Wednesday, February 3, 2016

UPPER DUNGEONS LEVEL THREE 3 FLASK GRAVITY WELL ROOM.

3 FLASK GRAVITY WELL ROOM. This room has the shape of a truncated cone or Erlenmeyer flask. The walls, floor, and ceiling pull away in a curved fashion so the wall opposite the entrance is a circle with a diameter of about forty feet. A skeleton in rusty chain mail armor appears to be pinned to the opposite wall, about ten feet off the floor. Arranged concentrically about the room are large raised stone letters.


About thirty feet from the wall, at the junction between the neck and body of the room, there is an abrupt shift in gravity of 90 degrees. The skeleton is not really pinned to the wall, it is lying at rest relative to the shifted gravity. Anyone who unwarily enters the room will fall the thirty feet taking 3d6 damage. Adventurers in the second rank can save vs petrification to stop themselves in time and avoid the fall. If adventurers in the second rank do fall, they have a 1 in 6 chance of landing on a person already at the bottom, doing an additional 2d6 damage to the unfortunate. They will, however, themselves only sustain 2d6 damage, as their landing will be somewhat softened.

The raised stone letters are R, C, O, T, D, R, S, E, O, and E. If they are pressed in order of 'SECRET DOOR' (the 'R', 'O', and 'E' are duplicates and can be pressed in either order), the secret trap door in the floor will open with a loud groan , allowing descent into Room 3A through a ladder.

The skeleton is an unremarkable victim. The body has a sheathed long sword and a pouch holding 29 silver spanners and 16 copper pieces.

Tuesday, February 2, 2016

Upper Dungeons Level 3 Map Work In Progress

Here is the map for this dungeon level as it is so far. I have to add an underground river, and put in the doors. But at least you guys will be able to follow along with the rooms.



I'm also working on the wandering monster chart and will put it out when it is complete.

UPPER DUNGEONS LEVEL THREE 2 SLOPING CORRIDOR.

2 SLOPING CORRIDOR. The corridor slopes down steeply towards Room 143. It lowers twenty feet over the sixty feet of corridor, giving a grade of 0.33, and it is noticeable to all characters. A green slime is on the ceiling at the area marked 'O' in the word 'SLOPE'.

This slime is sensitive to vibrations. Each person moving along the corridor will have a 3 in 4 chance of having the slime detect the vibrations of their footsteps and having it fall upon them. Thieves, assassins, monks, or bards successfully moving quietly can avoid this. Similarly, halfling or elf scouts not in metal armor are soft-footed enough to avoid having the slime dislodge.

If the characters look up, it can be seen and avoided by moving along one of the walls. The froglodytes in the rooms beyond Room 143 are aware of the slime, and use this method to avoid having it land on them.

Green Slime (AC 8; MV 0”; HD 2; hp 8; #AT 1 (drip); D Turn to slime in 1-4 rounds; SA Corrosive properties; XP 626)

Monday, February 1, 2016

Encounter Key: Upper Dungeons Level 3.

The majority of the third level of the Upper Dungeons lies twenty five feet below the second level. Much of the eastern portion of the map is actually somewhat deeper than the rest of the level.

The walls and floors are generally made of rectangular stone blocks fitted together tightly, except as noted otherwise, and especially within the Chapel of the Worm beginning in Room 62, where the are decorated with a spiral design on a rough surface resembling stucco. Ceiling height is generally fourteen feet, and cressets are irregularly placed for holding torches.

Caves and cavern areas have sandy floors and ceiling height varies considerably, but is never less than seven feet.

Level 3 directly connects to Level 2 and Sub-Level 3A of the Upper Dungeons, the Twilight Dwarf holdings, and the sub-levels of the Red Keep (from Area 57). In addition there is an exit to the outside and the beginning of a great staircase that reaches much lower levels.

Several competing factions are present. The Bugbears lair in Rooms 36 to 55. Two separate groups of orcs are present, and a tribe of froglodytes inhabit portions of this level and Sub-Level 3A.

UPPER DUNGEONS LEVEL THREE. 1 STAIRS AND HALL.

1 STAIRS AND HALL. The broad stairs ascend twenty five feet to Area 24 of Level 2 of the Upper Dungeons. The long and broad hall is a stylistic continuation of the hall described in Areas 1 and 2 of Level 2. The walls are decorated with low relief bizarre and horrid faces and radiate an orange-green luminescence. Ceiling height is fourteen feet throughout.

