Saturday, September 23, 2017

THE GROUNDS 31X FANG FAIRY.

31X FANG FAIRY. This is the Fang Fairy's office and it is decorated in tooth and mouth-related paintings, sculptures, and bric-a-brac, all of which is garish and worthless. The Fang Fairy sits behind a large desk. Two of her underlings sit at smaller desks in front of her. If not immediately attacked, the assistants Hitchard and Gred will inquire if the adventurers have an appointment while the Fang Fairy pretends to be engrossed in paperwork, studiously ignoring the interruption. All three are rude and self-important, although Hitchard and Gred are properly deferential to their msitress.

The Fang Fairy (AC 5; MV 9”/18”; HD 6; hp 28; #AT 1; D Dagger; SA Gaze turns to dental enamel, wand of magic missiles; XP 893)

The Fang Fairy wears a white mask that mimics the face of a beautiful woman, but it comes off as creepy. She has insect like wings and a wand of magic missiles (70 charges, command word “Brat a tat”). Her voice is sickly sweet and she calls people by spurious nicknames like “Widdlebottoms” and “Flopsy-Lopsy”. She tricked Toplino (see Room 31Y) into captivity and took over his job of taking teeth from children, although she doesn't give coins to the children like Topolino did, and she eats the teeth instead of storing them.

She prefers to fight from afar using her wand, but if given a real fight, she will remove her mask, revealing a snarling face that would show great pulchritude if it was not always twisted into a sneer . She has the ability to petrify, as a medusa, but those she petrifies turn into dental enamel instead of stone.

Her two assistants are two evil dentists that worked for Toplino, but that she seduced to her side with the promise of riches and power. Due to the supernatural corrupting influence of the Fang Fairy, each now has the head of an animal. Each carries 3d20 gold crescents and 4d20 silver spanners.

Hitchard and Gred (AC 8; MV 12”; HD 3; hp 14, 15; #AT 1; D Long sword; SA See below; XP 92, 95)

Hitchard has the head of an overweight balding cat. Once per round, he can spit out a kitten, aimed at a character's face. If Hitchard hits an opponent, the character must save vs petrification or the kitten will steal the victim's tongue (this is painless due to magic) and start playing with it.

Gred has the warty head of a gray bullfrog. Once per round he can spit out a fat gray frog, aimed at a character 's face. If Gred hits an opponent, the character must save vs petrification or the frog will lodge in their throat, causing one point of damage each round, until the character spends an entire round inducing vomiting.

If Hitchard and Gred are defeated their kittens and frogs will turn into normal creatures. Tongues can be reattached without special magic.

Behind her desk, the Fang Fairy keeps her paychest for the molar bears. It currently holds
3206 silver spanners. Her dagger is made of a narwhal horn and worth 300 gold crescents. Her mask is made of silver and rare ivory and worth 3000 gold crescents.

Friday, September 22, 2017

THE GROUNDS 31W PROGNOSTICATION OFFICE.

31W PROGNOSTICATION OFFICE. This room is well lit by numerous continual light globes suspended from the twenty foot ceiling. The room is divided into dozens of miniature office cubicles staffed by half sized gnomes.

38 Half Sized Gnomes (AC 8; MV 6”; HD 1-4 hit points; hp 2 each; #AT 1; D Tiny metal letter opener for 1 point of damage; XP 7 each)

The tiny (1 to 1½ foot tall) gnomes were originally employees of Topolino the Mouse-Tooth-Spirit who have been forced to work for the Fang Fairy after her hostile takeover. They are all middle-aged or older, granny and sad uncle types, fond of complaining and arguing but good at their jobs. Their duty is to predict when children will lose their deciduous teeth and to discern where they are. They use various wooden abacuses, pendulum reading, spirit board reading, and tasseography to predict these events. They then write reports for each day indicating which children will lose their teeth and where they live.

Each cubicle holds pens, paper, tea cups, and other common office implements. Each gnome will have 1d10 silver spanners. They have a water cooler, a snack table, and a hot water faucet for making tea.

The gnomes are dissatisfied with the current arrangement and want to see Topolino restored his old position. They will not, however, place themselves at physical risk to do so.

Thursday, September 21, 2017

Map for Area 31 of THE GROUNDS available.

Took a while to get this one done, thanks for your patience.

Here it is, or check the link to the right.

THE GROUNDS 31V LONELY DENTIST.

