Tuesday, July 11, 2017

THE GROUNDS 25U PRIZE ROOM AND EXIT.

25U PRIZE ROOM AND EXIT. After exiting the teleporter from 25T, the party will find themselves in a 20 foot by 20 foot room. Add up the points for each player. The person with the lowest score will be wearing a magic green jacket when they leave the teleporter. Decide ties by the winner of the final leg of the flagball course. The person who comes in second wins a set of steak knives (value 2 gold crescents).

The magic green jacket has the following powers while worn
18 charisma
Immunity to green slime
Acts as a luckstone

The jacket also has a 7500 gold crescent emerald in the pocket.

The room will rise like an elevator and lead to the front exit where characters may leave the building through the front doors. The building will then start glowing the colors of the rainbow and disappear.

Monday, July 10, 2017

THE GROUNDS 25T A GIANT FEAST.

25T A GIANT FEAST. The teleporter from 25S expels the characters from a hole that looks suspiciously like a mouse hole. They find themselves o giant table loaded with condiments, utensils, and foodstuffs.

They are actually on a giant wooden table. A giant family is sitting down for dinner. The characters must traverse the table and find the teleporter on the other side.

The table is 1000 feet long. Each giant is one hundred times larger than a person. There are four diners, each of which has a zone of the table. Because the huge room is fairly dark and the only light sources are lamps on the table, the adventurers will not be able to make out the features of the giants. The will only see their hands as they reach for their food.

The first zone is the giant papa. He will not notice any adventurers as he is enjoying his pipe. He will breathe smoke on the first 250 feet of the table. Each round, every person in this 250 feet must save vs dragon breath or take 1 hit point of smoke inhalation damage.

The next 250 foot zone belongs to the giant mama, who will scream when she sees an adventurer enter her zone. This high pitched wail is a one-time attack only and will affect all adventurers. This sound causes weakness a save is made against paralyzation. Furthermore, the first adventurer or adventurers in the zone must save vs paralyzation again or be deafened. Both effects last for from 2-12 melee rounds. Those weak from fear from the sound lose 50% of their strength; deafened creatures cannot hear any sound and will strike at -1 on their attack dice due to disorientation.

The next 250 foot zone belongs to the giants' son. He will shoot spitballs at adventurers. He can attack once per round and spitballs do 1d4 damage. He strikes as a 4 HD monster only.

The final 250 feet is the part of the table used by the giants' daughter. Once per round, she will try and snatch and adventurer to keep as a pet. She attacks as a 4 HD monster and must make a “to hit” roll. Characters caught may make a saving throw vs petrification to attempt to wriggle out of her grip or they can attack her hand. Her hand's armor class is 7 and if she takes 10 points of damage she will drop the character and go run crying to her room. If adventurers wriggle free or are dropped they will fall 1d4 X 10 feet. If she succeeds in taking an adventurer they are imprisoned in a giant cage, their fate to be decided by the Dungeon Master.

On the table there are four huge silver tea spoons. Each weighs 1000 gp weight and is worth 8000 gold crescents if they can somehow be carried off.

The giants other than the daughter will be content to allow adventurers to leave by the teleporter. If the adventurers should decide to fight the giants (not advisable), consider each giant as having hit points in the 1000s and an armor class of 7 due to thick skin on exposed parts of the body. Clothing will have an armor class of 0. The mother and father attack as 16+ HD creatures. Any hit made by a giant in anger is fatal unless the character rolls a 00 on d%, in which case they will have 1 hit point left.

Of course characters can also attempt to climb down a table leg or something. It is three hundred and fifty feet to the floor. They will now be stuck in a world populated by six hundred foot tall giants.

 

Sunday, July 9, 2017

THE GROUNDS 25S WATER HAZARD.

25S WATER HAZARD. This course has a river running through it. A handy rope bridge spans the river but a giant octopus lurks below, waiting to pick off bridge travelers.

Giant Octopus (AC 7; MV 3”//12”; HD 8; hp 32; #AT 6 tentacles and 1 beak; D 1-4 (X 6)/2-12; SA Constriction; SD Ink in retreat; XP 870)

The octopus cannot attack with its beak unless its prey is in the water with it. In addition to the 32 hit points of the octopus, each tentacle can take 8 hit points before being severed. If three of its tentacles are severed, there is a 90% chance the octopus will retreat, blowing black ink to cover itself. However, if the giant octopus is killed it will vaporize into a cloud of black smoke and a gold talisman with the icon of an octopus will appear at the end of the bridge. The talisman is worth 900 gold crescents and any person who holds it will have a +2 bonus on to hit and damage against molluscs.

The teleporter leads to 25T.

Saturday, July 8, 2017

THE GROUNDS 25R THE VOLCANO.

