Tuesday, June 16, 2015

INNER WARD FOURTH FLOOR 1 LANDING.

1 LANDING. The green stone walls are carved with thousands of demonic faces ranging in size between those fit for an infant to those that would suit an ogre. A continual light globe is attached to each corner of the central pillar housing the staircase from Area 23 of the Third Floor. The keystone above the arch to the stairwell is decorated by the face of a bearded man. The door to the northwest is heavy and bound with iron, but is not difficult to open. It is decorated by the face of a gargoyle.

The secret doors are located behind the only two faces that have open gaping mouths. They can be opened by inserting a hand and forearm into the mouth and then twisting a handle in the back of the throat.

Inner Ward Fourth Floor Wandering Monsters

Roll for random encounters using 1d6 once every six turns in both the East and Northwest Towers. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations. Use this table both the Fourth and Fifth Floors.


Random Encounters

1d8
East Tower
Northwest Tower
1
1d6+1 Air Eels
1d6+1 Air Eels
2
1d4+1 Carnivorous Apes*
1d6+2 Carver Bugs
3
1d4 Gargoyles
1d4+4 Itch Maggots
4
1d4+1 Harpies
1d6+6 Jousting Wasps
5
2d4+1 Scuttle Bats
2d4+1 Scuttle Bats
6
The Watcher In The Walls**
1d6+2 Trigintipedes
7
1d4+2 Winged Wags
Place creature from nearby room
8
Dungeon Dressing
Dungeon Dressing

*If all the apes are killed, treat additional rolls of '2' as rolls of '7' Winged Wags
**If the Watcher is permanently destroyed (see Fifth Floor Room 7), treat additional rolls of '6' as '3' Gargoyles

Air Eels
Air Eels (AC 9; MV 3”/12”; HD 3; #AT 1 bite; D 1-3; SA Breath lightning for 1d8+2 damage; SD Explode for 2d8; XP 90 + 3/hp)


Carnivorous Apes
Magic-using Carnivorous Apes (AC 6; MV 12”; HD 5; #AT 2 hands and 1 bite; D 1-4/1-4/1-8; SA Rending (1-8), spell use; SD Surprised only on a 1)

#
Ape
Hit Points
MU Level
Spells
XP
1
Babu
17
1
Shocking grasp
330
2
Clovis
23
2
Detect magic, magic missile
360
3
Freeks
19
2
Hold portal, shocking grasp
340
4
Gupi
21
3
Light, magic missile, pyrotechnics
350
5
Janet
17
2
Light, Shield
330
6
Phibes
22
1
Burning hands
355
7
Theddeus
18
2
Magic missile, shield
335
8
Wati
26
4
Burning hands, hold portal, magic missile, knock, ray of enfeeblement
375

These carnivorous apes are unusual. Each has an intelligence score of at least '9'. Though not normally able to use speech, through long practice they are able to enunciate the verbal spell components. Each of the apes wear silver wizard's robes decorated with blue comets stars and matching conical hats. There are only eight apes dwelling on the Fourth and Fifth Floors, and if they are all killed, there will be no replacements.


Carver Bugs
Carver Bugs (AC 5; MV 12"; HD 2; #AT 2 claws; D 2-9/2-9; SA +1 to hit, attacks as sword of sharpness; XP 28 + 2/hp)


Gargoyles
Gargoyles (AC 5; MV 9”/15”; HD 4+4; #AT 2 claws, 1 horn, and 1 tail; D 1-3/1-3/1-6/1-4; SD Magic weapon to hit; XP 165 + 5/hp)


Harpies
Harpies (AC 7; MV 6”/15”; HD 3; #AT 2 claws and 1 weapon; D 1-3/1-3 and by weapon type; SA Singing & charm; XP 145 + 3/hp)


Itch Maggots
Itch Maggots (AC 8; MV 3”; HD 1+4; #AT 1 bite; D 2-5; SA Itching bristles; XP 28+2/hp)


Jousting Wasps
Jousting Wasps (AC 5; MV 3”/15”; HD 1-4 hit points; #AT 1 sting; D 1-2; SA Attack as 4 HD monster on first attack; XP 5 +1/hp)


Scuttle Bats
Scuttle Bats (AC 6; MV 15”/18”; HD 2+1; SA Nausea, wounding bite; XP 65 + 3/hp)


