Sunday, December 1, 2013

OUTER WARD GROUND LEVEL 60 MASTER SUITE VISITING ROOM.

60 MASTER SUITE VISITING ROOM.  Three talon goblins guard this area, although as noted they will rush into Room 58 if they hear fighting.

Karpaccio, an Oversized Talon Goblin (AC 5; MV 6"; HD 2; hp 11; #AT 1; D Military fork or dagger; XP 42) 6 gold crescents, 29 silver spanners, gilded helmet taken from room 42 worth 18 gold crescents

Talon Goblin 1 (AC 6; MV 6"; HD 1; hp 7; #AT 1; D Short sword or dagger; XP 17) 19 silver spanners, 1 gold crescent

Talon Goblin 2 (AC 6; MV 6"; HD 1; hp 8; #AT 1; D Scimitar; XP 18) 1 gold crescent, 4 silver spanners, 13 copper pieces

The rooms elegant furniture is largely intact, but some pieces have been marred by knife slashes. There is a desk and two chairs, a wardrobe, and a large table with some cheese on it. Five casks of salted pork are in the northwest corner. There is a fireplace in the south wall and the walls are papered in a blue and white striped pattern. Five beautiful stained glass windows featuring green nymphs are present. The small room in the west wall is a walk-in closet containing green female horseriding clothes and male formal wear.

Saturday, November 30, 2013

OUTER WARD GROUND LEVEL 59 MASTER SUITE ANNEX.

59 MASTER SUITE ANNEX. The door to this room is locked and there is no light source. There is a hardwood floor and the walls are papered with the same pattern as that in Room 58. Inside are three prisoners: Antonio, a merchant, Rami, his daughter, and Barca Cetruzzo, an adventurer. They are clothed in rags and Barca has been beaten and has had his armor and weapons taken.

Antonio, Neutral Good normal sedentary male human (AC 10; MV 12", HD 1-4 hit points; hp 2; #AT 1; D By weapon type; SA Attacks at -2 "to hit"; XP 7)

Rami, Chaotic Good normal active female human (ACX 10; MV 12"; HD 1-4 hit points; hp 4; #AT 1; D By weapon type; SA Attacks at -1 "to hit"; XP 9)

Barca Cetruzzo, Chaotic Good male human Fighter (AC 10; MV 12"; F2; hp 3 (normally 9); #AT 1; D By weapon type +1 to damage due to strength; S 16, I 8, W 8, D 13, C 15, Ch 12; XP 26 (normally 38))

Antonio and Rami were part of a merchant caravan that was waylaid by the talon goblins. They will ask to be escorted out of the castle as soon as possible and Antonio will be able to offer a reward of 100 gold crescents for their rescue. Barca has been separated from his adventuring party and will ask the characters to help him find them.

Friday, November 29, 2013

OUTER WARD GROUND LEVEL 58 MASTER SUITE ANTECHAMBER.

58 MASTER SUITE ANTECHAMBER.  One talon goblin stands guard here.

Talon Goblin (AC 6; MV 6"; HD 1; hp 7; #AT 1; D Morning star; XP 17) he carries 3 copper pieces and 7 wooden tokens from Room 45 which he believes to be valuable

If the party engages in noisy combat, the three goblins in Room 60 will investigate.

The room has a light gray carpet marred by bloodstains. The battered but rich furniture has been pushed to the walls, which are papered in a blue and white diamond pattern. A fireplace is in the west wall. Near the ceiling is a wooden moulding with sailing ships carved on it. This room is where the talon goblins chop up captives and food and practice torture on victims. When the goblins want to eat they arrange the tables in the center of the room.

Thursday, November 28, 2013

OUTER WARD GROUND LEVEL 57 MAIDS' DORMITORY.

57 MAIDS' DORMITORY. This room has been burned out. The walls, once papered over, now show the exposed blackened stone. The overhead wooden beams are singed. The wooden door is also badly burned but still opens and closes.  Nothing of value remains.

