Thursday, July 20, 2017


26H SPELLING BEE HIVE. In the upper branches, about forty feet above the gnome village is a hive of spelling bees. The bees have a good relationship with the tree gnomes and share their honey.

17 Spelling Bees (AC 5; MV 3”/15”; HD 1+1; hp 1x3, 2x4, 2x5, 4x6, 2x7, 3x8, 3x9; #AT 1 sting; D 1-6; SA Spell use; XP 65+2/hp)

Each bee can cast 1d4 magic user spells of either level 1 or 2 once per day. Determine spells randomly, varying day by day.

Wednesday, July 19, 2017


26G DRYAD TREE. This tree is the home of Nenome dryad and her baby dryad Cyline.

Nenome (AC 9; MV 12”; HD 2; hp 16; #AT 1; D Dagger; SA Charm; SD Dimension Door; MR 50%; XP 153)

Nenome is aware of the tree gnomes and allows them to make use of the tree. She will not try to capture males while her child is still so young. The lower portions of the tree hold a palace with dozens of rooms. Nenome has a treasure of 254 gold crescents and 7 rubies (250 gold crescent base value). The upper portion of the tree is hollow at the level of the gnome village with pathways up to the upper branches where tree gnomes can keep an eye on the surroundings.

Tuesday, July 18, 2017


26F SUPPLY HUT. The tree gnomes keep the following their food, craft, and trade items. The food consists of honey, nuts, and dried fruit sufficient for the entire village for one season. The craft goods including baskets, boxes, and an especially large supply of strong rope. There is also modest amounts of tree gnome-sized clothing and decorative trinkets made from bird feathers.

The tree gnomes have a small supply of useful items they may share with the party, should they prove friendly and show their worth by defeating menaces in the Grounds. These items are of no use to the gnomes, but may prove valuable to the party:

A large shield +1 decorated with the white legs on black field Triskelion design
On set of man-sized splint mail +2
A labeled potion of levitation (green with purple flecks, bitter, smells of burnt toast)

Monday, July 17, 2017


26E CAPTAIN'S HUT. The captain of the gnome militia and chief bodyguard to the king lives here.

Chopley Middlesmythe, Neutral Good male tree gnome Fighter (AC 7; MV 6”@12"; F4; hp 38; #AT 1; D Hand axe +3 to damage due to strength; S 18/43, I 8, W 13, D 11, C 18, Ch 8; XP 280)

Chopley is absolutely dedicated to the safety of the village first and foremost. He has a crush on Ariel Floan and has saved up 85 gold crescents and 312 silver spanners in hopes he can support her when he proposes to her. He keeps this wealth in a bag under an upside down bucket in his bedroom.

Sunday, July 16, 2017


26D ILLUSIONIST'S HUT. This hut is the home of the resident spellcaster.

Fluxley Randritter, Chaotic Good female tree gnome Illusionist (AC 7; MV 6”@12”; I4; hp 12; #AT 1; D Dagger or dart; SA Spell use; S 7, I 17, W 12, D 17, C 10, Ch 14; XP 225)

First Level Illusionist Spells:
Darkness, Phantasmal Force, Wall of Fog

Second Level Illusionist Spells:
Blindness, Mirror Image

Fluxley has her spell components: split dried peas and some fleece. She has two plain silver rings (40 gold crescents each) and one fancy gold and platinum one (400 gold crescents). She has a hidden area in her hut where she keeps the village's communal treasure: 543 gold crescents, 632 silver spanners, 1231 copper pieces, two silver armbands worth 75 gold crescents each, and six potions of green tree sap (as potion of healing). She also has a scroll with hallucinatory terrain that she will use to hide the village in the event of an attack from an overwhelming force.

Saturday, July 15, 2017


26C KING'S HUT. The king, Noam Hoan lives here along with his daughter, missing for the last week. She is captured by the Ghost Spiders and is in Room 9F. If she is rescued the chief will give a reward of a a signet ring that is a family heirloom and a potion. The ring is gold with an unusual blue and brown flecked stone (900 gold crescent value). Anyone who wears it can speak to birds. The potion is made from the green sap of the Green Sap Tree (26K) and is equivalent to a potion of healing.

The King's crown has also been stolen by Wandra Triskelion and it is located in Room 5O, If it is returned to him, he will give the gold crown he is wearing right now (1500 gold crescents) in return for the bird crown.

