Sunday, July 24, 2016

UPPER DUNGEONS LEVEL THREE 152 OGRES' POT LUCK.

152 OGRES' POT LUCK. Three hideous ogre crones are brewing an unsavory stew in a huge black kettle.

Magro, Nonna, and Sporcizia (AC 5; MV 9”; HD 5-25 (4d6+1) hit points ; hp 12, 13, 15; #AT 1; D By weapon type +2 to damage due to strength; SA Bestow curse; XP 190, 195, 205)

If the ogresses are attacked they will call Jiovany from Room 153. Each has a quarterstaff they are using as stirrers. Each can cast a variant of bestow curse once per day. The curse will last for 4 turns. The curse will lower one random ability score of the recipient to 3 50% of the time, reduce to hit and saving throws by -4 25% of the time, or stun 25% of the time. Range is within earshot. Saving throw negates.

The stew smells awful but anyone who drinks some will have an 18/00 strength for 1d6+6 hours. It will not do anything for those whose strength is already 18/00 or higher. They are willing to sell a taste to passers-by at the cost of 20 gold crescents per drinker. The stew will go bad after a few hours, if left unattended.

Saturday, July 23, 2016

UPPER DUNGEONS LEVEL THREE 151 ARMAMENT ROOM.

151 ARMAMENT ROOM. Many items of war hang from the walls:

10 halberds
14 broad swords
15 normal shields, white three leg Triskelion design on black field
6 footman's maces
12 spears
6 glaives
4 large flags, white three leg Triskelion design on black field


Friday, July 22, 2016

UPPER DUNGEONS LEVEL THREE 150 DAMP CAVE.

150 DAMP CAVE. Five butcher worms are grazing on some of the plentiful fungi which grow here.

5 Butcher Worms (AC 6; MV 9" HD 2+3; hp 12, 15, 13, 10, 13; #AT 1 bite; D 1d6+2; XP 71, 80, 74, 65, 74)

The skeleton of a long dead Horrid Hand Orc is here. It has a broad sword, a dagger, a Horrid Hand normal shield, 7 gold crescents, 6 silver spanners, 13 copper pieces, and a silver cylinder (50 gold crescent value). The silver cylinder unscrews like a thermos, it holds 2 doses of healing potion (purple, smells of witch hazel, tastes of coffee).

Thursday, July 21, 2016

UPPER DUNGEONS LEVEL THREE 149 SLOPING PASSAGE.

149 SLOPING PASSAGE. This muddy passage slopes down rather steeply twenty feet. A saving throw versus petrification is required to negotiate the downward trip without losing footing and tumbling down for 1d2 damage.

Traveling up the incline is not feasible unless aided by a rope, flight, etc.

Froglodytes and giant frogs are capable of traveling up and down this path without difficulty.

Wednesday, July 20, 2016

UPPER DUNGEONS LEVEL THREE 148 KANE ISN'T ABLE.

148 KANE ISN'T ABLE. Babbling away in this cavern is the feebleminded Kane Triskelion.

Kane Triskelion, Lawful Neutral male human Magic-user (AC 6; MV 12”; MU8; hp 27; #AT 1; D By weapon; SD Never surprised, +2 on all saving throws; S 9, I 2, W 10, D 18, C 11, Ch 14; XP -)

Kane's normal dexterity and hit points are 12 and 23, but are augmented by his brownie. His normal intelligence is 16. He has no memorized spells, no weapons, and wears only a dirty light gray robe with tiny blue ringed planets on it. He can be killed out of hand, but is worth no experience points.

If Kane is cured, he will try to help and/or reward his benefactors. He has a small tower in the Grounds. He is a competent magic-user and knows the above-ground parts of the castle very well, though he rarely visited the dungeons and knows them poorly.

Tuesday, July 19, 2016

UPPER DUNGEONS LEVEL THREE 147 A FAMILIAR PROBLEM.

