24
STAIRS. These broad stairs descend twenty five feet to Area 1 of
Level 3.
Thursday, November 5, 2015
Wednesday, November 4, 2015
UPPER DUNGEONS LEVEL TWO 23 CRYPT.
23
CRYPT. The four twelve foot deep pits in the western part of the
room were used by the guards to hold overflow corpses. They contain
desiccated bodies and body parts. Two ghouls are in the northernmost
pit, while another ghoul (the 11 hit point one) is feeding on a few
old bones in the southwest corner of the room. She will not wait for
her fellows, but will attack as soon as she spots intruders. The
other ghouls will be attracted to sounds of fighting and climb out to
join combat.
3
Ghouls (AC 6; MV 9"; HD 2; hp 10, 6, 11; #AT 2 claws, 1 bite; D
1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 85, 77, 87)
This
room was used to store the bodies of the many prisoners who perished
during captivity until the warden had the idea of using prisoners
(living and dead) to feed the various monstrous guardians found on
lower levels. Nevertheless, this crypt remains a repository for
numerous dead bodies. The ceiling height of this 'L' shaped room is
sixteen feet. Numerous loculi, or berth-like recesses used for
holding dead bodies, are present. The loculi are slightly raised off
the floor, seven feet tall by three feet wide by nine feet long
(deep).
One
of the ones against the west wall has been tunneled into by ghouls
(Area “A”). This one should stand out because it is the only
recess to have been completely cleared of remains. All of the other
recesses have some body parts still present, although all have been
sampled by the ghouls.
Tuesday, November 3, 2015
UPPER DUNGEONS LEVEL TWO 22 ARCHWAY.
22
ARCHWAY. The archway to this narrow corridor is decorated with a
skull head design upon the keystone on the long, wide hallway side
only. If anyone tries to enter the archway from this side (the
east), there is a 3 in 6 chance that its eyes will glow blue and it
will spit 1d4 icicles. These strike as though they were attacks from
a 4 hit die monster and do 1d4+1 damage.
Monday, November 2, 2015
UPPER DUNGEONS LEVEL TWO 21 ARCHWAY.
21
ARCHWAY. This archway is decorated with sheep heads upon the
keystones. Each is equipped with a magic mouth, which will
“baa” and appear to chew cud. Recessed shelves are carved into
the stones of the archways, and they contain shrunken heads. One of
the heads is animated and can speak. It will ask to be taken with
the adventurers and buried in The Grounds. If the adventurers do
this it will immediately sprout (like a magic seed) and grow a bean
plant that leads to a cloud with a giant shack and a fat yellow
goose. The goose will lay one egg per month, worth 100 gold
crescents. It is already sitting on 12 such eggs.
Sunday, November 1, 2015
UPPER DUNGEONS LEVEL TWO 20 CHAMBER OF THE HYDRA.
20
CHAMBER OF THE HYDRA. A five headed hydra squats in the center of
this chamber. It is both new to the area and fiercely territorial.
It will attack immediately.
Hydra
of 5 Heads (AC 5; MV 9”; HD 5; hp 40; #AT 5 bites; D 1-6 X 5; SA
1-4 attacks on same opponent; SD All heads must be killed to slay; XP
330)
It
sits on a pile of 3214 copper pieces and 432 gold crescents of mixed
coin.
Saturday, October 31, 2015
UPPER DUNGEONS LEVEL TWO 19 FUNNY FUNGUS.
19
FUNNY FUNGUS. The floor is covered with green puffball mushrooms
marked with purple spots. The dais sports a stone idol of a fat man
with a smile on his face. If anyone approaches the dais, several of
the mushrooms will release fluffy purple spores. Everyone in the
room must save versus poison or experience one of the following
effects.
|
1d100
|
Effect
|
|
01-10
|
Sleep
for 1d20+20 minutes, experiencing pleasant dreams.
|
|
11-25
|
Good
mood, giggle for 1d10+10 minutes.
|
|
26-30
|
Deep
thoughts, gain 1 point of wisdom permanently but lose a point of
constitution. This is a once per lifetime effect, re-roll if this
is indicated for the same character more than once.