Noam Hoan, Chaotic Good male tree gnome Fighter (AC 7; MV 6”@12"; F5; hp 26; #AT 1; D Short sword +2 +1 to damage due to strength; S 16, I 13, W 17, D 10, C 14, Ch 16; XP 306)

Friday, July 14, 2017


26B FAMILY HUT. Each of these buildings houses a family of 1-7 (2d4-1) adult tree gnomes and 0-7 (1d8-1) young tree gnomes. These buildings each contain multiple furnished rooms and everyday household items, but no treasure. There are very few metal goods (pots, pans, etc.), and those that do exist are treated as treasures.

Adult Tree Gnomes (AC 7; MV 6”@12”; HD 1; hp 5 each'; #AT 1; D Dagger; SD Save at 4 levels higher; XP 15 each)

Thursday, July 13, 2017


26A GREAT HUT. This building serves as the meeting place and community center for the tree gnomes. It is a single room about thirty feet long and twenty feet high at its highest point, with the shape of a half-ovoid.

The inside is furnished with tables and benches made from the living branches of the trees, capable of holding double the whole population of the village. At the south end, there is a raised portion and master table for the chief, his family, and honored guests.

Wednesday, July 12, 2017


26 TREE GNOME VILLAGE. This clearing is home to a small group of tree gnomes. Their small village is built on a wooden platform about forty feet in the air and supported by five very large trees. The platform is not immediately obvious, although it casts a significant shadow on the area below, under which only very small plants live.

The gnomes have three lookouts each posted in the upper branches of Trees G and J, with a commanding view of the surrounding area, while themselves being all but undetectable unless characters declare they are searching the treetops. They are used to hostile monsters and humanoids and will not engage adventuring parties unless noticed and hailed first or unless the characters have rescued a tree gnome and are bringing them home. Treat the tree gnomes as very cautious but not hostile, unless attacked.

6 Tree Gnome Lookouts (AC 7; MV 6”@12”; HD 1; hp 5 each'; #AT 1; D Dagger or short bow; SD Save at 4 levels higher; XP 15 each)

Each lookout will have a dagger, a wooden shield, a short bow, and 20 arrows.

The village platform can be reached by the means of large rope ladders which the tree gnomes will lower for those they deem friendly. The platform and homes of the gnomes are made from the living branches of the trees. The branches are weaved together such a way that the footing is secure and there are no cracks in the floor, walls, or ceilings of the dwellings. The furniture and interior walls are also made of living tree branches. The trees are sentient and many generations ago worked together to build the village for their beloved tree gnomes.

The tree gnomes are wary of the Grounds, as it has become more dangerous without the stabilizing influence of the Triskelion family. They are eager to trade, however, especially for metal items and weapons. If the adventurers make allies of the tree gnomes, this can become a valuable home base for further exploration of the Grounds.

Tuesday, July 11, 2017


25U PRIZE ROOM AND EXIT. After exiting the teleporter from 25T, the party will find themselves in a 20 foot by 20 foot room. Add up the points for each player. The person with the lowest score will be wearing a magic green jacket when they leave the teleporter. Decide ties by the winner of the final leg of the flagball course. The person who comes in second wins a set of steak knives (value 2 gold crescents).

The magic green jacket has the following powers while worn
18 charisma
Immunity to green slime
Acts as a luckstone

The jacket also has a 7500 gold crescent emerald in the pocket.

The room will rise like an elevator and lead to the front exit where characters may leave the building through the front doors. The building will then start glowing the colors of the rainbow and disappear.

Monday, July 10, 2017


25T A GIANT FEAST. The teleporter from 25S expels the characters from a hole that looks suspiciously like a mouse hole. They find themselves o giant table loaded with condiments, utensils, and foodstuffs.

They are actually on a giant wooden table. A giant family is sitting down for dinner. The characters must traverse the table and find the teleporter on the other side.

The table is 1000 feet long. Each giant is one hundred times larger than a person. There are four diners, each of which has a zone of the table. Because the huge room is fairly dark and the only light sources are lamps on the table, the adventurers will not be able to make out the features of the giants. The will only see their hands as they reach for their food.

The first zone is the giant papa. He will not notice any adventurers as he is enjoying his pipe. He will breathe smoke on the first 250 feet of the table. Each round, every person in this 250 feet must save vs dragon breath or take 1 hit point of smoke inhalation damage.

The next 250 foot zone belongs to the giant mama, who will scream when she sees an adventurer enter her zone. This high pitched wail is a one-time attack only and will affect all adventurers. This sound causes weakness a save is made against paralyzation. Furthermore, the first adventurer or adventurers in the zone must save vs paralyzation again or be deafened. Both effects last for from 2-12 melee rounds. Those weak from fear from the sound lose 50% of their strength; deafened creatures cannot hear any sound and will strike at -1 on their attack dice due to disorientation.