The Watcher In The Walls
The Watcher In The Walls (AC 0; MV 9”; HD 10; hp 50; #AT 1; D 1d12; SD Magic weapons needed to hit, limited spell immunity; XP 2950)


Trigintipedes
Trigintipedes (AC 7; MV 15”; HD 2; #AT 1 bite; D 2-5; SA Weakness; XP 65 + 2/hp)


Winged Wags
Winged Wag (AC 7; MV 6”/12”; HD 3+4; #AT 2 talons and 1 weapon; D 1-4/1-4 and by weapon; SD Surprised only on a 1; XP 60 + 4/hp)



Dungeon Dressing

1d6
East Tower
Northwest Tower
1
A bone scroll case worth 5 gold crescents
Pile of gnawed bones
2
Rose petals scattered on the floor
Scent of lavender
3
A pile of black iron metal shavings
Small green painted wooden statue of a cyclops, amateurish and worthless
4
Sound of whispering, inarticulate
A hand axe handle, slightly worn
5
A reddish-orange cloud of dust, man shaped, but harmless, will settle to the floor
Loud cackling sound, appears to come from outside the tower
6
A pillow, stained with ape urine (50%) or animal grease (50%)
Breeze carries the smell of carrion


Encounter Key: Inner Ward Fourth Floor

The Fourth Floor of the Inner Ward is divided into two towers. The Fourth and Fifth Floors of East Tower were the home of the powerful wizard Calester Triskelion. The Northwest Tower was a site for the stationing of troops and the martially inclined Marlowe Triskelion. Now Marlowe, corrupted by lycanthropy, leads a pack of werewolves.

The walls, floors, and ceilings in the East Tower are made of an otherworldly-appearing dark green stone, except where noted otherwise. Ceiling height is twelve feet. These rooms lack the cressets found for holding torches that are so common throughout the rest of the castle.

The Northwest Tower is much like the lower floors, in that the majority of the rooms are of normal gray dressed stone, with wooden beams supporting the ceilings. Floors are also made of wood planks and ceiling height here is twelve feet, too. These rooms do have cressets for holding torches.

The Fourth Floor directly connects to the Third Floor and the Fifth Floor.

WEREWOLVES. The werewolves in the Northwest Tower are content to occasionally descend to raid for food in lower levels or outside the castle, relying on their resistance to normal weapons to see them past other monsters. They delight in all evil acts, and would particularly enjoy taking humans prisoner to use as food or to produce new members.

Monday, June 15, 2015

INNER WARD THIRD FLOOR 106 SOUTHWEST TOWER.

106 SOUTHWEST TOWER.  This room can be reached by going up the stairs located in Room 53 or Area 57 of the Second Floor. This place is inexplicably lit by a dull red glow and the floor is red sand. This room is actually about 20 feet above the rest of the Third Floor, to accommodate the sandy floor, therefore the adventurers will probably note this as a long climb. The adventurers will notice that the ceiling is ridiculously high, about 80 feet. The walls are dressed stone and there are no windows.

The sand goes down all 20 feet, and buried just beneath the surface are twenty three skeletons armed with scimitars and round metal shields. Each skeleton is painted rust red and has a metal spike sticking out of its forehead. The skeletons will only animate and attack if the party steps into the room and they are scattered unevenly about. The skeletons can attack the same round they emerge and surprise on a 1-4.

23 Skeletons (AC 7; MV 12"; HD 1; hp 7 each; #AT 1; D 1-6; SA Surprise on a 1-4; SD Sharp weapons score half damage only, limited spell immunity; XP 21 each)

Sunday, June 14, 2015

INNER WARD THIRD FLOOR 105 BATH.

105 BATH. This luxurious bath has with hot and cold running water, a huge bathtub, a toilet, and brass furnishings resembling dolphins and sea serpents with lolling tongues. Two continual light globes on the ceiling provide illumination.

The secret door in the north wall will swing open when one of the sea serpents tongues is pulled. Desdemona used it to have secret lovers visit her.

Saturday, June 13, 2015

INNER WARD THIRD FLOOR 104 DESDEMONA'S BEDROOM.