31V LONELY DENTIST. An very old man named Jeem lives here. He is a follower of Topolino the Mouse-Tooth-Spirit and desperately wants him to be freed from the clutches of the Fang Fairy. If the adventurers are kind to him, he will present them with a small but intricate silver star (worth 25 gold crescents) that he has hidden behind his left false eye.

Jeem the Dentist (AC 8; MV 12”; HD 2; hp 9; #AT 1; D Dental instrument for 1 point of damage; XP 38)

Jeem wears a long white lab coat, platform shoes, and bright green gloves. His hair is white and unruly. He is an expert in dental related diseases and can cure them almost as magic. Jeem can operate the chair in Room 31T without causing damage.

The room is furnished as a bedroom. The furnishings are modest but tidy.

Wednesday, September 20, 2017

THE GROUNDS 31U ART APPRECIATION ROOM.

31U ART APPRECIATION ROOM. The walls are decorated with murals of teeth of many different species. A table holds a glass case that reads “Break in case of emergency”. It holds a scepter made of an iron rod with a gold apple on the tip (value 150 gold crescents).

Tuesday, September 19, 2017

THE GROUNDS 31T EXAMINATION ROOM.

31T EXAMINATION ROOM. The floor is tiled and a tan leather reclining chair is in the center of the room. If a person sits in the chair, they will notice two buttons on the right arm rest.

The nearer button will recline the chair precipitously, slamming the head of the adventurer to the ground for 1d3 damage unless a saving throw is made at -4 vs petrification.

The farther button will cause the chair and the adjacent floor in a five foot radius circle to sink into the ground at a breakneck pace, slamming to a stop about thirty feet down, causing 1d4 damage to passengers and 1d6 damage to anyone else who may have been standing too close. The chair will remain in this position for one hour, before rising to its original position at a more moderate speed.

Those who have made this ride will find themselves in a 20 foot square room with a large table. On the table are the following:

A set of dentures: These are wisdom teeth, any person who substitutes these for their natural teeth will gain +2 to their wisdom as long as they retain them.

A cup shaped like a giant tooth: This is the sweet tooth. Any beverage placed within will taste astonishingly sugary. Any poisons placed within will be purified, but magic liquids such as holy water or potions will be rendered inert.

A bowl shaped like a rooster's head: This holds five hen's teeth, which look like snake's teeth and are magical. If used as a spell component a tooth will be destroyed but double one effect of the spell (such as damage or duration) as chosen by the spell caster. If planted in the ground and watered, the hen's tooth will grow one of the following:

1d12
Creature or item
1-2
Cockatrice
3-6
Second level human fighter
7-10
Giant chicken
11
A potion of avian control
12
1d4 hen's teeth

Creatures will spring to life fully mature in one round.

Cockatrices will behave as typical for their ilk.

Giant chickens have the statistics of an axe beak. They will serve for one hour or the duration of one combat encounter. After that they will wander off.

Fighters will be neutral, wearing chain armor, and have a shield with the design of yellow rooster rampant on a field of red. They will serve for a combat encounter. After that, they may be taken as retainers, but will always have half normal morale.

The potion of avian control will be bottled in a crystal decanter with a glass stopper (decanter value 50 gold crescents).

Monday, September 18, 2017

THE GROUNDS 31S CAVITY CRITTERS.

31S CAVITY CRITTERS. This room holds four foul smelling green rotund humanoids. They are unreasonable. When they see the adventurers they will attack, chanting “We make holes in YOU!”

4 Cavity Critters (AC 4; MV 9”; HD 3+2; hp 16 each; #AT 1 punch; D 2-12 + 1d10 acid damage; XP 189 each)

The cavity critters touch is corrosive and if a character is reduced to 0 hit points through their attacks, then the wearer's armor, robes, or other clothing must make a saving throw vs acid or be destroyed.

The critters are paid regularly by the fang fairy, but their corrosive touch destroys their treasure. As such, the room holds only tables and chairs made from stone. They have a supply of food in the form of teeth provided by the fairy.

Sunday, September 17, 2017

THE GROUNDS 31R MOLAR BEAR DORMITORY.

31R MOLAR BEAR DORMITORY. Eight molar bears are here. Each carries 4d20 silver pieces in their satchel.

8 Molar Bears (AC 5; MV 9”; HD 3; hp 14 each; #AT 1; D Spear +1 due to strength; XP 77 each)

The molar bears are off-duty and will not want to fight, although they will enjoy contests with adventurers, their favorite being wrestling. They also have a bean-bag toss game that they enjoy as a past time. The bears sleep on large rugs.