|
|
31-40
|
Happy
but clumsy, -1 to hit for 1d2+2 hours.
|
|
41-45
|
Hyperactive,
as a potion of haste, but no aging effect.
|
|
36-50
|
Talks
backwards for 1d2+4 hours, cannot use spells with verbal
components or trigger words for magic items.
|
|
51-55
|
Gains
ESP, as the spell, for one full day. This is a once per
lifetime effect, re-roll if this is indicated for the same
character more than once.
|
|
56-65
|
Character
sees pretty butterflies for 1d10+20 minutes, but they are not
really there.
|
|
66-75
|
Character
believes he or she is irresistible to members of the opposite sex
for 1d6+4 hours.
|
|
76-80
|
Character
acquires funky smell, -1 to Charisma for 1 day.
|
|
81-85
|
Character
decides to change his or her name for 1 day. It is their choice
as to the new name and whether to keep it permanently, but it must
start with the letter 'H'.
|
|
86-90
|
Character
feels invincible, add 1d2+4 hit points. These hit points will be
the first to be lost. This is another one time effect, re-roll if
this is indicated for the same character more than once.
|
|
91-95
|
Character
has munchies and will consume a day's rations immediately unless
stopped.
|
|
96-00
|
Character
(and player) must speak in a little girl voice for the rest of the
session.
|
Friday, October 30, 2015
UPPER DUNGEONS LEVEL TWO 18 FOG ROOM.
18
FOG ROOM. The floor is always bathed is harmless white fog to human
mid-calf height. The fog can be temporarily removed by a gust
of wind, air
elemental, etc. but it will reappear almost immediately. Close
examination will reveal that it rises through many tiny holes in the
floor. The stairs ascend twenty five feet to Area 30 on Level 1.
Thursday, October 29, 2015
UPPER DUNGEONS LEVEL TWO 17 ARCHWAY.
17
ARCHWAY. This archway is decorated with the word “FORBIDDEN”
upon the keystone on the side of the long wide hallway only.
Wednesday, October 28, 2015
UPPER DUNGEONS LEVEL TWO 16 ARCHWAY.
16
ARCHWAY. This archway is decorated with the faces of male lions upon
the keystones, complete with flowing mane.
Tuesday, October 27, 2015
UPPER DUNGEONS LEVEL TWO 15 INTERROGATION CHAMBER.
15
INTERROGATION CHAMBER. This room was used for acquiring confessions
from prisoners, either through violence or threat. Two ghouls have
been attracted by the smell of old blood.
2
Ghouls (AC 6; MV 9"; HD 2; hp 6 each; #AT 2 claws, 1 bite; D
1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 83 each)
There
is a grimy rectangular table and three wooden chairs. A large
candelabra is here, but no candles. Against the west wall is a metal
contraption, fitted with hooks and used for holding implements of
torture. All that remain are a few thumbscrews, some pliers and
three rusty knives.
Monday, October 26, 2015
UPPER DUNGEONS LEVEL TWO 14 SOLITARY CONFINEMENT.
14
SOLITARY CONFINEMENT. The door to this room is locked. Inside is
the desiccated corpse of a man in gray prison garments. Above the
corpse hovers a wisp of gray ash or dust. This is the restless
spirit of the prisoner. It will follow the adventurers until they
encounter sunlight, then it will dissipate. While it accompanies the
party, they will enjoy +2 on all saving throws and all undead will
strike at -2 on to hit rolls against them. However, they will unable
to surprise any opponents, as all dungeon dwellers will be able to
sense the presence of the restless spirit.
Sunday, October 25, 2015
UPPER DUNGEONS LEVEL TWO 13 STORAGE ROOM.
13
STORAGE ROOM. Although perhaps not originally intended to be a
storage room this place served that purpose for the years the prison
was functional. Here gruel and water were kept for the prisoners.
Now the forty six remaining crates of foodstuffs have been invaded by
rats and the sixty three casks of water are foul with corruption.
Saturday, October 24, 2015
UPPER DUNGEONS LEVEL TWO 12 PRISON.