104 DESDEMONA'S BEDROOM. The door to this room is capable of being locked, but is not.

A stage III creeper and 3 stage II creepers are here.

Stage III Creeper (AC 4; MV 12”//9”; HD 4; hp 23; #AT 1 bite or 1 weapon; D 1-8 or black iron trident; SA Gaze slows; SD Regenerate 1 hit point each round; XP 282)

3 Stage II Creepers (AC 5; MV 15”; HD 2+1; hp 10, 12, 11; #AT 2 claws and 1 bite; D 1-4/1-4/1-6; SA Spit acid; XP 80, 86, 83)

A strangely organic appearing oversized vat is near the southwest wall. Two barrels of vat media are adjacent. The room is otherwise furnished as a deluxe bedroom fit for a lady, with a grand bed, wardrobes, chairs, and tables. There are large glass windows and a fireplace in the south wall. There are several paintings on the papered walls.

The stage III created the vat by molding the flesh of several less fortunate creepers. Inside are 6 nearly ready stage I creepers. The stage III or one of the stage IIs will release them to join the battle, if they can.

6 Stage I Creepers (AC 7; MV 6”//9”; HD 1; hp 7, 2, 1, 4, 1, 2; #AT 2 claws and 1 bite; D 1-3/1-3/1-4; XP 17, 12, 11, 14, 11, 12)

On one of the tables is an essence extractor. The wardrobes hold fine clothing and shoes valued at 3600 gold crescents. The dozen or so paintings all feature Desdemona in some way. They are worth about 200 gold crescents altogether.

One dresser contains female undergarments and a jewelry box holding an emerald necklace (1500 gold crescents) and a pair of matching earrings (300 gold crescents total). If sold together as a set, they could fetch 2000 gold crescents.

Friday, June 12, 2015

INNER WARD THIRD FLOOR 103 DESDEMONA'S LADY'S MAID'S ROOM.

103 DESDEMONA'S LADY'S MAID'S ROOM. As noted in the description to Room 102, the door to this room is barricaded. Under orders from the stage III in Room 104, the lesser creepers have done this to keep the room's current occupant from causing trouble.

Mutated Creeper (AC 3; MV 18”; HD 5+3; hp 25; #AT 2 claws and 1 bite; D 2-7/2-7/1-12; Size L; XP 300)

The stage III creeper in Room 104 has been experimenting with the stage Is and IIs, trying to create a powerful army. The creeper in this room is an uncontrollable failed experiment. There has been a profound change in its appearance. It is something like a stage II but much larger, stronger, and less intelligent. Bone like spikes have penetrated through its flesh from underneath and its mouth, eyes, nose, and ears drip foul slime. It is mad with hunger and will attack any life forms indiscriminately.

This room was once used as a bedroom by Lady Desdemona's maids. There are four beds, several candelabras, and a large wardrobe. The wardrobe still holds numerous dresses and sleepwear suitable for maidens. There are four silver chain necklaces with tiny pendants worth 100 gold crescents each.

Thursday, June 11, 2015

INNER WARD THIRD FLOOR 102 DESDEMONA'S ANTECHAMBER.

102 DESDEMONA'S ANTECHAMBER. The door to this room is capable of being locked, but is not. Two stage II creepers and five stage I creepers are here.

2 Stage II Creepers (AC 5; MV 15”; HD 2+1; hp 14, 9; #AT 2 claws and 1 bite; D 1-4/1-4/1-6; SA Spit acid; XP 92, 77)

5 Stage I Creepers (AC 7; MV 6”//9”; HD 1; hp 6, 7, 5, 1, 3; #AT 2 claws and 1 bite; D 1-3/1-3/1-4; XP 16, 17, 15, 11, 13)

Once this room was well-furnished, but the tables, chairs, and other pieces of furniture have been upended and pushed against the walls. Two of the couches and a heavy cabinet have been pushed against the door to Room 103. There are four plain glass windows to the south.

Wednesday, June 10, 2015

NEW MAGIC ITEM: EMPYREAN HARP

This instrument is a golden harp, about two and a half feet tall, with a beautiful golden maiden carved into the pillar. The harp plays itself, and the maiden is animated and quite able to move her arms, sing, etc. She is able to converse, but speaks only of music and song.