The next 250 foot zone belongs to the giants' son. He will shoot spitballs at adventurers. He can attack once per round and spitballs do 1d4 damage. He strikes as a 4 HD monster only.

The final 250 feet is the part of the table used by the giants' daughter. Once per round, she will try and snatch and adventurer to keep as a pet. She attacks as a 4 HD monster and must make a “to hit” roll. Characters caught may make a saving throw vs petrification to attempt to wriggle out of her grip or they can attack her hand. Her hand's armor class is 7 and if she takes 10 points of damage she will drop the character and go run crying to her room. If adventurers wriggle free or are dropped they will fall 1d4 X 10 feet. If she succeeds in taking an adventurer they are imprisoned in a giant cage, their fate to be decided by the Dungeon Master.

On the table there are four huge silver tea spoons. Each weighs 1000 gp weight and is worth 8000 gold crescents if they can somehow be carried off.

The giants other than the daughter will be content to allow adventurers to leave by the teleporter. If the adventurers should decide to fight the giants (not advisable), consider each giant as having hit points in the 1000s and an armor class of 7 due to thick skin on exposed parts of the body. Clothing will have an armor class of 0. The mother and father attack as 16+ HD creatures. Any hit made by a giant in anger is fatal unless the character rolls a 00 on d%, in which case they will have 1 hit point left.

Of course characters can also attempt to climb down a table leg or something. It is three hundred and fifty feet to the floor. They will now be stuck in a world populated by six hundred foot tall giants.


Sunday, July 9, 2017


25S WATER HAZARD. This course has a river running through it. A handy rope bridge spans the river but a giant octopus lurks below, waiting to pick off bridge travelers.

Giant Octopus (AC 7; MV 3”//12”; HD 8; hp 32; #AT 6 tentacles and 1 beak; D 1-4 (X 6)/2-12; SA Constriction; SD Ink in retreat; XP 870)

The octopus cannot attack with its beak unless its prey is in the water with it. In addition to the 32 hit points of the octopus, each tentacle can take 8 hit points before being severed. If three of its tentacles are severed, there is a 90% chance the octopus will retreat, blowing black ink to cover itself. However, if the giant octopus is killed it will vaporize into a cloud of black smoke and a gold talisman with the icon of an octopus will appear at the end of the bridge. The talisman is worth 900 gold crescents and any person who holds it will have a +2 bonus on to hit and damage against molluscs.

The teleporter leads to 25T.

Saturday, July 8, 2017


25R THE VOLCANO. This room is very, very large on the order of several miles square and the ceiling is about twenty miles up. A volcano is in the center of the room emitting small puffs of smoke. A trail winds up along the side of the volcano to its summit.

Near the summit there are ten firenewts eager to defend their 'god' the volcano.

8 Normal Firenewts (AC 5; MV 9”; HD 2+2; hp 11 each; #AT 1; D Pike or long sword; SA Breathe fire; XP 123 each)

1 Elite Firenewt (AC 3; MV 9”; HD 3+3; hp 17; #AT 1; D Battle axe; SA Breathe fire; XP 193)

1 Firenewt Priest (AC 5; MV 8”; HD 3+3; hp 16; #AT 1; D Footman's mace; SA Breathe fire; spell use; XP 254)

Each firenewt has 2d8 gold crescents and 3d8 silver spanners. In addition the elite has a gold ring with a lizard head design worth 250 gold crescents and the priest has a gold holy symbol featuring a dragon-head motif with gems for eyes, worth 600 gold crescents.

If a person looks into the volcano, the bottom looks all black. This is actually a giant teleporter to 25S.

Friday, July 7, 2017


25Q THE WINDMILL. This course is similar to 25N VIKING VOYAGE, except a huge building-sized windmill is present instead of a ship. There is a huge tunnel going through the windmill, but the razor sharp blades make a circuit in front of the entrance. If a person attempts to time it and jump through, they must roll under their dexterity on a 1d20 or get hit for 2d10 damage.

The teleporter on the other side leads to 25R.

Thursday, July 6, 2017


25P HOUSE OF CARDS. This course enters upon a maze made of giant playing cards. The ceiling is about ten feet high and the floor is the typical fake green grass. At the areas marked by letters and cards symbols are the face cards. These will peel themselves off the wall when encountered.