12
PRISON. The door to this room is capable of being locked, but is
not. Five men are here, wearing chain mail armor and great helms.
Fat gray worms writhe from the vertical slits of their visors.
5
Worm Face Cultists (AC 5; MV 9"; F2; hp 10, 12, 9, 12, 13; #AT
1; D Scimitar; SD Only surprised on
a 1, see invisible; XP 65, 71, 62, 71, 74)
These
men are devotees of the Gray Worm and have received the kiss of the
worm god. As a result, their facial features above the mouth have
been replaced by worms. They are immune to blindness and are
extremely sensitive to air currents, thus they can “see”
invisible objects and are rarely surprised. They are away from the
temple because they are searching for a thief who has stolen cult
treasure.
Each
carries between 7 and 12 (1d6+6) small gold cylinders, each
equivalent in value to a gold crescent. In addition, each has a
small silver holy symbol of the worm god on a chain around their
neck. These appear to be worth 10 gold crescents each, but are
cursed. If placed around the neck, they cause blindness in 1d4
rounds unless a saving throw vs poison is made.
None
of the cells are locked. A secret door in the northeast cell leads
to the ladder that connects to Area 5 of The Sewers of the Inner Ward, thirty five feet up. The worm face cultists are ignorant about
its existence.
Friday, October 23, 2015
UPPER DUNGEONS LEVEL TWO 11 PRISON.
11
PRISON. The door to this room is capable of being locked, but is
not. Beneath each grate is an oubliette, twenty five feet deep and
ten foot square in area. The south oubliette has been tunneled into
and is described in the key for Level 3, Area 124.
Thursday, October 22, 2015
Castle Triskelion Inner Ward Ground Floor and New Materials II available at & Magazine
Then
there is New Materials Part II, where the monsters, magic items, etc.
are explained. There are quite a few new monsters this time around
and I did a bunch of illustrations.
Thanks
go out to Bryan Fazekas and Handley Jackson for editing and
formatting, Robert Irwin for the cover art, and Ron Redmond for
public relations. Download the Inner Ward Ground Floor and New
Materials II by following the link to & Magazine in the upper
right corner of the blog!
NEW MONSTER: TWILIGHT DWARF
Twilight
Dwarf
FREQUENCY:
Very rare
NO.
APPEARING: 40-400
ARMOR
CLASS: 5
MOVE:
6”
HIT
DICE: 1
%
IN LAIR: 50%
TREASURE
TYPE: Individuals M(x5); G, Q(X10), R, W in lair
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: By weapon
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Save at +3 (or better) vs poison and paralyzation
MAGIC
RESISTANCE: As above
SAVE:
As above
INTELLIGENCE:
Very
MORALE:
50%
ALIGNMENT:
Neutral
SIZE:
S (4' + tall)
PSIONIC
ABILITY: Nil
LEVEL/ X.P.
VALUE: Variables preclude a fixed number
Twilight
dwarves are natives of the Dusk Realm, a parallel reality to the
world of Castle Triskelion. These demi-humans will always be found
in underground complexes and mines and they rely on trade with other
creatures to provide comforts and most food.
Twilight
dwarf lairs are very loosely structured compared to those of other
dwarves. Therefore, dwarves with levels as fighters, thieves,
assassins, and magic-users will be found, but not in specific
proscribed numbers. Twilight dwarves are not pious and have no
clerical members. Twilight dwarves are capable
of operating in more than one class simultaneously, so fighter/thief,
fighter/assassin, and magic-user/thief individuals may be
encountered. Twilight dwarves who share similar interests (such as
mining, gem-cutting, or practicing magic) tend to group themselves
into smaller informal guilds to share experience and resources.
Because of this arrangement, treasure in a twilight dwarf lair will
not be found in a treasure vault, but rather spread out as the
possessions of individual dwarves or as the communal treasure of
small groups.
Like
other dwarves, twilight dwarves are interested in wealth (especially
gold and gems), alcoholic beverages, and their work. They are keenly
interested in trade and not overly scrupulous about their trading
partners. Most twilight dwarves will charge reasonable amounts for
their services and goods, but there are always cheats and robbers in
every twilight dwarf enclave. While the alignment of most twilight
dwarves is neutral, there will inevitably good and evil dwarves in
every community.
