Monday, January 13, 2014

ROOMS 36 TO 55 INN OF THE GRINNING BEAR.

ROOMS 36 TO 55 INN OF THE GRINNING BEAR. Any wandering monsters encountered in this area will be one of the occupants of these rooms or from Rooms 34 to 41 of the Second Floor.

Sunday, January 12, 2014

OUTER WARD FIRST FLOOR 35 SCROLL STORAGE.

35 SCROLL STORAGE. This large dusty and rarely used room contains dozens of old wooden cabinets. Five large dust-smeared glass windows look south.

The cabinets contain thousands of scrolls. The scrolls are mostly concerned with mundane household matters, although several maps are present which describe the region surrounding the castle. Careful reading might allow characters to learn the different names of the Triskelion family members and other important people who lived in the castle.

The gralkin have hidden one of the footlockers from Room 34 in one of the cabinets and then forgot about it. It is not locked and contains 31 gold crescents, 76 silver spanners, 127 copper pieces, a wooden whistle, an alexandrite gem worth 150 gold crescents, a normal red felt hat, and a medallion of thought projection (looks like a bronze pendant disc on a bronze chain). The medallion has a 30' range.

OUTER WARD FIRST FLOOR 34 SCRIVENERS' ROOM.

34 SCRIVENERS' ROOM. Two gralkin are using this as a base of operations. 

 
Macaw, Chaotic Evil male gralkin Fighter (AC 10; MV 12“; F2; hp 83; #AT 1; D Scimitar + 1 to damage due to strength; S 16, I 5, W 7, D 14, C 14, CH 4; XP 52) ring of feather falling (looks like a gold ring with a value of 85 gold crescents)

Pelican, Chaotic Evil male gralkin Assassin (AC 10; MV 12”; A2; hp 10; #AT 1; D Short sword; S 12, I 11, W 6, D 14, C 15, CH 3; XP 65) non-magical gold ring worth 85 gold crescents

This room is paneled and floored in the same fashion as Rooms 32 and 33. Twelve bunks are here along with eleven footlockers and plain bedclothes. The footlockers are all open and contain only normal clothing. Two windows of plain glass look out upon the garden, but are obstructed by hedges.

Saturday, January 11, 2014

OUTER WARD FIRST FLOOR 33 BOOKBINDERS' WORKSHOP.

33 BOOKBINDER'S WORKSHOP. This large room is paneled and floored much like Room 32. Strips of leather and metal tools are littered on the many work tables. Simple wooden stools are also scattered about. Three large plain glass windows face south and three face west. They give an excellent view of the waterfall. Stairs go down to Room 67 on the Ground Level and up to Room 27 on the Second Floor.

Friday, January 10, 2014

FRIDAY NIGHT FIGHTS: PURPLE WORM VS UMBER HULK

Fight #3 and its been a long time coming. Apologies to those who enjoy the fights, I'll try to put them out more regularly.

Okay this time, two umber hulks are raiding a lower dungeon level for one of their favorite meals: young purple worm. In a large cavern, they stumble upon a clutch of eggs, but their tunneling to the area has alerted a purple worm momma, who comes to eat the intruders.

Here is the purple worm:



ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 15
NO. OF ATTACKS: 1 and 1
DAMAGE/ ATTACK: 2-24/2-8
SPECIAL ATTACKS: Swallow whole, poison sting
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (50' long)
HIT POINTS: 70 (I just rolled this, average hit points would be 15 X 4.5 or 67.5, so this hit point tally is fairly representative)

Purple worms sense vibrations in 60'.

Swallow whole on 4 over the required number, or a natural 20. A 15 HD purple worm needs a '6' to hit an AC 2 umber hulk. Therefore it only needs a '10' to swallow one. Hmm, this fight may be over quick.

Any bite 20% over the required score (that is 4 or more over the required number) or a 100% (die roll 20) score indicates the creature has engulfed its victim. “A mature purple worm can swallow, whole, a creature as large as 8' or so tall and up to 6' wide. Any creature swallowed will be dead in 6 melee rounds. The worm will digest its meal in 12 turns, and at that time the creature is totally gone and cannot be raised from the dead. Note, however, that a creature swallowed can try to cut its way out of the purple worm's stomach. The inner armor class of the worm is 9, but each round the creature is in the worm it subtracts 1 from the damage each of its attacks does. This subtraction is cumulative, so on the second melee round there is a -2, on the third a -3, etc.”

