Sunday, December 18, 2016

THE GROUNDS 5R ROOT CELLAR.

5R ROOT CELLAR. The entrance to the room is trapped with a covered pit. It opens on a 1-4 in 6, dropping the victim or victims down twelve scale feet onto specially sharpened carrots acting like sharp stakes. The drop doesn't cause any damage but the carrots cause 1d6 damage.

The cellar itself holds boxes and crates with large amounts of turnips, radishes, squash, corn, carrots, and potatoes.

Saturday, December 17, 2016

THE GROUNDS 5Q SECRET ROOM.

5Q SECRET ROOM. The short passage and Room 5Q are not lit and there are no windows. This is Wandra's secret treasure vault and holds the following items:

A gold bowl (value 200 gold crescents) holding 21 base 50 gold crescents gems of mixed types (bloodstones, carnelians, jasper, and sardonyx)

A wooden female shaped mannequin holding three necklaces of gold and silver (value 250, 350, and 400 gold crescents) and four gold rings decorated with semiperecious stones (worth 1d4X100 gold crescents each)

A lectern holding a cookbook “How to Serve Vegetable Man” with Wandra as the author. It is worth 3 gold crescents but if it is shown to a vegetable man they will immediately get a saving throw vs spells to throw off Wandra's influence.

A silver platter (worth 125 gold crescents) holding 213 silver spanners.

Friday, December 16, 2016

THE GROUNDS 5P CONTROL ROOM.

5P CONTROL ROOM. 3 pea heads are, sitting at a table and drinking vegetable soup.

3 Pea heads (AC 5; MV 9”; HD 1+1; hp 4, 5, 9; #AT 1; D Broad sword; SA Vomit; XP 36, 38, 46)

Each pea head has 2-8 gold crescents.

This room has controls to raise and lower the drawbridge, but the chains used to operate them are horribly fouled and rusted. There are small windows in the south wall and larger ones in the north wall. The secret door to Room 5Q is a sliding door type.

Thursday, December 15, 2016

THE GROUNDS 5O TROPHY HALL.

5O TROPHY HALL. Two pea heads sit at a small table near the west door.

2 Pea heads (AC 5; MV 9”; HD 1+1; hp 6 each; #AT 1; D Broad sword; SA Vomit; XP 40 each)

Each pea head has 2-8 gold crescents.

The south wall holds the following trophies, booty, and spoils, mounted or on small tables:

The carved wooden head of a gnome is mounted on the wall. Atop the head is a golden crown graced with a stuffed dodo bird. This is the tree gnome king's bird crown. It is worth 600 gold crescents, but is priceless to the tree gnomes at Area 26.

A spear is implanted on the floor. Transfixed is the head of a gingerbread golem from Area 23.

A hook on the wall. It holds a bag with 6 marbles and 3 pearls (100 gold crescent base value).

A stolen cuckoo clock from Room 15E in the Giant Shoe House. On the hour a small canary comes out and belches once for every hour.

Three black iron morning stars stolen from the hobgoblins of the Inner Ward.

A hook holding a gold amulet on a ribbon with writing that reads “Winner” worth 350 gold crescents.

A mounted carrot dipped in gold (worth 60 gold crescents) with a label “My First Carrot”.

There are windows in the north wall. At night the area is lit by torches.

Wednesday, December 14, 2016

THE GROUNDS 5N WANDRA'S BEDROOM.

5N WANDRA'S BEDROOM. This room is guarded by two fierce corn dogs.

2 Corn Dogs (AC 6; MV 12"; HD 2+2; hp 6, 11; #AT 1 bite; D 2-8; XP 53, 68)

These creatures resemble ears of corn with yellow dog heads and legs. They take double damage from heat or fire as their kernels explode and pop away from the body, giving off a pleasant fragrance.

This room is furnished as a bedroom. A wardrobe holds numerous dresses sized for a very tall woman. Among the furnishings are the following items of value: a silver comb (150 gold crescents), silver eating utensils and plates and bowls (ten piece set, total value 300 gold crescents), nine silver candle holders (worth 15 gold crescents each), a labeled potion of plant control (green, smells of lavender) in a stoppered glass flask, and a bag of beans.

The bag of beans holds 7 beans. When planted and watered the following will emerge.

#1 A bush grows. Its branches hold a total of 1275 gold crescents, hanging like fruit.

#2 A twenty foot high by up to twenty foot wide wall of fire is created, lasting for twelve turns.

#3 A small tree will grow. Its branches hold squirrels that hurl small acorns and insults in the common language.

#4 Green slime will bubble out of the ground in a small puddle.