Twilight
dwarves will use weapons that can be used in underground spaces.
They use maces, hammers, axes, and especially military picks in large
numbers. Swords, daggers, and military forks are also commonly used.
Missile weapons are of limited utility in the spaces they inhabit,
but they do employ heavy crossbows at times. Chain mail armor is
typically worn by the average twilight dwarf when they are expecting
trouble, and almost every twilight dwarf will have this type or a
better type of armor available (excluding those whose class prohibits
it).
Higher
level fighters have a 10% chance per level of having magic armor and
a 10% chance per level of having a magic weapon. Thieves, assassins,
fighter/thieves, and fighter/assassins have a 5% chance per thief or
assassin level of having magic armor and a 10% chance per thief or
assassin level of having a magic weapon. Magic-users and
magic-user/thieves have a 10% chance per magic-user level of having
1-4 additional magic items (potion, scroll, ring, wand/staff, misc.
magic) usable by magic-users. Twilight dwarves can use magic rings
without the 20% malfunction rate experienced by other dwarves.
Twilight
dwarves do not share the hatred of humanoids as other dwarves, and
have no “to hit” bonus against them. In fact, the twilight
dwarves may rely on trade with such creatures. When in melee combat
with ogres, trolls, and giants, these creatures must subtract 2 from
their rolls to hit the twilight dwarves, due to the twilight dwarves
relative experience and skill in fighting these much larger monsters.
Twilight
dwarves have no intrinsic resistance to magic, but have a bonus to
save against poison and petrification (such as by spell, gorgon
breath, basilisk gaze, etc.) based on their constitution score. For
characters with class levels, they have a bonus of +1 per 3½ points
of constitution (minimum of +3 bonus). For
twilight dwarves without class levels, use the +3 bonus.
Twilight
dwarves are allergic to direct sunlight. In the Dusk Realm, this is
of no concern, but on worlds that experience direct sunlight it is a
significant disadvantage. When touched by direct sunlight, a
twilight dwarf must make a saving throw versus paralyzation every
round of such exposure or become completely paralyzed. Their usual
bonus vs petrification does not apply. The twilight dwarf will
remain paralyzed until the sun is out of view. Moving the dwarf to
an area without sunlight or blocking the sun (including with clouds)
will cause the dwarf to revert in a turn (as long as the sun is
completely blocked for this entire time). While paralyzed, the
twilight dwarf and his or her possessions will appear to be made of
stone. Magic items have a normal saving throw allowed to avoid the
effect. When the dwarf returns to normal, the items carried will
always do so as well.
Twilight
dwarves can see, even in complete darkness, to 90'. Nevertheless,
they prefer to have fire or another light source on hand. Twilight
dwarves are competent miners, able to determine grades or slopes in
passages, to detect sliding or shifting walls or rooms, and detect
traps involving stonework 25% of the time. They can tell their depth
underground 75% of the time. Twilight dwarves who are mining
specialists will be even better at these skills.
Description:
Twilight dwarves are usually pale tan to dark brown with pale blue
or green eyes. Hair and beards are normally black. They wear long
dress-like garments of single colors, and twilight dwarves practicing
the same professions usually choose the same colors. Armor, if worn,
will also be extra long, extending to the ground, to cover their
feet. Twilight dwarf women are very uncommon, but do not have
beards.
Twilight
dwarves almost always suffer a deformity of the feet. The type of
deformity varies by the individual, but examples include unusual
numbers of toes, animal feet, and feet facing in the wrong
directions. Twilight dwarves are very self-conscious about their
feet and never show them to others, even other twilight dwarves.
UPPER DUNGEONS LEVEL TWO 10 PRISON.
10
PRISON. The door to this room is capable of being locked, but is
not. Beneath each grate is an oubliette, twenty five feet deep and
ten foot square in area. Within the north oubliette is an injured
and very hungry twilight dwarf who stumbled into the oubliette while
fleeing from ghouls. The locals goblins later replaced the grate.