Sunday, January 31, 2016

UPPER DUNGEONS LEVEL TWO 96 DECORATED CAVE.

96 DECORATED CAVE. Three ghouls are here.

3 Ghouls (AC 6; MV 9"; HD 2; hp 10, 6, 4; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 85, 77, 73)

For some strange reason they have decorated the wall with a large humanoid figure using blood as paint. The skeletal corpse of a human is near the south portion of the cave. It has three bloodstones worth 50 gold crescents each and a bag of 77 silver coins known as 'lutes' from the City of Seals. The hole leads down to Level 3, Room 29.

Saturday, January 30, 2016

UPPER DUNGEONS LEVEL TWO 95 WET CAVE.

95 WET CAVE. A single ghoul is here. The ghast in Room 93 has ripped its left arm off and it only gets one claw attack.

Ghoul (AC 6; MV 9"; HD 2; hp 12; #AT 1 claw, 1 bite; D 1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 89)

The ceiling height is nineteen feet. The walls are wet with moisture and in places the irregular nature of the walls have created shelves where water has pooled, although it does not collect on the ground. If tasted, it will have an odd flavor heavy in minerals. Dwarves who drink of the water will be healed 1d4 hit points. Once a dwarf has sampled the water, another draught will not be efficacious until a full day has passed. The water may be collected and will keep its taste but will lose its unusual healing properties if taken from the room.

Friday, January 29, 2016

UPPER DUNGEONS LEVEL TWO 94 GHOUL CAVE.

94 GHOUL CAVE. This is the home of six ghouls. A hole leads down to Level 3, Room 110.

6 Ghouls (AC 6; MV 9"; HD 2; hp 13, 11, 7, 7, 5, 5; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 91, 87, 79, 79, 75, 75)

Thursday, January 28, 2016

UPPER DUNGEONS LEVEL TWO 93 GHAST'S GROTTO.

93 GHAST'S GROTTO. This is the domain of a particularly malignant ghast, it is eating a ghoul's left arm.

Ghast (AC 4; MV 15”; HD 4; hp 19; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, paralysis; SD Limited spell immunity; XP 266)

The fiendish creature has hung seven human corpses from hooks on the ceiling. The ceiling has an average height of fifteen feet and the corpses all dangle about four feet or so from the ground. The ghast enjoys taunting the ghouls who desire the corpses.

Wednesday, January 27, 2016

UPPER DUNGEONS LEVEL TWO 92 RUBBISH CAVE.

92 RUBBISH CAVE. Two ghouls are here, gnawing on old bones and telling stories to each other about entrails.

2 Ghouls (AC 6; MV 9"; HD 2; hp 9 each; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 83 each)

The room is littered with garbage: gnawed bones, scraps of metal, and leather and cloth fragments. Diligent searching will uncover 7 silver spanners, 4 copper pieces, and a elegant leather and silver scabbard valued at 600 gold crescents. 

The scabbard is moderately magical: it will clean and hone any sword placed within it. It will accommodate any size from short sword to bastard sword. Intelligent magical swords that can speak and who are placed within the scabbard will describe the experience as 'refreshing'.

Tuesday, January 26, 2016

UPPER DUNGEONS LEVEL TWO 91 EMPTY CAVERN.

91 EMPTY CAVERN. This bare cavern has a sandy floor. The ceiling rises as high as thirty two feet in some areas. A hole in the north wall leads to the Rat Warrens, Area J.

Monday, January 25, 2016

UPPER DUNGEONS LEVEL TWO 90 MASON'S AND CARPENTER'S STORE ROOM.

90 MASON'S AND CARPENTER'S STORE ROOM. The ceiling height is seventeen feet. This room holds thousands of bricks and hundreds of plain wooden beams. Equipment to work with this material is here: trowels, buckets, etc. Mounted on the east wall is a saw of mighty cutting. A pump faucet against the south wall supplies icy cold water.

Sunday, January 24, 2016

UPPER DUNGEONS LEVEL TWO 89 THE GOOD KNIGHT'S REPOSE.

89 THE GOOD KNIGHT'S REPOSE. This room holds thirteen skeletal remains. Twelve of the bodies belonged to ghouls, they have curved spines, prognathous skulls with enlarged canines, and clawed hands. They surround the skeleton of a knight in chain mail.

