Tuesday, June 10, 2014

NEW MONSTER: GLUTINOUS GUNGE

GLUTINOUS GUNGE

FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVE: 3”
HIT DICE: 3+2
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Sticky
MAGIC RESISTANCE: Standard
SAVE: Save as non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S to M (3' to 6' diameter)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 85 + 4/hp

The terrible glutinous gunge, also known as the golden gunge, is a rarely found growth that most often resides in dungeons and ruins.

It looks like a pile of glistening golden brown slime or ooze. Creatures of less than 9 hit points are up to 3' in diameter, while those of 9 to 14 hit points are about 4' in diameter. Those with hit points of 15 to 20 are 5' in diameter and those with more hit points than 20 are 6' in diameter. An overlarge human-like mouth, resembling a magic mouth, is present on its surface, and it uses this to attack, delivering a frightful bite. The surface of the gunge is sticky, and if it is struck by a weapon, the wielder must roll under their strength on a 1d20 in order to free it at the end of the strike, or they must spend their next attack roll pulling it out of the gunge. These second attempts normally succeed without a roll required.

When killed, the gunge shrinks to a small pile of gold nuggets, worth 1 gold piece per hit point of the gunge.

INNER WARD GROUND LEVEL 30 JEWELER'S WORKSHOP.

30 JEWELER'S WORKSHOP. This room was the workplace of Grimo Jobenheim, the gnome jeweler who was employed by the Triskelions. The door to this room is smashed in and the once strong lock is broken. This room has become inhabited by a glutinous gunge.

Glutinous Gunge (AC 5; MV 3”; HD 3+2; hp 14; #AT 1; D 2-8; SD Sticky; XP 141)

The dressed stone walls are obscured by curtains of green and gold and the floor is wood. Badly damaged technical equipment is unceremoniously scattered about. There is a small table near the north wall holding several glass boxes. A large work table and chair are near the west wall.

The six glass boxes on the north table are empty jewelry display cases. The glass has been broken in an obvious theft.

The large chair by the work table is specially made for a gnome, complete with a raised seat and small steps. There is a hidden panel behind the chair (check as for a secret door) with a space containing Grimo's secret stash of gems which have not been stolen: an opal (750 gold crescents), a topaz (500 gold crescents), three 100 gold crescent gems (garnets), three 50 gold crescent gems (star rose quartz), and four 10 gold crescent gems (tiger eye agate).

Monday, June 9, 2014

NEW MAGIC ITEM: MORAXO'S MAGNIFICENT BROWN INK

This magic ink can create ink-based lifeforms. The user must splash the ink on the floor (or throw the pot of ink and have it break) and yell out the name of the creature that they desire the ink to simulate. The ink will then become that creature with the following restrictions:

  • The creation will obey the user for a number of hours equal to the charisma score of the user. After this the monster will wander away and if encountered again, use the reaction roll table.
  • The maximum hit dice is 4
  • The best possible armor class is 3
  • The maximum size is about that of a mid sized bear
  • The creation is brown in color
  • The creation will do proportionally less damage than the original if modeled after a monster of greater than 4 hit dice
  • Attempting to create a life form based on an incorporeal creature, such as an air elemental or ghost will result in a mist-like creation with no attacks
  • Attempting to emulate undead or characters with classes will only produce a human-like creation of 1 hit die and having one attack for 1-6 damage. For example, yelling out “vampire”, “monk”, or “bandit” will have this effect.
  • The creation will have all of the physical attacks and movement types of the simulated monster, but will not have the special abilities of the original. In other words it cannot cast spells, use a breath weapon, regenerate, cause fear or paralysis, have immunity to cold or poison, etc. It can use purely physical special abilities, such as draining blood if modeled after a giant weasel, hug if modeled after a bear, or rake if modeled after a tiger.
  • If the user fails to call out the name of a creature, the ink will default to a 4 hit die brown ochre jelly doing 2-8 damage.

XP VALUE: 1,000

GP VALUE: 5,000

FOREIGN CURRENCIES PART I

 

FRIBOURG CURRENCY

The Bourgers have three kinds of coins. All three have the king's or queen's head on the head aspect.  The golden coin has a griffon on the tail side while the silver coin has a lion and the copper piece has a jackal.

POICT CURRENCY

The lords of Poictsym produce three types of coins.  The golden crown depicts the face of a beautiful youth wearing an ornate crown on one aspect and an eagle holding a fish on the other.  The silver pannister shows a stag on one side and a flower on the other.  The copper real penny shows an 'X' on one side and has a wavy line on the other.

 SEALEAN CURRENCY

In Seals three kinds of coins are minted.  The gold coin is known as a harp, and shows that instrument on one side. A maiden holding a basket is on the other.  The silver lute coin depicts a lute with a rooster on the reverse.  The copper zither shows a zither on one side and a fruit tree on the reverse.

JALLUXIAN CURRENCY

The Emperors of old produced four kinds of coins.  With the fall of the empire these are no longer in production, but they are still accepted in every nearby city.  The platinum imperial shows the profile of the emperor on the head aspect and a sword through a crown on the tails side.  The golden dragon has a dragon on one side and crossed swords on the other.  The silver star has a stylized star on both sides.  The copper galleon features a ship on one side and a scimitar on the other.

