35
STAIRS TO NOWHERE. These stairs climb straight up to the ceiling.
There is no hatch or trapdoor. They just end.
Sunday, April 5, 2015
Saturday, April 4, 2015
INNER WARD THIRD FLOOR 34 CARVED OUT CORRIDOR.
34
CARVED OUT CORRIDOR. This corridor terminates in an irregular
surface of chipped wood. Awls, chisels, rasps, and other carpentry
tools are here. This implies that the corridor was carved out of
solid wood, but the excavation was later abandoned.
Friday, April 3, 2015
INNER WARD THIRD FLOOR 33 WARPED STAIRS.
33
WARPED STAIRS. The end of the corridor terminates in stairs. As an
individual climbs the stairs they will notice gravity beginning to
slowly and gradually shift. At the end of the stairs, gravity has
now moved so that the east wall with the outside is now “down”.
Further climbing of the stairs leads to Area 73 and reverse gravity.
This is a safe way to reach the Third and a Half Floor.
An evil gnome demonstrates running The Warped Stairs
Thursday, April 2, 2015
INNER WARD THIRD FLOOR 32 CLOSET FULL OF SAND.
32
CLOSET FULL OF SAND. The entire
room is filled with fragrant sand which spills out if the door is
opened. The sand is layered in the colors of the rainbow and quite
beautiful. If the adventurers return here later, there is a 90%
chance that the spilled sand has been swept back into the closet.
Wednesday, April 1, 2015
NEW MONSTER: GNIT
GNIT
NO. APPEARING: 30-120
ARMOR CLASS: 7
MOVE: 9”
HIT DICE: 2-5 hit points
% IN LAIR: 20%
TREASURE TYPE: Individuals J; B in lair
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 1
INTELLIGENCE: Low-average
MORALE: 50%
ALIGNMENT: Chaotic evil
SIZE: S (3½' + tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 5 + 1/hp
With missile weapon: I/ 7 + 1/hp
Leader-type: I/ 16
Leader-type with missile weapon: I/ 20
Gnight: II/ 20 + 2/hp
Gnight with missile weapon: II/ 28 + 2/hp
Gnit-Wit: Variables preclude a fixed number
Gnits are small gnoll-like humanoids that generally dwell in permanent lairs, rather than traveling about looting. They dwell in large bands and extended family units and are likely to seek alliances with other humanoids or evil demi-humans in the vicinity. However, due to their size and relative weakness they more often find themselves serving or being enslaved by more powerful neighbors. Gnits can see in complete darkness to a distance of 60'.
Small groups of gnits (around 30 members or so) will generally be led by a leader of greater size and toughness. This leader will usually be 4' tall or more with armor class 6, have 6 hit points, and will attack as a one hit die monster. There will be at least one such leader-type for every 30 members of the band. If 60 or more gnits are encountered, there will be an additional 1 or 2 stronger gnits, known as a “gnights”. Gnights will have armor class 5 and have between 9 to 14 (1d6+8) hit points. Gnights will be size M creatures and attack as a 2 hit die monster. Each gnight will have an additional leader-type gnit serving as personal squire and lackey.
Gnits employ dog-like reptiles known as gnawgas as guards and pets. 2-20 gnawgas will generally be found in a gnit lair.
Female gnits fight as well as males and are practically indistinguishable from them. 50% of any gnit force (the 30-120 rolled in number appearing) will be female. Young equal to up to 50% of the number of adults will be present in a lair. Most young will be very small gnitlings resembling puppies which have only 1 hit point and do not fight. There will often be larger juveniles as well who have at least 2 hit points and typically fight alongside their elders.
Gnits usually inhabit ruined or abandoned shelters made by humans, humanoids, or demi-humans. They can also be encountered below ground. A full 50% of the time, the gnits will be dominated by stronger humanoids or evil demi-humans, usually gnolls. If this is the case, the stronger group will often kill off any gnights that would normally be present, unless they feel they can use them.
Most gnits will carry a modified pick known as a gnit pick. This weapon is usually 2' long with an encumbrance of 35 or so gp weight. It has a speed factor of 4 and does 1-4 points of damage to S, M, or L sized creatures. It should be treated as a horseman's military pick if the armor class adjustment table is used. The head of the pick is sometimes decorated with the face of a gnit, gnawga, or reptile such as alligator or lizard. Gnits have also been seen using other weapons as circumstances dictate, usually daggers, darts, short bows, slings, short swords, and spears.
Description: Gnits generally appear as smaller, weaker gnolls. Their skin tends to pale green and hair color is usually dark yellow to gray. Their armor is usually made of gnawga-hide. Gnits have short lifespans with 25 years being considered very old amongst their kind.