#5 A geyser of black crude oil erupts with great force. Everyone within 20 feet is coated with it.

#6 A clothes tree will grow. It holds a pair of new blue slippers, some tattered underwear, and a human sized cloak of elvenkind.

#7 A large green egg will spring forth. It holds a green dragon hatchling (50%) or a baby basilisk (50%)

Tuesday, December 13, 2016

THE GROUNDS 5M TOWER ROOM.

5M TOWER ROOM. Two broccoli men and two tomato men are stationed here.

4 Vegetable men (AC 10; MV 12”; HD 1; hp 2, 8, 5, 2; #AT 1; D Short sword; XP 12, 18, 15, 12)

There are few small windows and the room is lit by torches at night.

Monday, December 12, 2016

THE GROUNDS 5L WATER CLOSET.

5L WATER CLOSET. This room is equipped with a flushing toilet, sink, and bath tub. Hot and cold water are available at the turn of a knob.

Sunday, December 11, 2016

THE GROUNDS 5K SUN ROOM.

5K SUN ROOM. The stairs from the throne room ascend twelve scale feet with a single landing half way up. There is a very thick hat rack which holds six woman's sun hats. There are large windows in the south and west walls. The room is furnished with couches, easy chairs, and coffee tables.

The hat rack is actually a kampfult.

Kampfult (AC 4; MV 3”; HD 2; hp 10; #AT 6 appendages; D 1; SA Surprise on a 1-3; XP 56)

It has an understanding with Wandra and is fed regularly in return for not attacking her or her minions.

Saturday, December 10, 2016

THE GROUNDS 5J WATER CLOSET.

5J WATER CLOSET. This room features a flushing toilet and a sink with hot and cold running water.

Friday, December 9, 2016

NEW MAGIC ITEM: THORN DAGGER

The blade of this magical weapon looks like a huge green thorn. It acts as a +2 weapon. In the hands of a druid or dryad it has the following additional characteristics:

  • Acts as a +3 weapon
  • Once per day can grow a shaft and act as a spear +3 for one turn
  • Twice per week it can form a wall of thorns (cast at 4th level)

XP VALUE: 1,500

GP VALUE: 8,000

THE GROUNDS 5I THRONE ROOM.

5I THRONE ROOM. This large room has a very high ceiling. Wandra Triskelion is seated on the throne near the east wall. She has 7 vegetable men courtiers attending here. One pea head guard is next to her and three others are on the balcony above north.

Wandra Triskelion, Chaotic Evil female human/plant hybrid sage (AC 7; MV 12”; HD 8 (4 sided dice); hp 21; #AT 1; D Thorn dagger; SA Magic use; S 13, I 17, W 9, D 17, C 14, CH 17; XP 860)

Major Field: Flora

Special Categories: Bushes & Shrubs, Flowers, Herbs, Trees

Minor Fields: Fauna, Supernatural & Unusual

Wandra look like a beautiful eight foot tall green-skinned woman. Instead of normal sage spells, Wandra can use the following magical abilities at will, one at a time, once per round: detect magic, locate plants, hold plant, speak with plants, and warp wood. When spell level is important treat her as an eighth level spellcaster. Once every other round she can cast a curse. This curse turns the victim into a vegetable man unless they save vs spells. If the victim turns into a vegetable man, they must make a second saving throw vs spells. If they fail the second saving throw, they will join forces with Wandra as if she was using a monstrous charm power on them.

Roll 1d8
Vegetable Man Type of Victim
1
Apple
2
Asparagus
3
Broccoli
4
Carrot
5
Potato
6
Spinach
7
Turnip
8
Tomato

Once turned into a vegetable man, the victim will possess all of their normal skills, hit points, class levels, etc. but they will take damage as if they had just turned into a wererat if they are wearing armor (see the Dungeon Master Guide page 23). In addition, they must re-roll their intelligence score using a 1d4+2. Despite their semi- to low intelligence, vegetable men can still read, but they are unable to cast spells.

7 Vegetable men (AC 10; MV 12”; HD 1; hp 6, 1, 7, 5, 8, 2, 2; #AT 1; D Short sword; XP 16, 11, 17, 15, 18, 12, 12)

One of each of the following vegetable men are here: carrot, broccoli, asparagus, potato, turnip, spinach, and tomato. This doesn't affect their statistics, just their appearance.

1 Pea head guard (AC 5; MV 9”; HD 1+1; hp 7; #AT 1; D Halberd; SA Vomit; XP 42)

3 Pea heads (on balcony) (AC 5; MV 9”; HD 1+1; hp 4, 5, 5; #AT 1; D Light crossbow or short sword; SA Vomit; XP 36, 38, 38)

Each pea head has 2-8 gold crescents. The pea heads on the balcony each have a small quiver holding 15 bolts.