25R THE VOLCANO. This room is very, very large on the order of several miles square and the ceiling is about twenty miles up. A volcano is in the center of the room emitting small puffs of smoke. A trail winds up along the side of the volcano to its summit.

Near the summit there are ten firenewts eager to defend their 'god' the volcano.

8 Normal Firenewts (AC 5; MV 9”; HD 2+2; hp 11 each; #AT 1; D Pike or long sword; SA Breathe fire; XP 123 each)

1 Elite Firenewt (AC 3; MV 9”; HD 3+3; hp 17; #AT 1; D Battle axe; SA Breathe fire; XP 193)

1 Firenewt Priest (AC 5; MV 8”; HD 3+3; hp 16; #AT 1; D Footman's mace; SA Breathe fire; spell use; XP 254)

Each firenewt has 2d8 gold crescents and 3d8 silver spanners. In addition the elite has a gold ring with a lizard head design worth 250 gold crescents and the priest has a gold holy symbol featuring a dragon-head motif with gems for eyes, worth 600 gold crescents.

If a person looks into the volcano, the bottom looks all black. This is actually a giant teleporter to 25S.

Friday, July 7, 2017

THE GROUNDS 25Q THE WINDMILL.

25Q THE WINDMILL. This course is similar to 25N VIKING VOYAGE, except a huge building-sized windmill is present instead of a ship. There is a huge tunnel going through the windmill, but the razor sharp blades make a circuit in front of the entrance. If a person attempts to time it and jump through, they must roll under their dexterity on a 1d20 or get hit for 2d10 damage.

The teleporter on the other side leads to 25R.

Thursday, July 6, 2017

THE GROUNDS 25P HOUSE OF CARDS.

25P HOUSE OF CARDS. This course enters upon a maze made of giant playing cards. The ceiling is about ten feet high and the floor is the typical fake green grass. At the areas marked by letters and cards symbols are the face cards. These will peel themselves off the wall when encountered.

Kings will challenge the first person in marching order (dice for random if two or more in front) to single combat. Each wears a crown worth 400 gold crescents.

Kings (AC 3; MV 6”; F4; hp 20 each; #AT 1; D By weapon type +1 due to strength; XP 190 each)

King
Weapon
Spades
Long sword +1
Hearts
Broad sword +1
Clubs
Giant putter (1d8 damage)
Diamonds
Battle axe +1


Queens will offer a smell of their flower. If a person agrees, check the table and the Queen will then be quite talkative, although they are all a bit pompous and vain. If this is refused, they will be furious and call for help. 1d4+1 soldiers wearing card suits will appear. Each Queen has a tiara worth 300 gold crescents. Their flowers only work for them.

Queens (AC 9; MV 12”; MU4; hp 12 each; #AT 1; D Dagger; XP 225 each)

Soldiers (AC 5; MV 9”; F1; hp 5 each; #AT 1, D Spear; XP 30 each)

Queen
Flower Effect
Spells
Spades
Fear (as wand)
Darkness, Ray of Enfeeblement, Scare, Shield, Sleep
Hearts
Cure Serious Wounds
Burning Hands, Charm Person, Dancing Lights, Forget, Invisibility
Spades
Turn to stone (as medusa)
Magic Missile (X3), Stinking Cloud, Web
Diamonds
Diamond appears as gift to smeller (5000 gold crescent value)
Audible Glamer, Enlarge, Light, Mirror Image, Shocking Grasp,


Jacks will demand a toll of 100 gold crescents for passage. If refused, they will yell for help and there is a 50% chance that 1d4 soldiers will appear to help them. Each Jack has a pouch of 1d4X100 gold crescents extorted from previous travelers.

Jacks (AC 5; MV 9”; F4; hp 20 each; #AT 1; D By weapon type +1 due to strength; XP 190 each)



King
Weapon
Spades
Wand of Magic Missiles (35 charges, command word “Spades”)
Hearts
Hand Axe +1
Clubs
Spear +1
Diamonds
Footman's Military Pick +1

The teleporter leads to 25Q.


Wednesday, July 5, 2017

THE GROUNDS 25O GRAB THE GOLD RING.

25O GRAB THE GOLD RING. The teleporter from 25N deposits the party in the center of a long corridor, as usual floored by fake green grass. Down one side is a hole which houses the teleporter to Room 25P. In the other direction is a gold ring (400 gold crescents value), about two feet wide, suspended from the ceiling by a rope.

This room will test which characters run towards the teleporter and which will try and get the gold ring. If the gold ring is grabbed, another will appear ten feet away in the same direction. This one is worth 200 gold crescents. The same thing will happen until 100, 50, and 25 gold crescents rings are found.


Tuesday, July 4, 2017

THE GROUNDS 25N VIKING VOYAGE.