The two smaller rooms are a kitchen and a toilet. The kitchen holds food stores (mostly seal and whale, fruit preserves, and honey) sufficient to last the bears for about three months. The kitchen has running water.

Saturday, September 16, 2017

THE GROUNDS 31Q MOLAR BEAR OUTPOST.

31Q MOLAR BEAR OUTPOST. Two large molar bears are here. They are peckish because their relief is late and they haven't eaten. This has made them have bad attitudes. If they are to be bribed, each will demand at least 200 silver spanners. However, they will accept twice that number of coins in gold, grudgingly. One has a silver horn (300 gold crescent value) which he will blow to alert the molar bears in Room 31R, should adventurers attack or refuse to pay a bribe.

2 Molar Bears (AC 5; MV 9”; HD 5; hp 22 each; #AT 1; D Battle axe +3 due to strength; XP 282 each)

In their satchels each has 10d20 silver pieces.

Friday, September 15, 2017

THE GROUNDS 31P ACID CANAL.

31P ACID CANAL. This room is made of stone blocks – quite different from the rest of the area – and a canal of clear fizzing liquid runs down the center of the room, between the two exits. The ceiling height is twenty feet.

The canal is composed of deadly acid. Any person who falls or leaps in will die (no saving throw). Putting a limb or other body part in to test the liquid will cause 1d4+1 damage. Adjust this up if more of the body is so exposed. Equipment, including weapons, which are dipped in to the canal must make an appropriate saving throw or be damaged or even destroyed entirely. The acid may be placed in a container and used as a weapon, but it will eat through wood in 1 round, metal in 1 turn, and stone in 6 turns.

Thursday, September 14, 2017

AN UPDATE ON MONSTERS

I have made a few new monsters (molar bears, curseback trolls, spittleback fish). I'm going to try to make some illustrations for them and blog them out when I get that done. Until then, thanks for your patience!

ROOM 31O ROOM OF THE CROWN.

31O ROOM OF THE CROWN. The pillars in this room are marble and decorated in relief with mouthparts, especially teeth. A throne sits at one end of the room, a purple cushion upon it supporting a white crown made of some metallic alloy.

This crown is cursed, any person who places it upon their head must make a saving throw vs spells at -8 or their jaw, mouth, teeth, and tongue will triple in size. This may make wearing a great helm impossible and will lower charisma by 4. On the other hand, the person will now a have a bite attack for 1 point of damage.

The curse can be removed by a remove curse spell if the spellcaster is at least ninth level.

Wednesday, September 13, 2017

THE GROUNDS 31N KARIUS AND BACTUS.

31N KARIUS AND BACTUS. This cave has the same pink walls as the surrounding tubes. Two curseback trolls lair here. These bizarre trolls suffer from deformities and grotesque distortions of their features and bone structure.

Karius (AC 5; MV 6”; HD 5+5; hp 31; #AT 1 claw and 1 bite; D 4-7/1-10; SD Regenerate (2 hp per round); MR 15%; XP 536)

Bactus (AC 5; MV 6”; HD 5+5; hp 27; #AT 2 claws and 1 bite; D 4-7/4-7/1-10; SA Stinking cloud; SD Regenerate (2 hp per round); MR 15%; XP 587)

One of Karius's arms is deformed and completely useless. Bactus has such horrid breath that he may breathe the equivalent of a stinking cloud spell once per encounter.

Among the foul rags and bones of their nest are 1324 gold crescents in a rotten leather bag and a short sword +2 in a special red lacquer scabbard that is itself magic and has the power to heal 1d4 hit points a day to its owner.

Tuesday, September 12, 2017

THE GROUNDS 31M FORGOTTEN CAVERN.

31M FORGOTTEN CAVERN. This walls, ceiling and floor of this cavern are sparkling minerals. A fossilized sea mammoth skeleton (a mammoth with the backside of a whale) is here, the ivory tusks worth 4000 gold crescents total.

Monday, September 11, 2017

THE GROUNDS 31L THE TUBES.

31L THE TUBES. These winding corridors are not made of firm white calcified material like the rest of the area, instead they are lined by soft squidgy pink walls, floors, and ceilings. Small holes(up to nine inches in diameter, are in the walls, and fat pink worms are constantly moving in and out. These are delicious raw or cooked.

The tubes are patrolled by a grotesque hairless overgrown giant star-nosed mole. There is a 5% chance of encountering it each round, cumulative.

Giant Mole (AC 7; MV 3”(8”); HD 4+2; hp 24; #AT 1 bite; D 1-10; SA Paralysis; XP 285)

Sunday, September 10, 2017

THE GROUNDS 31K MOLAR BEAR LOUNGE.