Kings will challenge the first person in marching order (dice for random if two or more in front) to single combat. Each wears a crown worth 400 gold crescents.

Kings (AC 3; MV 6”; F4; hp 20 each; #AT 1; D By weapon type +1 due to strength; XP 190 each)

Long sword +1
Broad sword +1
Giant putter (1d8 damage)
Battle axe +1

Queens will offer a smell of their flower. If a person agrees, check the table and the Queen will then be quite talkative, although they are all a bit pompous and vain. If this is refused, they will be furious and call for help. 1d4+1 soldiers wearing card suits will appear. Each Queen has a tiara worth 300 gold crescents. Their flowers only work for them.

Queens (AC 9; MV 12”; MU4; hp 12 each; #AT 1; D Dagger; XP 225 each)

Soldiers (AC 5; MV 9”; F1; hp 5 each; #AT 1, D Spear; XP 30 each)

Flower Effect
Fear (as wand)
Darkness, Ray of Enfeeblement, Scare, Shield, Sleep
Cure Serious Wounds
Burning Hands, Charm Person, Dancing Lights, Forget, Invisibility
Turn to stone (as medusa)
Magic Missile (X3), Stinking Cloud, Web
Diamond appears as gift to smeller (5000 gold crescent value)
Audible Glamer, Enlarge, Light, Mirror Image, Shocking Grasp,

Jacks will demand a toll of 100 gold crescents for passage. If refused, they will yell for help and there is a 50% chance that 1d4 soldiers will appear to help them. Each Jack has a pouch of 1d4X100 gold crescents extorted from previous travelers.

Jacks (AC 5; MV 9”; F4; hp 20 each; #AT 1; D By weapon type +1 due to strength; XP 190 each)

Wand of Magic Missiles (35 charges, command word “Spades”)
Hand Axe +1
Spear +1
Footman's Military Pick +1

The teleporter leads to 25Q.

Wednesday, July 5, 2017


25O GRAB THE GOLD RING. The teleporter from 25N deposits the party in the center of a long corridor, as usual floored by fake green grass. Down one side is a hole which houses the teleporter to Room 25P. In the other direction is a gold ring (400 gold crescents value), about two feet wide, suspended from the ceiling by a rope.

This room will test which characters run towards the teleporter and which will try and get the gold ring. If the gold ring is grabbed, another will appear ten feet away in the same direction. This one is worth 200 gold crescents. The same thing will happen until 100, 50, and 25 gold crescents rings are found.

Tuesday, July 4, 2017


25N VIKING VOYAGE. This course has returned to its covering of fake green grass. In the center is a large fake viking boat with a hole in the middle allowing passage from START to the teleporter. The ship is about fifteen feet from the floor to deck and decorated with shields, wooden dragon designs, etc. Twelve ballboys with hundreds of spears are on deck and will throw them at any one who tries to run through the ship. They will not aim at any one wearing the gold viking helmet from 25I.

12 Ballboys (AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Spear; XP 42 each)

Monday, July 3, 2017


25M RUNNING OF THE BULLS. The adventurers find themselves on an unusual course. The corridor's floor looks like a street made of some very firm black substance with a yellow dashed line down the middle. The walls are painted to look like shops and residences. To one side is a pen holding one bull for each character. Hundreds ballboys and ballgirls are seated in a gallery of sorts overlooking the action (about ten feet up and bleacher style seating).

Bulls (AC 7; MV 15”; HD 4; hp 18 each; #AT 2 hooves; D 1-6/1-6; SA Charge for 3-12; XP 157 each)

400 Ballboys and Ballgirls (AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Club; XP 42 each)

The bulls will only charge (75%) if approached within 80 feet. The ballboys and ballgirls will not attack at all if not attacked first and will actually shout encouragement and warnings. The teleporter leads to 25N.

Sunday, July 2, 2017


The wearer of this ring may burrow through earth at a rate of 6”. They may tunnel through stone as though they were a hill giant (see DM Guide page 106)

XP VALUE: 1,000

GP VALUE: 5,000


25L DOUBLE TROUBLE. The door leading to Room 25K is labeled “Break Room” from this side. At first this appears to be a rather simple course with a teleporter hole at the far end, 70 feet from the door. However the hole is really a chute to a second course and there is a ledge/ dropoff along the last twenty feet of the course. The true teleporter hole is on this lower course, forty feet below the upper course.

Complicating this are two ankhegs, which can burrow between the courses.

