into or out of
this room, except through the windows, one in each wall. The east
window is circular, the north is octagonal, the west is pentagonal,
and the south is square. Normally, the windows must be smashed since
they don't open by any obvious mechanism.
The
room is unnaturally chilly, but no so much as to cause damage. In
the center of the room is a raised cushioned bed covered by a glass
dome. Lying on the bed is a pale but beautiful woman with dark
black hair.
Eliane
Triskelion, Lawful Good female human Magic-User (AC 10; MV 12”;
MU3; hp 8; #AT 1; D By weapon type;
S 7, I 16, W 9, D 11, C 10, Ch 18; SA Spell use; XP 159)
First
Level Magic user Spells:
Charm
Person, Detect Magic
Second
Level Magic user Spells:
Knock
Eliane
is currently in suspended animation similar to feign death.
She was poisoned a hundred years ago by an evil witch (actually an
aunt), but can be cured and awakened by love's true kiss. There is a
10% chance that anyone who tries to kiss her is her true love.
Include the following modifiers:
+2%
for each point of charisma above 10
+10%
for good alignment
-10%
for evil alignment
-10%
for being a non-human
+10%
if a fighter
+15%
if a ranger subclass
+25%
if a paladin subclass
Additions
are cumulative including fighter and subclass, so a paladin with 17
charisma has a 69% chance of being her true love (10% base + 14%
charisma bonus +10% alignment bonus +10% fighter bonus +25% paladin
bonus = 69%) and a evil gnome fighter with an 11 charisma has a 2%
chance of being her true love (10% base +2% charisma bonus -10% for
alignment penalty -10% for non-human penalty + 10% fighter bonus) .
Eliane
has an antiquated and quaint pattern of speech. She is unarmed and
has no spell book. As a side effect of her experience she is now
completely immune to all poison. She has a limited knowledge of the
layout of the castle, but it has changed a lot in the years since she
has been asleep. She also has no idea of where she is right now.
Tuesday, March 10, 2015
INNER WARD THIRD FLOOR 9 WHISPERING WALLS.
9
WHISPERING WALLS. Those who enter this room are exposed to a dimly
heard but most unnerving whispering sound. There is a dirty
octagonal glass window in the south wall, about three feet wide at
its widest point, located about three feet off the floor.
The
sound is too soft to make out the words, but listeners will have the
dreadful sensation that the whispers are damning criticism of
themselves. Creatures who are semi-intelligent or less are immune to
the effect. Non-player characters are made uneasy by the sound and
can only remain in the room for as many segments as they have hit
dice.
The
Dungeon Master should relate to player characters that they feel
increasingly paranoid and nervous the longer they remain in the room,
though the sound cannot by itself force them to leave.
If
the walls are investigated, even a cursory inspection will cause the
examiner to discover they are covered by millions of tiny 'crying'
Triskelion faces whose miniature mouths are moving and producing the
plaintive whispering.
Characters
who spend 2 or more rounds in this room must begin to make saving
throws versus death magic in order to avoid the mind-bending effect
of the whispering. Success means that the character has staved off
the effect for that round. In the case of failure consult the
following table.
|
Fail by |
Effect |
|
1-3 |
Panic |
|
4-6 |
Enrage |
|
7 or more |
Feeblemind |
Panic:
Individual must leave room immediately, will be unable to engage
in meaningful activity for 2-8 rounds
Enrage:
Individual affected must immediately launch a spell or physical
attack upon any other creature. During enraged period of 2-8 rounds,
creature will not think of defense or any action save attacking.
Feeblemind:
This will affect even non-spellcasters. The individual's
combined intelligence and wisdom is in the 0-5 range when so
affected. The affected creature cannot attack or defend. This
condition lasts for as long as they are in the room, then another 1-4
turns following. All memory of spells are gone, though they can be
recovered by a heal, restoration, or wish.
The
window leads to Room 10. It has no latch for opening it and the
simplest way to get through is to smash it.
Monday, March 9, 2015
INNER WARD THIRD FLOOR 8 ROOM OF THE MOUTH.
8
ROOM OF THE MOUTH. A tremendous slobbering human-like mouth is in
the center of the ceiling. It will attempt to grab adventurers
with its long sticky blue-purple tongue.