If asked politely or when she feels in the mood, the Empyrean Harp will play enchanting music appropriate to the situation (for example, a lullaby if characters are trying to sleep, or fast paced music during a fight). When extant, this music will also prevent adventurers with the harp from surprising any monsters that are not deaf and it will also double the chance of encountering wandering monsters.

On request, the harp can perform a chant, as the cleric spell, up to three times per day. This chant will only last as long as the encounter.

In the hands of a bard or elf, the harp can perform the following additional spell-like abilities instantaneously once each per day, as if by a twelfth level spellcaster, requiring verbal component (singing) only: cure light wounds, charm monster, detect magic, and sleep.

XP VALUE: 3,000

GP VALUE: 36,000

INNER WARD THIRD FLOOR 101 CRESCENZO'S BEDROOM.

101 CRESCENZO'S BEDROOM. When the adventurers enter this room from Room 100, the magic mouths will stop singing and they will instead hear the sound of the Empyrean harp playing. The magic mouths will welcome and resume singing when the characters return to Room 100.

A table is near the north wall. Beside it is a hamper holding dirty linen. A wardrobe to the west holds clothing sized to fit a man of slender build. Four huge candelabra with tall gray beeswax candles are here. A fireplace is against the south wall and a bed is against the east wall. The walls are hung with paintings of Crescenzo Triskelion in black and white formal wear. Crescenzo appears as a middle aged man with thin brown hair. There are three stained glass windows in the southeastern wall. The first window is decorated with a harp, the second a silver horn, and the third with a small three stringed lute. 

On the table are seven metal flutes, three wooden recorders, a sack-but, several drums, a Fochlucan bandore, a silver horn of Valhalla, and the Empyrean harp.

Tuesday, June 9, 2015

INNER WARD THIRD FLOOR 100 CRESCENZO'S ANTECHAMBER.

100 CRESCENZO'S ANTECHAMBER. The door is capable of being locked, but is not. This was the antechamber of Crescenzo Triskelion the composer, and when entered the adventurers will be greeted by three permanent magic mouths. Each of these spells will sing “welcome” in ascending pitches, creating a mildly pleasing musical effect. Thereafter, the magic mouths will gently sing to the adventurers as long as they remain in the room.

In the south wall is a fireplace and a metal tub of firewood. There are four large stained glass windows, each describing a musical score. Four candelabras are also present, each with lavender scented candles. Against the north wall is a drafting table. Numerous partially completed musical works are shelved nearby. The walls are paneled in fine cherry wood and the crown moulding is decorated with carved musical notes. Hanging from one of the rafters near the windows is a set of seven wind chimes.

On the drafting table are paper, ink pots, and a single silver spoon. It is decorated with a musical half note and is worth 2 silver spanners.

The wind chimes are each engraved with a tiny letter: A, B, C, D, E, F, and G.

The secret door in the east wall is actually fairly obvious as a bricked in outline of an arched door. The capstone is decorated with a relief of an open mouthed goblin-like face with exaggerated features that are truly grotesque. It has its hands next to its ears with a mocking gesture and the tongue is sticking out of the open mouth. Above the relief is engraved the words “GAG ME WITH A SPOON”. If the spoon is stuck in the mouth it will cause a mild but unpleasant shock and the face will briefly animate and say “What did you do that for?” If the spoon is used to play the notes “G”, “A”, “G” in order on the wind chimes, the bricks in the doorway will fade away and allow entry into Room 101. The doorway will remain open until the adventurers leave Rooms 100 and 101.

Monday, June 8, 2015

NEW MONSTER: FANGTOOTH FISH MAN

FANGTOOTH FISH MAN

FREQUENCY: Rare
NO. APPEARING: 1-8
ARMOR CLASS: 4
MOVE: 9”//18”
HIT DICE: 4+4
% IN LAIR: 30%
TREASURE TYPE: Y
NO. OF ATTACKS: 3 or 1
DAMAGE/ ATTACK: 1-6/1-6/2-12 or by weapon +2 due to strength
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 5
INTELLIGENCE: Low to genius
MORALE: 69%
ALIGNMENT: Chaotic evil
SIZE: L (8' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: 90 + 5/hp

Fangtooth fish men are cold-blooded humanoids found deep under water or in subterranean lairs deep within the earth. They attack with two claws and a bite, and it is possible for them to use weapons and tools. If attacking with a weapon, they do +2 to damage due to their strength rating of 18. They can see in complete darkness to 90' and they can also see underwater and in sunlight. They can exist out of water for up to two weeks without fear of drying up, but after that time they take 1-4 points of damage each day until they can immerse themselves in water once again.