Again, I submit these coins only for flavor purposes.  If you don't desire this level of detail in your campaign, please feel free to ignore them. 







INNER WARD GROUND FLOOR 29 VAULT.

29 VAULT. This room has walls of stone and paved stone floors. The bankers and paymasters kept a significant amount of wealth here, most of it belonging to other people. The following items can be found (assume currency is Sarcoy unless otherwise described):

  • Locked wooden chest labeled with Triskelion seal (the paymaster's chest)
Small sack with 75 gold crescents
Small sack with 198 silver spanners
3 large sacks with total of 2325 copper pieces

  • Silver Coffer valued at 75 gold crescents
210 Poict copper real pennies
14 Poict silver pannisters
6 Poict gold stars
Gem (banded agate, 10 gold crescents)
Gem (zircon, 50 gold crescents)
Silver bracelet with face-of-vampire design (110 gold crescents)

  • Cherry wood musical instrument case
Lyre of building
Small silk purse with 13 Sealean copper zithers and 2 Sealean gold harps

  • Fancy iron box valued at 15 gold crescents
242 copper pieces
179 silver spanners
81 gold crescents 

  • Locked wooden chest with poison needle (giant spider venom, save or die)
Two potions of healing (blue with taste of apple-cinnamon)
Three empty leather scroll cases
Three gems (star rose quartz, 50 gold crescents each)
Periapt of wound closure (looks like star rose quartz , with an apparent value of 50 gold crescents)


  • Locked metal strongbox marked by insignia of a crown
12 Jalluxian copper galleons
217 Jalluxian silver stars
7 Jalluxian gold dragons
4 Jalluxian platinum imperials
Jade and gold necklace (700 gold crescent value)

  • Small thin wood box
Wand of magic detection (metal and wood, 1¼' long and slender, 64 charges, trigger word is “Detekto Majeeko”, written on side)
 

  • Locked heavy wooden box
Three fine vellum scrolls (5 gold crescents each)
Carved ivory scroll tube (worth 30 gold crescents)
1 bottle of Moraxo's magnificent brown ink
Green felt bag holding 10 Sarcoy gold crescents and 17 Fribourg gold griffons


  • Large wooden chest
215 gold crescents
4 wooden sculptures of boars (valued at 20 gold crescents each)

  • Locked small iron box
435 silver spanners

  • A suit of antique bronze plate mail armor (valued at 300 gold crescents)

  • Small wood box marked by the letter 'L'
Three pounds of exotic spice wrapped in crumbling leaves (33 gold crescents)

Sunday, June 8, 2014

INNER WARD GROUND LEVEL 28 BANK.

28 BANK. Purple carpets run the length of the room. In the center of the floor is a large cast iron safe lying on its side with its door ripped off. There are two wooden desks with chairs and a massive bookcase is against the east wall.

Anyone examining the ruined safe will realize that it took incredible strength to rip the door off. It is actually only a 'dummy safe'. The real valuables are kept in Room 29.

Each of the desks has drawers containing paper, inkwells, and quills. The bookcase holds bank ledgers.

The door to Room 29 is a locked secret door disguised as a partition of the wall. If it is found, it will open easily if the paymaster's key is used (see Outer Ward Second Floor Room 13). Otherwise, normal chances to force this locked door are cut in half, as it is specially reinforced. It will, of course, open to a knock spell or similar magic.

Saturday, June 7, 2014

INNER WARD GROUND LEVEL 27 SERVANTS' QUARTERS.

27 SERVANTS' QUARTERS. The walls are hideously papered in green and yellow stripes, and there are four beds with sheets and blankets of similar green and yellow stripes. The floors are yellowed wood and a 10' square green and yellow striped throw rug is present in the center of the room. A large chest is against the south wall and a painting of a Triskelion statue is on the west wall.

If anyone touches or steps on the throw rug, or if anyone tampers with the chest, they will both animate and attack as if they were affected by the clerical animate object spell.

Animated Rug (AC 8; MV 2”; HD 3; hp 19; #AT 1; D Strangle; XP 117)

If it strikes, it will do no damage the first round, but 1-6 points of strangulation/smothering damage each round thereafter, not requiring additional “to hit” rolls. It takes double damage from fire and sharp-edged weapons but is immune to blunt weapons.

Animated Chest (AC 4; MV 6”; HD 4; hp 21; #AT 1; D 2-8; XP 144)

It can attack once per round with its lid, smashing for 2-8 points of damage. It takes double damage from fire and cutting weapons such as axes.

A small trapdoor is under the rug. Opening it reveals small wooden cubby holding a bag of 27 gold crescents and a bloodstone of base 50 gold crescent value.

Friday, June 6, 2014

INNER WARD GROUND LEVEL 26 SERVANTS' QUARTERS.