25N VIKING VOYAGE. This course has returned to its covering of fake green grass. In the center is a large fake viking boat with a hole in the middle allowing passage from START to the teleporter. The ship is about fifteen feet from the floor to deck and decorated with shields, wooden dragon designs, etc. Twelve ballboys with hundreds of spears are on deck and will throw them at any one who tries to run through the ship. They will not aim at any one wearing the gold viking helmet from 25I.

12 Ballboys (AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Spear; XP 42 each)


Monday, July 3, 2017

THE GROUNDS 25M RUNNING OF THE BULLS.

25M RUNNING OF THE BULLS. The adventurers find themselves on an unusual course. The corridor's floor looks like a street made of some very firm black substance with a yellow dashed line down the middle. The walls are painted to look like shops and residences. To one side is a pen holding one bull for each character. Hundreds ballboys and ballgirls are seated in a gallery of sorts overlooking the action (about ten feet up and bleacher style seating).

Bulls (AC 7; MV 15”; HD 4; hp 18 each; #AT 2 hooves; D 1-6/1-6; SA Charge for 3-12; XP 157 each)

400 Ballboys and Ballgirls (AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Club; XP 42 each)

The bulls will only charge (75%) if approached within 80 feet. The ballboys and ballgirls will not attack at all if not attacked first and will actually shout encouragement and warnings. The teleporter leads to 25N.


Sunday, July 2, 2017

NEW MAGIC ITEM: RING OF BURROWING.

The wearer of this ring may burrow through earth at a rate of 6”. They may tunnel through stone as though they were a hill giant (see DM Guide page 106)

XP VALUE: 1,000

GP VALUE: 5,000

THE GROUNDS 25L DOUBLE TROUBLE.

25L DOUBLE TROUBLE. The door leading to Room 25K is labeled “Break Room” from this side. At first this appears to be a rather simple course with a teleporter hole at the far end, 70 feet from the door. However the hole is really a chute to a second course and there is a ledge/ dropoff along the last twenty feet of the course. The true teleporter hole is on this lower course, forty feet below the upper course.

Complicating this are two ankhegs, which can burrow between the courses.

2 Ankheg (AC Overall 2, Underside 4; MV 12” (6”); HD 4; hp 17, 19; #AT 1 bite; D 3-18 (+ 1-4); SA Squirt acid for 8-32; XP 153, 161)

Each ankheg wears a jewelled collar. The 17 hit point ankheg's collar is made of silver and garnets and worth 700 gold crescents. The 19 hit point ankheg's collar is a ring of burrowing. When removed from the ankheg it will shrink to fit any finger.


Saturday, July 1, 2017

THE GROUNDS 25K BREAK ROOM.

25K BREAK ROOM. This large room holds dozens of tables and chairs. 5d4 ballboys and ballgirls are here, drinking and eating. They are not hostile, put each has a club that looks like a putter.

Ballboys/Ballgirls (AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Club; XP 42 each)

A bar is against the one wall and there is a small kitchen behind. A ballboy bartender will serve any alcoholic drink that you desire from his magic tap and a ballboy fry cook will make any fried meal you like with his magic skillet. Both of these individuals are huge (about eight feet tall) and rippling with muscles.

Ballboy Bartender/ Fry Cook (AC 4; MV 12”; HD 6+6; hp 36, 39; #AT 1; D Club +4 due to strength; SD Regenerate 2 hp/round; XP 638, 662)

The magic tap has the command word “Bufflepudge” and works like a decanter of endless water but it will produce any non-magical fluid as long as it is alcoholic. The magic skillet has the command word “Gumplegrits” and works like a table of plenty but only makes fried food and does so on command.

The door leading to Room 25J is labeled “Sand Traps” from this side and the door to Room 25L is labeled “Double Trouble” from this side.


Friday, June 30, 2017

THE GROUNDS 25J SAND TRAPS.

25J SAND TRAPS. The green course here is marked by three sand pits (each about three feet deep). Any person who walks within ten feet of a sand pit will be attacked by a huge arm made out of sand that will attempt to punch (once per round). It will attack as a fourth level fighter and do 1d10 damage. For purposes of dispel magic treat this as an 11th level magic-user effect.

At the end of the course there is a door labeled “Break Room” instead of a teleporter hole. Count points as usual, however, based on the order that party members enter the door.

Thursday, June 29, 2017

TE GROUNDS 25I THE FUNNELS.

25I THE FUNNELS. The floor here has the same felt-like fake grass as most such chambers. The room is shaped oddly, resulting in three tunnels in the far wall. The tunnels are rather thin (about three feet wide) and will only allow one abreast. Lettered encounter areas are described below.

A This small room appears to be a dead end. A magic mouth will appear on the far wall announcing “Turn back now or for there is nothing for you here”. The area in dark gray is an illusionary wall.

B A small table holds a solid gold statue of a chicken (400 gold crescents value).