Tribal spell casters: Tribal spellcasters are found among gnits and are highly respected. Among their kind they are often called “gnit-wit” as a sign of deference to their great wisdom and power. These spellcasters are divided into two types, shamans and witchdoctors. Gnits may become shamans (up to the 4th level of clerical experience) or may multi-class as a witchdoctor (up to the 2nd level of magic use).
INNER WARD THIRD FLOOR 31 GNITS.
31
GNITS. 8 Gnits are here. They hate being on guard duty and are very
nervous.
8
Gnits (AC 7; MV 9”; HD 2-5 hit points; hp 5, 2, 5, 4, 5, 2, 3, 5;
#AT 1; D Gnit pick; XP 10, 7, 10, 9, 10, 7, 8, 10)
Each
gnit will have between 3 and 24 (3d8) copper pieces.
Tuesday, March 31, 2015
INNER WARD THIRD FLOOR 30 DITY DRAGO'S DEN.
30
DIRTY DRAGO'S DEN. This room is the home of a wolverine, but there
is only a 15% chance it will be here.
Wolverine
(AC 5; MV 12”; HD 3; hp 17; #AT 2 claws and 1 bite; D 1-4/1-4/2-5;
SA Musk, +4 on “to hit” rolls; XP 176)
The
room smells strongly of the creature's musk. There is a pile of rags
against the east wall which serves as a bed for the creature. Two
steel bowls are here, but are usually knocked over and empty. There
is a 10% chance that one will hold smoked meat and a 20% chance the
other will be holding water. Both bowls are labeled with nameplates
bearing the words “Dirty Drago”. There are three glass windows
in the east wall.
Monday, March 30, 2015
INNER WARD THIRD FLOOR 29 LANDING.
29
LANDING. There are no furnishings in this small room. One small
window is in the south wall. Against the north wall is a strange
archway decorated in stone work.
The
archway looks much like the face and arms of a man who has been
partially melted. The distance from the stone chest to the floor is
only two and a half feet and delvers must get down on hands and knees
to crawl through.
The
archway is trapped, there is a 1 in 8 chance each time a person
travels the passage that tiny holes in the roof of the arch will
spray oil on the victim, followed by a flaming cinder. Damage is
1d12, unless a saving throw versus dragon breath is made, in which
case it is only 1d3. The trap is activated by a pressure plate and
will not be set off by persons weighing less than 100 lbs. (1000 gp
weight).
Sunday, March 29, 2015
INNER WARD THIRD FLOOR 28 TRAPPED ROOM.
28
TRAPPED ROOM. A chest is against the east wall. Several small
windows are in the west and south walls. Each is about a foot square
and is located about six feet off the floor.
Opening
the chest causes a 10 foot by 10 foot pit to open in front of it,
dropping the unfortunate victim or victims down two floors into Room
56 of the First Floor. The fall is about thirty feet, so the damage
is 3d6 and if the lemures are still there, they will certainly
attack, and the imp might, too.
The
chest contains an extremely fragile crystal egg worth 150 gold
crescents. The room is otherwise bare.
Saturday, March 28, 2015
INNER WARD THIRD FLOOR 27 OBSERVATION ROOM.
27
OBSERVATION ROOM. An owlbear is here.
Owlbear
(AC 5; MV 12”; HD 5+2; hp 22; #AT 2 claws, 1 bite; D 1-6/1-6/2-12;
SA Hug; XP 357)
There
is a large, high iron bowl holding live freshwater fish and a small
platinum bowl (400 gold crescent value) holding odd-smelling herbs.
The gutter gremlins have been using the herbs, a natural laxative, to
treat the owlbear's constipation.
The
north and west wall are covered with mirrors, while there are three
windows in the south wall and the east wall is a single sheet of
clear glass. Anyone in Room 27 can easily see a person in Room 26.
Friday, March 27, 2015
INNER WARD THIRD FLOOR 26 ROOM OF MIRRORS.
26
ROOM OF MIRRORS. The walls of this room are covered with mirrors
over the north and east aspects. The south wall holds three glass
windows while the west wall is made of a single sheet of clear glass.
The west wall glass clearly shows Room 27 and not a reflection of Room 26, because the door is in a different place. However it will not show occupants or furnishings of Room 27, including monsters. If the adventurer's have not yet encountered the owlbear in Room 27, there is a 50% chance it will wander over to check them out.
The west wall glass clearly shows Room 27 and not a reflection of Room 26, because the door is in a different place. However it will not show occupants or furnishings of Room 27, including monsters. If the adventurer's have not yet encountered the owlbear in Room 27, there is a 50% chance it will wander over to check them out.
Thursday, March 26, 2015
NEW MONSTER: AIR EEL
AIR
EEL
FREQUENCY:
Very rare
NO.