2 Ankheg (AC Overall 2, Underside 4; MV 12” (6”); HD 4; hp 17, 19; #AT 1 bite; D 3-18 (+ 1-4); SA Squirt acid for 8-32; XP 153, 161)

Each ankheg wears a jewelled collar. The 17 hit point ankheg's collar is made of silver and garnets and worth 700 gold crescents. The 19 hit point ankheg's collar is a ring of burrowing. When removed from the ankheg it will shrink to fit any finger.

Saturday, July 1, 2017


25K BREAK ROOM. This large room holds dozens of tables and chairs. 5d4 ballboys and ballgirls are here, drinking and eating. They are not hostile, put each has a club that looks like a putter.

Ballboys/Ballgirls (AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Club; XP 42 each)

A bar is against the one wall and there is a small kitchen behind. A ballboy bartender will serve any alcoholic drink that you desire from his magic tap and a ballboy fry cook will make any fried meal you like with his magic skillet. Both of these individuals are huge (about eight feet tall) and rippling with muscles.

Ballboy Bartender/ Fry Cook (AC 4; MV 12”; HD 6+6; hp 36, 39; #AT 1; D Club +4 due to strength; SD Regenerate 2 hp/round; XP 638, 662)

The magic tap has the command word “Bufflepudge” and works like a decanter of endless water but it will produce any non-magical fluid as long as it is alcoholic. The magic skillet has the command word “Gumplegrits” and works like a table of plenty but only makes fried food and does so on command.

The door leading to Room 25J is labeled “Sand Traps” from this side and the door to Room 25L is labeled “Double Trouble” from this side.

Friday, June 30, 2017


25J SAND TRAPS. The green course here is marked by three sand pits (each about three feet deep). Any person who walks within ten feet of a sand pit will be attacked by a huge arm made out of sand that will attempt to punch (once per round). It will attack as a fourth level fighter and do 1d10 damage. For purposes of dispel magic treat this as an 11th level magic-user effect.

At the end of the course there is a door labeled “Break Room” instead of a teleporter hole. Count points as usual, however, based on the order that party members enter the door.

Thursday, June 29, 2017


25I THE FUNNELS. The floor here has the same felt-like fake grass as most such chambers. The room is shaped oddly, resulting in three tunnels in the far wall. The tunnels are rather thin (about three feet wide) and will only allow one abreast. Lettered encounter areas are described below.

A This small room appears to be a dead end. A magic mouth will appear on the far wall announcing “Turn back now or for there is nothing for you here”. The area in dark gray is an illusionary wall.

B A small table holds a solid gold statue of a chicken (400 gold crescents value).

C Minotaur (AC 6; MV 12”; HD 6+3; hp ; #AT 1 bite or 1 butt and 1 weapon; D 2-8 or 1-4/ battle axe +2 due to strength; SD Surprised only on a 1; XP 400 + 8/hp)

D A small table hold a solid gold viking helmet (500 gold crescents).

E A scything blade trap is at this point. It is activated by pressure plate, comes out of the wall through a thin (2 inch by 3 feet) hole and does 2d6 damage. If a saving throw is made vs petrification (at -2 due to close confines) it is completely avoided.

F A small table holds a golden dagger (250 gold crescents). It can be used as a weapon, but must make a save vs crushing blow each time it is used or it will deform and its value will drop to 1d100+100 gold crescents.

The teleporter hole leads to 25J.

Wednesday, June 28, 2017


25H ROCK AND ROLL. Upon being teleported from 25G, the adventurers will emerge in the circle marked start. The surroundings are not fake grass but cracked brick with overgrown jungle flora. In front of them is a small pedestal holding a golden idol of a grinning head with ruby eyes (15000 gold crescents). Behind them is a giant round boulder. If the idol is removed, the boulder will start to roll towards the adventurers and the exit teleporter hole at a speed of 15”. Any person hit by the boulder takes 2d20 damage.

There are many ways to avoid the boulder (such as tying a rope to the idol and then dragging it towards the hole, flying, etc.) Since the boulder is a sphere, the edges of the hall will be missed by it if a person crouches down. Any halfling or gnome will be completely unscathed. Dwarf or elf sized people will take 1d4 damage and man sized people 1d6 damage from grazing. Larger adventurers will not fit and take full damage.

The teleporter hole, about 125 feet from the start circle, leads to 25I.

Tuesday, June 27, 2017


25G IN THE ROUGH. The central portion of this room is not the green felt-like substancce but thick, irregular wiry grass varying between three and a half to four feet high. It is populated by miniature ballboys.