31K MOLAR BEAR LOUNGE. Three molar bears are off-duty and relaxing here. If bribed, they will demand at least twice as much as the molar bears in Room 31E because they are bigger and haughty.

3 Molar Bears (AC 5; MV 9”; HD 4; hp 18 each; #AT 1; D Battle axe +2 due to strength; XP 132 each)

In their satchels each has 6d20 silver pieces. The room is furnished as a work-area lounge, with tables, chairs, a sink, etc. The trash can is made of ivory with a silver lid and worth 800 gold crescents.

Saturday, September 9, 2017

THE GROUNDS 31J CAVERN OF THE FALLING TEETH.

31J CAVERN OF THE FALLING TEETH. Sixteen tooth-shaped piercers are attached to the thirty foot ceiling of cave.

Piercer (AC 3; MV 1”; HD 2; hp 9 each; #AT 1 drop; D 2-12; SA 95% likely to surprise; XP 38 each)

The piercers are made docile by whistling, a trick known to all of the locals.

Friday, September 8, 2017

THE GROUNDS 31I WHIRLPOOL.

31I WHIRLPOOL. Any person who gets sucked up into this whirlpool will find themselves on the beach at Room 23 on Dungeon Level 10, with one hit point, no clothes or equipment, no memory, and fantastic dental hygiene.

Thursday, September 7, 2017

THE GROUNDS 31H BRIDGE OF FLOSS.

31H BRIDGE OF FLOSS. This twenty foot gap over the canal is spanned by a bridge made from fine white fibers.

The spittleback fish will attempt to jump out of the water and knock over those crossing the bridge. 1d4+1 attempts will be made on random targets in a normal crossing. If a spittleback fish succeeds on a “to hit” roll, then the character must make a saving throw vs petrification or be knocked into the canal. Any characters subsequently paralyzed by spittleback fish will be sucked into the whirlpool at 31I instead of drowned.

Wednesday, September 6, 2017

THE GROUNDS 31G WINDING CORRIDOR.

31G WINDING CORRIDOR. As either metal door that is used to enter this corridor is opened, a “whooshing” sound will be heard. Once the door closes again, the corridor will begin to fill with laughing gas. In the second round, characters must save vs poison or begin laughing uncontrollably. In the third round, they must save vs poison or fall unconscious.

The “whooshing” sound is caused by the evacuation of the gas when either door is opened, replaced with normal air. Unconsciousness from the gas will last for 1d4+1 turns after the character is returned to a normal atmosphere.

Tuesday, September 5, 2017

THE GROUNDS 31F SNACK MACHINE.

31F SNACK MACHINE. This room holds an upright metal rectangle with a glass front. Inside a several treats available for sale.

Treat
Cost
Peanut Butter Cookie
1 silver spanners
Egg Salad Sandwich
2 silver spanners
Grape Lollipop
1 silver spanner
Cherry Carbonated Beverage
2 silver spanners

Of course, it is also possible to merely smash the glass and take the stuff.

Monday, September 4, 2017

THE GROUNDS 31E MOLAR BEAR OUTPOST.

31E MOLAR BEAR OUTPOST. Four molar bears are on guard here.

4 Molar Bears (AC 5; MV 9”; HD 3; hp 14 each; #AT 1; D Spear +1 due to strength; XP 77 each)

Molar bears look like seven foot tall humanoids with a white furred bear head and a mouth full of molars. The molar bears will not let anyone pass unless they use the password “Open wide” or unless they are bribed. They love silver and each will have 4d20 silver pieces in an elaborately decorated leather satchel.

Sunday, September 3, 2017

THE GROUNDS 31D ROOT CANAL.

31D ROOT CANAL. The passage opens to run side by side with a river of white foamy water with a minty scent. It is twenty feet deep and runs south. It is populated by spittleback fish.

Spittleback Fish ((AC 6; MV 30”; HD 2; #AT 1 bite; D 2-8; SA Paralyzing spines; Size S; XP 28 +2/hp)

Any person swimming in the root canal has a 50% chance per round of being attacked by a fish. Each fish is about the size of a large dog and attacks by flipping around and using its paralyzing back spines (save or paralysis for 1d4 turns). They wait for their prey to drown and then they eat what fall to the bottom.

Saturday, September 2, 2017

THE GROUNDS 31C IN THE ROOT.

