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Tuesday, June 19, 2018

AS ABOVE... SO BELOW (PREAMBLE)

I've been working on a pretty big series and I just want everyone to be on the same page before it starts. So I want to lay down some knowns so that light readers don't think I'm pulling this shit out of my ass. So I want to reiterate E. Gary Gygax's DUNGEONS AND DRAGONS view on the planes which is well known but has been abandoned by the official owners of DUNGEONS AND DRAGONS for their own versions of things that completely and honestly, I don't understand.

Gary worked with the idea of multiverses where each D&D campaign, that you the users played at home, was in its own universe.

For me, I have played in many standardized and unique universes by others and had several universes of my own with their own unique themes. The one that I usually work with on this blog I dubbed "The Swordlands" which is based on my oldest fantasy game and story ideas. As you have seen on this blog so far, my fantasy campaign has been well loaded with "new shit" for the longest time. My first "Monster Manual" was created in 1981 and within there was a floating, bodiless, and bulbous headed race that all wear eyepatches. (COMING SOON..GAHH!!!) That aside, this new series of articles AS ABOVE... SO BELOW will deal with the planes. Those dimensions that surround and influence the universes. 

Wait, Gene, my head just exploded!

I know. It works best if you just don't think of planes as walking through a "mall" and seeing different "shops" but rather the planes are like a budget of conceptual needs that all the infinite universes require to make it work. 

Gene, uh, exploding head...?

Alright, don't think about it. That is the best way to do it. If there is evil in the world there has to be some kind of unlimited evil source that comes from beyond. And to counter that (hopefully that is where you come in) within fantasy and reality, comes the unlimited potential for good. Gary Gygax alternatively described this as "weal" to drive home the aesthetic of the concept as welfare related and helpers of dynamic nature not do-nothings who wait for help. 

So to make YOU the player as the "good guys", the (sole?) creator of D&D, Gary Gygax, a devout Christian, wanted to point out fantastic evil was all over the place and was the problem for those of a heroic nature. Of course, that didn't stop those looking for attention to make accusations of something weird going on in Gary's codification of all the "bad guys". Some even suggesting it was the basis of a religious cult. This is totally mentally deficient thinking. Nobody wants to play a game called DUNGEONS OF CANDYLAND. Evil is needed for heroic adventures.

That said there is absolutely no danger in a kid seeing a game designed for adults that suggests there are forces of evil in the real world. If you disagree then I really don't know what to say except look elsewhere. 

Ah!! Its the Devil!

Yes, the concept is that beings that exist on the planes are manifestations of forces whether that be an implaccable natural force or a pervasive idea that drives the minds of people. 

Lets go to the visual aids for DMs. 

Here is the alignment "graph" included in the 1978 Players Handbook but it has been redone and colorized by me:

The color coding comes from E. Gary Gygax's DRAGON MAGAZINE article that appeared issue #73 (MAY 1983) which I've made a color reference for:

I am not reprinting the wheel of the Outer Planes here as everyone can just pop open their Handbooks and look at it but in that same issue Gary had said that he was not satisfied with what was featured in the PLAYERS HANDBOOK regarding the "torus" shape of the Inner Planes. With input from Steve Marsh (creator of many monsters in the MONSTER MANUAL), Gary devised a cube setup and that version, which seems to have been totally forgotten in all D&D post Gygax, so with total neglect in mind, I've completely cleaned it up for easier use (Keep in mind this is unrelated to the "Outer" colors shown above):


Alright, so this cube had a random chart that went like this:

THE INNER PLANES        

Concordant Opposition Ochre    

1 Prime Material Turquoise    

Elemental Planes:
2 Air     Blue    
3 Earth Brown    
4 Fire     Red    
5 Water Green    

Para-Elemental Planes:        
6 Smoke Pearl    
7 Ice   Aquamarine
8 Ooze     Chocolate    
9 Magma Maroon    

Quasi-Elemental Planes:        
10 Lightning Violet    
11 Steam Ivory
12 Radiance Rainbow spectrum
13 Mineral Pink    
14 Vacuum Ebony
15 Salts Tan    
16 Ash Grey (dark)
17 Dust  Dun    

Others:        
18 Positive Material White    
19 Negative Material Black    
20 ¹ Shadow Silver    
20 ¹ (Time)(Colorless)
 -- Ethereal     Purple    

¹— Optional: Either assign 50% chance for each of  d6, treating 6 as a 1, to yield a result of 1 through 5.
   
 

So if you rolled a "20" and the two d6's and got both "shadow" and "time"  don't know what that is but I've always assumed its a Lovecraftian reference (i.e. "THE SHADOW OUT OF TIME") so its the Yog Sothoth dimension for your ass! ;)

Now I need to go over some forgotten shit.  So its not an endless "WHADDUHFUGGIZZIS? I hate da Planes!!! I hate da Planes!!!" reaction every time.

 Istus, the fate goddess, created by E.Gary Gygax for his WORLD OF GREYHAWK setting (a booklet and map for D&D players to play in the official D&D background which later after Gygax was turned into a joke and set about cheesy editors and hacks throughout the late 1980's, 1990's and 2000's), was featured in DRAGON MAGAZINE #69 (JAN 1983) and had a "time elemental". This time elemental was later featured in the MONSTER MANUAL II. 
The Plane of Time, in a D&D book written after Gary Gygax left TSR called MANUAL OF THE PLANES (1987), was reduced to a "demi-plane" (he described as a forming plane but AD&D players already were well aware what a demiplane was from the adventure ISLE OF THE APE as something created from wizardry) which is kind of ridiculous. I'm not saying the author Jeff Grubb was strange but in the preface he mentions that his parents hid garbage all over the house. NO JOKE! 

Keeping all this in mind and that the designers post-Gygax had nothing to lose in dulling down D&D to make their job easier, now that the boss was gone, we've reestablished that the Plane of Time was supposed to be a massive D&D related thing. STURMGESCHUTZ & SORCERY? SIXGUNS AND SORCERY? MUTANTS AND MAGIC? 

Keep this in mind for upcoming installments.

Another factor, of the 1987 MANUAL OF THE PLANES, was the lack of the alternate Partial Planes of Imagination. This concept introduced in the "EX" series of adventure modules was completely ignored in the wake of Gygax's departure from D&D. Here is the reference in EX2 THE LAND BEYOND THE MAGIC MIRROR (1983) by E.Gary Gygax:

As you read the material herein, it will become clear that the premise upon which the scenario is based is somewhat unusual in AD&D™ game terms. It is supposed that somewhere in the infinite multiverse exists the Partial Plane whereon young Alice made strange discoveries after passing through a looking glass. Furthermore, it presumes that this Partial Plane is but one of the endless variations on the original—one in which famous fictional characters are altered to different states entirely. In any case, the scenario offers new vistas in exploration and adventure: here players will greet lovely talking flowers, see and speak with Humpty-Dumpty, interact with the Iaughable Tweedledum and Tweedledee, and have a chance to stroll a beach with the droll Walrus and compassionate Carpenter.

