Friday, April 17, 2015

INNER WARD THIRD FLOOR 47 GNOME CONFERENCE ROOM.

47 GNOME CONFERENCE ROOM. There is an oval gnome sized table with three gnome leaders sitting, talking, and drinking. Two other evil gnomes stand guard.

Grog Haven, Chaotic Evil male gnome Fighter (AC 6; MV 6"; F6; hp 31; #AT 1; D Short sword or dagger; S 18/03, I 17, W 15, D 12, C 14, Ch 16; XP 473)

Grog wears ring mail and carries a short sword, a dagger, and the key to Room 45. Characters may try to negotiate with Grog Haven, but he is duplicitous and rotten to the core. He may appear to act reasonably if faced with overwhelming power, but will always be scheming to get the upper hand and will be quick to resolve the matter violently.

Maximilius Hagglebeard, Chaotic Evil male gnome Illusionist/ Thief (AC 6; MV 6”; I3/T3; hp 9; #AT 1; D Short sword or dart; S 13, I 15, W 10, D 16, C 9, Ch 12; SA Spell use; XP 186)

Thief skills: PP 40%, OL 43% F/RT 40% MS 32% HS 30% HN 25% CW 72% RL -

First Level Illusionist Spells:
Detect Illusion, Hypnotism

Second Level Illusionist Spells:
Fog Cloud

Maximilius wears leather armor and has a blue conical hat with a silver comet pattern. In addition to his short sword, he has 4 darts, his thieves' tools, 14 gold mabans, a scroll of the second level illusionist's spell invisibility, and a fragment of yellow stained glass for the detect illusion spell.

Ciernsy Lumqualler, Chaotic Evil female gnome Fighter/ Thief (AC 8; MV 6”; F3/T4; hp 14; #AT 1; D Short sword; S 14, I 11, W 8, D 14, C 12, Ch 11; XP 200)

Thief skills: PP 45%, OL 42% F/RT 45% MS 38% HS 30% HN 25% CW 73% RL 20%

Ciernsy wears leather armor and carries thieves' tools, 9 gold mabans and 6 silver khurams.

2 Evil Gnome Guards (AC 6; MV 6”; HD 1; hp 2, 4; #AT 1; D Short sword or spear; XP 12, 14)

Each gnome guard has both a spear and short sword, and they each carry 1d4+1 gold mabans.

There are two windows in the west wall. Below the windows there is a low table with glasses, ice buckets, and bottles of whiskey, rum, hard apple cider, and gin.

Thursday, April 16, 2015

INNER WARD THIRD FLOOR 46 WASH ROOM.

46 WASH ROOM. There is a working shower with hot and cold water and a toilet. Large numbers of stacked towels are here. Two small glass windows are in the north wall and two more are in the west wall.

Castle Triskelion Outer Ward Third Floor Published at & Magazine

Good News. Last night the Third Floor of the Outer Ward was published over at & Magazine. Bryan Fazekas and Handley Jackson did the editing, Robin Irwin provided the cover, and Ron Redmond takes care letting people know it's out there.

The Fourth and Fifth Floors of the Inner Ward are ready to get blogged and the maps have been reworked. I am revisiting the Upper Dungeons, which will get blogged after the top floors.

Enjoy the pdf.

Wednesday, April 15, 2015

INNER WARD THIRD FLOOR 45 GROG'S ROOM.

45 GROG'S ROOM. There is a guard duty posted outside this room.

2 Evil Gnome Guards (AC 6; MV 6”; HD 1; hp 6 each; #AT 1; D Spear or club; XP 16 each)

They each carry a spear, a club, and 1d4+1 gold mabans.

The room is locked. Inside it is furnished as a stylish bedroom with gnome-sized furniture.

Under the bed is a chest with:
  • 2323 silver khurams
  • 3 gems worth 10 gold crescents each (azurite, blue quartz, carnelian)
  • 2 gems worth 15 gold crescents each (citrines)
  • 1 gem worth 50 gold crescents (onyx)
  • 4 gems worth 100 gold crescents each (aquamarines)
  • 1 gem worth 800 gold crescents (ruby)
  • 1 gem worth 1000 gold crescents (emerald)
  • 1 silver ring with an ivory walrus design worth 900 gold crescents

Tuesday, April 14, 2015

INNER WARD THIRD FLOOR 44 GNOME DORMITORY.

44 GNOME DORMITORY. Seven gnomes are sleeping here and three are playing a game of cards. It will take a round for the sleeping gnomes to awake if there is fighting, and it will take another round for them to get their weapons and join combat.