31C IN THE ROOT. This chamber is thirty feet below Room 31B. The walls, floor, and ceiling are pink and soft. There are dozens of yellow cables lying about, with their ends going in to the walls. These are giant nerves and give off a mild shock if touched. If cut by a metal weapon, they will conduct 1d6 of electrical damage.

Friday, September 1, 2017

THE GROUNDS 31B PULP FRICTION.

31B PULP FRICTION. This chamber holds six fleshy pink tubes extending from floor to ceiling. Each tube has a disturbingly organic-looking entrance/orifice and they may be used to ascend or descend. Entering the tube requires but a moment. The adventurer may then wriggle up or down with ease.

Going down leads to Room 31C. Going up leads to Room 31Z.

Thursday, August 31, 2017

THE GROUNDS 31A YAWNING GAP.

31A YAWNING GAP. A large mouth with yellow carious teeth is present in the middle of the hall. It exhales with bursts of foul-smelling air. To pass adventurers must jump through during its inhalation phase. This requires a roll under dexterity on a 1d20. Failure results in 1d6+2 chomp damage. The teeth may also be separated with a weapon, pole, etc. but the mouth will break such items in 1d4 rounds (figure 1 round for a wooden pole and 4 rounds for a strong bar of steel).

Wednesday, August 30, 2017

THE GROUNDS 31 A TOOTHSOME TOWER.

31 A TOOTHSOME TOWER. This forty foot tower is smooth and ivory colored, made of a firm calcified material. The top is marked by four cusps. There is one entrance on the southwestern aspect.

The entrance is shaped like a gothic arch and there is no door. Within the tower, the halls are tunnel-like as if carved by a worm eating its way through the solid pale calcified substrate.

Tuesday, August 29, 2017

THE GROUNDS 30R KANE'S SANCTUM.

30R KANE'S SANCTUM. This upper reach of the tower has a fifteen foot ceiling and above that is the spire, which extends another fifteen feet to its tip.

The room is furnished as a living room (chairs, sofas, tables, etc). There is also a large chest with mystic writing on it. These are explosive runes. Kane has instructed Quill in the necessary countermeasures. Within the chest are three scrolls, a wooden hinged box with a small lock, and a wand case.

The first scroll holds the spells polymorph other and wall of fire. The next hold the spells magic missile, sleep, and web. The third is a scroll of protection from wererats.

The small box is locked (Kane took the key with him) and trapped with a fire trap. Damage from the fire trap is 1d4+12 because Kane used to be a level 12 magic-user before combat with a level draining undead. In the box is a ring of spell turning, a gold ring with an emerald (5500 gold crescents), 7 Jalluxian platinum imperials, and 6 gems (citrine, 100 gold crescents each).

The wand case is made of fine wood and silver inlay and worth 300 gold crescents. It holds a wand of lighting (54 charges, activation word “zakeru”).

Monday, August 28, 2017

THE GROUNDS 30Q KANE'S ROOM.

30Q KANE'S ROOM. The trapdoor is locked. Orlando the brownie has the key.

There is a work bench holding alchemical glassware and spell components. There is a desk, a bookcase, a wardrobe, and a cot. A stuffed crocodile hangs by chains from the ceiling.

The spell components on the work bench are in glass jars, each labeled with material type and spell to be used for:

Component
Spell
Copper wire (4 gold crescents worth)
Message
Feathers
Feather fall and fly
Iron bars
Hold monster
Magnets
Disintegrate
Nut shells
Confusion
Powdered iron
Protection from evil
Powdered silver (65 gold crescents worth)
Protection from evil
Quartz chunks
Wall of ice
Salpeter
Fire trap


The desk holds various quills, ink, a special fine magical ink worth 400 gold crescents for the write spell, a glass lens in a platinum casing (150 gold crecents) for the read magic spell, and 4 strips of ivory for the legend lore spell (worth 50 gold crescents each).

The bookcase holds various notes and three spell books.

The first spell book is a book of first and second level spells. It holds burning hands, charm person, feather fall, find familiar, message, protection from evil, read magic, write, continual light, esp, fool's gold, knock, and ray of enfeeblement.

The second spell book is a book of third and fourth level spells. It holds blink, explosive runes, fireball, fly, hold person, confusion, dimension door, fire trap, polymorph self, and wall of ice.

The third spell book is a book of fifth and sixth level spells. It holds animal growth, conjure earth elemental, hold monster, telekinesis, disintegrate, and legend lore.

The wardrobe holds robes and cloaks, each gray and decorated with blue ringed planets. There is a normal quarter staff and three silver daggers.