With this in mind there are variations of all things in all forms. The need for a cast iron version is totally unnecessary. A Hyborian Age as a version of Earth's past in various "Prime Material Planes" and "Partial Plane of Imagination versions" where there are infiinite variants that are even crazier. This might truly be the lost promise of D&D right there and its been here all along. Once we got nailed down by that Manual of the Planes stuff everybody just forgot about it. 

Alright, now for the premise of AS ABOVE...SO BELOW. Each article will feature a plane-oriented thing and a reality bound related thing hence the name. This could be a monster, an item or even a spell but mostly monster stats. Notice the trend here? MONSTERS!!!!! ;) 

As a default, the "reality" is going to be my own campaign that I just mentioned called "the World of the Swordlands" that I usually feature here in the blog but its all fantasy universal style with you, the reader, using it for your "world" in mind, etc., etc. (For future articles, I want to detail aspects of the Swordlands but it will be unnecessary.)

Wednesday, May 23, 2018

NOW THAT IS A HORSE OF A DIFFERENT COLOR PART II: THE WOEFARER

WOEFARER

FREQUENCY: Very rare

NO. APPEARING: 1(on low hanging stratus-like cloud islands 12-36;sometimes stampeding/On upper cloud islands 3-12 “broken” in;sometimes grazing)
ARMOR CLASS: 0
MOVE: 24” (30” over ice, See below)
HIT DICE: 18
%IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 

DAMAGE/ATTACK: 2-20/2-20
SPECIAL ATTACKS: Trampling (3-30)
SPECIAL DEFENSE: Nil
MAGIC RESISTANCE: 25%
INTELLIGENCE: Very
ALIGNMENT: Neutral (Chaotic neutral)
SIZE: L (30' long,20' at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE: IX/9650+25/hp

These extremely rare creatures are the storm giant horses of legend. Even storm giants think they are hard to find. To others, they are simply known as woefarers. 


They can move very fast over ice, even very little of it, as if floating. In addition, while they cannot fly, they can leap very far up to one mile. This is how they return to their lofty homes in the largest of clouds (See below).

They have an affinity and temperament for destruction but also they are natural builders and they can increase stronghold construction times (divide by 4) and they have a siege value of 8 per round (wood), nil (earth), 6 per round (soft stone), and 4 per round (hard stone). They will pile up and make strange habitats out of the "nubilous stratum” of clouds islands (See below). They can carry up to 10,000 gp unencumbered and 20,000 gp encumbered. If encumbered they can no longer jump one mile but a distance of half that (1/2 mile;2640 feet).

They speak the language of all horses and horse-like creatures. They speak the tongue common to Northern European-like countries and if broken in (50% chance) they will speak the language of their riders. They will respect heroic veteran horses that have seen many combats but ultimately will not willingly break from their chaotic alignment and run off or kick wildly. There are unlikely, but possible considering the subject, exceptions to this. If the mount of a deity is present (for example, Sleipnir, the horse of Odin/Wotan) then they will be calm. A 20th level cavalier may approach them and speak with them on peaceful terms but only on subjects involving their direct interest.

Riders must be at least over 10 feet tall to "saddle" and use a giant-sized saddle on these beasts. All tack and harness can be acquired custom at 100x the price but a custom human-sized saddle would require an elaborate tack and harness system at least a year to make at a cost of 10,000 gp.       

Description: They appear as massive warhorses of white with dark eyes.

Aether clouds: In the World of the Swordlands, there are strange cloud “islands” that exist in the Upper Aether (Where the atmosphere meets the Ethereal Plane) and are the fabled homes of giants as well as other creatures. It is said that the “ground” is made of a mysterious implaccable but equally soft substance that originates from the Elemental Plane of Air called nubilous stratum by those of the clouds (Note: This subject  I’m going to cover more about in an upcoming feature on elemental dwarves. Keep posted.). Giants make their abodes on the highest peaks of gnarled “mountains” over flat, low-flying and stratus-like plains. In that massive flat expanse is the home of the woefarers who feed on strange wisp-like growths called "scirra grass" (while not magical alone it can be used to concoct flying potions) and find shelter in the valleys below the giant domains.

Note: Also in my campaign, the Swordlands, many of these creatures were enslaved long ago by an evil empire in the clouds that uses them for their raids on the lands below. This kind of woefarer are known as the “Horses of the Night Giants”. This breed is totally corrupt and serve as mounts for evil cloud giants. They appear dark grey (almost black) with bright red mane, tail and foot hair.  They have a blue spark to their black eyes. They speak their alignment tongue of neutral evil, as well as cloud giant and a smattering of the languages of the various evil giants and larger humanoids.

COPYRIGHT 2018 GENE WEIGEL

Wednesday, April 25, 2018

WORLD OF GREYHAWK: GOBLIN KING LOCATION?

"Goblins have a tribal society, the strongest ruling the rest, allowing fealty to the goblin king."

 This quote was by E. Gary Gygax in the 1977 AD&D MONSTER MANUAL. Where this goblin king was nobody got around to it. 

In the late 70's and early 80's the default "D&D world" was WORLD OF GREYHAWK. Using the random encounter charts in cluded in the 1983 World of Greyhawk Boxed Set, I have concluded that its most likely the Pomarj. The boxed set encounter charts override the DMG standard charts and here is percentage chances based on the data in the encounter charts. The DMG has "humanoids" including goblins based on terrain. (NOTE: these are only areas that say "goblins" or "humanoids" on the WOG charts otherwise there may be a standard chance of goblins for all areas even ones not included but the likelihood of the goblin king is unlikely.