147 A FAMILIAR PROBLEM. A brownie sits on a rock in this natural cavern.

Greenie the Brownie (AC 3; MV 12”; HD 1-4 hit points; hp 4; #AT 1; D Small sword for 1-3; SA Spell use; SD Save as 9th level cleric, never surprised; XP 69)

Greenie needs help. He is the familiar of Kane Triskelion in Room 148, who has become feebleminded by an evil cousin during a wizard's duel. Greenie needs someone with heal, restoration, or wish to help Kane. He also knows that Saint Phaedrus in Room 142 can cure Kane, but he can't get past the evil guardian in Room 141. He can give directions, including the location of the secret door, and a description of dangers between here and there. It is up to the adventurers to decide if they want to help.

Monday, July 18, 2016

UPPER DUNGEONS LEVEL THREE 146 FORBIDDEN CAVE.

146 FORBIDDEN CAVE. The froglodytes know to avoid this cave, because it is the home of a subterranean lizard.

Subterranean Lizard (AC 5; MV 12”; HD 6; hp 36; #AT 1 bite; D 2-12; SA Die 20 indicates double damage (4-24); XP 566)

There is a 30% chance that the lizard will have its head sticking out of the cave entrance into Room 145, waiting for prey to pass by. If this is so, it will have to move backwards into Room 146 if it needs to retreat (half speed) and if it is killed here, its huge corpse will block the entrance.

Within the cave proper there are the bones of numerous creatures, including fish, froglodytes, and men. Six broken chests are here, and a total of 3680 silver spanners and 9 citrine gems (50 gold crescent value each) are spilled on the floor.

Sunday, July 17, 2016

NEW MONSTER: FROGLODYTE

FROGLODYTE

FREQUENCY: Rare
NO. APPEARING: 5-30
ARMOR CLASS: 5
MOVE: 12”//15”
HIT DICE: 3+2
% IN LAIR: 55%
TREASURE TYPE: R, S
NO. OF ATTACKS: 3 or 1
DAMAGE/ ATTACK: 1-3/1-3/1-6 or by weapon + 1 to damage due to strength
SPECIAL ATTACKS: Steam breath
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 4
INTELLIGENCE: Low
MORALE: 67%
ALIGNMENT: Chaotic evil
SIZE: M (up to 7' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: IV/ 125 + 4/hp
Female: IV/ 125 + 4/hp
4+2 HD: V/ 165 + 5/hp
5+3 HD: V/ 225 + 6/hp
6+3 HD: VI/ 400 + 8/hp
Wangateur: IV/ 150 + 4/hp
1 HD Young: I/ 10 + 1/hp
2 HD Young: II/ 20 + 2/hp

The weird hybrid amphibian-reptile race of froglodytes are avoided by all right-thinking forms of mammalian life. They despise humans, demi-humans, and most other life, and will kill and eat those who are unfortunate enough to run across them. Froglodytes will inhabit natural caverns but they also feel at home in subterranean dungeon complexes. They can see, even in complete darkness, up to 90'. They are strong (rate a 17 strength) and do an additional point of damage when using weapons.

For every 10 froglodytes encountered there will be an exceptional creature with 4+2 hit dice, attacking with a bonus of +2 to damage due to a strength of 18. If 20 or more are encountered there will be a massive froglodyte warrior (AC 4, size L, 5+3 hit dice, with an 18/01-50 strength for +3 to damage).

If found in their lair, there will be the above types and a monstrous chieftain (AC 3, size L, 6+3 hit dice, attacking with an 18/51-75 strength for +3 to damage). There is also a 50% chance that there will be a wangateur with limited magic abilities. This individual with have 4 hit dice and be able to chant in a fashion similar to clerics. This gibbering is not a spell, in that it takes no time to cast, but it will have the effect of the chant spell as long as the wangateur continues and is not struck or made mute (such as with a silence spell). The wangateur also attempts to predict the future for the group by casting bones and examining entrails, but with mixed success.