Inside the belly of the stuffed crocodile are 15 topazes worth 300 gold crescents each. Under the cot is a wooden box holding 532 gold crescents, 321 silver spanners, and 363 copper pieces.

The ceiling is ten feet high, the ramp goes up to Room 30R.

Sunday, August 27, 2017

THE GROUNDS 30P RADABAUGH'S ROOM.

30P RADABAUGH'S ROOM. Radabaugh keeps the key to his room on him all of the time.

The room has a martial atmosphere. Normal weapons (three morning stars, two bardiches, a voulge, a halberd, a two-handed sword, three short swords, sixteen daggers, and a trident) are hung on hooks about the room. It is otherwise furnished as a bedroom. Radabaugh keeps a small chest of 753 gold crescents under his bed. He has a pouch on his nigh stand with 19 silver spanners and 33 copper pieces.

Saturday, August 26, 2017

THE GROUNDS 30O QUILL'S ROOM.

30O QUILL'S ROOM. Quill keeps the key to her room on her at all times.

This bedroom has a decidedly feminine atmosphere. The arrow cross-slits have had stained glass added to them, making them nonfunctional for their intended purpose.

Quill's desk has a hidden compartment where she keeps her spell book.

First Level Magic user Spells:
Affect normal fires, mending, read magic, sleep, write

Second Level Magic user Spells:
Continual light, knock, web

In the drawers are her spell components: a piece of crystal for the read magic spell, packets of sand in paper for the sleep spell, special ink for the write spell (worth 300 gold crescents), and cobwebs wound around a wooden dowel for the web spell.

On her dresser are the following:
  • an unlabeled potion of invisibility (odorless, tasteless, clear) in a rock crystal decanter (75 gold crescents)
  • a silver and ivory necklace (450 gold crescents)
  • a pair of platinum earrings (300 gold crescents)

Friday, August 25, 2017

THE GROUNDS 30N HALL.

30N HALL. This area allows access to next upper level (Room 30Q) by means of a wooden ladder. There are crossbow style arrow-slits and a wooden crate holding 46 bolts. Three heavy crossbows are hung on the wall. There is a ten feet ceiling, the ramp goes down to Room 30A.

Thursday, August 24, 2017

THE GROUNDS 30M PRISON.

30M PRISON. Prangel keeps the keys to the cells.

Cell 1. Two spinach men are here. They got lost from Area 5 and showed up in front of the tower. Radabaugh took them in, but doesn't know what to do with them, since he isn't sure if they are trustworthy and if he just sends them away, they will probably be killed by monsters. The problem is that they are languishing here without sunlight for photosynthesis and will eventually die, even if given food and water.

2 Spinach Men (AC 10; MV 12”; HD 1; hp 4, 5 #AT 1; D By weapon; XP 14, 15)

Cell 2. Empty

Cell 3. Three sugar goblins from Area 23. They tried to sneak in to the tower in order to steal, but were caught. They will promise anything in order to be set free, but it is no surprise that they are not trustworthy.

3 Sugar Goblins (AC 9; MV 6"; HD 1-1; hp 4 each#AT 1; D By weapon; SD Half damage from weapons; XP 18 each)

Wednesday, August 23, 2017

THE GROUNDS 30L PRANGEL'S ROOM.

30L PRANGEL'S ROOM. Prangel always keeps the lock to this room on his person. It has the usual furnishings of a bedroom. There are 125 gold crescents hidden in some socks in the dresser, and there is a long bow +1 and a quiver with twenty arrows, two of which are +2 magic arrows. He has a clay pot holding bric-a-brac, but it is actually under an illusion and is really a gold chalice (500 gold crescent value). Even Prangel doesn't know about it.

Tuesday, August 22, 2017

THE GROUNDS 30K RECREATION ROOM.

30K RECREATION ROOM. This room features various leisure time activities (darts, dice, cards, etc.) Generally, several men-at-arms will be here if the tower is not being attacked.

Monday, August 21, 2017

THE GROUNDS 30J WATER CLOSET.

30J WATER CLOSET. This facility is adequate to cover the needs of the tower's population.

Sunday, August 20, 2017

THE GROUNDS 30I BARRACKS.

30I BARRACKS. There are 20 bunks and footlockers, 14 of which are currently being used. Wardrobes hold uniforms and normal clothing.

The footlockers hold personal effects. In addition, each has a 25% chance of holding 1d4 copper pieces and a 10% chance off holding 1d4 silver spanners.

Saturday, August 19, 2017

THE GROUNDS 30H WEAPON'S ROOM.