This means the umber hulks, at 8' tall, 5' wide can be swallowed. Before the fight I had assumed that this was not going to be the case.

Poison stinger, used only in rear defense or in a spacious area. Since the cavern is pretty big, I'll allow the worm to use it if an umber hulk is in position. An umber hulk saves as a 10th level fighter and needs a '8' to save vs poison.

Okay. Here are the umber hulks.



ARMOR CLASS: 2
MOVE: 6”(1”-6”)
HIT DICE: 8+8
NO. OF ATTACKS: 3
DAMAGE/ ATTACK: 3-12/3-12/2-10
SPECIAL ATTACKS: Confusion
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 10
INTELLIGENCE: Average
MORALE: 93%
ALIGNMENT: Chaotic evil
SIZE: L (8' tall, 5' wide)
HIT POINTS: 44, 47 (again, just random rolling)

Average umber hulk hit points are 8 X 4.5 + 8 = 44

They need a '6' to hit an AC 6 purple worm. The 2-10 attack is generated by rolling a 1d4 and a 1d6.

Confusion: This only affects intelligent monsters, so the purple worm is immune!

If fighting against intelligent monsters, I use the chart from page 9 of module C2, The Ghost Tower of Inverness.

Roll Id10 each round:
1 Wander
2-6 Stunned
7-8 Attack nearest creature
9-10 Attack monster

I will say the purple worm heard the vibrations and the cavern is big, so the umber hulks can see it coming, no surprise.

Next is encounter distance. Indoor encounter distance is 5” to 10” (d6+4). It could be modified by line of sight and other factors. Since the purple worm can feel vibrations at 60' (6”), let's use this as encounter distance.

It is time to declare intentions. The purple worm will close to fight. The umber hulks have average intelligence and know the purple worm is faster than they are. They also decide to close to fight.

Now the combatants have closed the distance and it is a new round. Each monster chooses to use melee attacks. Time to roll initiative.

The umber hulks roll a 2 and the worm rolls a 3, so the worm attacks first. It attacks the second (47 hp) hulk and rolls a 3, so big time miss.

Now the umber hulks chance. The first hulk rolls a 15, 10, 16 and the second rolls a 10, 2, 20. So damage is 3d4, 3d4, d6+d4, 3d4, miss, d6+d4 for a total of 31 points.

End of round 1. The hulks are fine but the worm is down to 39 hit points. That was fast!

Round 2, same intentions, but I'll say the worm has worked its way into a position to use the stinger. Roll for initiative. The worm rolls a 5 and the hulks roll a 5, so simultaneous attacks. The worm attacks the first hulk with the stinger and the second with the bite. For the stinger it rolls a 9 and for the bite it rolls a 7. Both hit.

The stinger does 4 points of damage and the first hulk must save vs poison. It rolls a 5 and dies.

The bite hits for 16 damage and the second hulk now has 47-16 = 31 hit points.

The hulks can also attack and roll 5, 10, 17, 14, 2, 14 for damage: miss, 3d4, d6+d4, 3d4, miss, d6+4. I roll for this and it is 25 points.

Okay end of round two. One hulk is dead by poison and the other has 31 hit points. The purple worm has 39-25 = 14 hit points left.

New round, same intentions. I rule that the worm can't bite and sting the same monster in the same round unless it is really big (like dragon size). Let's roll for initiative. Worm rolls a 1 and hulk rolls a 3.

Hulk attacks first and rolls 18, 13, 13 for 23 points of damage. It kills the worm and goes back to devour the eggs.

Well, I guess the multiple hulk attacks were too much for the worm. I was hoping to see a swallow, though. I guess I will live with disappointment.

OUTER WARD FIRST FLOOR 32 SCRIPTORIUM.

32 SCRIPTORIUM. This room is dominated by twelve large wooden desks and tall stools. Quill pens, ink bottles, and unfinished salacious prose works are arranged on the desks. Also present are several scrolls of a more mundane nature (taxes, household purchases, prisoner names, etc.) The whole room is paneled in wood with a light yellow wood floor. It is rather plain but is illuminated by two beautiful chandeliers. Three windows look out upon the garden, but like in other areas, the view is obscured by hedges.

Thursday, January 9, 2014

OUTER WARD FIRST FLOOR 31 READING ROOM.

31 READING ROOM. A bizarre creature has made this room its den. This creature has the body of a crimson haired cat and has three green snakes heads growing from its neck where a normal cat head should be. The creature is an amalgamation and the heads and body attack and can be attacked separately, using different “to hit” scores.