The ceiling height is thirty scale feet (5 inches). The balcony is located about twelve scale feet above the floor. Their are large stained glass windows above the balcony. When it is night, Wandra has the hall lit by numerous torches and braziers. There is also a large fireplace in the west wall. The stairs go up twelve scale feet to Room 5K.

Thursday, December 8, 2016

THE GROUNDS 5H EXPERIMENT ROOM.

5H EXPERIMENT ROOM. This room hold two pea head guards and a grapefruit man, who looks like a huge yellow ball with a face and limbs.

2 Pea heads (AC 5; MV 9”; HD 1+1; hp 5, 3; #AT 1; D Broad sword; SA Vomit; XP 38, 34)

Each pea head has 2-8 gold crescents.

1 Grapefruit Man (AC 10; MV 12”; HD 1; hp 5; #AT 1; D Military fork; XP 15)

If the grapefruit man is pierced with a sharp or stabbing weapon, some of his juice will spray out. The person who attacked the grapefruit man must save vs breath weapon or be blinded by the tangy juice for 1d4+1 rounds.

The many tables in the room hold all sorts of fruits and vegetables which Wandra concentrates on when testing how to make new types of vegetable men. There are small windows in the south and west walls.

Wednesday, December 7, 2016

THE GROUNDS 5G KITCHEN.

5G KITCHEN. Two spinach men and a turnip man are making a meal of vegetable pie for Wandra Triskelion.

3 Vegetable men (AC 10; MV 12”; HD 1; hp 2, 3, 5 #AT 1; D Short sword; XP 12, 13, 15)

The room is furnished as a working kitchen with a large stove top that is holding boiling soup. A large tub holds ice and glass carafes of various juice types: tomato, apple, carrot, etc. There is a large sink with working faucets dispensing hot and cold water.

There are two large windows in the south wall. At night this room is lit by torches. The stairs lead down to the Dungeon Level.

Tuesday, December 6, 2016

THE GROUNDS 5F WEAPONS' LOCKER.

5F WEAPONS' LOCKER. This small round room holds many weapons. Three asparagus men are polishing them with canola oil and labeling them.

3 Asparagus men (AC 10; MV 12”; HD 1; hp 3, 8, 2; #AT 1; D Short sword; XP 13, 18, 12)

Asparagus men are very thin. They look much like other vegetable men, with a face, arms, and legs.

The following normal weapons are here:

11 Broad swords
13 Glaives
9 Short swords
21 Spears
3 Voulges

Each normal weapon is labeled “This is a broad sword”, “This is a glaive”, etc.

There is also one black iron bastard sword which hums menacingly, has glowing red runes on its blade, and exudes a slight smell of brimstone that is labeled “This is not a magic weapon.”

Gargarspar, Chaotic Neutral bastard sword + 4 (Intelligence 13, Ego 9)
  • Can communicate by empathy, but only feels like committing violence, so interacting with it leaves the user feeling slightly uncomfortable unless they are very evil or afflicted with homicidal mania or similar insanity.
  • All commands for special powers must be given while yelling at the top of one's lungs.
  • Grants strength (as the magic-user's spell) 1/day, duration 6 turns
  • Shocks with successful hit for an additional 1d8 damage 3/day
  • Can shed light as a torch on command (obeying such commands 50% of the time).
  • Can shed darkness in a 15' radius 3/day, duration 2 turns. This does not allow user to see in darkness.
  • User must consume twice normal supply of food and must eat meat at every meal.

There are four small windows to the outside of the castle, which let in some light during the day time. At night the room is lit by two torches.

Monday, December 5, 2016

NEW MONSTER: JUMPING BEAN

JUMPING BEAN

FREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVE: 28”
HIT DICE: 2+3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 35 + 3/hp

Jumping beans are tremendously large bright blue kidney-shaped beans, about the mass of a cow. They move by jumping along at a fantastic speed for a land creature.

Jumping beans can be taught to serve as mounts. In this case, a saddle is placed on the indented area of the bean (the hilum). The front of the creature can be told apart from the back due to two light sensitive spots located anteriorly. They receive the cues to advance, stop, and turn by knee and heel movements made by the rider.

A jumping bean mounted by a strange or inexperienced rider may try to throw the offender. The jumping bean will buck and jump wildly. The rider in this predicament must roll a 1d100. If they roll less than their dexterity score times five, then they have managed to stay on the bean and it will submit to be ridden. If they fail, they are thrown and suffer 1d6 damage.