LOCATION OF GOBLIN KING BASED ON POPULATION OF GOBLINS IN ENCOUNTERS:

POMARJ 6% chance of goblins + 3% G&X goblins and xvarts) [standard DMG 55%]

Compare:

OTHER SPECIFIC GOBLIN ENCOUNTER POPULATIONS:


Bandits 3% Goblin/2% Goblin & Xvarts [standard DMG 40%]

Bone March 3% Goblin/1% Goblin & Xvarts [standard DMG 55%]

Horned Society 2% Goblin/1% Goblin & Xvarts and 2% General Humanoids [standard DMG 50%]

Iuz 2% Goblin [standard DMG 45%]

Rovers 2% Goblin & Wargs and 3% General Humanoids [standard DMG 45%]

Scarlet Brotherhood 3% Goblins [standard DMG 40%]

GENERAL HUMANOID (GOBLIN ON SUBTABLE) ENCOUNTER POPULATIONS:


NW Baklunish States 2% General Humanoids [standard DMG 45%]

Barbarians 2% General Humanoids [standard DMG 40%]

Blackmoor 3% General Humanoids [standard DMG 55%]

Bissel 2% General Humanoids [standard DMG 55%]

Celene 3% General Humanoids [standard DMG 20%]

Dyvers 2% General Humanoids [standard DMG 55%]

Furyondy 4% General Humanoids [standard DMG 10%]

Gran March 5% General Humanoids [standard DMG 35%]

Great Kingdom 7% General Humanoids [standard DMG 30%]

Greyhawk 1% General Humanoids [standard DMG 60%]

Highfolk 2% General Humanoids [standard DMG 55%]

Keoland 5% General Humanoids [standard DMG 45%]

Ket 3% General Humanoids [standard DMG 55%]

Medegia 5% General Humanoids [standard DMG 35%]

Nomads 5% General Humanoids [standard DMG 55%]

Nyrond 3% General Humanoids [standard DMG 50%]

Pale 2% General Humanoids [standard DMG 55%]

Paynims 2% General Humanoids [standard DMG 75%]

Perrenland 4% General Humanoids [standard DMG 50%]

Provinces 3% General Humanoids [standard DMG 45%]

Ratik 6% General Humanoids [standard DMG 55%]

Sea Princes 4% General Humanoids [standard DMG 55%]

Shield Lands 10% General Humanoids [standard DMG 45%]

Spindrift (Lendor) 5% General Humanoids [standard DMG 35%]

Sterich 6%General Humanoids [standard DMG 45%]

Stone Hold 5% General Humanoids [standard DMG 55%]

Sunndi 7% General Humanoids [standard DMG 40%]

Tenh 7% General Humanoids [standard DMG 55%]

Ulek (Prince) 2% General Humanoids [standard DMG 45%]

Ull 5% General Humanoids [standard DMG 60%]

Urnst County  4% General Humanoids [standard DMG 55%]

Urnst Duchy 3% General Humanoids [standard DMG 55%]

Valley of Mage 3% General Humanoids [standard DMG 65%]

Veluna 5% General Humanoids [standard DMG 40%]

Verbobonc 4% General Humanoids [standard DMG 55%]

Wild Coast 7% General Humanoids [standard DMG 60%]

Yeomanry 5% General Humanoids [standard DMG 45%]

GEOGRAPHICAL GOBLIN ENCOUNTER POPULATIONS 


(There are no specific goblin encounters in any geographical areas.)

Adri Forest 7% General Humanoids [standard DMG 55%]


Bramblewood Forest 7% General Humanoids [standard DMG 70%]

Celadon Forest 2% General Humanoids [standard DMG 25%]

Dim Forest 6% General Humanoids [standard DMG 65%]

Dreadwood 10% General Humanoids [standard DMG 55%]

Fellreev Forest 8% General Humanoids [standard DMG 60%]

Forlorn Forest 5% General Humanoids [standard DMG 75%]

Gamboge Forest 5% General Humanoids [standard DMG 50%]

Gnarley Forest 5% General Humanoids [standard DMG 50%]

Grandwood Forest 5% General Humanoids [standard DMG 50%]

Hornwood Forest 5% General Humanoids [standard DMG 70%]

Hraak Forest 5% General Humanoids [standard DMG 75%]

Loftwood Forest 10% General Humanoids [standard DMG 70%]

Nutherwood Forest 7% General Humanoids [standard DMG 70%]

Oytwood Forest 5% General Humanoids [standard DMG 70%]

Phostwood Forest 7% General Humanoids [standard DMG 70%]

Rieuwood Forst 5% General Humanoids [standard DMG 35%]

Sable Forest 10% General Humanoids [standard DMG 70%]

Spikey Forest 10% General Humanoids [standard DMG 70%]

Suss Forest 6% General Humanoids [standard DMG 45%]

Tangles Forest 10% General Humanoids [standard DMG 65%]

Timberway Forest 10% General Humanoids [standard DMG 70%]

Udgru Forest 7% General Humanoids [standard DMG 70%]

Eastern Vesve Forest 7% General Humanoids [standard DMG 50%]

Western Vesve Forest 5% General Humanoids [standard DMG 40%]

Welkwood Forest 5% General Humanoids [standard DMG 50%]

Barrier Peak Mountains 11% General Humanoids [standard DMG 50%]

Crystalmist Mountains 11% General Humanoids [standard DMG 50%]

Joten Mountains 11% General Humanoids [standard DMG 50%]

Clatspur Mountains 4% General Humanoids [standard DMG 65%]

Yatil Mountains 4% General Humanoids [standard DMG 65%]

Corusk Mountains 5% General Humanoids [standard DMG 60%]

Griff Mountains 5% General Humanoids [standard DMG 60%]

Raker Mountains 5% General Humanoids [standard DMG 60%]

Hellfurnace Mountains 8% General Humanoids [standard DMG 60%]

Lortmil Mountains 4% General Humanoids [standard DMG 25%]

Sulhaut Mountains 5% General Humanoids [standard DMG 40%]

Ullsprue Mountains 8% General Humanoids [standard DMG 60%]

Abbor-Alz Hills 7% General Humanoids [standard DMG 55%]

Blemu Hills 18% General Humanoids [standard DMG 55%]

Bluff Hills 18% General Humanoids [standard DMG 55%]

Cairn Hills 7% General Humanoids [standard DMG 40%]

Drachensgrab Hills 18% General Humanoids [standard DMG 55%]

Gloriole Hills 5% General Humanoids [standard DMG 20%]

Hestmark Highland Hills 5% General Humanoids [standard DMG 20%]

Howling Hills 18% General Humanoids [standard DMG 55%]

Kron Hills 5% General Humanoids [standard DMG 40%]

Sepia Upland Hills 10% General Humanoids [standard DMG 45%]

Spine Ridge Hills 18% General Humanoids [standard DMG 55%]

Tor Hills 18% General Humanoids [standard DMG 55%]

Tusman Hills 10% General Humanoids [standard DMG 45%]

Yecha Hills 10% General Humanoids [standard DMG 45%]

Dry Steppes 5% General Humanoids [standard DMG 65%]

Rift Canyon 10% General Humanoids [standard DMG 60%]

Vast Swamp 5% General Humanoids [standard DMG 60%]

Friday, March 30, 2018

DO-IT-YOURSELF INTERPRETATION OF TOEE RUNES & GLYPHS

In 1985, the adventure module T1-4 THE TEMPLE OF ELEMENTAL EVIL came out and the company that produced it (TSR) was coming apart at the seams. In the wake of its release, the publisher was busy being devoured by lawyers, detectives and traitorous investors. So the production was really mixed (Gygax was not really to blame and co-designer Frank Mentzer was not really to blame either.)