Slaughterfest Pantigruel, Card-Playing Chaotic Evil female gnome Assassin (AC 6; MV 6”; A4; hp 11; #AT 1; D Short sword or silver dagger; S 12, I 11, W 8, D 14, C 13, Ch 8; XP 185)

Thief skills: PP 35%, OL 34% F/RT 35% MS 26% HS 20% HN 20% CW 71% RL -

She uses leather armor and has a small-sized shield +1. She carries thieves' tools, 13 gold mabans, 6 silver khurams, and 2 copper ganes.

2 Other Card-Playing Evil Gnomes (AC 6; MV 6”; HD 1; hp 2, 7; #AT 1; D Short sword; XP 12, 17)

7 Sleeping Evil Gnomes (AC 6; MV 6”; HD 1; hp 7, 1, 8, 3, 1, 5, 7; #AT 1; D Short Sword; XP 17, 11, 18, 13, 11, 15, 17)

Each of the other gnomes has 1d4+1 gold mabans. There are enough bunk beds to accommodate forty gnomes. Three glass windows are in the west wall.

Monday, April 13, 2015

INNER WARD THIRD FLOOR 43 STORAGE ROOM.

43 STORAGE ROOM. This room contains the parts needed for the dangerous toys. They need to be fed into the machine and three gnit workers are being used for the purpose.

3 Gnits (AC 7; MV 9”; HD 2-5 hit points; hp 2, 4, 2; #AT 1; D Shovel for 1d2; XP 7, 9, 7)

The gnits are shoveling the pieces into bowl-like receptacles. Lacking normal weapons, they fight with their shovels for 1d2 damage. Each has 3d8 copper pieces.

The raw material for the toys are in large bins against the north wall. The bins hold scrap metal, cotton wadding, twigs and wood chips, teeth (large variety of species), insect carcasses, and scraps of paper with nasty words written on them. Two glass windows are in the west wall.

Sunday, April 12, 2015

INNER WARD THIRD FLOOR 42 FOUL FACTORY.

42 FOUL FACTORY. Several evil gnomes are attending to the huge mass of machinery that is present within the room.

13 Evil Gnomes (AC 6; MV 6”; HD 1; hp 7, 8, 1, 2, 3, 3, 8, 4, 5, 3, 2, 4, 2; #AT 1; D See below; XP 17, 18, 11, 12, 13, 13, 18, 14, 15, 13, 12, 14, 12)

Each gnome carries tools and can use them as improvised weaponry equivalent to a club. They also each carry 1d4+1 gold mabans.

Lieder Haven, Chaotic Evil male gnome Fighter (AC 6; MV 6"; F2; hp 10; #AT 1; D Short sword or dagger; S 12, I 11, W 14, D 11, C 11, Ch 11; XP 65)

Lieder is the foreman and another son of Grog Haven. He carries a short sword, a dagger, 16 gold mabans, and 7 electrum lugdushes.

The majority of the space in the room is occupied by pipes and moving machine parts. The machinery is so complex and odd that it almost defies explanation. There are wires, pulleys, billows, pipes, belts, and all manner of pieces in a seemingly haphazard arrangement. Due to this, all persons in the room acts as if in 75% cover for purposes of missile fire, a -7 penalty.

At the beginning of each round that an individual is in the room they have to make a saving throw versus dragon breath. Failure means they have to roll on the following table.

Machinery Hazard Table

1d8 Effect
1 Pipe vents steam on you, 1d4 heat damage
2 Tumbling gears tumble into you, 1d4+1 damage
3 Sharp blades scythe into you, 1d6+1 damage
4 Ensnared in wires and cords, you can get yourself out but automatically fail next round's saving throw and act as if “off balance” for this round (+2 to be hit and can't take any action except to extricate self).
5 Smoke puffs on you, roll on Smoke Puff Hazard Subtable below
6-8 Luckily there is no danger in range

Smoke Puff Hazard Subtable

1d4 Effect
1 Choking black smoke, irritating only, -4 on “to hit” this round only and -4 on next round's saving throw
2 Stinging green smoke, attacks the integument, 1d3 damage
3 Dense purple smoke, make a save vs spells or fall asleep for 1d4 rounds
4 Fine rainbow mist, slightly corrosive, 1d2 damage and unpleasant sneezing

Characters affected can still attack, but taking damage or similar effects will interrupt spells and may affect certain thief functions at the Dungeon Master's discretion. The evil gnomes are familiar with the machinery and are experts at avoiding its dangers, so they don't have to make their saving throws. Anyone knocked unconscious, prone, held, stunned, etc. automatically loses their saving throw, however, and this includes the evil gnomes.