Wednesday, November 27, 2013

OUTER WARD GROUND LEVEL 56 MAIDS' CHAMBER.

56 MAIDS' CHAMBER. Two pyromaniac female talon goblins are throwing smaller pieces of furniture on a modest fire. They are each wearing maid uniforms which they have taken from Room 57 before they torched it.

Female Talon Goblin 1 (AC 7; MV 6"; HD 1-1; hp 3; #AT1; D Dagger; XP 13) 2 copper earrings worth a total of 3 gold crescents

Female Talon Goblin 2 (AC 7; MV 6"; HD 1; hp 5; #AT 1; D Horseman's flail; XP 15) copper and brass bracelet worth 4 gold crescents

This room contains more attractive furniture than that found in Room 54, decorated in pink and light blue stripes. The walls are wood and the floor is carpeted in light blue. A fireplace is in the west wall. Above the fireplace hangs a portrait of Alfonsina Triskelion the numerologist, a thin middle aged blond woman holding a globe on which are written thousands of tiny numbers.

Tuesday, November 26, 2013

UP OR DOWN?

I am reaching the end of the GROUND LEVEL for the OUTER WARD and have a choice to make.  I can do the upper levels, starting with the FIRST FLOOR, or I can do the LOWER LEVEL first before going up.  What would you like to see, up or down?

OUTER WARD GROUND LEVEL 55 MANSERVANTS' DORMITORY.

55 MANSERVANTS' DORMITORY.  Three talon goblins are sharing a large flask of rather good brandy, but none of them has had enough alcohol to affect them adversely in combat.

Talon Goblin 1 (AC 6; MV 6"; HD 1-1; hp 1; #AT 1; D Spear; XP 11) 6 silver spanners

Talon Goblin 2 (AC 6; MV 6"; HD 1; hp 7; #AT 1; D Spear; XP 17) 15 silver spanners

Talon Goblin 3 (AC 6; MV 6"; HD 1-1; hp 4; #AT 1; D Scimitar; XP 14) 13 silver spanners

The was the sleeping chamber of the male house staff. The furnishings are adequate, but not particularly attractive or well made. Simple beds, enough to hold twenty seven men, are here. There are wooden dressers and wardrobes holding black uniforms and everyday clothing of the sort a peasant would wear.

Monday, November 25, 2013

NEW MONSTER: RESTLESS DEAD

The restless dead are the remnants of humans who have unfinished business in the physical world. Some are relatively benign, while others are evil beyond redemption.

Each of the restless dead is unique and therefore only a few generalities can be mentioned. The restless dead are immune to cold and mind-influencing spells such as charm or sleep, like other undead. They cannot normally be turned, destroyed, or controlled by clerics. The restless dead are almost always found within a fixed area, whether it be a place important to them or the site of their demise. They will sometimes be guarding a treasure that was important to them in life. If they have cause to leave the site of their haunting in the course of their un-life (such as if their treasure is stolen), they may be turned as a 'Special' type of undead. The dead might be corporeal, semi-material, or completely non-corporeal.

The restless dead that have corporeal or semi-material form will normally be able to attack. Most commonly, they will attack by a means related to the way they died, though this is not an absolute. Attack may be physical, by means of a cold touch, withering, energy drain, strength drain, disease, or some other method. These restless dead will have hit dice, armor class, movement, and attacks as befits their form. Some will be hideous, but all will be otherworldly and strange. Some may be struck by normal weapons, while others can only be hit by silver or magical weaponry.

Restless dead may be exorcised. Sometimes, one can be rid of them by helping them finish whatever task or cause keeps them imprisoned in this world. At other times, the dead may be so confused or malevolent that this is impractical.

Not all restless dead are evil. When given help, some may even offer a boon in the form of a valued possession or curing touch. The restless dead will usually have the same intelligence and wisdom they possessed in life.

OUTER WARD GROUND LEVEL 54 MANSERVANTS' CHAMBER.