In the lair will be females numbering approximately 20% of the number of males. The large-sized obese females have 4 hit dice and have an equivalent strength of 18. They do not use weapons, but their massive clawed hands strike for 2-5/2-5 along with their bite for 1-8. In a lair, there will also be young froglodytes, between 80% and 120% of the total number of adults. They will be size S and have 1 to 2 hit dice and do 1-3 damage if attacking. Froglodytes need pools of hot water for their jelly-like eggs to incubate, so they will always lair in such a place.

Froglodytes are aggressive and will war on neighboring humanoids. About a quarter of male froglodytes will have some form of weapon stolen from men or other creatures, often a sword, axe, or polearm. Leader-types will always carry one or more. They lack the coordination to employ missile weapons.

Adult froglodytes of both sexes have a remarkably high internal temperature. They store super-heated water in special sacks in the throat and they can release this as scalding steam from their mouth in a cone reaching 10' away and having a diameter of 4' at the base. This attack does 2-12 points of damage (save vs breath weapon for half). They must drink another supply of water and heat it up internally before spraying again, a process that takes a turn.

Froglodytes are social creatures and their growth and reproductive cycles are controlled by hormones given off by others in the group. It is said that if one of these creatures is expelled from the tribe and cast off, it will continue to grow unchecked by normal biological mechanisms, and can grow to gigantic proportions and possess terrible strength, should it survive.

Description: The heads of these creatures is frog-like, while the humanoid body is reptilian, with green-blue scales and a strong tail. Eyes are yellow or red with black vertical slit pupils. The mouth is filled with sharp teeth. Females lack the tail and have smooth skin. Young appear as miniature adults of whichever gender.

UPPER DUNGEONS LEVEL THREE 145C FROGLODYTE ENCAMPMENT.

145C FROGLODYTE ENCAMPMENT. Six froglodytes are here.

5 Froglodytes (AC 5; MV 12”//15”; HD 3+2; hp 10, 15, 15, 19, 10; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage due to strength; SA Steam breath for 2d6; XP 165, 185, 185, 201, 165)

Froglodyte Leader (AC 5; MV 12”//15”; HD 4+2; hp 24; #AT 2 claws and 1 bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +2 to damage due to strength; SA Steam breath for 2d6; XP 285)

They are armed with stone battle axes. The leader has a gold arm band worth 120 gold crescents. They have dragged stones to use as seats and are eating a meal of uncooked fish.

Saturday, July 16, 2016

UPPER DUNGEONS LEVEL THREE 145B RIVER.

145B RIVER. The clear water of the river now rushes very quickly, After it exits Room 131 it dives and passes under Room 123. It still contains plentiful fish, which the froglodytes make use of. Sometimes froglodyte warriors swim upstream to attack the Horrid Hand Orcs. 

The river continues and is still navigable until it plunges into the abyss at Area 154.

Friday, July 15, 2016

UPPER DUNGEONS LEVEL THREE 145A IDOL.

145A IDOL. This gray stone statue is of an eight foot tall frog-headed man. Seven giant frogs are hunting for huge nightcrawlers here. As they drop their heads to hunt the worms, they appear to be bowing in obeisance to the idol.

7 Giant Frogs (AC 7; MV 3”//9”; HD 2; hp 10, 12, 5, 9, 7, 12, 9; #AT 1 bite; D 1-6; SA Jump, surprise on 1-4, tongue; XP 48, 52, 38, 46, 42, 52, 46)

Thursday, July 14, 2016

UPPER DUNGEONS LEVEL THREE 145 UPPER FROGLODYTE CAVERN.

145 UPPER FROGLODYTE CAVERN. The ceiling in this large cavern reaches up to thirty feet. The south portion is very muddy while the north shore is mostly cold, wet sand. Characters entering the room with light sources will be noticed by the froglodytes at 145C.

Wednesday, July 13, 2016

UPPER DUNGEONS LEVEL THREE 144 FUNGUS AMUNGUS.