Body of the Beast (AC 5; MV 15”; HD 3; hp 13 ; #AT 2 claws; D 1-6/1-6; XP 69)

3 Heads of the Beast (AC 5; MV 3”; HD 1; hp 6 each; #AT 1 bite; D 1-4; XP 16 each)

This creature is size M and the heads are long enough that they can each attack separate individuals. If the body is killed but some or all of the heads are still alive, they will detach as size S individual snakes (hence the 3” movement rate) and continue to fight. Adventurers attacking the beast will hit the body on a 1-3 on d6. On a 4, 5, or 6, one of the three heads is struck instead.

This room is attractively furnished with three comfortable upholstered chairs and and several small wooden tables. The walls are lined with bookshelves containing sensationalist and scandalous stories bound in leather. Hidden among them is a manual of quickness of action. Three large stained glass windows depict scenes of satyrs frolicking with nymphs.

Wednesday, January 8, 2014

OUTER WARD FIRST FLOOR 30 LONG HALL.

30 LONG HALL. Fourteen glass windows are to the west, giving a view of the inner ward. Thirteen open smaller windows look into the garden, although the view is obstructed by the heavy growth of the hedge. In between each window on the east wall is a black Triskelion banner. The large double door into the garden is made of dark brown wood and is decorated in relief with large trees with intertwined branches.

Tuesday, January 7, 2014

OUTER WARD 29 SENTRY ROOM.

29 SENTRY ROOM. This large room has recently become inhabited by a large, angry two-headed gnoll, served by two chaotic evil gnomes.

Two-headed Gnoll (AC 5; MV 9”; HD 4; hp 19; #AT 2; D Spear and long sword +2 to damage due to strength; XP 136).

He attacks with a weapon in each hand. He wears two gold necklaces valued at 25 gold crescents each and he also has a pouch holding 5 gold crescents, 6 silver spanners, and 14 copper pieces.

Gnome 1 (AC 6; MV 6”; HD 1; hp 7; #AT 1; D Short sword; XP 17) 7 gold crescents and 3 silver spanners in a belt pouch

Gnome 2 (AC 6; MV 6”; HD 1; hp 5; #AT 1; D Club; XP 15) backpack with 7 torches, flint and tinder, 12 silver spanners and 35 copper pieces

They have gathered two hogsheads of ale, several wedges of cheese, and a roast goose which are on a table along the south wall. The room gives an excellent view of the mountains to the northeast through five large plain glass windows but no windows are in the south wall. The stairs go down to the Ground Level, Room 33.

Monday, January 6, 2014

OUTER WARD FIRST FLOOR 28 WEAPON'S LOCKER.

28 WEAPON'S LOCKER. An insane evil cleric and his acolyte are here, along with 3 zombie servants.

Hasbool Venrichy, Neutral Evil male human Cleric of Samech (AC 4; MV 9“; C5; hp 17; #AT 1; D Footman's mace; SA Spell use; S 15, I 10, W 14, D 11, C 10, CH 6; XP 377)

First Level Cleric Spells:
Bless, Command, Create Water

Second Level Cleric Spells:
Chant, Hold Person, Snake Charm

Third Level Cleric Spells:
Animate Dead

Hasbool wears black chain mail and a black shield decorated with a demonic face. As an aesthete, he carries no wealth, but does keep spell components. He has a vial of unholy water for the bless spell, a vial of human blood for the animate dead spell, and a small iron bar for the hold person spell. Because of the castle's sinister reputation, Hasbool is certain that there are many evil relics and writings to be discovered. So far he has been disappointed. He will order his zombies to attack and prefer to stay out of combat, casting spells instead, until it is no longer possible. Hasbool has run afoul of the talon goblins, but has managed to kill several and has released them into the hallways after animating them.

Endermend Unveals, Neutral Evil male human Cleric of Samech (AC 4; MV 9“; C1; hp 5; #AT 1; D Hammer; SA Minor spell use; S 14, I 14, W 13, D 10, C 15, CH 10; XP 38)

First Level Cleric Spells:
Cure Light Wounds

Endermend wears the same type of black chain mail and shield as Hasbool. He is not as fastidious or pious as Hasbool and keeps 78 silver spanners and 212 copper pieces in his backpack, along with four weeks iron rations, flint and steel, six torches, and 45 feet of strong rope. Endermend regrets following Hasbool and is terrified of the castle and the undead. If Hasbool is killed, Endermend will summarily surrender and beg to be helped out of the castle.