APPEARING: 1-3
ARMOR
CLASS: 9
MOVE:
3”/12”
MANOUVERABILITY
CLASS: B
HIT
DICE: 3
%
IN LAIR: Nil
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-3
SPECIAL
ATTACKS: Breath weapon
SPECIAL
DEFENSES: Explode
MAGIC
RESISTANCE: Standard
SAVE:
As non-intelligent monster
INTELLIGENCE:
Non-
ALIGNMENT:
Neutral
SIZE:
M (9' long)
PSIONIC
ABILITY: Nil
LEVEL/ X.P.
VALUE: III/90+ 3/hp
The
rare and bizarre air eel swims through the air in the same way that
normal eels swim through the water, though it can also slither on the
ground if need be. They drown in water.
The
air eel attacks by either a bite or by releasing a bolt of
electricity from its mouth, having a range of 4” and striking but a
single target. This is a clumsy attack (-2 to hit) but does 1d8+2
points of damage, saving throw effectively halves that. The eel can
fire off a bolt of lightning once every other round, requiring the
intervening time to recharge.
This
creature possesses lungs instead of gills and are able to float due to
a special organ that holds a lighter-than-air gas. This gas is
unstable and can explode in certain conditions. If the finishing
blow to the eel is delivered by fire, such as a torch, flametongue
sword, fireball,
red dragon breath, etc., the resulting explosion will cause 2-16
points of damage to anyone within 10 feet.
INNER WARD THIRD FLOOR 25 HYDROPONIC GARDEN.
25
HYDROPONIC GARDEN. There is no gravity in this room. Six air eels
guard the area.
6 Air Eels (AC 9; MV 3”/12”; HD 3; hp 15, 13, 8, 7, 22, 15; #AT 1 bite; D 1-3; SA Breath lightning for 1d8+2 damage; SD Explode for 2d8; XP 135, 129, 114, 111, 156, 135)
6 Air Eels (AC 9; MV 3”/12”; HD 3; hp 15, 13, 8, 7, 22, 15; #AT 1 bite; D 1-3; SA Breath lightning for 1d8+2 damage; SD Explode for 2d8; XP 135, 129, 114, 111, 156, 135)
Air eels are normally able to fly and the lack of gravity has no effect on them. They have been trained to ignore gnomes and gnits. If attacked by such, however, they will defend themselves normally.
Characters able to fly, such as those under the influence of a spell or using a device, may move normally. All others may float and push off the walls or columns in order to move, but suffer -4 on “to hit” rolls and saving throws.
The ceiling height is sixteen feet. Ten wooden columns extend from the floor to ceiling. Wrapped about these are vine-like plants bearing grapes, tomatoes, olives, melons, celery, lettuce, and pumpkins. They do not appear to have roots, yet are thriving.
The room has corridor entrances on the north and east walls, and an additional secret door entrance is on the east wall which is elevated and leads to the Third and a Half Floor. This secret door entrance is located near the ceiling and consists of a sliding panel.
Wednesday, March 25, 2015
INNER WARD THIRD FLOOR 24 FAKE TRAP ROOM.
24
FAKE TRAP ROOM. The dots on the west side of the room represent a
curtain of green beads. When the room is entered through the beads,
the adventurers will notice an emerald hovering at a height of about
four feet off the ground. It gives off green luminescence. The
walls, ceiling and floor are all painted green.
If
the gem is approached, a programmed illusion of a beautiful
sylph will appear and say “Don't touch it, its a trap!” The gem
is not trapped and is actually worth 6000 gold crescents. If it is
taken, it will stop glowing and behave like an ordinary gem.
Tuesday, March 24, 2015
INNER WARD THIRD FLOOR 23 STAIRS TO FOURTH FLOOR.
23
STAIRS TO FOURTH FLOOR. These stairs go up to Room 1 of the Fourth
Floor, bypassing the Third and a Half Floor entirely. Gravity works
normally in the stairwell.
Monday, March 23, 2015
INNER WARD THIRD FLOOR 22 FIREPLACE AND CHIMNEY.
22
FIREPLACE AND CHIMNEY. This fireplace appears to be unremarkable,
except for perhaps being quite large and at the end of a short hall.
If a look is taken inside, a ladder is seen going up the chimney and
leading to Area 49 and the Third and a Half Floor. It is large
enough to fit an armor clad man and one of the safest ways to
journey to the area of reversed gravity.
Sunday, March 22, 2015
INNER WARD THIRD FLOOR 21 TRAPPED CHAMBER.
21
TRAPPED CHAMBER. The walls, floor, and ceiling of this room are
different from the others in the vicinity.
The
floors and walls are made of stone tiles. The bizarre ceiling is
decorated by hundreds of stone devil-like faces in alto-relief
ranging from fist-sized to up to three feet in diameter. As the
party crosses the room, each party member has a 15% chance of
stepping on a pressure plate that will activate the trap.