If the machinery is left unattended, it will stop producing evil toys and grind to a halt within an hour.

There are four glass windows in the west wall, but even at night the machinery casts enough light from its various orifices to see by.

Saturday, April 11, 2015

INNER WARD THIRD FLOOR 41 WRAPPING ROOM.

41 WRAPPING ROOM. 6 evil gnomes are working here.

6 Evil Gnomes (AC 6; MV 6”; HD 1; hp 1, 3, 2, 8, 7, 3; #AT 1; D Short sword or club; XP 11, 13, 12, 18, 17, 13)

Each gnome is armed with both a club and a short sword and has 1d4+1 gold mabans.

A large (but low-to-the-ground) table is next to the north wall. Pipes from the machinery in Room 42 are dumping boxes holding malevolent devices onto the table and the gnomes are wrapping them in paper and ribbon. There are currently 37 wrapped boxes in the room. The machinery will produce another 1d4 each hour.

1d10
Item
1
Black Hat
2
Darling Dolly
3
Perilous Pineapple
4
Punching Fool
5-6
Surprise Box
7
Tetanic Tune
8
Toy Knight
9
Unfunny Clown
10
Unpleasant Umbrella

Black Hat: This hat appears like a typical conical hat worn by a gnome or magic-user. When the box is opened, the opener must save versus spells or be compelled to place the hat on his or her head. Upon doing so, it will melt into a corrosive black slime-like substance that will do 1d10 points of damage. Monsters without heads or the ability to manipulate objects are immune to this item.

Darling Dolly: This appears to be a simple little girl's plaything, anything from a peasant girl's rag doll to an elegant porcelain princess. When the box is opened, the opener must save versus spells or be affected by the item's monstrous charm power. If the roll is failed, the dolly will force the opener to fight everyone else in the room. If noone is nearby, the dolly will cause the opener to wander about and fight the next person or monster they encounter. The effect lasts for one single combat, with the death or loss of consciousness of the victim, or the death of the adversaries the victim encounters. Having satisfied its evil whim, the dolly will then become completely mundane.

Perilous Pineapple: This item resembles a metal pineapple. It can be used as a weapon by pulling the top 'leaves' off, which can be removed as a group. Consult the Dungeon Master's Guide, page 64, for rules on grenade-like missiles. The area of effect is 1' diameter, a 'splash hit' will do 1d4 damage (actually shrapnel), and the damage for a direct hit is 1d8+1. Note that there is a 1 in 6 chance the grenade will go off in the thrower's hand before release.

Punching Fool: Upon opening this box, a red boxing glove will spring out, attacking as a 4th level fighter and doing 1d6 damage on a hit. It has a range of ten feet, and will aim for the opener's face even if the opener is trying to open it remotely in some fashion.

Surprise Boxes: When the box is opened, it will explode with a cloud of black smoke, doing 2d4 damage to everyone within five feet, save versus dragon breath for half damage.

Tetanic Tune: Upon opening this box, a bizarre melody will sound out. The opener must save versus paralyzation or be held in a painful spasm for 1d4+1 turns and suffer 1 point of damage from cramps.

Toy Knight: When this box is opened a miniature knight in shining armor will jump out and attack. It will target the box opener first, then everyone else until destroyed.

Toy Knight (AC 3; MV 3”; HD 1; hp 4; #AT 1; D Tiny sword for 1d3; XP 14)

Unfunny Clown: Opening this box causes a clown face to pop out on a spring. It then tells an extremely unfunny or overused joke. The opener, however, must save versus spells or be overcome with laughter, unable to do anything except laugh, giggle, and chortle for 1d6 rounds.

Unpleasant Umbrella: This box holds a miniature black umbrella. Upon seeing this item, the opener must save versus spells or be compelled to pick it up. They will become convinced that it is raining and that they must not let go of the umbrella. Even if the umbrella is forcefully taken from the victim, they will be deluded into believing they still hold it. Performing spells with a somatic component, most thief functions, and fighting with the favored hand will be impossible until the umbrella dissolves into gray paste in 1d4 hours.

The evil gnomes will never willingly open a box. Note that it is entirely possible for player characters to take the boxes with them and attempt to use them as weapons against others, but noone knows what is inside the box before it is opened.

There is an ample supply of colorful wrapping paper and pretty ribbons. There are two glass windows in the west wall.

Friday, April 10, 2015

INNER WARD THIRD FLOOR 40 GRAFFITI HALL.

40 GRAFFITI HALL. While the gravity works normally in Area 3, it is reversed here. The door to this room from Room 3 is raised near the ceiling and immediately above Room 2's Door B.