Gundberg
Skarllson, Neutral male twilight dwarf Fighter/Thief (AC 8; MV 6”;
F3/T4; hp 8 (normally 19); #AT 1; D Bone knife for 1d2; S 15, I 13, W
12, D 14, C 16, CH 11; XP 170 (normally 225))
Thief
skills
PP
45%, OL 47% F/RT 50% MS 33% HS 25% HN 15% CW 78% RL 15%
He
wears leather armor and a long, kilt-like garment (that hides his
foot deformity: he has but two large toes on each foot) and
possesses a makeshift knife (damage 1d2) made from the sharpened
shinbone of a fellow prisoner “in case those ghouls come a-callin”.
He also has a nearly empty waterskin.
Gundberg
is the only survivor among a group of twilight dwarves exploring the
area to satisfy their curiosity and looking for loot. He tends to be
abrasive and rough, but will be sincerely grateful for a rescue and
will be willing to lead adventurers to the Twilight Gate (see Upper
Dungeons Level 3, Area 44). If given the means he will happily visit
revenge on the nearby hobgoblins and goblins who come by occasionally
to jeer at his misfortune and throw rocks and spoiled food.
Wednesday, October 21, 2015
UPPER DUNGEONS LEVEL TWO 9 PRISON.
9
PRISON. The door to this room is capable of being locked, but is
not. Beneath each grate is an oubliette, twenty five feet deep and
ten foot square in area. Each contains bones, rags, and similar
garbage.
Tuesday, October 20, 2015
UPPER DUNGEONS LEVEL TWO: EXCAVATED AREA
8
EXCAVATED AREA. This room appears to have been clawed into existence
out of bare rock. The sinkhole from Room 11 of Level 1 deposits its
contents onto the sandy floor of this room.
Monday, October 19, 2015
NEW MAGIC ITEM: GREEN DREAM
This
magical substance can be either concocted as a potion, or rendered
into a paste which can be smoked in a pipe. In either case it will
last for 5-8 (1d4+4) hours (unless noted otherwise), and its effect
will become noticeable 2-5 (1d4+1) segments after it is taken.
Green
dream always causes mild auditory hallucinations, green skin
discoloration, and feelings of intense well-being. In addition it
will cause one of the following effects:
|
1d20
|
Effect
|
|
1
|
Believes
self to be rat (50%) or owl (50%)
|
|
2
|
Develops
impressive mustache
|
|
3
|
Must
sing instead of talk
|
|
4
|
Grows
mouth tentacles, can now eat without hands
|
|
5
|
Breath
smells of sweet peaches (50%) or sewer sludge (50%)
|
|
6
|
Eyes
glow bright green (acts like bullseye lantern)
|
|
7
|
Heals
1d8 hit points*
|
|
8
|
Extra
green eye-beam attack for 1d4 damage
|
|
9
|
Save
vs poison or lose a point of constitution
|
|
10
|
Invisible
for 1d3 hours
|
|
11
|
Bad
trip, save vs poison or die
|
|
12
|
Save
vs poison or sleep for 1d6 hours
|
|
13
|
Experiences
effect as maze spell**
|
|
14
|
Chance
of listening at doors improves by 30%
|
|
15
|
Mellow
vibes, intelligent living monsters won't attack you unless you
attack them first 75% of the time
|
|
16
|
Undead
taint, mindless undead won't notice you unless you attack them
first
|
|
17
|
Intense
visual hallucinations, hard to distinguish real enemies, -6 on “to
hit” rolls
|
|
18
|
Grow
1d12 new teeth***
|
|
19
|
Stats
as ogre, including size
|
|
20
|
Roll
again on this table, using only a 1d6, and the effect is permanent
|
*Treat
this as a regular cure spell or healing potion.
**This
effect will last as long as described under the listing for the maze
spell, not 5-8 hours.
***Teeth
gained are always permanent.
Goblins
consuming this substance always immediately and permanently turn a
deep green color.
XP
VALUE: -
GP
VALUE: 100 per dose
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