So that said, there is a section that has brought some consternation as to what exactly was being said. Its the doors to the main adventure area the Temple of Elemental Evil's entrance. There were some weird magic runes depicted and they sort of match some runes and glyphs that were included in the 1980 and 1983 World of Greyhawk material by Gary Gygax. I have included both versions side by side 1980 on right and 1983 on left .I also previously included all comparisons some time ago on this blog here

On pages 39-40 it reads next to an image (included below in interpreting chart)

SEALED DOORS
Four pairs of huge bronze doors are
located within the Temple areas. The first
pair is the Grand Entrance (Upper Works
area 1), and will be encountered early in the
adventure. Other doors are within the
dungeon at areas 145, 210, and 352.
Each pair of doors is held fast by huge
iron chains, and all cracks are sealed with
soft iron. Graven upon each portal are magical
runes which glow in a silvery radiance.
These portals are the binding forces
which even now confine the demoness Zuggtmoy
to the dungeon (Level Three). If one
or more pairs of doors are sundered, Zuggtmoy
gains some freedom and additional
powers; see area 353 for detailed notes, as
well as the monster description in Appendix
B. Show diagram 10 to the players whenever
a character approaches within 10 feet
of any pair of these doors. The intruder
must make a saving throw vs. spells, applying
a -2 penalty to the roll, to resist the powerful
permanent antipathy magic
represented by the silvery runes. Failure to
save means that the character cannot
approach within 10 feet of those doors, and
is likewise forever blocked from the other
portals of like dweomer found in the
dungeon. The victim cannot even bear to
look upon the silvery runes.
If the saving throw succeeds, another
must still be made whenever the character

 again comes within 10 feet of the same portals,
or of like portals elsewhere. Any failure
to save produces the effect noted above.
If the doors are successfully approached,
the intruder may try to break them down.
However, this is an impossible task to normal
strength and most magic. Strength of 20 or
more might succeed; check the standard
chance to open a wizard locked door for a
character or creature of appropriate strength
(c. f. girdle of giant strength, DMG page 145):

SEE T1-4 for chart

 

Monday, March 19, 2018

AUTUMN MIST FROLICKING - PART ONE: Greater Dragonnels

We recently had a discussion about the WORLD OF GREYHAWK miniatures ordered by E. Gary Gygac in 1979 for his upcoming WORLD OF GREYHAWK FOLIO on Doomsday Games Forum here: Dragonnettes, Magnus Dragonnels, Aquatic Dragonnels In the set there were several creatures called "dragonnels" as time went on in 1983 they were given statistics in MONSTER MANUAL II however two forms never were treated: the "magnus dragonnel" an the "aquatic dragonnel". Here is my attempt at reconciling what these could do under AD&D standards. 







I don't kno if I should fill out the description without going too far so just refer to MM2 (1983) for details on the regular dragonnels and expand from there:

MAGNUS DRAGONNEL

FREQUENCY Very rare

NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12"/14" (MC:C unmounted;D mounted)
HIT DICE: 11+8
%IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/9-21
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE:Semi-intelligent
ALIGNMENT: Neutral (evil)
SIZE: L (32'+ long)
PSlONlC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEL/X.P. VALUE:
VII/1300+16/hp



AQUATIC DRAGONNEL

FREQUENCY: Very rare

NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: ///18"
HIT DICE: 12
% IN LAIR: 0%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (12' long)
PSlONlC ABILITY: Nil
AttackIDefense Modes: Nil
LEVEL/X.P. VALUE:
VIII/1300+16/hp



Friday, March 9, 2018

TETUTUPHOR: THE ELEMENTAL CASTLE ENVIRONS: CHAPTER ONE: THE OTHER MOATHOUSE

This is dedicated to E. Gary Gygax as a tribute and homage to T1 VILLAGE OF HOMMLET (1979) and T1-4 THE TEMPLE OF ELEMENTAL EVIL (1985) and can be utilized as an expansion to those adventures as it utilizes no repetition and is completely "new".
This colored area map below is going to be used throughout the various chapters some chapters will include two of the numbered areas. The following chapter is in area 1 near swampy area.




 CHAPTER 1 THE OTHER MOATHOUSE






 
UPPER LEVEL
 
 
IN THE WALLS OF THE MOATHOUSE RANDOM ENCOUNTERS
 
1 in 6 chance : 1d10 0-lvl men-at-arms with short swords and spears (AC 5, hp: 5-7, #AT 1, D 1-6, AL: CE)
(1 in 4 if a loud noise is made in addition to the above there will be occupants of nearby areas)
 
OUTSIDE THE WALLS OF THE MOATHOUSE RANDOM ENCOUNTERS (Roll 1d6)
1-3: 2-7 giant newts (see #13., below)
4-5: 10-13 0-lvl men-at-arms with short swords and spears (AC 5, hp: 5-7, #AT 1, D 1-6, AL: CE)
6:Swamp gas fire bursts illuminating a 50 foot area.

1) DRAWBRIDGE TOWERS: These two towers are separate at the top but are interconnected on the 2nd floor.
 
1A) Drawbridge West Tower: Atop this tower are two 0 lvl men-at-arms with longbows (AC 5, hp 5,6, #AT 1, D l-6, AL: CE); 1st level (courtyard level) and a cauldron for burning oil (loaded and ready to light in one round;treat as flaming oil 2d12 direct hit if climbing with d6 dmg next round or if targets directly below on ground assign numbers and roll that person gets direct hit and other get splash damage 1-3).
 
1B) Drawbridge East Tower:Ballista (scorpion) Range: Minimum ¼ “ Maximum 32", D: S-M:2d6,L3d6, ROF: ¼ rds–½ rds, Crew: 2 minimum, 4 maximum (ROF doubled:1 per round) All targets are AC 10 two 0 lvl artillerists carrying(AC 7, hp 4,4, #AT 1, D l-4, AL: CE) they won’t fight man-to-man if they don’t have to. They will aid the Eastern tower by doubling up to increase firing rate if flanked.
 