54 MANSERVANTS' CHAMBER. When this room is entered, the party will see a glowing transparent man. This is one of the restless dead. In life he was Santiago Triskelion, a large, fit man with short hair and a huge mustache.

Santiago Triskelion, Restless Dead (AC 0; MV 12"; HD 4; hp 18; #AT 1 touch; D 1-4; SD Limited spell immunity; XP 182)

He appears to be dressed in fine clothes and wears boots and a large coat. In reality, the clothes and the dead man are both nebulous in nature. Santiago cannot be turned while in this room, but he can be exorcised. He has normal undead immunities to cold, sleep, charm, and hold. If he is forced to he can attack with a chilling touch, doing 1-4 points of damage, but he will not initiate combat.

A labeled portrait of Santiago sits over a mantle of the fireplace in the east wall. This room also contains three dark green couches and several small coffee tables and end-tables. It was the leisure area for the various valets and butlers who lived in the outer ward. The walls are covered with blue and green vertically striped wallpaper. This large dark room was once lit by three large candelabra, but the ghostly glow given off by Santiago is now enough to light it.

Santiago is upset because his picture has been moved to this room. He is not aggressive, but instead he will ask that the adventurers move his portrait to Room 32, where it originally hung. He is unable to perform the task himself because he is only semi-material. If the adventurer's agree to help him he will pull a silver whistle out of his pocket. This is a real material whistle and when it is blown it will summon Santiago's ghostly hound. It is transparent and glowing, like Santiago, but can attack and be attacked normally.

Santiago's Hound (AC 6; MV 12"; HD 2+2; hp 18; #AT 1 bite; D 2-8; XP 89)

If the adventurers are willing, the hound will accompany them to Room 32, acting as a guide if necessary. It will fight for the adventurers if the circumstances arise, and it will accompany the party on their way back to this room. The hound's preferred route is through Rooms 43, 35, 34, and then to 32. If they take this route, they will meet the hobgoblins and half-elf in Room 43, unless the adventurers have already dealt with this encounter.

If they comply and return, he will reward them with the silver whistle before he disappears. The whistle can be sold and will be worth 300 gold pieces. However, if the adventurers keep the whistle, it can be used to summon the hound, who will then fight for the adventurers one time. If it reduced to 0 hit points, or in any case when the combat is over, the hound and whistle will vanish forever. Helping Santiago also gives the adventurers each a one-time 300 point bonus to experience points.

All the monsters on this level avoid this room because they are afraid of the occupants and there will be no wandering monster checks here.

Sunday, November 24, 2013

OUTER WARD GROUND LEVEL 53 VISITING SERVANTS' ROOM.

53 VISITING SERVANTS' ROOM.  Four talon goblins are here. The floor is covered with pieces of smashed glass.

Talon Goblin 1 (AC 6; MV 6"; HD 1; hp 5; #AT 1; D Footman's mace; XP 15) 5 silver spanners, 6 copper pieces

Talon Goblin 2 (AC 6; MV 6"; HD 1-1; hp 2; #AT 1 D Spear; XP 12) 13 silver spanners

Talon Goblin 3 (AC 6; MV 6"; HD 1-1; hp 3; #AT 1; D Morning star; XP 13) 9 silver spanners, 2 copper pieces

Talon Goblin 4 (AC 6; MV 6"; HD 1-1; hp 4; #AT 1; D Short sword; XP 14) no wealth

This room was used to house the servants of important guests. As such the furnishings were not terribly expensive, but were well-made. There are eight beds with blue and white bedclothes in a diamond pattern. There are four large wooden dressers and each has an accompanying mirror, which the goblins have smashed. There are eight footlockers, one at the foot of each bed.

The dressers contain sleeping garments and underclothes.

One of the footlockers is locked and trapped with a paralysis poison needle (paralysis for 2d6+2 turns, successful save halves that) and contains wood shavings and a key made of jade and silver worth 200 gold crescents.


Saturday, November 23, 2013

OUTER WARD GROUND LEVEL 52 MASTER GUEST BEDROOM.