The mismatched wooden panels of the walls are marked by painted graffiti in a wide variety of colors. Some was written by gnomes, gnits, and cobbler elves, but the majority was written by gutter gremlins. The graffiti ranges from crude jokes “You can tune a piano, but you can't tuna fish!” and expressions like “Holben the evil gnome was here” to math equations, doggerel, and quotes from alchemical writings.

A twelve foot tall ladder is on the floor near the door to Room 3. Grog Haven uses it to visit Roven in Room 39.

The secret door to Room 53 is a sliding door type. Someone has painted over it: “There is no secret door here – The Management”.

Thursday, April 9, 2015

INNER WARD THIRD FLOOR 39 ROVEN'S PRISON.

39 ROVEN'S PRISON. This room can be reached through Area 3, the Tall Hall. Gravity is reversed in Room 39, as it is through most of the Third and a Half Floor. This means that if the adventurers climb up to the door, they will see Roven Haven the gnome and his furniture on what appears to be the ceiling. If they try to enter the room from Area 3 without taking sensible precautions, they will fall upwards, though the distance is small enough that damage will not be sustained.

Roven Haven, Lawful Good male gnome Fighter (AC 10; MV 6"; F2; hp 16; #AT 1; D By weapon type; S 10, I 9, W 15, D 6, C 11, Ch 10; XP 83)

Roven is an outcast and the son of Grog Haven, see Room 47. Unlike the other gnomes on the level, he is not evil, and so was imprisoned when he refused to make destructive toys. Roven is unarmed and unarmored. If defeated as he is without weapons, no experience points should be awarded.

Roven is not locked in, but because he is afraid of heights he will not leave the room unless convinced to do so by a fair bit of persuasion. Roven dislikes the other gnomes, but will not take up arms against them because he considers them to be family, no matter how evil.

The room is sparsely furnished as a bedroom. There is a bottle of water and some food. His father occasionally brings him new provisions, along with lectures to shape up and conduct the family business properly.

Wednesday, April 8, 2015

NEW MONSTER: GNAWGA

GNAWGA

FREQUENCY: Rare
NO. APPEARING: 2-12
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 2+1
% IN LAIR: 40%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: S (2½' at the shoulder)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/35 + 3/hp


Gnawgas are reptile-like mammals with the same general body shape as boars, but have an oversized head and jaws. The body is covered by large portions of hairless skin, with coarse patches of wiry hair in odd places. Their legs are muscular and dog-like. Gnawgas are found almost exclusively as guards and pets by gnits (q.v.) or evil gnomes. They serve their masters with blind devotion.

INNER WARD THIRD FLOOR 38 GNITS AND GNAWGAS.

38 GNITS AND GNAWGAS. Three gnits are tending to three gnawgas.

3 Gnits (AC 7; MV 9”; HD 2-5 hit points; hp 4, 4, 2; #AT 1; D Gnit pick; XP 9, 9, 7)

3 Gnawgas (AC 5; MV 15”; HD 2+1; hp 12, 11, 8; #AT 1 bite; D 2-8; XP 71, 68, 59)

Each gnit will be carrying 3d8 copper pieces. There are large leather chew toys, blankets for sleeping on, and a bucket of water. Six windows are in the east wall. The secret door is a “sliding door” type and the gnits are ignorant of it.

Tuesday, April 7, 2015

INNER WARD THIRD FLOOR 37 RIGHT SHOE ROOM.

37 RIGHT SHOE ROOM. Many right shoes and other types of foot wear are piled high in this room. 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 pieces of footwear is actually the right side of a pair of glass slippers of striding and springing. Its mate is in Room 12.

Monday, April 6, 2015

INNER WARD THIRD FLOOR 36 GNITS.

36 GNITS. 5 gnits are here.

4 Gnits (AC 7; MV 9”; HD 2-5 hit points; hp 4 each; #AT 1; D Gnit pick; XP 9 each)

Gnit Leader (AC 6; MV 9”; HD 1; hp 6; #AT 1; D Gnit pick; XP 16)

These gnits are “off-duty” and relaxing on couches and chairs. Each has 3d8 copper pieces while the leader has 15 copper pieces and 11 silver spanners. There is a table holding hard biscuits, a bottle of red wine, and smoked meat (raided from Room 20 while the gremlins were out). Six windows are in the east wall.

Sunday, April 5, 2015

INNER WARD THIRD FLOOR 35 STAIRS TO NOWHERE.

35 STAIRS TO NOWHERE. These stairs climb straight up to the ceiling. There is no hatch or trapdoor. They just end.

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

FREQUENCY: Rare
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.