The last skeleton is actually a restless dead. He is Varun Daris, a paladin of Adriel who entered the dungeon with his six retainers in order to try to rid the Castle of evil. He was attacked by a host of ghouls and defeated them, but then succumbed to his wounds. His piety and his special silver holy symbol prevented him from becoming a ghoul himself. Instead he rose as a restless dead and his retainers became the skeletons in Room 88.

Varun Daris, Lawful Good Restless Dead (AC 5; MV 9”; HD 4+3; hp 17; #AT 1; D Two handed sword +1; SD Sharp weapons score half damage only, limited spell immunity; XP 215)

Varun will slowly stand up if adventurers enter the room, their intrusion having awoken him. He can speak, but it will take him another round or so to remember how. His voice is a croaking rasp that sounds like wind from beyond the grave. Once he is fully risen, he will realize his goal: to slay evil creatures, especially undead and ghouls in particular. He can be talked into joining an adventuring party if they convince him that they have the same or similar goals.

If Varun Daris does join the party, he will bring any surviving skeletons from Room 88 to serve him. He will accompany the party as long as they remain underground and seem dedicated to fighting evil, but will part ways with them if they leave the dungeons in order to continue his crusade.

Varun has the same immunities as normal skeletons. He can be turned as if he was a 4th level paladin, but not in this room. He no longer has any paladin special abilities but he has a special “detect undead” ability that will allow him to know if a certain path will lead him directly to undead creatures. The ability will only work if the path leads directly to undead (no branching paths between Varun and the undead). Varun cannot tell what type of undead he is sensing, but can get a feeling of strength. For example, liches, ghosts, and vampires will give a very strong impression, while skeletons and zombies will give a very faint impression. About his neck he wears an iron chain and a special silver amulet that is also a holy symbol of Adriel. The amulet is worth 1000 gold crescents and it has the ability to prevent its wearer from rising as an undead creature if slain by undead.

Saturday, January 23, 2016

UPPER DUNGEONS LEVEL TWO 88 ANTECHAMBER.

88 ANTECHAMBER. Six skeletons are here, each is adorned with a great helm and carries a trident.

6 Skeletons (AC 7; MV 12"; HD 1; hp 8, 8, 7, 7, 7, 6; #AT 1; D Trident; SD Sharp weapons score half damage only, limited spell immunity; XP 22, 22, 21, 21, 21, 20)

These undead are under the control of the restless dead in Room 89. They will fight to prevent adventurers from entering Room 89, but will otherwise not initiate hostilities if they are not attacked.

Friday, January 22, 2016

UPPER DUNGEONS LEVEL TWO 87 UNIFORM STORAGE ROOM.

87 UNIFORM STORAGE ROOM. This room has a ceiling height of twelve feet. There are four large cloth hampers overflowing with soiled gray prison uniforms.

Thursday, January 21, 2016

NEW MAGIC ITEM: FOOTMAN'S MACE +1, +3 VS UNDEAD.

The additional bonus will affect all undead, including restless dead. 

XP VALUE: 700

GP VALUE: 4,000

UPPER DUNGEONS LEVEL TWO 86 DORMITORY.

86 DORMITORY. Seven gralkin have made this room into a temporary residence. The leader, Magpie, still has a reasonable grasp on reality and leads the others through her force of personality and brute strength.

Magpie, Chaotic Evil female gralkin Fighter (AC 8; MV 12”; F4; hp 22; #AT 1; D Footman's mace +1, +3 vs undead +1 to damage due to strength; S 17, I 6, W 5, D 15, C 15, Ch 15; XP 200)

The other six gralkin have the following common statistics:

6 Chaotic Evil Gralkin (AC 10; MV 12”; F1; #AT 1; D By weapon type)

Gralkin
Hit points
Weapon
Experience points
Bittern
4
Scimitar
28
Dodo
5
Broad sword
30
Falcon
7
Hand Axe
34
Harlequin Duck
3
Long sword
26
Kiwi
6
Spear
32
Nuthatch
9
Footman's flail
38

Although it is unusual for gralkin to wear clothing. The members of this group wear black Triskelion livery with a white “three legs” Triskelion design and Magpie also uses a normal sized black round shield with the same markings on its boss. The gralkin sleep on dirty straw and based on the small mountain of bones in the chamber, they mostly eat rats and other vermin.

