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.
Monday, January 13, 2014
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.
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.
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