Should
the trap activate, the doors will auto-lock, forcing the party to
stay in the room until one of the locks are picked, the doors are
magically opened, or the doors are smashed down. The faces will
begin telescoping down to strike the adventurers. The devil faces
are mechanical in nature and come crashing down randomly. Each
character must save versus petrification each round that they are
stuck in the room or suffer 3d4 points of damage.
Once
all individuals have exited the room or have been killed, the
devil-faces will return to temporary passivity. If the room is
visited again, there is a 50% chance that any damaged portions, such
as a broken door, will have been repaired.
Saturday, March 21, 2015
INNER WARD THIRD FLOOR 20 SECRET ROOM.
20
SECRET ROOM. The secret door to this door is one of the sliding
panel types. Six gutter gremlins are here.
6
Gutter Gremlins (AC 6; MV 15”; HD 1-6 hit points; hp 6, 5, 1, 1, 3,
5; #AT 0; D Nil; SA Magic use; SD Never surprised; XP 36, 35, 31, 31,
33, 35)
The
gutter gremlins will insist they are “on break” and will refuse
to steal from or bother the characters unless molested. If they are
attacked with deadly intent, they will either flee, casting darkness
to cover their escape, or use their special abilities to mess with
the adventurers.
There
are three green couches, a coffee table, seven candelabras with
pleasant smelling candles, a large table, eight casks of fresh water,
and four large metal bins with covers, resembling modern garbage
cans.
On
the table are thirteen bottles of good red wine (15 silver spanners
per bottle), flint and steel, several dozen extra candles, and an ice
box holding a large jug of goat's milk.
The
metal bins hold the following:
| Metal Bin | Contents |
| 1 | Smoked meat |
| 2 | Rich soil and live earthworms |
| 3 | Hard Biscuit |
| 4 | Fresh water and live fish |
The
bins are magical and never run out of content as long as they are not
upended or taken from the room. If dumped over, they will spill a
small amount the material and then appear empty, only to fill
themselves if turned back upright. If taken from the room they lose
their extraordinary properties, but will work again if returned.
Friday, March 20, 2015
INNER WARD THIRD FLOOR 19 ROOM OF THE THREE DOORS.
19
ROOM OF THREE DOORS. This room is bare of furnishings, save for the
three doors in the west wall. The door are labeled #1 to #3 from
north to south.
Door
#1. This iron door is trapped; any one who touches any part of
the door will take 3d4 points of electrical damage unless the trap is
discovered and disarmed. The space behind the door is empty.
Door
#2. This door is painted in black and white stripes, like a
zebra. Inside are two shadows.
2
Shadows (AC 7; MV 12”; HD 3+3; hp 17, 18; #AT 1; D 2-5; SA Strength
drain; SD Magic weapon to hit, limited spell immunity; XP 323, 327)
Door
#3. This door is decorated with sparkly pink glitter glued onto
its surface. Inside is a treasure chest holding 1443 gold crescents
and two ivory scroll cases valued at 10 gold crescents each. The
first scroll case holds a scroll with the druid spells neutralize
poison and hold plant.
The second scroll case doesn't hold a scroll at all, instead
containing a labeled bottle with a potion of clairvoyance
(green and bubbly, tastes of chicken broth).
Thursday, March 19, 2015
INNER WARD THIRD FLOOR 18 ROOM OF THE MAGIC BRICK.
18
ROOM OF THE MAGIC BRICK. Two gargoyles abide here.
2
Gargoyles (AC 5; MV 9”/15”; HD 4+4; hp 16, 27; #AT 2 claws, 1
horn, and 1 tail; D 1-3/1-3/1-6/1-4; SD Magic weapon to hit; XP 245,
300)
A
large clay brick, two feet per side, hangs suspended in the air
about four feet above the ground in the center of the room. Three
large open windows are in the west wall.
If
the brick is hit or prodded with any significant force, a gold maban
will pop out of the top. Up to 20 gold mabans will appear. If hit
again the brick will turn into an iron block (although it will remain
levitating in the air!) and a large green mushroom will grow out of
the top.
The
mushroom is magic and walks around on tiny feet at a rate of 3”.
The first person to take a bite of it will benefit by being
completely restored to life the next time they are reduced to 0 hit
points or below, as if under a resurrection spell effect.
This special effect requires no resurrection survival roll and does
not count against the number of times, based on initial constitution
score, that a person may be resurrected. Anyone resurrected in this
way is also restored to full hit points and cured of any diseases,
insanities, or other ailments they may have acquired. If they were
killed in a dangerous area (for example quicksand or the inside of a
purple worm) they will instead reappear in a nearby safe place.
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