1st floor East: Bow Armory: a partitioned wooden box contains a number of quivers of different types:
15 belt quivers of standard (bodkin) arrows (24 count each),
10 belt quivers of standard quarrel (square-headed) bolts,
5 belt quivers of standard (bodkin) arrows (24 count each) fixed with oil bombs(1d6 extra damage on impact Save vs death),
5 belt quivers of standard (bodkin) arrows (24 count each) fixed with oil (lights fire on impact Save vs fire),
10 belt quivers of standard quarrel (square-headed) bolts and
5 quivers of slur bolts for slur crossbow (See the character “Ragnax” below in area 15)
 
 1st floor West:10 drums of oil

2nd floor: Barracks of beds 4 beds. Locked chests: if sleeping contains armor and weapons. Chest #1: 6 e.p. 4.s.p Chest #2: 45 c.p. 1 e.p. Chest #3: 3 s.p. 3. e.p. 12 c,p. Chest #4: Nothing. Secret panel has a letter to someone named “Letto” from “Lareth” to “open the gate on the first night of Luna Full in the sky”.
(Alarm: if alarm is active, all men-at-arms carry horns, then all men will be atop towers will be doubled )

3) EASTERN LAKE-FACING TOWER:
Atop this tower are two men-at-arms with longbows and short swords(AC 5, hp 5,7, #AT 1, D l-6, AL: CE)
No 1st floor.
2nd floor: Barracks of 4 beds. Locked chests: if men-at-arms sleeping contains armor and weapons. Locked chests: #1: 35 s.p. 15.s.p Chest #2: 34 e.p. 12 s.p. Chest #3: 5 s.p. 12. e.p. 13 e,p. Chest #4: 5 g.p. 54 s.p. 50 c.p.
(Alarm: if alarm is active, all men-at-arms carry horns, then all men will be atop towers will be doubled )

4) WESTERN LAKE-FACING TOWER:
Atop this tower are two 0 lvl men-at-arms with longbows and short swords (AC 5, hp 4,6, #AT 1, D l-6, AL: CE)
No 1st floor.
2nd floor: Barracks of 4 beds. A crude dark brown-yellow flag hangs over the beds. Written on in dark markings (blood?) says in common:
THE ELEMENTAL
ONE IS GOOD
Locked chests: if men-at-arms sleeping contains armor and weapons. Locked chests: #1: 35 s.p. 15.s.p Chest #2: 55 g.p. 19 s.p. Chest #3: 400 s.p. 16. e.p. 578 c,p. Chest #4: 1 g.p.
(Alarm: if alarm is active, all men-at-arms carry horns, then all men will be atop towers will be doubled )

5) COURTYARD: The courtyard may have men-at-arms drilling during the day (25% chance 7-12 0-level 4-7 hp with spears/chainmail) or unholy men doing foul things during the night (50% chance t least one 1st level cleric w/ mace/chainmail and 3 0-lvl 4-7 hp men-at-arms w/ longsword/chainmail). A pit in the middle of this yard after dropping 30 feet hits a Southbound slide that drops victims into area 8 of the Dungeon to feed the dracolisks.
Markings of a humanoid giant outline in the dirt by the Southern wall otherwise its non-magical, completely unremarkable dirt.
 
5A) BLACKSMITH: An anvil and long chimney protruding out onto the courtyard where during the day the blacksmith, who is not a mere smith but one of the chiefs of this place, hammers away making weapons. There is a secret trapdoor here in the back ceiling that goes up to room 11 the blacksmith's room.
 
5B) STABLE: Under area 17 is a stable containing 21 warhorses: 3 heavy (AC7, HD 3+3, hp 22,20,24, D: 1-8/1-8/1-3, MV:15”), 12 light .(AC7, HD 2, hp: 13,14,12,11,12,14,10,12,13, 11,11,12 D: 1-4/1-4, MV:24”) and 6 medium (AC7, HD 2+2, hp: 13,12,11,13,15,12, D: 1-6/1-6/1-3,MV:18”).There are also 2 non-warhorses of the speedy “Ketoman” breed (treat as wild horses with these adjustments to D and mv; AC7 HD 2, hp 15,14, D: 1-2,,MV: 30”),
 
5C) CHAINED OLIPHANT: Oliphant (AC 2 [leather armored]; MV 15”; HD 10+5 [large size]; hp 65; #AT 4; D 3-12 x 4; SA able to attack as many as four man-sized opponents at once; SD 25% magic resistance).

6) HALLWAY: This hallway is trapped with bells in the floors if the door jamb from the GUARDROOM (9) is not depressed. The bells alert all rooms connected to this hallway (11,13,15,18,20, AND 22)

7) GUARDHOUSE: This area acts as a dining area for the guards as well as for meetings. There are two large tables. At anytime there 10-to 20 man-at-arms here. They are fighters with long swords and plate (AC 5, F1, hp 4, #AT 1, D 1-10, AL: CE) playing cards 50% of the time.There is a deformed man with twisted limbs at hand always who serves the guards. He is a mute but is somewhat intelligible if a means of communicating is established (magic?). In that case, he’ll say he is Khisral, a traveller from the City of Greyhawk headed to Niole Dra, who was captured by brigands who then sold him as a slave to the occupants of the this place. The place that he was sold at was called Nulb at an auction. He has been through many hardships here and was once a hale hearty 1st level fighter. If he is healed he will be functional once again and able to speak clearly. He doesn’t know whats down in the dungeon but knows about the bell and pit traps.

8) HALLWAY:

8A&8B) PIT TRAP: Middle floor Save vs death or drop 20 feet down into a water-filled area under area 8 roughly 30 feet deep with no way out but back up. Falling and splashing into the water alerts the 12 crocodiles sleeping on a shelf under area 24 the feeding area (See area 24 The Escape Route) 12 crocodiles (AC 5; MV 6"//12”; HD 3; hp 18,24,17,21,16,20,16,22,17,17,18,16; #AT 2; D: 2-8/1-12; surprise on a l-3).

9) GUARDROOM: A small table and chairs has two fighters (serjeants) with long swords and plate (AC 5, F1, hp 4, #AT 1, D 1-10, AL: CE) playing cards 50% of the time. Can be surprised easily during this time +3.

10) DUNGEON STAIRWELL: This stairs leads down to dungeon area 1.

11) BLACKSMITH’S ROOM: This locked chamber is the room of Cagoo an 8th lvl fighter AC: 1 (+2 Chainmail,& Shield), hp: 60, D: by weapon +2 long sword. He has many fine non-standard weapons here. 5 nice long swords (50 g.p. each), a fine battle axe (25 g.p.) and 3 exquisite short swords (75 g.p. each). His bunk has a chest near it locked the lip is trapped with a razor’s edge anyone trying to open failing a save vs death takes 1-4 damage. Inside is 800 g.p. there is a trapdoor going to the courtyard level 5A.