144 FUNGUS AMUNGUS. The floor is covered with fungi of many shapes and sizes:

5 Shriekers (AC 7; MV 1”; HD 3; hp 6, 17, 15, 13, 14; #AT 0; D Nil; SD Noise; XP 11, 22, 20, 18, 19)

3 Violet Fungi (AC 7; MV 1”; HD 3; hp 19, 21, 14; #AT 1-4; D Rotting poison; XP 211, 219, 191)

11 Fire Caps. These are large (4' tall by 2' diameter cap) phosphorescent mushrooms They can be plucked and are equivalent to fire beetle glands, but they are carried like umbrellas.

2 Bread Bentos. These cabbage sized mushrooms are round and pale tan. They smell like fresh bread and taste like it, too. Consuming one will cure 1d4 hit points or neutralize poison, including violet fungi rotting poison.

6 Golden Globes. These weird golden fungi balls absorb and concentrate gold in the environment. Each holds 1d20+60 gold pieces worth of gold nuggets in their center.

Tuesday, July 12, 2016

UPPER DUNGEONS LEVEL THREE 143 STORE ROOM.

143 STORE ROOM. This room holds 14 crates of various sizes and shapes.

Crate
Contents
1
Glass bowls and cups secured in straw
2
250 torches
3
190 normal arrows and 10 silver arrows
4
Pickled eggs in ceramic containers
5
Taxidermy of owls, weasels, and rabbits
6
Not a crate, a killer mimic (AC 7; MV 3”; HD 9; hp 37; #AT 1 pseudopod: D 3-12; SA Glue, surprise; SD Camouflage; XP 1644)
7
499 empty notebooks and 1 magic-user spell book: find familiar, read magic, strength, suggestion
8
Wooden prosthetic limbs
9
Wax Golem (AC 8; MV 12”; HD 6; hp 25; #AT 1 fist and 1 gore or 1 weapon and 1 gore; D 1-8/1-8 or by weapon/1-8; SD Limited spell immunity; XP 375)
10
10 Dart boards and 120 playing darts (not really useful for fighting)
11
10 strands of rope, each 50' long
12
100 bottles of strong whiskey (15 silver spanners per bottle)
13
Strips of white cotton bandages
14
Gray prison uniforms

The wax golem in Crate Nine looks has the head of a black furred lion with goat horns. Its body is humanoid but also covered with heavy black fur. It will follow the directions of the first person that talks to it.

The tunnel leading to Room 144 and Room 145 is behind on of the crates and is not immediately visible from either the east or west entrance.

Monday, July 11, 2016

UPPER DUNGEONS LEVEL THREE 142 CELL OF SAINT PHAEDRUS.

142 CELL OF SAINT PHAEDRUS. This room is not lit, except by its remarkable inhabitant, a thin humanoid who gives off golden illumination, as if his skin was on fire.

Saint Phaedrus (AC 0; MV 12”; HD 10; hp 60; #AT 1 PURE ENERGY; D 1-10; SD Magic weapon to hit; MR 90%; XP 3240)

  • Immune to mind affecting spells such as sleep, charm, or hold and it cannot be harmed by fire, electricity, or positive energy.
  • Neutral good alignment.
  • Can use PURE ENERGY to Heal each party member.
  • Will gift each party member a glowing bit of PURE ENERGY.

He was a ordinary human of great piety. As he aged, angels descended to replace his failing body parts with golden PURE ENERGY. Now he is almost entirely PURE ENERGY. He can use it to attack, but won't unless attacked first.

The PURE ENERGY he gives to the party looks like glowing golden marbles. It can be used to do one, then it will dissipate.
  • Heal
  • Remove Curse
  • Cure Disease
  • Cure Blindness
  • Remove insanity, deafness, or any other one affliction not covered above, that the DM rules is ok.

Saint Phaedrus will leave the room and appear dissolve into golden dust as he is called to the divine.

Sunday, July 10, 2016

NEW MAGIC ITEM: SKULL SWORD

This is a black iron long sword. Worked into its pommel is a skull.