30H WEAPON'S ROOM. Racks hold 52 spears, 17 heavy crossbows, 9 daggers, and 12 short swords. A barrel holds 215 bolts.

Friday, August 18, 2017

Thursday, August 17, 2017

THE GROUNDS 30F DINING HALL.

30F DINING HALL. This room is is furnished with tables and seating to fit all of the people of the tower and an additional ten guests.

Wednesday, August 16, 2017

THE GROUNDS 30E KITCHEN.

30E KITCHEN. This room is outfitted with all the tools, ovens, fireplace, etc. required to feed the denizens of the tower. There is running hot and cold water. The cook sleeps here with her teenage daughter, who helps with the cooking and serving. They have 13 silver spanners and 85 copper pieces in a earthenware jar in a cabinet.

Cook and daughter, Lawful Neutral normal active female humans (AC 10; MV 12"; HD 1-4 hit points; hp 3, 2; #AT 1; D Knife for 1d2; SA Attacks at -1 "to hit"; XP 8, 7)

Tuesday, August 15, 2017

THE GROUNDS 30D STORE ROOM.

30D STORE ROOM. There is a enough good food and drink (including ale and beer) to keep the residents tower comfortable another month. There are also miscellaneous supplies (rope, oil, torches, tools).

Monday, August 14, 2017

THE GROUNDS 30C BASEMENT.

30C BASEMENT. This is below ground. The ceiling here is ten feet. The ramp to the north goes up to Room 30B.

There is a cart here used to move supplies up and down. It is mounted to a groove on the wall so that it can be moved in a controlled fashion.

The passage to the south slopes gently until the floor of the complex is twenty feet below ground, with rooms and corridors having a ceiling of twelve feet.

Sunday, August 13, 2017

THE GROUNDS 30B WEAPON'S ROOM.

30B WEAPON'S ROOM. This room is at ground level. It holds 55 spears, 8 broad swords, 14 daggers, 21 heavy crossbows, and a barrel of 254 crossbow bolts. The ceiling is fifteen feet. The north ramp goes down to Room 30C and the south ramp goes up to Room 30A.

Saturday, August 12, 2017

THE GROUNDS 30A MAIN ROOM.

30A MAIN ROOM. The entry to the tower is flanked by two arrow cross-slits. The double door is reinforced and locked. The floor is gray stone with the blue planet design in smaller stones fitted in artistically. The ceiling is ten feet. The north ramp goes up to Room 30N and the south goes down to Room 30B.

Four men-at-arms are normally here at all times.

Friday, August 11, 2017

THE GROUNDS 30 GRAY AND BLUE TOWER.

30 GRAY AND BLUE TOWER. This tower reaches to sixty feet tall, seventy if the blue spire is considered. its stone is gray with blue ringed planets (like Saturn) painted at intervals. The tower is only accessible by a straight staircase on the east side leading up fifteen feet above the ground. Instead of windows, there are arrow cross-slits.

This tower was built by Kane Triskelion as a refuge away from the Castle for himself and his henchmen. Kane is currently away exploring the dungeons (see the Upper Dungeons level 3 Room 148) and his retainers are getting worried because he has been gone for so long. Decisions are currently being made by Kane's henchman Radabaugh and Quill.

Radabaugh, Neutral Good male human Fighter (AC 3; MV 6”; F4; hp 24; #AT 1; D Long sword +1, dagger, or heavy crossbow; S 15, I 16, W 15, D 10, C 12, Ch 9; XP 210)

He wears plate armor and a great helm into battle. He is unusually cerebral for a fighter and is trusted by everyone in the tower. He is a good judge of character and willing to help adventurers in need.

Quill, Neutral female human Magic-User (AC 8; MV 12”; MU3; hp 10; #AT 1; D Dagger; SA Spell use; S 7, I 15, W 9, D 16, C 8, Ch 17; XP 165)

First Level Magic user Spells:
Affect normal fires, sleep

Second Level Magic user Spells:
Web

Quill wears gray robes with the blue planet design. Kane has given her a spell scroll with fireball and lightning bolt. Her wand of paralyzation (command word “blastem”) has 37 charges. Quill is more suspicious than Radabaugh and her temperament is grumpy. While the tower's garrison of soldiers admire Radabaugh as a leader and warrior, moreso they admire Quill's cool beauty.