There is one female human zombie and two talon goblin zombies. The human was also an evil acolyte, but died in the fighting and has since been raised to serve Hasbool in death as she did in life. She wears black chain mail.

Female Human Zombie (AC 5; MV 6”; HD 2; hp 10; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 40)

Two Talon Goblin Zombies (AC 7; MV 6”; HD 2; hp 13, 11; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 46, 42)

Hasbool has stacked seven more talon goblin corpses in the south west corner, awaiting animation.

This room has white plaster walls and floor is wood. Weapons racks along the east and west walls hold hundreds of normal spears and javelins. Three simple glass windows are here but the view of the garden is poor due to the overgrown hedges. Nevertheless the eternal sunlight does provide plenty of illumination.

Sunday, January 5, 2014

OUTER WARD FIRST FLOOR 27 UNDERSECRETARY'S ROOM.

27 UNDERSECRETARY'S ROOM. The door to this room is barred from the inside. This modest bedroom has its walls painted in dull red and blue vertical stripes. There is a desk against the east wall. Sitting at the desk is a dried out corpse wearing a black uniform. A dresser and a bed are near the west wall. Several small, high windows are in the south wall. They are shuttered so no light from the garden can be seen.

The corpse is the undersecretary. He wears a silver necklace valued at 25 gold crescents, but the body is inhabited by three cadaver spiders that will attack if the body is disturbed.

3 Cadaver Spiders (AC 7; MV 9”; HD 1-4 hit points; hp 4, 3, 3; #AT 1 bite; D 1-4; SA Pain; XP 11, 10, 10)

On the desk is a dried out bottle (it used to contain poison). There is normal ink, quill pens, and several ledgers containing inventory lists of supplies ordered for the castle.

The dresser holds clothing and uniforms. There is a false back to the top drawer and in the hidden space are 42 silver spanners. Several large hats are on top of the dresser.

Saturday, January 4, 2014

OUTER WARD FIRST FLOOR 26 FESTIVE HALL.

26 FESTIVE HALL. This room is decorated in red with streamers and tinsel pinned to the walls and wooden beams, apparently ready for some festivity that never occurred. Seven giant rats lurk under a long table in the center of the room.

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

Because of the length of the tablecloth, the rats' location will not be obvious and they surprise on a 1-3 in 6.

Friday, January 3, 2014

OUTER WARD FIRST FLOOR 25 CORNER ROOM.

25 CORNER ROOM. This room is bare of all furnishings. Two large glass windows are to the north and one is the the east. The stairs ascend to Room 17 of the Second Floor.

Thursday, January 2, 2014

OUTER WARD FIRST FLOOR 24 UNDER-CAPTAIN'S BEDROOM.

24 UNDER-CAPTAIN'S BEDROOM. Three gralkin are here.

Kestrel, Chaotic Evil male gralkin Fighter (AC 6; MV 12”; F2; hp 11; #AT 1; D Short Sword; S 14, I 8, W 7, D 12, C 15, Ch 10; XP 68)

Cuckoo, Chaotic Evil male gralkin Fighter (AC 10; MV 12”; F1; hp 5; #AT 1; Footman's Mace; S 15, I 5, W 4, D 10, C 14, Ch 6; XP 30)

Loon, Chaotic Evil female gralkin Fighter (AC 9; MV 12”; F1; hp 6; #AT 1; D Spear; S 13, I 5, W 5, D 15, C 11, Ch 7; XP 32)

The kestrel was the under-captain and the others are his subordinates. He has kept a small part of his memory and is still able to command the other two. He wears studded leather +1 and carries a pouch with 4 silver spanners, a key to Room 23, and the key to the strongbox under the bed (see below).

There is a bed, a wardrobe, a dresser, and two dirty mattresses on the floor. The wallpaper has the same purple and blue pattern as Room 23 above a band of dark wood paneling (four feet high). There are small, high windows in the south wall, letting in sunlight from the garden. These are equipped with shutters, and will be closed at when it is night outside the castle.

The bed is unmade and filthy. a locked strongbox is under the bed. It holds the following: 72 gold crescents and 88 silver spanners in loose change, a small pouch holding 13 copper pieces, and a flask holding blue liquid (potion of healing, tastes like rusty water).

The wardrobe and dresser hold normal human clothing and hats fit for an affluent man.

Wednesday, January 1, 2014

OUTER WARD FIRST FLOOR 23 UNDER-CAPTAIN'S ANTECHAMBER.