Giant Mouth (AC 10; MV 0”; HD 20; hp 101; #AT 1 tongue; D Paralyzation; SA Grab and chew for 1d8; SD Regenerate 2 hit points each round; XP 11630)
Giant Mouth (AC 10; MV 0”; HD 20; hp 101; #AT 1 tongue; D Paralyzation; SA Grab and chew for 1d8; SD Regenerate 2 hit points each round; XP 11630)
The mouth is actually a magic mouth that has gone feral. It will use its tongue to try to grab adventurers and drag them to its orifice. It can make only one attack per round, but upon being struck by its tongue, the victim must succeed on a saving throw versus paralyzation or suffer paralysis.
If he victim is paralyzed, or in any case if the mouth makes an attack that succeeds by greater than 4 than it requires on its “to hit” roll, the victim is grabbed an will be brought to the mouth to be chewed for 1d8 damage. The mouth can only fit creatures up to about the size of a donkey or ogre. The individual will then be deposited in Room 52 on the Third and a Half Floor.
The hit points represent those of the tongue, which can regenerate 2 hit points per round. If the tongue is destroyed the mouth is dispelled. The fleshy lips can be attacked (as AC 10) if targeted and will appear to bleed, but all such damage is cosmetic only. The magic mouth can also be dispelled by a dispel magic spell, but treat it as being cast by a 24th level magic-user.
Sunday, March 8, 2015
INNER WARD THIRD FLOOR 7 SONNY JIM'S ROOM.
7
SONNY JIM'S ROOM. A giant lizard is here.
Giant
Lizard (AC 5; MV 15”; HD 3+1; hp 20; #AT 1 bite; D 1-8; SA Die 20
indicates double damage (2-16); XP 205)
The
lizard has a collar and gold name tag “Sonny Jim” (25 gold
crescent value). This room is unusually warm and has lots of large
leaves on the floor. Two large wooden bowls are here. One bowl
holds water and the other bowl holds huge earthworms and rich soil.
Saturday, March 7, 2015
INNER WARD THIRD FLOOR 6 WINDING HALLWAY.
6
WINDING HALLWAY. As the delvers venture down this twisting hallway
they will encounter the following signs: “Turn back now”, “We
warned you”, “Now you've done it”, and “I wouldn't want to be
you right now.” It doesn't matter which direction the adventurers
are walking, the signs will be there all the same. There are no
actual consequences for traveling down the hallway. If the
adventurers do turn around they will see the sign “Good riddance”
before they leave.
The
north portion of the corridor terminates in a secret door leading to
Room 5, while the south portion terminates in a dirty circular window
leading to Room 10. The secret doors to Rooms 5 and 38 are both
sliding panel types.
Friday, March 6, 2015
INNER WARD THIRD FLOOR 5 TROPHY ROOM.
5
TROPHY ROOM. There are five monster heads mounted along the west
wall (copper dragon, cave bear, wyvern, giant ram, and owlbear) and
another five along the south (unicorn, manticore, tiger, green
dragon, and basilisk). The basilisk head is covered by a cloth-of-gold shroud (140 gold crescent value), and if removed its
gaze effect will
still work.
Unlike
most of the rooms on this floor, this room is tastefully decorated
(except for the trophies). It is paneled in a dark wood and the
floors are carpeted in red. The dozen windows are stained glass.
The secret doors to Room 4 and Area 6 are sliding panels.
Thursday, March 5, 2015
NEW MONSTER: SCRAPIE
SCRAPIE
FREQUENCY:
Uncommon
NO.
APPEARING: 1-8
ARMOR
CLASS: 7
MOVE:
12”
HIT
DICE: 3+1
%
IN LAIR: 40%
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 3
DAMAGE/
ATTACK: 1-6/1-6/2-8
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 4
INTELLIGENCE:
Animal
ALIGNMENT:
Neutral
SIZE:
M
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: III/ 60+4/hp
These
flightless birds are very unusual for their type, for they have no
wings, instead sporting a double pair of legs and talons. They are
normally scavengers and refuse-eaters, but are likely to attack when
in the mood for fresh meat. During mating season, large males will
be quite aggressive and more likely to attack than not.
Description:
The face of a scrapie most closely resembles an owl, but the mouth
contains sharp teeth. Eyes are overlarge, like those of an owl.
Plumage is black or grey-brown, except in mating season, when males
will molt and produce a new coat of orange, red, and blue feathers.