12) TOILET: Halfling is at the bottom of 40 foot drop. Frenzer (Lvl 4 fighter, AC: 10 Hp 22 (current 8) was thrown down here naked for sport and has been suffering for over a week. If set free and healed he will join party readily.

13) HOLDING CELL: Bars are on this door and in a one foot window. It has a heavy lock that is open. A window looks out on the courtyard. A crude drawing on the wall next to the window depicts what looks like the courtyard outside with an earthen creature with an evil countenance around 20’ high gobbling up a bound prisoner while another tied to a post awaits the same fate. Under the drawing there is written very small “EVIL ELEMENTAL”.

14) STORAGE: 30 small empty barrels (smells grainy.)

15) VISITOR’S BEDROOM: From the Pomarj, Ragnax, Evil follower of the Elephant King (demon lord). has a +1 elephant-shaped metallic slur crossbow with built in counter weight loader increased (Like heavy crossbow but ROF is1) and 2 quivers one has 24 slur bolts (GP WT: 1; D: S-M: 2-7/L:3-8) and another quiver has 5 more of these but they are +1 slur bolts. He has come to report to his dark masters in the Pomarj if the return of Elemental Evil is advantageous to them to support.

16) VISITOR’S BEDROOM: This room is an average dormitory of a several beds. Presently, the visitors here are from the Chaotic Evil branch of the Scarlet Brotherhood of thieves called “Cousins” these are a sub-branch of clerics called Half-Cousins”. Friar Deelbick goes by the false travelling name “Father Tippo” when he travels and will say to passing strangers that him and his associates are followers of the Sun God “Ryllo of the South”. They are actually followers of a forgotten demonic Suloise deity named Jadisprebo, demon lord of superiority and red dragons . His two acolytes Rethayd and Idypur go by the false names “Father Unguar” and “Father Mahtsen” These characters pretend to be mendicants but are far from it if tested.

Friar Deelbick (AKA Father Tippo) AC 1 (+1 platemail & shield); C7; hp 45; #AT 1; D by weapon +1 mace
He has the following spells available:
FIRST LEVEL: Darkness, detect good
SECOND LEVEL: Resist fire (x2), spiritual hammer
THIRD LEVEL: Bestow curse (x2)
FOURTH LEVEL: Poison
Unholy Symbol (Jadisprebo: red dragon head breathing fire downward.) Backpack: containing iron rations, 54 g.p., 44 s.p., 9 c.p. potion of healing, 2 cleric scrolls (5th level flame strike, raise dead) (6th lvl aerial servant, heal), 50’ rope, water flask.

Friar Rethayd (AKA Father Unguar) AC 2 (platemail & shield); C6; hp 34; #AT 1; D by weapon +1 morning star
He has the following spells available:
FIRST LEVEL: Cause light wounds, darkness, protection from good
SECOND LEVEL: Hold person, continual darkness
THIRD LEVEL: Animate dead(x2)
Unholy Symbol (Jadisprebo: red dragon head breathing fire downward.)
Backpack: Iron rations, jug of water, unholy water vial,

Friar Idypur (AKA Father Mahtsen) AC 2 (platemail & shield); C6; hp 35; #AT 1; D by weapon +1 footman’s flail
He has the following spells available:
FIRST LEVEL: Cause fear, curse, cause light wounds
SECOND LEVEL: Obscure alignment
THIRD LEVEL: Dispel magic (x2)
Unholy Symbol (Jadisprebo: red dragon head breathing fire downward.)


17) BEDROOM OF THE CAPTAIN OF THE GUARD: This is the bedroom of the captain Kakofla 6th lvl fighter AC: 3 (Plate), hp: 42, D: by weapon halberd and short sword. Chest with 345 c.p. 47 e.p. 60 g.p. 2 p.p.

18) BEDROOM OF THE TRUE CLERICS: This is the bedroom of Eva and Gen the evil clerics of General Elemental Evil. Eva is the evil high priestess in residence and Gen is the alternate evil high priest in residence when Eva is abroad. Both are sworn to elemental evil even over all demon lord participants. They have no knowledge of the Elder Elemental Gods however in addition to holding rites to the general principle of Elemental Evil here at the moathouse, they pray to something they call Z’ax-ho’bel-Narna which they refer to as the secret Elemental Force of Evil. (It is unknown to them, at this point, what exactly this is and why its telling them to betray the demon lords Iuz, Lolth and Zuggtmoy but it offers them a power unknown to be immune to all elements and elemental forms. They do not currently have this power yet but it was lent to them temporarily to gain their faith.)

Eva (AC 0 (+2 platemail & shield); C7; hp 36; #AT 1; D 1-6 plus it is a +2 staff which emits elemental fire damage upon striking opponent +1d6.
She has the following spells available:
FIRST LEVEL: Curse, command, cause light wounds (x2), darkness
SECOND LEVEL: hold person (x3), silence 15' r.
THIRD LEVEL: animate dead, dispel magic (x2)
FOURTH LEVEL: cause serious wounds, sticks to snakes

Gen (AC 3 (plate); C5; hp 40; #AT 1; D 1d6+1) armed with a mace +3.
He has the following spells available:
FIRST LEVEL: Cause light wounds (x3), detect good,
detect magic
SECOND LEVEL: Hold person (x3),
THIRD LEVEL: Cause blindness


19 DINING ROOM: This place is quite a lot more elegant than the “guardhouse” there is a darkwood cabinet (worth 300 g.p.) with dinner settings for 20 (each worth 25 g.p.). A large painting overhangs the dinner area with an image of the once grand Temple of Elemental evil as it once was in its full grandeur. A flaming eye watches it from the sky as blood-spattered, ochre-robed men and women whose faces are all obscured march through the gates. Many of them are bearing banners. The red banner of Iuz’ Ouroboros symbol, the purple banner of Zuggtmoy’s patterned, the fungi, black banner of Lolth with white webbing leading to a small yellow octagon (Which as some scholars have opined may be the true shape of the demonweb!) and the swirling patterned blackish green, fecal brown-yellow, and vomit gray-amber field with red serpent-like eyes banner of Juiblex. If one examines this closely in the far distance there are banners of all the great houses of the Flanaess. If one stares at this painting for over 5 minutes they will hear their own internal voice say,”You might not be strong enough for Elemental Evil.”