C Minotaur (AC 6; MV 12”; HD 6+3; hp ; #AT 1 bite or 1 butt and 1 weapon; D 2-8 or 1-4/ battle axe +2 due to strength; SD Surprised only on a 1; XP 400 + 8/hp)

D A small table hold a solid gold viking helmet (500 gold crescents).

E A scything blade trap is at this point. It is activated by pressure plate, comes out of the wall through a thin (2 inch by 3 feet) hole and does 2d6 damage. If a saving throw is made vs petrification (at -2 due to close confines) it is completely avoided.

F A small table holds a golden dagger (250 gold crescents). It can be used as a weapon, but must make a save vs crushing blow each time it is used or it will deform and its value will drop to 1d100+100 gold crescents.

The teleporter hole leads to 25J.


Wednesday, June 28, 2017

THE GROUNDS 25H ROCK AND ROLL.

25H ROCK AND ROLL. Upon being teleported from 25G, the adventurers will emerge in the circle marked start. The surroundings are not fake grass but cracked brick with overgrown jungle flora. In front of them is a small pedestal holding a golden idol of a grinning head with ruby eyes (15000 gold crescents). Behind them is a giant round boulder. If the idol is removed, the boulder will start to roll towards the adventurers and the exit teleporter hole at a speed of 15”. Any person hit by the boulder takes 2d20 damage.

There are many ways to avoid the boulder (such as tying a rope to the idol and then dragging it towards the hole, flying, etc.) Since the boulder is a sphere, the edges of the hall will be missed by it if a person crouches down. Any halfling or gnome will be completely unscathed. Dwarf or elf sized people will take 1d4 damage and man sized people 1d6 damage from grazing. Larger adventurers will not fit and take full damage.

The teleporter hole, about 125 feet from the start circle, leads to 25I.


Tuesday, June 27, 2017

THE GROUNDS 25G IN THE ROUGH.

25G IN THE ROUGH. The central portion of this room is not the green felt-like substancce but thick, irregular wiry grass varying between three and a half to four feet high. It is populated by miniature ballboys.

12 Mini-Ballboys (AC 7 (3); MV 12"; HD 1-4 hit points; hp 3 each; #AT 1; D Blowdart for 1d3 or knife for 1d3; SA Surprise on a 1-3; XP 10 each)

The tiny ballboys have applied green and brown face-paint to blend in with the surroundings and are at -4 to hit (AC 3) because of 90% concealment. They will try to avoid melee at all costs.



Monday, June 26, 2017

NEW MAGIC ITEM: SPEAR OF SPEARNESS

This is a +2 weapon until it is thrown, at which point it turns into one of the following:

1d6
Form of thrown spear
1
normal spear
2-3
spear +1
4
spear +2
5
spear +3
6
2d8 lightning bolt, range 7”

The spear of spearness will then reappear in the owner's hand. If the thrown spear remains as a spear it will disappear after hitting or missing the target.


XP VALUE: 2,000

GP VALUE: 15,000

THE GROUNDS 25F GOING APE.

25F GOING APE. Upon falling out of the wall teleporter, the party will be faced with a winged zombie ape flying about twenty feet off the floor.

Winged Zombie Ape (AC 7; MV 9”/15”; HD 6; hp 29; #AT Spear of spearness; D 1-4/1-4/1-8; SA Always lose initiative; SD Limited spell immunity; XP 399)

Eliminate the ape and you get his magic spear. The usual hole exit teleporter takes you to 25G.


Sunday, June 25, 2017

THE GROUNDS 25E GO BY CANOE.

25E GO BY CANOE. A bottomless chasm is in the center of this course, fifty feet wide. A canoe with one paddle and seating for two in near the edge. If the canoe is picked up it will float in the air and can be navigated over the chasm.

The challenge is a test of adventurer unity. They must decide to cooperate in order to get all across safely.

The usual teleporter hole leads to Room 25F. The canoe will not teleport, even if forced into the hole.


Saturday, June 24, 2017

THE GROUNDS 25D LOOP DE LOUP DE GAROU.

25D LOOP DE LOUP DE GAROU. Emerging from the wall teleporter just as in 25C, the adventurers are faced with a new course. In the center there is an orange metal loop de loop, with its ten foot wide entrance on the right side, meaning the left side looks like a wall of orange metal from the START position.

The gravity on the loop de loop is always towards the bottom of the metal, so a person can walk comfortably sideways and then upside down without fear of falling. A werwolf hides at the top of the loop, out of sight of the START position and upside down in relation to the gravity at the floor. It will attack characters that pass it, but will let them go after one attack routine if they do not engage. Of course, it can also be killed.

Werewolf (AC 5; MV 15”; HD 4+3; hp 21; #AT 1; D 2-8; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 310)

The exit teleporter hole leads to Room 25E.