52 MASTER GUEST BEDROOM. A neatly made four poster bed is present with its head toward the south. The sheets, blankets and pillowcases are red. There is a fireplace in the south wall. A large wardrobe is present on the west wall. A huge padlocked iron chest is near the north wall. The three windows are of red and green stained glass. The whole room is dusty, as if it has not been used in a long time.

The wardrobe contains a black cloak and a red robe. It has a false back that is actually a secret door to Room 62. It is opened by twisting one of the hooks inside the wardrobe.

The iron chest actually contains a ghoul.

Ghoul (AC 6; MV 9"; HD 2; hp 7; #AT 2 claws, 1 bite; D 1- 3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 79)

It is cunning and will stay quiet if it hears the party enter in hopes they will open the chest and it can surprise them. If it hears the party leaving, it will knock to get their attention. The chest also holds 13 silver spanners in loose change.

Friday, November 22, 2013

FRIDAY NIGHT FIGHTS: HELL HOUND VS WINTER WOLF

Okay Fight #2, so I guess this will be a bi-weekly thing. I'm going to pit a winter wolf against a hell hound. Let's say a fire giant and a frost giant are betting on the outcome. They have released the two into an underground maze and are watching from above.

Here is the Winter Wolf:


                                                                 image:  http://www.wpclipart.com

ARMOR CLASS: 5
MOVEMENT: 18”
HIT DICE: 6
# ATTACKS: 1
DAMAGE: 2-8
SPECIAL ATTACKS: Frost breath for 6-24, use once every 10 rounds, range 1”
SPECIAL DEFENSES: Cold-based attacks do not harm them, but fire-based attacks cause +1 per die of damage normally caused.
MORALE: 75%
HIT POINTS: 27 (7,4,2,6,3,5) which also happens to be average hit points

And the Hell Hound:


ARMOR CLASS: 4
MOVEMENT: 12”
HIT DICE: 4-7, let's say 6, so it has the same as the wolf
# ATTACKS: 1
DAMAGE: 1-10
SPECIAL ATTACKS: Breathe fire (1 hp/HD) up to a 1” distance, surprise on 1-4
SPECIAL DEFENSES: Only surprised on a 1, see invisible (50%)
MORALE: 65% to 80%, with 6 HD it's 75%
HIT POINTS: 27 let's give it the same hit points

Time for surprise. I roll a 5 for the hell hound, which is only surprised on a '1' and it is not surprised. I roll a '6' for the winter wolf which would have been surprised on a 1-4, so it is also not surprised.

Next is encounter distance. Indoor encounter distance is 5” to 10” (d6+4). It could be modified by line of sight and other factors, but since I have not mapped the area, let's just use this. I roll a '4', so the encounter distance is 4+4 = 8”.

It is time to declare intentions. Both have a breath weapon, but the distance is only 1” in both cases. Both monsters intend to close to striking range, when combat will become possible.

Now the two beasts have closed the distance and it is a new round. Both choose to use their breath weapons. Time to roll initiative. The hell hound rolls a '5' and the winter wolf rolls a '3', so the hell hound can go first. The hound breathes fire. The winter wolf must save vs breath weapon. It saves as a 6th level fighter. It must roll a '13' or higher to take half damage. It rolls a '10' and fails its save. Normally a monster would take 6 points of damage, but the winter wolf is vulnerable to fire and takes an additional +1 point of damage per die.

I think you could rule this one of two ways. You could say the wolf only takes an additional +1, or you could say it takes an additional +1 for every hit die of the hound. I favor the former approach, and the wolf takes 7 points of damage.

Now the wolf breathes its frost breath. The hell hound also saves as a 6th level fighter. It rolls a '12' and fails its save. For damage I roll a '16' on 6d4.

It is the end of the first round. The hell hound has 27 - 16 = 11 hit points left. The winter wolf has 27 - 7 = 20 hit points left.

Time to roll for morale. The hell hound must roll at a penalty of 15% due to damage inflicted. Both have a morale of 75%. I roll a '30' and '56' so both stay to fight some more.