  • +1 sword, +3 vs living creatures
  • When it draws blood from an intelligent living creature, the skull head laughs with a dark hollow sound.
  • Unlike many other magic swords, it does not shed light

XP VALUE: 1,000

GP VALUE: 5,000

NEW MAGIC ITEM: SKULL SHIELD

This is a black iron normal-sized shield. Worked into its shield face is a skull design.

  • +2 shield
  • If the user is targeted by magic missiles, the skull face will open its mouth and suck them inside instead. It can catch up to 6 missiles per round in this fashion.
  • Once per day, it can belch forth magical darkness in 10' radius as a special ability.

XP VALUE: 1,000

GP VALUE: 5,000

UPPER DUNGEONS LEVEL THREE 141 CRYPT GUARDIAN.

141 CRYPT GUARDIAN. A figure in black armor, the Crypt Guardian, is here. The door in the west wall is made of stone and worked into its structure is a huge combination lock with numbers running from 1 to 1000.

Crypt Guardian (AC 0; MV 6”; HD 8; hp 40; #AT 2; D Skull Sword; SA See below; SD See below; MR 50%; XP 1225)

The Crypt Guardian will say “You shall not pass” in a deep hollow voice. It has the following characteristics:

  • Immune to mind affecting spells such as sleep, charm, or hold and it cannot be harmed by cold.
  • Regenerates 1 hit point per round.
  • Can see even in complete or magical darkness to 120'.
  • Can be turned as a 'Special' but only outside this room. Cannot be turned in this room and will not voluntarily leave the room.
  • Neutral evil alignment.
  • Armed with the Skull Sword, a black long sword with a skull design on its pommel.
  • Wears black plate mail armor. Its great helm is worked to resemble a skull.
  • Uses the Skull Shield, a black magic normal-sized shield whose shield face resembles a skull. The combination to the lock 123-789-456 is inscribed on the back of the shield.
  • If defeated, and the armor is opened, there is not actually anything inside.

The secret door to the south is a sliding door type, activated from either side by pushing on a stone in the wall.

Saturday, July 9, 2016

UPPER DUNGEONS LEVEL THREE 140 CRYPTIC GUARDIAN.

140 CRYPTIC GUARDIAN. On the south wall there is a stone door with a stone wall decoration resembling the head of a ridiculously ugly goblin or gremlin.

The face will ask a riddle. If it is answered correctly, it will open the door. If the wrong answer is given, or if someone tries to break the door down, it will attack by extending itself on a telescoping neck.

RIDDLE: An ogre threw an axe as hard as he could. There was nothing in front of him and nothing on either side of him, yet the axe came back and hit him in the face. Why?

ANSWER: He was lying on his back and threw it straight up.

Stone Head (AC 4; MV 0”; HD 5; hp 27; #AT 1 bite; D 1-8; SD Immune to cold, immune to mind affecting spells such as sleep, charm, hold; MR 50%; XP 300)

The neck can extend up to 50'. It is stone gray and marked by pulsing veins. It is also the Stone Head's weakness. A called strike can be made against the neck (it has AC 2) and if it takes 10 hit points of damage, it will sunder, leaving the Stone Head on the ground, cursing eloquently. Defeating the Stone Head will cause the door to open.

Friday, July 8, 2016

UPPER DUNGEONS LEVEL THREE 139 MASSIVE CHASM.

139 MASSIVE CHASM. The stairs in the corridor go down about ten feet. The corridor terminates rather abruptly in a tremendously large cavern. 

Area 139 is a ledge overlooking a very deep chasm whose bottom cannot be seen. A staircase of worked stone leads down to the south. It goes down about ten feet to Area 14 of Level 3A Salt Mere. 

The ceiling is twenty to thirty feet above, but there are also huge stalactites hanging down. The chasm extends to the east for several hundred feet and it is very dark, so the opposite side will not be immediately visible. This whole cavern lies under the lake that the River Aisling runs into (see Outer Ward Ground Level Area 68). The water dripping through the rock below the lake causes the enormous stalactites.

Characters will magical visual aid may be able to see the waterfall at Area 154 or the rope bridge which crosses from east to west several hundred feet down at Level 6.