Jumping beans can jump up to 30' high and land on an opponent, causing 1d10 damage. This counts as a charge attack. They are plants and thus cannot be targeted by spells which affect the animal mind, such as sleep, charm person, or hold monster. Spells which affect plants, such as speak with plants and hold plant are effective against them.

A jumping bean can carry 6,000 gold pieces in weight at normal speed (including the rider), 8,000 at one-half speed.

THE GROUNDS 5E BEAN ENCLOSURE.

5E BEAN ENCLOSURE. Around the corner from the courtyard there is a small fenced in area holding three jumping beans. They are guarded by two pea heads and three turnip men.

2 Pea heads (AC 5; MV 9”; HD 1+1; hp 5, 6; #AT 1; D Broad sword; SA Vomit; XP 38, 40)

Each pea head has 2-8 gold crescents.

3 Turnip men (AC 10; MV 12”; HD 1; hp 3, 6, 4; #AT 1; D Short sword; XP 13, 16, 14)

Turnip men look like very large turnips with arms and legs sticking out from their sides.

3 Jumping Beans (AC 6; MV 28”; HD 2+3; hp 17, 12, 16; #AT 1; D 1-10; XP 86, 71, 83)

The jumping beans are tethered to the fence. They are not violent by nature and will not fight unless attacked. If an inexperienced rider attempts to mount them, they will try to throw the character. The rider must roll under their dexterity score times five to master the bean. Failure will mean they have been thrown and suffer 1d6 damage.

Sunday, December 4, 2016

THE GROUNDS 5D COURTYARD.

5D COURTYARD. This area is open to the sky. Scorched into the grass is the message “This is a courtyard” in half inch long (three feet in scale) letters.

Saturday, December 3, 2016

THE GROUNDS 5C GREEN HALL.

5C GREEN HALL. At first, the floor here appears to be a shaggy green carpet, but the strands of the carpet are moving rhythmically back and forth in a hideous and disquieting manner. This is actually a living plant like creature similar to a trapper.

Grass monster (AC 8; MV 3”; HD 4; hp 20; #AT See below; D 1d4; SA Crush; XP 205)


The size of the grass monster is shown on the map. If it is attacked without anyone trying to cross it it can reach out with a corner and attack once per round for 1d4 damage only. However, it prefers to wait to attack until several persons have stepped onto its surface. When a person has reached near its center, it will collapse upon itself. All those trapped inside will take 1d4 damage crushing per round without requiring a “to hit” roll by the monster.

It is very thin, so it cannot smother opponents like the trapper, and those trapped inside it can still use small weapons to attack it (short sword size or smaller). Anyone attacking the grass monster while it has people inside it have a 50% chance of doing an equal amount of damage to a random victim with each successful hit to the grass monster.

The grass monster is carnivorous and ignores plant life such as vegetable men and pea heads.

The stairs at the base of the tower lead up about two inches (twelve feet in scale terms) to Room 5O.

Friday, December 2, 2016

New Monsters!

Reading about the new monster books that have been coming out made me want to count how many I have posted.  Turns out I have posted 66, soon to be 67 by Monday, and I haven't even added the giant brain moles, giant flamingos, ghost spiders, tree gnomes, or sugar goblins from The Grounds yet!

NEW MONSTER: PEA HEAD

PEA HEAD

FREQUENCY: Rare
NO. APPEARING: 6-24
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 1+1
% IN LAIR: 25%
TREASURE TYPE: Individuals M
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Vomit
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
SAVE: Fighter 2
INTELLIGENCE: Low
MORALE: 51%
ALIGNMENT: Chaotic evil
SIZE: M (6' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: II/ 28 + 2/hp

Pea heads are bizarre and cruel part-plant humanoids with tiny green heads. They always lair above ground, to bask in the nourishing sunlight. They are poorly organized and have small brains, so they will frequently serve evil wizards or fighter lords. Though they do not eat meat, they will use dead men as fertilizer for their gardens, for they eagerly devour vegetables, fruit, and other plant matter.

Once per day, a pea head can vomit forth pea soup in the face of an opponent within 1”. The pea head must make a “to hit” roll vs armor class 10 minus magic and dexterity bonuses. The soup effect will be as follows:


Roll
Soup
Effect
1-2
Hot soup
1d4+1 heat damage
3-4
Thick soup
Save vs breath weapon or blinded for 1d4+1 rounds
5-6
Rotten soup
Save vs poison or suffer weakness (½ strength) for 1d4+1 rounds

Pea heads are immune to spells which affect persons or monsters (such as hold person, charm monster, or sleep), but are affected by spells which normally affect plants (such as hold plant).