INNER WARD THIRD FLOOR 4 RAINBOW ROOM.
4
RAINBOW ROOM. A family of five scrapies are here.
5
Scrapies (AC 7; MV 12”; HD 3+1; hp 18, 10, 17, 10, 15; #AT 2 claws
and 1 bite; D 1-6/1-6/2-8; XP 132, 100, 128, 100, 120)
There
are two huge ornate silver-plated bowls (75 gold crescent value
each). One holds smoked meat and the other holds clean water. There
are three large windows in the north wall, each inset with stained
glass in all the colors of the rainbow. In the day time, the lights
create a beautiful display on the walls and ceiling. The secret door
to Room 5 is a sliding panel type.
Wednesday, March 4, 2015
INNER WARD THIRD FLOOR 3 THE TALL HALL.
3
THE TALL HALL. Unlike most places on this floor, the ceiling height
is sixteen feet or so. An extra door is present above each regular
door. Each extra door appears upside-down, because it is flush with
the ceiling and opens opposite the way the lower doors do.
The
upper eastern door goes to Room 39, while the upper southern door
goes to Area 40. Gravity in Area 3 is normal, even extending to the
ceiling, but the gravity in Room 39 and Area 40 are reversed. Both
are located on the Third and a Half Floor.
Tuesday, March 3, 2015
INNER WARD THIRD FLOOR 2 ROOM OF MANY DOORS.
2
ROOM OF MANY DOORS. The room itself is not furnished. The doors
are unusual, however.
Door
A. This door is made of iron, with a small inset stained glass
window depicting the Three-legged Triskelion design.
Door
B. The doorknobs of the door are shaped like hands. If anyone
attempts to open the door from the room side the hand will attack.
Animated
Hand (AC 6; MV 0”; HD 4; hp 21; #AT 1 punch; D 1-6; XP 144)
Only
the hand on the room side of the door is animated. It can stretch
and extend out to reach anywhere in Room 2. Destroying the hand will
make the door lock, and it must then be picked, magically opened, or
bashed down.
Door
C. The lock on this pale tan door is especially difficult to
pick, -25% chance.
Door
D. This door is made of pieces of bamboo strapped together. It
is wizard-locked as if by an 18th level magic-user.
Door
E. This door is made of yellow wood reinforced with iron. It
has no doorknob and spins on a central axis instead of opening
normally.
Door
F. This door is decorated with a magic mouth on the room
side, and by a brass mouth decoration on the corridor side. If
someone in the room attempts to open the door, the magic mouth
will ask, “Why do you want to go in here?” Regardless of the
answer, the magic mouth will disappear, replaced by a mundane
brass mouth decoration.
Door
G. This door is made of gray
petrified wood. It is extremely heavy but opens easily enough.
Door
H. This door is set sideways in the wall. It has the same
dimensions as the other doors but must be pulled open, like a hatch.
The hinge is on the ceiling side.
Door
I. This door is locked with thirteen locks. Each must be opened
individually.
Door
J. This door is marked by a glyph of warding,
as cast by a 12th level cleric. To those who can see invisible, it
looks like this:
The
individual who opens this door must save versus spells or become
permanently mute. It can be reversed by heal,
restoration, wish,
alter reality, or any
other means that the Dungeon Master decides is acceptable (such as a
quest to the shrine of a petty god of verbosity, etc.)
Behind
the door is a wax golem in the shape of a man with the head of a
white mastiff. It wears a turban decorated by a ruby
that appears to be worth 3500 gold crescents but is actually a
periapt of proof
against poison +2.
Wax
Golem (AC 10; MV 12”; HD 7; hp 30; #AT 1; D Giant scimitar for
1d10; SD Limited spell immunity; XP 590)
Door
K. This door is actually a talking mimic disguised as a wooden
door. It will happily trade information for food.
Mimic
(AC 7; MV 3”; HD 7; hp 27; #AT 1 pseudopod: D 3-12; SA Glue,
surprise; SD Camouflage; XP 691)
Door
L. This door is made of glass.
The doorknobs are actually sapphires worth 3000 gold crescents each.
Monday, March 2, 2015
INNER WARD THIRD FLOOR 1 LANDING.
1
LANDING. Against the south wall is a bizarre archway. Two small
windows look to the north. A stout iron bar is on the floor.