23 UNDER-CAPTAIN'S ANTECHAMBER. The door to this room is locked. This large room was the living quarters of the under-captain of the outer ward. The furniture is in a purple and blue pattern and matches the wallpaper. There is a couch, four comfortable chairs, a coffee table and a side table. Mounted fish are on the west wall. A trim of light wood near the ceiling has an oak leaf pattern. This room is dusty and cobwebbed.

Tuesday, December 31, 2013

OUTER WARD FIRST FLOOR 22 YELLOW ROOM.

22 YELLOW ROOM. A giant tick is attached to the south wall above to the door and it will jump on the first adventurer to enter.

Giant Tick (AC 3; MV 3”; HD 3; hp 12; #AT 1; D 1-4; SA Blood drain for 1-6 points each round, disease; XP 101)

This room has plaster walls painted in lemon yellow and the floor is a yellowish wood. The five glass windows are large and give a nice view of the mountains during the daytime. This was once used a practice room for weapons training and there are several weapons racks against the walls. There are three long swords, four broadswords, two two-handed swords, three bastard swords, six daggers, and short swords.

Monday, December 30, 2013

OUTER WARD FIRST FLOOR 21 MEAT LOCKER.

21 MEAT LOCKER. The door to this room is encrusted with frost and anyone walking past the doorway will be able to feel the palpable cold. This room has frost rimed white plaster walls and a white tile floor with a drain in it. It is extremely cold (staying in this room will cause 1 hp/round damage starting on the third round, unless protected by warm clothing or magic). The cold is supernatural and no source can be identified. The food has been taken long ago.

ROOMS 21 TO 35 WEST.

ROOMS 21 TO 35 WEST. Within this area use the normal wandering monster table given for this level.

Sunday, December 29, 2013

OUTER WARD FIRST FLOOR 20 GREENHOUSE AND WORK ROOM.

20 GREENHOUSE AND WORK ROOM. The south wall is made completely out of glass and the ceiling is also glass. A fire pit is near the north wall, along with simple kitchen utensils and pots and pans. Against the west wall, there is a massive worktable holding large amounts of glassware. A large number of potted plants are in the room, so many that traversing the room is slightly difficult.

The worktable holds seventeen empty glass flasks, two potions of healing (blue and watery, tastes like charcoal in water), one potion of diminution (sickly yellow-green and fizzy, tastes like pepper), one potion of plant control (glowing, violet and syrupy, tastes like wine), a beaker of plentiful potions (healing, diminution, and delusion), and one container of balm that will reverse the effect of shock from a bee sting. The potions are properly labeled and there are several extra labels, corks, and glass stoppers. If the characters have behaved themselves, Malphaim may be willing to trade potions for magic items or fine jewelry (2000 gold crescent value minimum).

The plants include most of the ones from the Dungeon Master's Guide Appendix J, and whatever else the DM chooses to add.

Saturday, December 28, 2013

OUTER WARD FIRST FLOOR 19 BEDROOM.

19 BEDROOM. Two brandles are always on duty here.

2 Brandles (AC 9; MV 12”; HD 1; hp 7 each; #AT 1; D 1-6; SD Take half damage from most edged weapons, immune to sleep and charm; XP 21 each)

Malphaim's bedroom is comfortable and clean. All of the furniture is well made and attractive. She has a large four poster bed with pink sheets and frilly pillows. There is also a wardrobe, a dresser, a large mirror on the north wall, three mirrors on the south wall, and a large desk with a heavy wooden chair.

The wardrobe holds coats, dresses, and gowns, most of which are pink, red or black. She also has extra hats, red, pink, and black, for different moods.

The dresser holds underclothes.

On the desk is a spell book, four cookbooks, a book on magic brooms, twenty three sheets of vellum (valued at 3 gold crescents each), and three bottles of dark brown ink, one of which is the rare magic ink needed for the write spell.

The spell book has the following spells:

First Level Magic user Spells:
Find familiar, Friends, Magic Missile, Mending, Read Magic, Write

Second Level Magic User Spells:
Continual Light, Detect Evil, Knock, Wizard Lock

The book on magic brooms is titled “Brooms by Bilchner” and is written by a famous witch. On the page for the broom of brandles, there are written the words: “Braxas”, “Craxus”, and “Draxus”. To cause the broom to fly, one must say “Braxus”. Saying “Craxus” causes the broom to come to you, as long as it is within 30”. The command to make Brandles is “Draxus”. If the party gets their hands on the broom and this book, they must experiment to figure out which command works for which feature.