Prangel, Lawful Neutral male half elf Fighter (AC 5; MV 12"; F2; hp 15; #AT 1; D Spear +1 +1 to damage due to strength or heavy crossbow; S 16, I 10, W 9, D 13, C 16, Ch 12; XP 70)

If Radabaugh can be treated as a captain, then Prangel is his lieutenant. He is not a henchman of Kane's but is the leader of the garrison of soldiers in the tower. He wears elfin chain and has a gold ring with an oak leaf design, a gift from his mother, worth 250 gold crescents. He speaks seldom.

14 Men-at-arms (AC 5; MV 9”; HD 4 to 7 hit points; hp 6 each; #AT 1; D Spear, dagger, or heavy crossbow; XP 11 each)

These men wear chain armor and each carry 1d8 silver spanners and 1d12 copper pieces. They are beginning to become nervous due to the long absence of Kane. They have discussed more than once about trying to fight their way through the Castle of the Perilous Forest in order to try to reach the outside world.

Orlando, 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)

Orlando is Kane's familiar. He misses Kane but knows that he is still alive somewhere. He spends most of his time with Quill as he appears to be the only being that is able to make her laugh.

The denizens of the tower may allow groups of adventurers to enter if they appear to be of good alignment and especially if they are wounded. Radabaugh in particular has a kind heart while Quill and Prangel are much more pragmatic and likely to keep a running tally of expenses made by adventurers in order to present a bill at a later date. Radabaugh and Quill would welcome any attempt made by the adventurers to mount and expedition to locate Kane.

If the party has already found Kane and is bringing him back, they will be lauded as heroes and given a party in celebration. Kane is likely to reward them with gifts from his private treasure room.

For defense, the tower mainly relies on Quill's spellcasting and the use of heavy crossbows to repel invaders. The arrow cross-slits are located around the tower to allow a view of attacks from any side.

Thursday, August 10, 2017

THE GROUNDS 29 SUNDIAL.

29 SUNDIAL. A stone sundial is in this small clearing. Anyone approaching to within thirty feet of it will feel a momentary resistance to forward progress as they breach an invisible dome-shaped membrane-like barrier surrounding the sundial.

The shadow-caster (gnomon) of the sundial can be adjusted. Moving it all the way to the right changes the local time (within the dome) to double speed. Moving it to the left does the same to lower the speed of time to one half relative to the outside world.

Clues will be readily apparent, as the movements of birds, clouds, etc. will change based on the sundial's setting.

Wednesday, August 9, 2017

THE GROUNDS 28 THE FORGE.

28 THE FORGE. This large building is actually just a roof and wooden supports with no real walls. Quantities of firewood protected by tarps are nearby. As it is approached, the loud sounds of hammering on metal can be heard, only to go eerily silent when the place is approached to within fifty feet.

If entered, adventurers will find the forge to be complete with anvils, firepits, and all of the necessary tools. The fires are still blazing and the various weapons, horseshoes, and tools that are being worked on are present.

The forge is actually inhabited by a group of permanently invisible dwarves. They resent intrusion and will wait silently until strangers leave.

25 Invisible Dwarves (AC 0; MV 6”; HD 1; hp 5 each; D Hammer; SD Invisible; XP 19 each)

They are surly, prideful, and unfriendly, but not hostile unless placed under stress or attacked. They greatly dislike thieves and are naturally suspicious. Things personally carried by the dwarves will turn invisible. They can fight as invisible and their AC is 4 to creatures who can see invisible. Each dwarf will have 5-20 (5d4) gold mabans. The dwarves are neutral in alignment.

Tuesday, August 8, 2017

THE GROUNDS 27O KITCHEN/ SERVANTS' QUARTERS.

27O KITCHEN/ SERVANTS' QUARTERS. This cave is furnished as a working kitchen. A gnome matron offers cookies and tea and wishes to escort the party to Room 27N.

Meldred, Chaotic Evil female gnome Assassin (AC 7; MV 6”; A3; hp 12; #AT 1; D Dagger; SA Paralysis, back stab; S 14, I 12, W 9, D 16, C 14, Ch 13; XP 238)

Thief skills: PP 30%, OL 35% F/RT 30% MS 20% HS 15% HN 20% CW 70% RL -
Meldred is dressed in a similar fashion to Hilga and also has a dagger with paralysis poison. She has a gold and ivory broach worth 300 gold crescents, and a silver bracelet worth 80 gold crescents. She will try to steer adventurers to her colleagues in Room 27N.

In the icebox there are cuts of meat which are from both humans and gnolls. At the north end of the room there are two small beds behind a curtain. Under one of the beds is small jewelry box holding two pairs of gold earrings (200 gold crescent value total) and a silver pin with a death's head design (50 gold crescents).