20) PLANNING ROOM: This has a map of the continent of Flanaess. There are pins on Greyhawk (Free City), Chendl (Kingdom of Furyondy), Mitrik (Archclericy of Veluna), the Town of Highfolk (Free Town), Istivin (Sterich), Tringlee (Duchy of Urnst), Pitchfield (County of Suundi)

21) DRY PANTRY: There are many hung dry sausages (35) and shelves of various cheese wheels (40). This room has a completely wooden interior and is comparatively dry to the other rooms in the castle.

22) ABANDONED BEDROOM OF THE FORMER RULER OF THE MOATHOUSE: This room has a cold feeling in it. It looks like a lady’s apartment with a draped bed but everything is dilapidated and dusty. Most of the once fine cloth of the bed clothes are ruined. They all seemed evil seeming in design and they seem evil worse in their current state. The fancy armoire of black wood with silver limned ornamenture is barren. Anything of value seems to have been taken. If here for more than a round the bed sheets rise and a shape with a protruding bastard sword attacks. It is a vampire of sorts that haunts the room and never leaves. Its only attack is with the bastard sword which it drains levels as a vampire otherwise treat as a vampire (AC 1 ; MV 12"/18"; HD: 8+3; hp 60 #AT 1; D: 5-10; SA drains two energy levels charm at -2 to save, summon rats or bats; SD regenerates 3 hp/round at will, can assume gaseous form or polymorph to bat, immune to poison, charm, sleep, or hold spells, takes half damage from cold or electricity). This is Erachtt, the undead lover of the former ruler of the moathouse Lady Adrygga who was felled in the Battle of Emridy Meadows. If Grachtt is defeated, he is pulled into the sword and the sword becomes an unusual +2 Bastard Sword of Life Stealing with an ego of 15 and an alignment of Chaotic evil.

23) KITCHEN: 3 old women work in here. Verda, Mairhi, and Guudha, all were lonely old widows kidnapped from isolated homes in the nearby hills. There is a huge hearth with a chimney and a well pump in here for fresh water. Various pots and pans , massive stack of firewood, drawers of eating utensils, tubs for washing, utensils, two tinderboxes and various spits for the fire. A massive drain in the floor goes way down below the lake level. If one descends after removing the grate it will take 100 feet of rope. It is a finite pit loaded with grease coated gravel in one corner a grease spattered skeleton. Clutched in his hand is an average-sized but exceptionally cut ruby worth 10,000 g.p.

24) THE ESCAPE ROUTE: This room has a trapdoor leading down to the crocodiles. There is a thin slot in the bars about waist high (feeding?) but no access otherwise. Behind the stairs there is a secret door in the North wall. Inside is a short jetty with a large wheel mechanism on the wall. The mechanism is a well oiled winch that activates an elaborate set of activities. A false ceiling and false Northern wall are opened. The ceiling then lowers a spiked rowboat with what look like 4 elaborate torch sconces in front, back and one on each side. The Northern wall reveals an open tunnel to the lake. The rowboat is 18 feet long/4 feet wide and has a hull value of 4, (if hit with fire attacks) Each sconce contains what looks like a lamp but each has a large bladder of oil with a crank. Depressing this give the lamp a 1/2 segment blast of fire that is useless tactically but it will scare approaching giant newts. There are 3 blasts per sconce before its dry. If the occupants do not row straight ahead to the farthest shore (10 minutes at full speed;20 minutes normal speed) the newts will capsize the boat regardless of any activity

25 HUNTER: A swamp green-colored giant newt prowls this murky swampy ground: Giant Newt: AC 7; MV 9"//12"; HD 6; #AT 1; 1-8;SA surprise on 1-4;(See below)

26 QUICKSAND: Any characters moving through this area will sink waist deep. Any attempt to move will make them sink further if they hold still the rate of sinking lasts one turn if they do any action they sink further(they fight at -4). Up to 3 actions and their covered.



DUNGEON

Every hallway has a one foot wide drainage system with iron grates along the wall. A small demi-human (halfling-sized or less) could fit in their but movement is almost impossible with a movement rate of ½”. There is also a 10% chance per round they will end up catching disease. The dragon’s familiar (a weasel) spies from down here and always staying out of sight.
 
In the halls, there are sconces for torches but no torches in them except for area 2.

1) STAIR LANDING: The stone stairs was a long descent South from area 10 in the North. This area is gloomy and dusty there is a wooden door on the South Wall that is locked. Any attempt at picking the lock will alert the guards on the other side of the door. Drain in floor on Eastern wall (See area 9 for more).

2) GUARDROOM: There are two guards here sitting at a table. They are 4th level lieutenants with halberds and plate (AC 5, F4, hp 28,27, #AT 1, D 1-10, AL: CE).

3) HALLWAY: This long hallway South turns to the East and has 3 traps proceeding in the middle left side and left side again.

4 SHRINE: Evil Shrine to Zuggtmoy the purple limned walls depicts Zuggtmoy leading an army of fungus-covered undead to a great steel-walled citadel with mushroom-capped towers that is billowing out smoky noxious fumes into an immense cavern with malformed lumps with bat wings carrying human victims into it. The fungal undead creatures of Lady Adrygga the long dead high priestess of Zuggtmoy haunt this place and attack any who enter. Some say Zuggtmoy granted Adrygga the ability to create these fungal zombies (See below NEW CLERIC ABILITIES and NEW MONSTERS). 

10 fungal zombies:AC 8; MV: 6” ; HD 3; hp 20,15,17,18,20,17,16,20,19,18 #AT 1 D:1d*,SA:Spores if hit 1d4 +1d4 if victims do not move 30 feet away then continue to be damaged anyway at 1 point per turn unless healed in anyway. If brought to zero hit points victim turns into fungal undead.
 

5) FALSE ARMORY:: This an old armory however there is a major crack in the wall and the only weapons left are those all rusty from the dampness. 17 rusty long swords, 12 rusty spears, and a rusty battleaxe. On the floor in back of the sword rack is a prestine magic broadsword of +3 with a stylized type VI demon on it. It is actually a giant-sized dagger and it is cursed. Any who use the dagger open a mental link to a type VI demon dwelling deep n the Lortmil Mountains (Y4-100) in a place called the Cave of Demon Bats. It will whisper to the holder at night giving them strange misleading clues to lead them closer and closer to it’s location. There is also a rotating wall that leads to a secret armory.(area 6)

6) SECRET ARMORY: In here is a secret cache of magic weapons, a long sword +2 versus elementals.(who also save versus magic or be paralyzed for 1-4 rounds.), a mace versus earth elementals +3, a mace of disruption, and a quiver of 16 +3 arrows versus elementals.