Next round. New intentions. The hell hound uses it breath weapon again, but the winter wolf can't use it again for 10 combat rounds, so it must bite.

Initiative time. Hell hound 4, winter wolf 5. The winter wolf has to roll a '9' or higher. It rolls a '6' and misses. The hell hound breathes fire again. The winter wolf rolls a 16 and makes its save, taking 4 points of damage.

End of round 2. The hell hound has 11 hit points and the winter wolf has 16. They roll '45' and '50' and neither fails morale, despite modifiers.

New round, same intentions. Roll for initiative. The hell hound rolls a 2 and the wolf rolls a 3. The wolf tries to bite and rolls an 11, good enough to hit. Damage is 4.

The hound breathes fire again and the wolf rolls a 4 on saving throw, failing its save and taking 7 points of damage.

End of round 3. Hound 7, wolf, 9. Morale rolls of 8 and 16 means that both stay to fight.

Same intentions. They both roll a 3 for initiative so simultaneous attacks. The hell hound breathes fire and the wolf rolls a 12 and fails its save, taking another 7 points of damage. The wolf rolls a '4' and misses the hound.

End of round 4. The wolf only has 2 hit points left and the hell hound has 7. Time for morale. They roll a 57 and 16 so we go to another round.

The hell hound has experienced success with its breath weapon, and stays with it. The winter wolf still has no choice but to bite. Time for initiative. The hound rolls a 3 and the wolf rolls a 5. The wolf can attack first. It rolls a 19 and hits for 7 points of damage. The hound is reduced to 0 and is out of it.

So there you go, quite an even fight.

NEW MONSTER: BUTCHER WORM

BUTCHER WORM 

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 2+3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 3-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M (7' long and thick)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 35 + 3/hp



Butcher worms are omnivores that enjoy a diet of fungus, detritus, and carrion.  Against man-sized or smaller opponents they are aggressive, attacking with a vicious bite. 

Description: The body of these bizarre worms is green with bright purple or blue-green spots. The freakish head possesses multiple black eyeballs and they sport two up-swinging cleaver-like mandibles.

OUTER WARD GROUND LEVEL 51 MASTER GUEST ANTECHAMBER.

51 MASTER GUEST ANTECHAMBER. If the characters are approaching this room from the corridor, instead of Room 52, they will notice a sizable part of the lower door has been chewed away. This attractive room is currently occupied by the butcher worm which has caused the damage.

Butcher Worm (AC 6; MV 9" HD 2+3; hp 12; #AT 1 bite; D 3-8; XP 71)

The room features two luxurious couches with a black and white striped pattern and a short coffee table along with a small dining table and four chairs. A desk, chair, and three plain glass windows complete the furnishings. These windows have been hinged to open. The worm has left a trail of slime over the furniture in its quest for food, and the room has a dank and unpleasant odor.

Thursday, November 21, 2013

OUTER WARD GROUND LEVEL 50 GUEST ROOM.

50 GUEST ROOM. Two talon goblins are lounging here on padded chairs.

Talon Goblin 1 (AC 6; MV 6"; HD 1; hp 5; #AT 1; D Military fork; XP 15) 14 silver spanners, 1 copper piece

Talon Goblin 2 (AC 6; MV 6"; HD 1; hp 7; #AT 1; D Hammer; XP 17) 4 silver spanners, 1 gold crescent

They are lazy and will give a silver chalice (worth 14 gold crescents) to the party to leave them alone. If they buy off the party, they will report to their leader in Room 61 and the talon goblins in Rooms 53, 55, 56, 58, 60, and 61 will be on alert for the next few hours (chances to be surprised are 1 in 6 less likely).

This room's furnishings are similar to those in Room 49, except that the curtains and bedclothes are red and white striped. The dresser is empty and the wooden chest at the foot of the bed contains a pewter cup, extra bedsheets, and another silver chalice worth 14 gold crescents.