12 Mini-Ballboys (AC 7 (3); MV 12"; HD 1-4 hit points; hp 3 each; #AT 1; D Blowdart for 1d3 or knife for 1d3; SA Surprise on a 1-3; XP 10 each)

The tiny ballboys have applied green and brown face-paint to blend in with the surroundings and are at -4 to hit (AC 3) because of 90% concealment. They will try to avoid melee at all costs.

Monday, June 26, 2017


This is a +2 weapon until it is thrown, at which point it turns into one of the following:

Form of thrown spear
normal spear
spear +1
spear +2
spear +3
2d8 lightning bolt, range 7”

The spear of spearness will then reappear in the owner's hand. If the thrown spear remains as a spear it will disappear after hitting or missing the target.

XP VALUE: 2,000

GP VALUE: 15,000


25F GOING APE. Upon falling out of the wall teleporter, the party will be faced with a winged zombie ape flying about twenty feet off the floor.

Winged Zombie Ape (AC 7; MV 9”/15”; HD 6; hp 29; #AT Spear of spearness; D 1-4/1-4/1-8; SA Always lose initiative; SD Limited spell immunity; XP 399)

Eliminate the ape and you get his magic spear. The usual hole exit teleporter takes you to 25G.

Sunday, June 25, 2017


25E GO BY CANOE. A bottomless chasm is in the center of this course, fifty feet wide. A canoe with one paddle and seating for two in near the edge. If the canoe is picked up it will float in the air and can be navigated over the chasm.

The challenge is a test of adventurer unity. They must decide to cooperate in order to get all across safely.

The usual teleporter hole leads to Room 25F. The canoe will not teleport, even if forced into the hole.

Saturday, June 24, 2017


25D LOOP DE LOUP DE GAROU. Emerging from the wall teleporter just as in 25C, the adventurers are faced with a new course. In the center there is an orange metal loop de loop, with its ten foot wide entrance on the right side, meaning the left side looks like a wall of orange metal from the START position.

The gravity on the loop de loop is always towards the bottom of the metal, so a person can walk comfortably sideways and then upside down without fear of falling. A werwolf hides at the top of the loop, out of sight of the START position and upside down in relation to the gravity at the floor. It will attack characters that pass it, but will let them go after one attack routine if they do not engage. Of course, it can also be killed.

Werewolf (AC 5; MV 15”; HD 4+3; hp 21; #AT 1; D 2-8; SA Surprise on 1-3; SD Silver or magic weapon to hit; XP 310)

The exit teleporter hole leads to Room 25E.

Friday, June 23, 2017


25C WHAT IS RED AND SMELLS LIKE BLUE PAINT? Upon entering the teleporter in Room 25B, the characters will emerge one by one from a five foot wide hole located three feet above the floor at the START area. A sign reads "What is red and smells like blue paint?" The course is similar with a green floor except for the gray tiles marked by letters on the map.

To navigate the course, the characters must step on the tiles in the correct order (or fly, etc.). The correct order spells out RED PAINT. Stepping on a incorrect tile causes one hit point of electrical damage. Keep track of the order that characters enter the teleporter hole that leads to Room 25D.

Thursday, June 22, 2017


25B PAR 4 THE COURSE. The double doors from Room 25A open onto a long corridor about 20 feet wide by eighty feet long before there is a turn to the right. The floor is made of a firm green and very durable substance that feels like felt. Next the the doors is a weapons rack holding on club (resembling a putter) for each adventurer. Their names are engraved on the shaft.

These clubs are special and act in the following fashion based on character class:

Fighter, paladin, or ranger – act as two handed sword +1 for damage, etc.
Thief, assassin, bard, or monk (and small fighters, dwarf, halfling, gnome) – act as a broad sword +2
Cleric or druid – act as a footman's mace +2
Magic-user or illusionist – act as a wand of magic missiles, may shoot one magic missile per round
Multi-class – DM's choice

The clubs may used, even for characters for which that weapon is not normally allowed.

Behind the bend there is one ballboy for each adventurer.

Ballboys (AC 7; MV 12"; HD 2; hp 11 each; #AT 1; D Club; XP 42 each)

The ballboys look like humans with enormous white spherical heads, marked by small dimples. They have eyes and a mouth in the areas one would expect them. Their clubs also resemble putters, but do only club damage.

After the bend the corridor continues another sixty feet, where there is a five foot wide hole in the floor. This hole is as dark as a darkness spell and is actually a teleporter to the Room 25C. The first character to enter will get a score of 1. The second a 2, and so on. The character who finishes all the courses with the lowest score is the winner.