These creatures have been known to breed with other fish men and with humans. Exceptional types have superior intelligence and may possess levels as magic-users or function as clerics to dark and evil dieties.

NEW ITEM: ESSENCE EXTRACTOR

This looks like a giant metal syringe, including an elaborate plunger, but there is only a small pore where a needle would normally be. The contraption is held against the subject's chest and drawn back, where it removes a bit of the vital force, causing 1 hit point in damage. It is too clumsy to use in combat, so subjects must generally be restrained or sedated for its operation. Along with the appropriate magic and super science it is a valuable tool in the creation of vat creatures.

NEW MAGIC ITEM: DAGGER +1, +3 VS HUMANS

Strictly speaking, demi-humans and humanoids should not be considered humans. Shapeshifters, including animal form druids, beast form lycanthropes, and those under the influence of the polymorph spell are also subject only to the +1 bonus when they assume human form once again.

XP VALUE: 250

GP VALUE: 2,000

INNER WARD THIRD FLOOR 99 LABORATORY.

99 LABORATORY. Pelleas Triskelion and 2 koalinth assistants are performing experiments here.

Pelleas Triskelion, Lawful Evil male human sage (AC 10; MV 12”; HD 8 (4 sided dice); hp 20; #AT 1; D Dagger +1, +3 vs humans; SA Spell use; S 10, I 18, W 13, D 10, C 10, CH 13; XP 840)
 
First Level Druid Spells:
Detect Magic

Second Level Druid Spells:
Obscurement

Third Level Druid Spells:
Water Breathing

Fourth Level Druid Spells:
Cure Serious Wounds

Major Field: Fauna

Special Categories: Ichthyoids, Amphibians, Crustaceans & Mollusks

Minor Fields: Physical Universe, Supernatural & Unusual

Pelleas wears a dark brown robe with a hood and keeps an essence extractor. A pouch holds a special sea weed he has figured out how to use as a spell component instead of mistletoe, the keys to his Room 96, and the key to the drawer in his desk in Room 95. He has a gold tooth worth 1 gold crescent. He casts spells as though he were a fifth level druid, but uses the saving throw table and attack matrix of an eighth level druid.

2 Koalinths (AC 5; MV 9”//9”; HD 1+1; hp 4, 6; #AT 1; D Black iron trident; XP 28, 32)

Each has 3d8 copper pieces and 2d4 gold crescents.

In the center of the room are four very large horizontal glass tubes, each containing an aquatic occupant.

Tube
Contents
A
Locathah (AC 6; MV 12”; HD 2; hp 14; #AT 1; D By weapon type; XP 48)
B
Sahuagin (AC 5; MV 12”//24”; HD 2+2; hp 17; #AT 2 claws and 1 bite or 1 weapon; D 1-2/1-2/1-4 or by weapon type; SA Rake for 1-4/1-4; SD Keen senses in water terrain only; XP 86)
C
Mermaid (AC 7; MV 1”//18”; HD 1+1; hp 7; #AT 1; D By weapon type; XP 34)
D
Fangtooth Fish Man (AC 4; MV 9”//18”; HD 4+4; hp 25; #AT 2 claws and 1 bite or 1 weapon; D 1-6/1-6/2-12 or by weapon +2 to damage due to strength; XP 215)

These creatures are being held in stasis. Each tube holds salt water and is supported by a metal base which supplies oxygen gas, nutrients, and a soporific to gently bubble into the tubes. If any of the tubes are ruptured by a weapon or spell, the contents will spill out releasing the monsters, who will become sensible the next round. The locathah and mermaid will have no effective attacks and will try to avoid combat or secure a weapon. The sahuagin will attack its tormentor Pelleas preferentially before turning on the adventurers.

Against the south wall is a huge workbench. The place is lit by four continual light globes hanging from the ceiling and there are four large glass windows in the north wall.