26 SERVANTS' QUARTERS. Twelve plain beds with white bedsheets are here. On each bed is a corpse which is itself completely wrapped in white sheets, so tightly that they are adhered to the skin. These bodies will begin to rise as restless dead when disturbed, four each round until all twelve are attacking.

12 Restless Dead (AC 9; MV 9”; HD 1+2; hp 7 each; #AT 1; D 1-6; SD Immune to sleep, charm, hold, and cold-based attacks; XP 34 each)

They can be turned as 'Special'.

A dresser is against the north wall and four wardrobes are against the west wall. The dresser contains white clothing, a small box holding 58 copper pieces, and a small silver statue of a fox worth 4 gold crescents. The wardrobes hold white clothing and coats.

Thursday, June 5, 2014

INNER WARD GROUND LEVEL 25 WASH ROOM.

25 WASH ROOM. The walls and floor are stone. The toilets in this room are crude planks of wood with holes. There is a hand pump on the east wall which dispenses icy cold water.

Wednesday, June 4, 2014

INNER WARD GROUND LEVEL 24 STORAGE ROOM.

24 STORAGE ROOM. There are many shelves and cabinets along the walls. They contain plates, dishes, eating and cooking utensils of every sort. A diligent search (2 turns or more) will be rewarded by a complete set of elegant silverware for six worth a total of 15 gold crescents.

Tuesday, June 3, 2014

INNER WARD GROUND LEVEL 23 SMOKE HOUSE.

23 SMOKE HOUSE. This large dark room was used to smoke meat and it has an appropriate smell. Two ghouls have been drawn here by the aroma and will attack immediately with wild shrieks.

2 Ghouls (AC 6; MV 9”; HD 2; hp 9, 10; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 83, 85)

The walls, ceiling, and floor are made of wood planks. Four large raised wood-burning brick kilns are here, with racks placed above them to hold the food that was to be smoked.

Monday, June 2, 2014

INNER WARD GROUND LEVEL 22 SERVANTS' QUARTERS.

22 SERVANTS' QUARTERS. This room is used as sleeping quarters by the Red Legs, as it was originally a dormitory for various serving men in Triskelion employ. Out of the original twenty beds in this room seventeen remain. They are in various states of tidiness, depending upon their owners. No items of any value are kept here.

Sunday, June 1, 2014

INNER WARD GROUND LEVEL 21 SERVANTS' DINING ROOM.

21 SERVANTS' DINING ROOM. This room is being held as a defensible position by the six Red Legs that are here. They are especially wary of the south door and there is only a 1 in 6 chance of surprising them if the party enters from the south. If the party does enter from the south and seems too strong to fight off, they will break off combat and run north, seeking to warn the other Red Legs of the invaders.

Handsome Carl, Neutral Evil male human thief (AC 6; MV 12”; T2; hp 7; #AT 1; D Short sword and dagger; S 9, I 11, W 13, D 16, C 10, CH 18; XP 56)

Thief skills
PP 35%, OL 34% F/RT 25% MS 21% HS 15% HN 10% CW 86% RL -

He wears leather armor and fights with a weapon in each hand. He is very cowardly and will be the first to flee if the Red Legs are losing a fight. He wears a backpack containing thieves tools and flint and steel. It also holds two metal canisters. They contain a potion of sweet water (glass vial of colorless liquid with pleasant taste) and oil of slipperiness (black viscous fluid, tastes like olive oil).

Nagatha, Chaotic Evil female human fighter (AC 7; MV 9”; F1; hp 6; #AT 1; D Short sword or short bow; S 13; I 12; W 8; D 13; C 12; CH 8; XP 32)

She wears studded leather armor and has 21 arrows, 3 silver arrows, 6 silver spanners, and 13 copper pieces

Skiddge, Lawful Evil male half orc fighter (AC 6; MV 9”; F1; hp 7; #AT 1; D Footman's mace, dagger, or sling; S 15, I 7, W 7, D 12, C 16, CH 4; XP 34)

He wears ring mail and uses a normal sized shield. He has a sling with 25 bullets. His pouch holds 43 copper pieces and a tiger eye gem worth 15 gold crescents.

Orc 1 (AC 6; MV 9”; HD 1; hp 6; #AT 1; D Spear; XP 16) 17 silver spanners, 14 copper pieces

Orc 2 (AC 6; MV 9”; HD 1; hp 4; #AT 1; D Short sword or dagger; XP 14) 4 silver spanners, 4 copper pieces

Orc 3 (AC 6; MV 9”; HD 1; hp 3; #AT 1; D Battle axe; XP 13) 6 silver spanners, 8 copper pieces

Before being converted into an outpost by the Red Legs this room was a dining room for the various servants who lived in the nearby dormitories. There are four round wooden tables and seventeen wooden chairs. Cupboards worked into the walls hold plates, bowls, cutlery, and napkins.

Saturday, May 31, 2014

INNER WARD GROUND LEVEL 20 DRY GOODS STORAGE.

20 DRY GOODS STORAGE. The walls are paneled in an unfamiliar yellow wood and the floor is stone. The room holds seventeen unlabeled wooden crates of various sizes which hold the following items: