Monday, April 3, 2017

THE GROUNDS 20 BEYOND THE HEDGE MAZE.

20 BEYOND THE HEDGE MAZE. As the party leaves the hedge maze behind, they will see the gently rolling land of the valley of the farther Grounds in front of them. Rainbow Lake dominates the view, with its multicolor waters, boathouse, and island. The wooded terrain behind it is clearly visible. The sunken house at Area 22 can be seen and there is a 50% chance that 1d4 worker thermites will be visible, though they will ignore any person who does not approach within thirty feet.

Thermite Workers (AC 4; MV 15”; HD 2+2; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 50+3/hp)

The landscape is one dotted with trees. Areas with thick tree growth are shown on the map. For purposes of encounter distance for wandering monsters, treat as scrub (see the Dungeon Master's Guide page 49)

Sunday, April 2, 2017

THE GROUNDS 19 SECRET PATH.

19 SECRET PATH. This is a cramped secret path in the hedge leading from Area 18 to the expanse beyond the hedge maze. It can be easily seen by anyone flying overhead, but treat the entrances as concealed doors for the purposes of searches. If the adventurers are following Princess Tulip it will of course be obvious that a concealed entrance is here.

The obstruction leading to Area 18 is described in that section. There is no obstruction on the west entrance.

Saturday, April 1, 2017

THE GROUNDS 18 THE FROG PRINCESS.

18 THE FROG PRINCESS. The smell of stagnant water is overbearing as this small clearing within the hedge maze is approached. Seated on the lip of the large and inoperative fountain there is a frog woman holding a small gold globe.

Princess Tulip (AC 6; MV 3”//15”; HD 2; hp 13; #AT 3 or 1; D 1-2/1-2/2-5 or by weapon; SA Hop; SD Camouflage; Size M; XP 62)

Princess Tulip will claim that she is a human princess magically enchanted into a monstrous body. She wears a faded and torn pink ball gown, to further add credence to her story. She will make the assertion that only a kiss from a handsome man will break the spell. She is lying. She is just a lonely bullywug who wants a kiss.

She has no weapons. Her gold globe is worth 100 gold crescents. If she is attacked she will run away towards the concealed exit in the bushes to the south. If she succeeds in getting a kiss she will eventually do the same because she obviously will not have changed into a human princess.

The bushes to Area 19 will open for Princess Tulip as she whisphers the password "Barleyhops", but anyone who wants to follow must cut down or get around the bit of hedge guarding to the path.

Stubborn Hedge (AC 8; MV 0"; HD 2; hp 10; #AT 1 thorny limb; D 1-4; SD Immune to blunt weapons and missile weapons, limited spell immunity; XP 48)

The hedge is a plant and immune to spells that affect animals. It cannot be harmed by blunt melee weapons and missile weapons like arrows and sling stones are ineffective. If its roots are dug out, the diggers will find a bag of 200 gold crescents and a solid gold butter knife with the word "Barleyhops" written on it (value 30 gold crescents).

Friday, March 31, 2017

THE GROUNDS 17 SOUTH TRISKELION STATUE.

17 SOUTH TRISKELION STATUE. This statue is of a crying man with a nine tailed whip. A copper crown is over the statue's head, surrounding the Phrygian style cap. It is oversize, as if made for an ogre and worth 90 gold crescents.

Thursday, March 30, 2017

THE GROUNDS 16 BROKEN KEEPER.

16 BROKEN KEEPER. The disabled metal humanoid body of a Keeper is lying face down here. It was attacked by some degenerate halflings and desperately wants to return to Area 14. It has already been away from its pool for more than five hours and will die soon.

Keeper (AC 6; MV 12"; hp 1 (normally 5); #AT 1 fist; D 1-4; SA Possession; XP 11 (normally 15))

It will attempt to possess any person who touches it. Treat this as a magic jar attack. The keeper's intelligence will be 5-7 (1d3+4) and its wisdom will be 2-8 (2d4). If it possesses the body of a character, it will attempt to walk to Area 14. Once there, it will relinquish its hold on the character as it returns to its home.

Wednesday, March 29, 2017

OPENING THE THIRD EYE

When the magic donkey in Room 15F gives it kiss, it ca open a third eye in the forehead of the lucky person. When the third eye is opened, it is a form of mental awakening but also a physical change as a third eye will really appear on the forehead of the person.
  • This eye can manifest once per day an it will do so for the duration of one combat or one turn, whichever is greater.
  • In combat, the user of the third eye may gaze for one round at an opponent as they probe for weaknesses. Following that one round of concentration, they are now at +6 to hit and +2 to damage for the remainder of that combat.
  • Out of combat, the eye may also be used to identify magic items. It does so with no chance of failure and can do so for as many items at it can gaze at in one turn (quite a few as it turns out).

I will add this text to the description for Room 15F.

THE GROUNDS 15ZZ SUPER SECRET ROOM.

15ZZ SUPER SECRET ROOM. This room holds four large chests.

Chest 1: 310 gold crescents

Chest 2: 214 gold crescents and four gems (topaz, base value 100 gold crescents each)

Chest 3: Six pairs of solid gold cobbler elf-sized shoes (70 gold crescents each for a total value of 840 gold crescents)

Chest 4: 431 silver spanners

Tuesday, March 28, 2017

Update on Random Encounters Table for the Grounds of Castle Triskelion

I finally got a chance to revisit the rough draft of the Random Encounter Tables for the Grounds.  I changed up the monsters a bit and added the stat blocks.  You can find it here.

THE GROUNDS 15YY SECRET ROOM.

15YY SECRET ROOM. This room holds numerous opened chests. The decaying body of a human male is propped against the north wall, a dagger sticking out from its back.

The adventurers who killed the man took most of the treasure from this room, There remains 124 copper pieces that they could not be bothered with.

The corpse is the physical body of the Restless Dead from Room 15XX. It wears battered chain mail armor and is missing its shoes. Its shoes are, of course, in Room 15XX.

If the body is given last rites or even a simple prayer, it will dispell the Restless Dead and give quadruple experience points (240 xp). At this point the Restless Dead will reform before the 24 hour period (if it was defeated) and become visible, looking like a human fighter, but ghostly and transparent. It will lead the party to the secret door to Room 15ZZ before vanishing forever.

Monday, March 27, 2017

THE GROUNDS 15XX ATTIC.

15XX ATTIC. This room holds many odd pieces of furniture, bric-a-brac, and chests. One of the restless dead inhabits this room, a human adventurer who was treacherously killed by his party members in a dispute over treasure.

Restless Dead (AC 6; MV 12”; HD 2; hp 12; #AT 1-4; D 1-2 each; SD Invisible, limited spell immunity, silver or magic weapons to hit, regeneration; XP 60)

The restless dead is invisible, but wears shoes, so one can somewhat guess its position and attacks against it are only at -2 to hit. It cannot strike out physically, but picks up random objects like a poltergeist, and throws them at people. It can throw 1d4 objects per round and does 1d2 points of damage with each successful strike. It is immune to mind affecting spells such as sleep, charm, and hold. It can also be turned as a shadow. If it is reduced to 0 hit points it will be dispelled for 24 hours and return fully regenerated to this same room at the end of that time. The only way to break this cycle it by exorcism or finding the restless dead's physical body in Room 15YY.

If it is turned or takes more than 6 points of damage then it will flee north through the secret door to Room 15YY. It will pass through the wall but of course its shoes will remain on this side of the secret door.

The chests hold old clothes and papers. A diligent search will turn up a scroll in one of the chests. It holds the cleric spells bless, create food & water, and find the path.

Sunday, March 26, 2017

NEW MONSTER: BEE, SPELLING

BEE, SPELLING

FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 3”/ 15”
MANOUVERABILITY CLASS: B
HIT DICE: 1+1
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Spell use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Magic user 2
INTELLIGENCE: Average
MORALE: 56%
ALIGNMENT: Neutral
SIZE: S (3' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 65 + 2/hp

Spelling bees are enormous insects capable of casting magic spells. Each individual can cast 1d4 magic user spells of either level 1 or 2 once per day. Determine spells randomly. They cast as second level magic-users and have no need for memorization or spell components. The known spells vary day to day.

Spelling bees are not aggressive to men but do not like to be approached. They can sting for 1d6 damage, but prefer to avoid melee if at all possible. Spelling bees are both literate and capable of human speech, though their droning, buzzing method of communication is difficult to understand by human ears.

Spelling bees dislike and will avoid other giant arthropods, especially giant wasps and giant spiders.

THE GROUNDS 15WW TOP FLOOR ROOM.

15WW TOP FLOOR ROOM. This room is dusty and unfurnished. There are numerous small round windows.

Saturday, March 25, 2017

NEW MONSTER: MOLE, GIANT

MOLE, GIANT

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVE: 3”(8”)
HIT DICE: 2+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil (121 point attack)
Attack/Defense Modes: Nil (B/Nil)
LEVEL/ X.P. VALUE: III/ 90 + 3/hp
Giant Brain Mole: IV (145 +3/hp)

These are larger varieties of the common mole and as such will be found in most places in temperate to warm climates just underneath the surface of the earth. The giant mole has large and strong forepaws which are used for burrowing. Giant moles are fast and aggressive, especially against creatures smaller than themselves. They have poor eyesight butr exceptional hearing and can sense vibrations in the earth around them.

When they bite their claws are used for holding their food. Their saliva has a paralyzing agent which will hold the victim immobile for 3d4 turns if a saving through is failed. The agent is meant for the small animals which make up the giant moles standard diet (rats, giant earthworms, household pets, normal sized moles, etc.) and against creatures of dwarf size or larger, the saving throw is at +2.

Giant Brain Mole: The giant brain mole is a psionically sensitive variant of the giant mole. Like a normal brain mole they can sense psionic activity or spells or magic items which duplicate psionic activity within 30'. Giant brain moles are always hungry and they supplement their diet with the psionic energy of nearby creatures. They can use a 121 point strength mind thrust during psionic combat. There is a 20% chance per round that a permanent insanity will be inflicted upon non-psionic creatures under the giant brain mole's attack. Stopping the use of the spell or magic item will prevent the giant brain mole from using its mind thrust. Psionically aware individuals must kill the giant brain mole or flee the scene to avoid the psionic attack.

THE GROUNDS 15VV UNFINISHED ROOM.

15VV UNFINISHED ROOM. This room has been neglected. The floor and walls are plain rough wooden planks. Hidden under a loose floorboard is a redwood wand case holding a wand of magic missiles (64 charges). The wand case is inlaid with silver and worth 145 gold crescents. It has the command word for the wand "Fizzlebrim" written on the inside of the lid.

Friday, March 24, 2017

NEW MONSTER: FLAMINGO, GIANT

FLAMINGO, GIANT

FREQUENCY: Rare
NO. APPEARING: 2-20
ARMOR CLASS: 7
MOVE: 6”/18”
MANOUVERABILITY CLASS: C
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/ X.P. VALUE: III/ 65 + 2/hp

These large avian creatures are unlike the normal flamingo in that all of the colors of the rainbow are incorporated into their plumage. They are strong flyers, are non-aggressive, and will flee from danger. If cornered they can peck with their large beak for significant damage. These creatures are naturally magical and if their feathers are used as a spell component for the magic-user's fly spell, the spell duration will be measured in hours instead of turns.

Giant flamingos can speak the common language, but enjoy imitating the words of others more than they do conversing. They cannot be tamed but might trade information for food. They particularly enjoy shellfish, but will also eat meat, especially if it is cooked and spiced.

THE GROUNDS 15UU BACK ROOM.

15UU BACK ROOM. Thirteen halflings are here. They are fed up with being bullied by Screwjob's and Mr Heel's factions and have come to plot against those two.

13 Halfling Thieves (AC 10; MV 9”; T1; hp 2, 3, 2, 1, 2, 2, 4, 4, 1, 2, 2, 3, 3; #AT 1; D Club; SA +3 with bow or sling; XP 32, 34, 32, 30, 32, 32, 36, 36, 30, 32, 32, 34, 34)

Thief skills: PP 35%, OL 30% F/RT 25% MS 25% HS 25% HN 15% CW 70% RL –

These halflings represent the hungriest and most desperate of all of those living in the house. They have no money, only rudimentary clubs made from furniture parts as weapons, and have not eaten in days. They will gladly make common cause with adventurers.

Thursday, March 23, 2017

THE GROUNDS 15TT THE ORACLE OF THE TOILET.

15TT THE ORACLE OF THE TOILET. A gentle gurgling, swishing sound can be heard from the toilet when this room is entered. The room is furnished with normal wash room furniture, including a small cabinet, a bathtub, and a hamper.

If a person looks into the toilet, they will see a face made of water staring back at them.

The Oracle of the Toilet (AC 2; MV 6”//18”; HD 8; hp 37; #AT 1; D 5-30; SD +2 or better weapons needed to hit; XP 1145)

The Oracle is a being from the elemental plane of water. It is connected to the plumbing system of this house and the castle but enjoys staying in this room because it is nice and quiet here. The oracle has effective intelligence and wisdom scores of 19 and is willing to answer questions for a price. It values expensive liquids such as holy water, potions, and high priced alcohol. In return for a vial of such it will agree to answer questions.

The number of questions that it will answer is based on the person asking instead of the any other factor. Roll a reaction roll.

Adjusted Die Score
Number of Questions
Up to 55
1
56-75
2
76-95
3
96 or Greater
4

Providing its requirements are met, the Oracle will answer the questions truthfully. It has no knowledge of future events and if it does not know an answer (Dungeon Master decision) it will indicate its lack of knowledge. After all questions are answered (or it admits ignorance) the Oracle will no longer answer questions from that person for another year.

If the party elects to fight the Oracle , it can be harmed by flushing the toilet (1d6 points of damage per flush). Note that the Oracle is size large: only one portion of its body is actually located in the toilet, with the rest being in adjoining pipes. If it is losing a combat, it can escape quickly through the plumbing system.

Wednesday, March 22, 2017

THE GROUNDS 15SS ABANDONED ROOM.

15SS ABANDONED ROOM. This room contains old pieces of furniture shrouded in white sheets. Against the north wall, lying on the floor, is a painting wrapped in a white sheet.

The painting depicts geometrical designs in multiple colors, with thick black lines separating the shapes. The inscription "Et ir pir speculod". If these words are spoken aloud the painting will turn into a magic portal. The painting will become hyper-realistic and glow slightly. If it is touched, it will suck the person into Room 11 of the Magic Mirror Level.

Tuesday, March 21, 2017

THE GROUNDS 15RR CRACKLING HALLWAY.

15RR CRACKLING HALLWAY. The floor is made of a firm white substance which holds trapped pockets of air. When walked upon it makes a very loud crackling popping sound. Surprise is impossible in this corridor.

Monday, March 20, 2017

THE GROUNDS 15QQ THE SECRET OF GRONDAK.

15QQ THE SECRET OF GRONDAK. Grondak the Gorilla rests here in luxury, swinging in a hammock.

Grondak the Gorilla (AC 6; MV 12”; HD 4+1; hp 27; #AT 2 hands and 1 bite; D 1-3/1-3/1-6; SA Rending (1-6); XP 265)

Grondak is Gertrude's little brother. He cannot speak but can understand the common language. He has the key to the hidden panel on the statue in Room 15PP and he regularly empties it of any offerings made to Gorbog the Mighty.

Grondak has collected a small treasure pile over the past months. There are four sacks of gold crescents holding 59, 74, 127, and 312 coins respectively. There is a silver urn worth 250 gold crescents and a ruby ring (value 500 gold crescents) with a hidden catch holding a tiny white pill that, if swallowed, will heal all hit points, diseases, insanities, curses, and similar maladies. Treat finding the hidden catch as finding a secret door for probabilities.

He has also collected a fair amount of food, which he has eaten already. Grondak has no need for his treasure and will be willing to trade it if he can be given bananas. He is willing to trade one sack, urn, or ring for each banana with which he is supplied.