The workbench contains dissecting equipment such as scalpels, pincers, scissors, probes, and so on. Several normal fish and amphibians, as well as a giant pike, are being dissected. There are also three glass potion bottles. The first contains cod liver oil (light yellow syrupy fluid, tastes fishy). The second holds a potion of fish control (dark gray-red, tastes like butter). The last holds a potion of water breathing (four doses, green, tastes like sugar water).

A one way secret door is also here, activated by an iron rung on the wall at waist height. As noted, there are small eye-holes that Pelleas sometimes uses to gaze into the corridor. In the case that combat is going against Pelleas, he will attempt to cast obscurement and rupture the tubes with his magic dagger, then escape through the secret door into the hallway.

Note that an encounter with Pelleas need not result in combat. Pelleas is insane, true, but he also realizes that the creepers are gaining an advantage and that his koalinths are becoming less and less capable of dealing with the more powerful stages. If he can use the party to his advantage, he certainly will do so to get rid of the free creepers roaming the level.

Sunday, June 7, 2015

INNER WARD THIRD FLOOR 98 RECREATION AND SUPPLY ROOM.

98 RECREATION AND SUPPLY ROOM. Three strong koalinth warriors are here.

Koalinth Captain (AC 3; MV 9”//9”; HD 3; hp 16; #AT 1; D Black iron trident or black iron dagger +2 damage due to strength; XP 83) 27 gold crescents, 14 silver spanners, 3 copper pieces

Koalinth Sergeant 1 (AC 5; MV 9”//9”; HD 1+1; hp 9; #AT 1; D Black iron trident or black iron dagger; XP 38) 14 gold crescents, 9 silver spanners, 7 copper pieces

Koalinth Sergeant 2 ( AC 5; MV 9”//9”; HD 1+1; hp 9; #AT 1; D Black iron trident or black iron dagger; XP 38) 10 gold crescents, 11 silver spanners, 5 copper pieces

The room holds several tables. Three huge kegs and five heavy barrels are against the south wall. Smoked fish are strung up on lines.

One of the tables holds a dead boar that the koalinths got by trading with the hobgoblins on the Ground Level. The others hold various diversions (bone dice, playing cards made from stone or metal, etc.).

The kegs hold a foamy beer that the koalinths have become fond of. The barrels hold salted fish and kelp that the koalinths enjoy for food.

Saturday, June 6, 2015

NEW ITEM: VAT MEDIA

Different parts of this thick sludge give off different hues, with every color imaginable being represented in patches. It is necessary for the creation of vat creatures, who can consume it as a form of nourishment even when they reach maturity. Other living creatures will experience one of the following effects if they consume any of this hazardous material:

1d12
Effect
1
Take 1d6 damage, then save versus poison or die.
2
Cured 1d4+4 hit points.
3
Experience uncontrolled cell growth, roll on the DISEASE (OR DISORDER) TABLE on page 14 of the Dungeon Master's Guide.
4
Gain a point of constitution.
5
Lose 1d4 points of constitution.
6
Treat as if it was a potion of delusion.
7
Treat as if it was a potion of longevity.
8
The character experiences a complete bodily transformation over the course of 1d6 rounds. This affects the character as if they had been reincarnated. Use the druid's table on page 64 of the Players Handbook (50%) or the magic-user's table on pages 85 to 86 (50%).
9
Turn into an ochre jelly.
10
Treat character as if greatly intoxicated, according to rules on pages 82 to 83 in the Dungeon Master's Guide.
11
Character is now pregnant with a vat creature of the Dungeon Master's choice. It will gestate in 1d4+4 hours. Male characters will give birth by abdominal rupture causing 5d4 points of damage.
12
Roll twice on this table and ignore another result of '12'.

INNER WARD THIRD FLOOR 97 VAT ROOM.

97 VAT ROOM. The first thing that the adventurers will notice when entering this room are the five vats occupying the center. In the northwest angle there are seven large metal barrels which hold vat media. There are about two dozen small glass windows high on the walls and there are also several skylights.

Each vat is labeled and has a metal lid. Pipes and tubes extend from the backs of the vats into the wall and floor. 

Vat 1 “Echinomorph”: If opened, the vat holds vat media and an immature vat creature resembling a very large starfish.