The gralkin are thinking about moving because the nearby ghouls are such a trouble. If the adventurers fight the gralkin, but don't wipe them out, there is a 90% chance they will leave before the adventurers return.

Wednesday, January 20, 2016

UPPER DUNGEONS LEVEL TWO 85 FURNITURE STORAGE ROOM.

85 FURNITURE STORAGE ROOM. The door to this room is decorated with a square design. The ceiling is vaulted and fourteen feet at its highest point, while the floor is paneled and waxed wooden boards instead of stone. The room contains wooden furniture. There are three dressers, seven wardrobes, six beds, two tables, five chairs (all mismatched), and a wooden chest. The furniture is all piled against the west wall, and there is room for much more. Scratches on the floor seem to indicate that heavier pieces of furniture were being moved and out of this room quite a bit at one time.

The wooden chest is locked and a red 'X' is painted across its top. If opened, six fat grey worms will erupt from it.

6 Nesting Worms (AC 7; MV 12”; HD 1+2; hp 8, 4, 10, 9, 6, 10; #AT 1 bite; D 1-4; SA Drain blood for 2 hit points per round; XP 44, 36, 48, 46, 40, 48)

Each of these worms is about three feet long and between four and six inches thick. They have no eyes, but have a circular mouth, like a lamprey, at their front end, which they use to bite for 1-2 damage and attach to their prey. Once attached, they will begin to drain blood on the next and each successive melee round. The rate of blood drain is equivalent to 2 hit points of damage.

These creatures originally belonged to the worm cultists on Level 3. Several months past, an adventuring party stole the chest, believing it to contain treasure, but used a divining spell to examine its contents before opening it. Upon realizing that it held nothing of value, they abandoned it here, leaving the 'X' as a warning.

One of the wardrobes holds a pair of cloth-of-gold pants (worth 300 gold crescents) on a wooden hanger with matching socks (worth 50 gold crescents each) tucked into one pant leg.

Tuesday, January 19, 2016

NEW MONSTER: CANDLE GOLEM

Candle Golem

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 12”
HIT DICE: 1 hit point
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ ATTACK: Nil
SPECIAL ATTACKS: Explosion for 3d6
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (circa nine inches tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 8

Candle golems are diminutive wax golems whose method of creation is known to only a few select Triskelion family members. What is known is that high quality wax and the skull of a tiny mammal, such as a mouse, is required. Because of their size and transitory nature, the cost and difficulty is much less than that required to produce other wax golems.

Unlike other wax golems, candle golems are normally found dormant. Each candle golem is equipped with a one inch slow-burning wick sticking out of its head. When the wick is lit, the candle golem animates. It goes from being a stiff statue like candle to an animate humanoid form. It will selflessly follow the commands of the person who lit its wick. Candle golems have no ego or sense of self-preservation.

Candle golems 'are active for only for one turn, the period of time it takes for their wick to run out. At the end of this time period, they will explode, doing damage as a 3 hit die fireball in a 2” radius sphere.

A candle golem can vary in size from six inches to a foot, and can have a humanoid shape. The ones found in Castle Triskelion usually resemble armored knights. Their wick can be trimmed to reduce the time they have before exploding, but if it is trimmed down to lower than 3 rounds, there is a 50% chance of setting it off when the wick is lit.

Candle golems are immune to cold-based magic, as well as any spell which affects the mind, such as sleep, hold, and charm. A candle golem may be struck by normal weapons. If its body is touched by a fire attack, such as a torch, magical fire, flaming sword, etc., it will explode immediately, as described above.

UPPER DUNGEONS LEVEL TWO 84 LIGHT SOURCE STORAGE ROOM.

84 LIGHT SOURCE STORAGE ROOM. The archway to this room is decorated with a burning torch design upon the keystone. The ceiling is vaulted and eighteen feet at its highest point. There are five wooden crates and a spare tinderbox is on a small wooden stool.

The first crate holds three hundred pale yellow candles that smell like honey.

The next is broken open and holds one hundred and four green candles that smell like pine.

The next two both hold forty two torches each.

The last holds nine odd-looking white candles that are cut to resemble nine inch tall plate-armored wax men with wicks sticking out of their heads. These are actually candle golems.

9 Candle Golems (AC 8; MV 12”; HD 1 hit point; hp 1 each; #AT 1; D 1; SD Limited spell immunity; XP 8 each)