Only two and a half feet high, the archway looks like the face and forepaws of some sort of monstrous cross between a reptile, a bear, and a man. The only apparent way to enter or exit is to get down on your hands and knees and crawl through the mouth. It is trapped, there is a 1 in 6 chance that the upper jaw will clamp down on a person entering the passage, doing 1d10 damage. It will then snap apart again just as suddenly.
Only two and a half feet high, the archway looks like the face and forepaws of some sort of monstrous cross between a reptile, a bear, and a man. The only apparent way to enter or exit is to get down on your hands and knees and crawl through the mouth. It is trapped, there is a 1 in 6 chance that the upper jaw will clamp down on a person entering the passage, doing 1d10 damage. It will then snap apart again just as suddenly.
The occupants of this level use the iron bar (coincidentally, two and a half feet long) to prop open the archway and traverse it safely. One end of the bar is deformed from being used so often to offset the pressure of the trap.
Inner Ward Third Floor Wandering Monsters
Roll
for random encounters using 1d6 once every six turns in the East and
Northwest Towers only. On a 1, there is an encounter. Double the
odds if the group is making a lot of noise or in similar situations.
There are no random encounters in the Southwest Tower.
Random
Encounters
|
1d12 |
East
Tower
|
Northwest
Tower |
|
1 |
1d4+1 Evil
Gnomes |
1d6+1 Air
Eels |
|
2 |
Evil Gnome
and Gnits |
1d4+1
Carver Bugs |
|
3-5 |
1d6+2
Gnits |
Creepers |
|
6 |
Gnits and
Gnawgas |
1d4+1
Glutinous Gunges |
|
7 |
1d4 Gutter
Gremlins |
1d4+1
Koalinths |
|
8 |
1d6+3
Jousting Wasps |
2d4+1
Scuttle Bats |
|
9 |
1d4+1
Scrapies |
1d4+2
Trigintipedes |
|
10 |
Place
creature from nearby room |
Place
creature from nearby room |
|
11 |
Place
creature from adjacent level |
Place
creature from adjacent level |
|
12 |
Dungeon
Dressing |
Dungeon
Dressing |
Air
Eels
Air
Eels (AC 9; MV 3”/12”; HD 3; #AT 1 bite; D 1-3; SA Breath
lightning for 1d8+2 damage; SD Explode for 2d8; XP 90 + 3/hp)
Carver
Bugs
Carver
Bugs (AC 5; MV 12"; HD 2; #AT 2 claws; D 2-9/2-9; SA +1 to hit,
attacks as sword of sharpness; XP 28 + 2/hp)
Creepers
Stage
I Creepers (AC 7; MV 6”//9”' HD 1; #AT 3; D 1-3/1-3/1-4; XP 10 +
1/hp)
Stage
II Creepers (AC 5; MV 15”; HD 2+1; #AT 2 claws and 1 bite; D
1-4/1-4/1-6; SA Spit acid; XP 50 + 3/hp)
This
encounter will consist of 2-7 (1d6+1) stage I creepers and 0-3
(1d4-1) stage II creepers. They are hungry for man-flesh and will
usually attack immediately.
Evil
Gnomes
Evil
Gnomes (AC 6; MV 6”; HD 1; #AT 1; D Short sword or spear; XP 10 +
1/hp)
These
gnomes are going about mysterious business of their own. Each gnome
will have 1d4+1 gold mabans and carry both a short sword and spear.