Echinomorph (AC 4; MV 3”; HD 2; hp 10; #AT 0 ; D Nil; XP -)

It will visibly lose vitality and die if the vat is not closed back up within 5 segments (30 seconds). If allowed to mature it will reach a point of viability and be born in four more days. 

Vat 2 “Piscomorph”: This holds vat media and a stage I creeper.

Stage I Creeper (AC 7; MV 6”//9”; HD 1; hp 3; #AT 2 claws and 1 bite; D 1-3/1-3/1-4; XP 13) 

Vat 3 “Chondromorph”: This vat holds a large amount of vat media and several small slipper-shaped vat creatures. These creatures are too amorphous to determine what their mature form will look like. They will die if removed from the vat media. 

Vat 4 “Isomorph”: This vat is completely empty and doesn't appear to have been used for some time. 

Vat 5: “Octomorph”: This vat holds a nearly mature octopoid creature and a small amount of vat media. 

Octomorph (AC 8; MV 3”; HD 5; hp 23; #AT 8 tentacles; D 1-4 (X 8); SA Grab; Size M; XP 245)

This beast is colored purple and green and covered with a large number of small black eye pores over its body. It can target up to three different opponents with its tentacles, and can have up to four tentacles attack one individual. If it hits one man-sized or larger opponent with at least two tentacles in one round, it has grabbed hold and can make an automatic bite attack for 1d8 points of damage each subsequent round on the held creature. While performing its bite, it can continue to use tentacles that are not holding its prey to attack other targets.

Friday, June 5, 2015

INNER WARD THIRD FLOOR 96 PELLEAS'S BEDROOM.

96 PELLEAS'S BEDROOM. Each of the doors is locked. This room is furnished as would be expected of the room title. There are two plain glass windows and a fireplace to the east. Carved into wooden panels on the walls are examples of aquatic life including fish, amphibians, mollusks, crustaceans, reptiles, and mammals. There is a wardrobe near the south wall and a table near the west wall. The bed is unremarkable except that it is messy.

The wardrobe holds normal clothing suitable for a mad scientist (white lab coats, heavy black gloves, etc).

Upon the table rests a large jug of water, nine earthen mugs, thirty three bottles of alcohol, and three books.

The three books are Pelleas's research into druid spells. These books are written in strange green ink and can be used as though they were a scroll by a druid. They contain the following spells:

Book Contents
1 detect magic, water breathing, create water
2
obscurement, chill metal, protection from lightning
3
cure serious wounds, purify water

Note that the chill metal is a reversed spell, it cannot be used to cast heat metal. 

The alcohol is suitable either for drinking or as a preservative of dead tissue.

Thursday, June 4, 2015

INNER WARD THIRD FLOOR 95 PELLEAS'S LIBRARY.

95 PELLEAS'S LIBRARY. Two koalinths are here, fruitlessly looking for a cookbook on how to cook a boar.

2 Koalinths (AC 5; MV 9”//9”; HD 1+1; hp 9, 3; #AT 1; D Black iron trident; XP 38, 26)

Each has 3d8 copper pieces and 2d4 gold crescents.

The room is the personal library of Pelleas Triskelion. The east walls contain windows and a fireplace, while the other walls are lined by book shelves. A large desk and sturdy chair are near the south wall.

On the desk are twelve sheets of fine vellum worth 8 gold crescents each, forty six sheets of parchment worth 4 gold crescents each, and several inkpots and quills. A locked drawer holds three special vials of green ink which are useful in scribing druidic scrolls and a bag of holding (weight 35 pounds, weight limit 1000 pounds, volume limit 150 cubic feet) containing 2269 gold crescents, 84 silver spanners, and 99 copper pieces.

The book shelves are not near full, but there are fifty six books. One is a technical journal which is written in code and is incomprehensible. A comprehend languages will allow the journal to be read, however, and it describes Pelleas's bizarre scientific experiments with marine lifeforms. It is not particularly useful but would be worth up to 2000 gold crescents to a sage with a specialization similar to Pelleas's. Five of the books are detailed scientific studies on marine and aquatic life. These are rare and expensive, valued at 21 to 40 (1d20+20) gold crescents each. The next fifty one books are concerned with more general physical phenomena, such as geology, physics, and oceanography, and are each worth between 2 and 5 (1d4+1) gold crescents.