Wednesday, November 20, 2013

OUTER WARD GROUND LEVEL 49 GUEST ROOM.

49 GUEST ROOM. The walls are obscured by green curtains. Against the north wall, the curtains are marred by an unsightly bulge, and a pair of brown feet poke out at the floor, giving the impression of a man hiding behind the curtain. This room also contains a simple bed and a modest dresser with an attached mirror. The bedclothes and sheets are forest green. There is a small wooden chest at the foot of the bed.

The figure hiding behind the curtain is actually just a featureless wooden mannikin, of the type used to hang clothes on.

Sewn into the pillow is a magic-user scroll of affect normal fires, identify, and sleep.

The dresser contains moldy clothing.

The chest at the foot of the bed is locked and trapped. When the chest is opened, four small darts will shoot inwards from the sides of the chest. They strike as if fired by a fourth level thief and each inflicts 1-3 points of damage on a successful strike. The chest contains a silver dagger, a bag of 12 gold crescents, a smart set of purple clothing, and a fine plum-colored hat.

Tuesday, November 19, 2013

OUTER WARD GROUND LEVEL 48 ROOM OF THE SKULLS.

48 ROOM OF THE SKULLS. Thirty six beds are here, each equipped with a footlocker and dresser. A large ornate fireplace is in the west wall. Against the east wall are racks for holding weapons and armor.

The Triskelions would occasionally loan out a group of experienced fighters in exchange for a favor or payment. This group of men, known as the Skulls, was quartered here and was also expected to keep the peace when disputes broke out between residents or visitors.

At one time the personal belongings of the Skull guards were worth a considerable fortune, but this area has been looted and most items of real value have been removed. 14 suits of studded black leather armor made to fit muscular human males remain. Each is decorated with a human skull face on the chest. Several leather belts and boots are also here. Hidden in one of the boots is an agate (60 gold crescent value).

Monday, November 18, 2013

OUTER WARD GROUND LEVEL 47 WASH ROOM.

47 WASH ROOM.   This area has become foul now that the water drainage system no longer works properly. Five aggressive giant rats are here, chewing on a small decayed human corpse.

5 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 4, 3, 3, 2, 1; #AT 1 bite; D 1-3; SA Disease; XP 11, 10, 10, 9, 8)

If the body is searched, the adventurers will find a small silver ring with a Triskelion insignia valued at 25 gold crescents.

Eight small glass paned windows are present. Each is placed near the ceiling. Six toilets are also here, against the east and south walls.

Sunday, November 17, 2013

OUTER WARD GROUND LEVEL 46 DUELING ROOM.

46 DUELING ROOM.  This room was a dueling area, both for practice and for actual combat. Racks for swords line the walls (now empty) and there is a central red carpeted area forty feet by ten feet. Two skeletons are here, dueling with long swords.

2 Skeletons (AC 7; MV 12"; HD 1; hp 7 each; #AT 1; D Long sword; SD Sharp weapons score half damage only, limited spell immunity; XP 21 each)

They will stop fighting each other to attack any intruders. The lighting is supplied by four wall-mounted rods giving continual light.

Saturday, November 16, 2013

OUTER WARD GROUND LEVEL 45 GAME ROOM.

45 GAME ROOM. This was once a leisure area for important visitors. A few dozen green felt topped card tables are piled in the southwest corner. Thousands of coins are scattered on the floor. The walls are decorated in dark wood paneling and the floor is carpeted in blue. Two red crystal chandeliers hang gracefully from the ceiling.

The green felt topped card tables that are in the southwest corner serve as the lair of a large spider. It will not attack unless this area is searched.

Large Spider (AC 8; MV 6"*15"; HD 1+1; hp 7; #AT 1 bite; D 1; SA Poison; XP 79)

The coins are actually wooden gaming tokens. There are 6546 tokens that superficially resemble coins in the dim light. Among them are 2 gold crescents, 87 silver spanners, and 127 copper pieces. Separating all the real coins from the tokens is a feat that would take several turns.