Evil
Gnome and Gnits
Evil
Gnome (AC 6; MV 6”; F2; #AT 1; D Short sword; XP 35 + 3/hp)
Gnits
(AC 7; MV 9”; HD 2-5 hit points; #AT 1; D Gnit pick; XP 5 + 1/hp)
This
encounter will be with 1 evil gnome master and a group of 1-6 gnits
who act as bodyguards and lackeys. The gnits each carry 3d8 copper
pieces. The gnome will carry 1d10+4 gold mabans and there is a a 20%
chance he will have one of the following items:
|
1d4 |
Item |
|
1 |
Random
potion from table in Dungeon Master's Guide on page 12 |
|
2 |
Gem, base
value 50 gold crescents (65%) or 100 gold crescents (35%) |
|
3 |
Random
evil toy, see Room 41 |
|
4 |
Underwear |
Glutinous
Gunges
Glutinous
Gunges (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP 85+4/hp)
Gnits
Gnits
(AC 7; MV 9”; HD 2-5 hit points; #AT 1; D Gnit pick; XP 5 + 1/hp)
These
gnits will carry 3d8 copper pieces each. They will be engaged in one
of the following:
|
1d4 |
Activity |
|
1 |
Carrying
food |
|
2 |
Patrolling |
|
3 |
Fleeing
something (roll again on table) |
|
4 |
Looking
for food |
Gnits
and Gnawgas
Gnits
(AC 7; MV 9”; HD 2-5 hit points; #AT 1; D Gnit pick; XP 5 + 1/hp)
Gnawgas
(AC 5; MV 15”; HD 2+1; #AT 1 bite; D 2-8; XP 35 + 3/hp)
There
will be 1d6+1 Gnits and 1d4 Gnawgas. Again, the gnits will each have
3d8 copper pieces. They will be engaged in one of the following:
|
1d4
|
Activity
|
|
1 |
Hunting |
|
2 |
Patrolling |
|
3 |
Taking
gnawgas out for exercise |
|
4 |
Taking
gnawgas out for gnawgas to go to bathroom |
Gutter
Gremlins
Gutter
Gremlins (AC 6; MV 15”; HD 1-6 hit points; #AT 0; D Nil; SA Magic
use; SD Never surprised, save as 11th level magic-user/thief; XP 30 +
1/hp)
What
are they doing?
|
1d8 |
Activity |
|
1 |
Racing
each other |
|
2 |
Causing
trouble for adventurers |
|
3 |
Have cans
of paint, going to paint something |
|
4 |
Betting on
roach or beetle races, each will have 0-7 (1d8-1) gold crescents |
|
5 |
Bringing
food and water to a monster |
|
6 |
Having a
contest to see who can flick boogers farther |
|
7 |
Engaged in
a debate |
|
8 |
Electing a
new leader, 40% chance they will try to elect an adventurer |
Jousting
Wasps
Jousting
Wasps (AC 5; MV 3”/15”; HD 1-4 hit points; #AT 1 sting; D 1-2; SA
Attack as 4 HD monster on first attack; XP 5 +1/hp)
Koalinths
Koalinths
(AC 5; MV 9”; HD 1+1; #AT 1; D Black iron trident; XP 20+2/hp)
They
will each carry 0-9 (1d10-1) gold crescents, 0-11 (1d12-1) silver
spanners, and 0-22 (2d12-2) copper pieces. They will be:
|
1d4 |
Activity |
|
1 |
Bringing
food or goods from trading with another group in dungeon |
|
2 |
Hunting
for stage I creepers, will carry nets |
|
3 |
Bored, out
for a stroll |
|
4 |
Bored,
looking for trouble |
Scrapies
Scrapies
(AC 7; MV 12”; HD 3+1; #AT 2 claws and 1 bite; D 1-6/1-6/2-8; XP 60
+ 4/hp)
50%
of these encounters will be with a group of young males, looking for
trouble. The remainder will be with a family group who may or may
not attack (use reaction roll and interpret as desired).
Scuttle
Bats
Scuttle
Bats (AC 6; MV 15”/18”; HD 2+1; SA Nausea, wounding bite; XP 65 +
3/hp)
Trigintipedes
Trigintipedes
(AC 7; MV 15”; HD 2; #AT 1 bite; D 2-5; SA Weakness; XP 65 + 2/hp)
Dungeon
Dressing
|
1d8 |
East
Tower
|
Northwest
Tower |
|
1 |
Small
black journal, all the pages have been torn out, leaving only the
leather binding |
Ten purple
pebbles stacked as a pyramid |
|
2 |
Small
wooden statue of a maiden |
Smell of
brine |
|
3 |
A pile of
rotting pillows or vegetable matter |
Croaking
sound in the distance, will sound twice more then stop |
|
4 |
Small bag
containing variety of teeth |
Clump of
green rotting material, smells fishy |
|
5 |
Abandoned
gnit pick |
Column of
hermit crabs marching in a line |
|
6 |
Misplaced
evil gnome's red conical hat |
Jar
contains preservative alcohol and human eyeballs |
|
7 |
Tiny
footprints seen on walls or ceiling, individual had apparently
stepped in paint |
Sound of
singing from far away, 50% chance sea shanty, 50% opera |
|
8 |
Random
evil toy, wrapped in pretty paper (see Room 41) |
Crushed
sea shells |
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