7) STORAGE: There are 12 crates in here. Six 3x3x6 ft crates on each side of the room. Two of them contain flesh golems waiting to surprise flesh golems: AC 9; MV 8”; (HD 7); hp 40; #AT 2; D 2d8; SD +1 or better weapon (Electric adds points according to number of dice), fire/cold spells slow.

8) HALLWAY: An ordinary stone hallway. If the party doesn’t walk South along the Eastern wall then when they 30’ past the doors from area 3 it activates a floor panel with two waiting dracolisks. Dracolisk AC 3; MV 9”15”(MC:E); HD 7+3; hp 51,52; #AT 2; D 1d6/1d6/3d4; SA: Breath weapon (D:4d6, 3” range), gaze weapon. Never surprised. Average intelligence;They speak only crude black dragon.

9) HALLWAY OF TREASURES/SECRET LAIR: It is a plain stone hallway similar to the others. It is littered with the shattered stone remains of dracolisk victims: hands, heads, legs, arms, feet, and torsos.
There are but with 4 wooden doors on the Eastern wall. Each a 20x30 room. Within each room is part of an active illusory trick that a hidden dragon here plays. The dragon’s lair is in area 9E, which is immediately above this dungeon level. The dragon had massive trapdoors made to open the entire ceiling of each room. For example, at any time that the dragon thinks that it is appropriate it replaces the permanent dragon illusion in a room with itself in different combinations. It also has 8 ready to go alternate treasure baits in area 9E above that it will switch out to consternate the party.

9A) A red dragon is gaping at the door. It is an illusion. A treasure is here (See 9E) The ceiling is a massive trapdoor that opens from above.

9B) The same red dragon is gaping at the door. It is an illusion. A treasure is here (See 9E) The ceiling is a massive trapdoor that opens from above.

9C) The same red dragon is gaping at the door. It is an illusion. A treasure is here (See 9E) The ceiling is a massive trapdoor that opens from above.

9D) The same red dragon is gaping at the door. It is an illusion. A treasure is here (See 9E) The ceiling is a massive trapdoor that opens from above.

9E) This is the lair of the red dragon “Gautifel”. He is typical of the talking type but is a non-sleeper and has a cat-like playful but ultimately sadistic streak to his personality. The dragon has a weasel familiar named “Vermy”. He sends this creature through the network of drains that is attached to every room and hallway to tell him how soon company is coming. Vermy usually waits in the drain in area 1. Here has prepared treasures to place in the rooms in addition to his horde that he sleeps on.Average

Red Dragon: AC - 1; MV: 9”/ 24” ; HD 10; hp 50, #AT 3 (+fire breath[current hp]); D: 1d8/ 1d8/ 3d10; SA: Spell use, AL CE, SZ: L 48’) Gauteefel speaks common, red dragon, chaotic evil alignment language, gnoll, bugbear and the trade language of the underworld.
First Level: find familiar (weasel),hold portal
Second Level: forget, stinking cloud
Third Level: clairvoyance

Vermy the weasel: AC 6; MV: 15” ; HD 1/4; hp 2, #AT 1 D: 1

Treasure pile: 42000 g.p., 12000 c.p., longsword +1 (+2 vs magic-using and enchanted creatures), potion of ESP, potion of fire giant control, potion of gaseous Form, potion of heroism, potion of polymorph self, potion of treasure finding,magic-user scroll (dispel magic, infravision, invisibility 10' radius, monster summoning I, protection from normal missiles, slow), protection from petrification scroll, protection from demons scroll (x2), and a wand of magic detection (79 charges).

Treasures for the rooms
1) 3 large sacks of 400 p.p.
2) A gold vase worth 7000 g.p.
3) An idol of a dragonheaded god made of bloodstone worth 25,000.gp
4) A glass case on pedestal with an evil magic ring of faerie
5) 3 large sacks of elephant manure (he usually uses horse manure.)
6) A tin vase with a gold veneer worth a few coppers.
7) An idol of a dragonheaded deity made of dried dragon mucous.
8) A glass case on pedestal with a cursed ring of invisibility (ring of clumsiness)

9F) This is a series of large convoluted shafts, with no place to hold on 95% of the way, that leads to the bottom of the lake. Any attempt to navigate this risks five 50 feet high drops (15d6 damage) that leads to a pool access to the lake botttom which is 100 feet deep and filled with carnivorous giant newts.

10) ANTECHAMBER: This room is locked. The first lock on the Eastern door is normal. The lock on the Western door, if the Eastern door is not locked at the time that the Western door is opened, then the entire 20x20’ floor drops into a 30’ deep well filled with 10’ of water. After one round a grate appears at the 20’ level blocking ascent. After two rounds, the trap door shuts. After 3 rounds, the well fills up to 25’.

11) HALLWAY TO NOWHERE: This roughly 15’ wide corridor is featureless stone. There are a few human corpses rotting here and there with nothing of value on them. It is filled with 6 giant newt zombies (See new monsters and new spells below) AC: 1; MV: 4”//6” ; HD: 7; hp 50,52,49,48,51,54, #AT 1, D:1d8/; SZ: L 25’.

11A) FALSE TREASURE ROOM: This is a false treasure room. There is a small chest at the South wall of this 10x10’ chamber it is filled with 50 average-sized rubies worth 1000 g.p. each. If the chest is raised, lifted and then the walls lower into the floor and reveal area 12.

12) THE REAL TREASURE ROOM: The small antechamber of the false treasure room’s walls give way to this 65’x45’ opulent “treasure room” of gilded walls and six gilded chests (worth 1500 g.p.) none are trapped. They contain: a bronze horn of Valhalla, hammer +1, longsword +1 (+3 vs regenerating creatures), cursed phylactery of "short" years, ring of three wishes (15000 gp), ring of warmth, shield +1, shield +4, wand of illumination (98 charges), wand of negation (90 charges), arrow of direction (17500 gp), battle Axe +1, boots of striding and springing (20000 gp), chain mail +2 (human size), dagger +2 (+3 vs large creatures), plate Mail +2 (human size), 2 x ring of weakness, rod of lordly might (45 charges, and a wand of frost (99 charges).
After touching the treasure, the ghost of Lady Adrygga returns with her faithful clerics of Zuggtmoy.  

Adrygga (Ghost)(AC 0 [or 8 in ethereal]; MV 9”; HD 10; hp 71; #AT 1; D: age 10-40 years; SA sight ages 10 years unless save vs. Spells
is made, magic jar ability in 6” r; SD etherealness unless ghost fails to magic jar initial victim then becomes semi-corporeal.

5 faithful priest servants (shadows): Shadow:AC 7;MV 12”;  HD 3 + 3, hp: 21, 20, 19, 22, 19,#AT 1; D: 2-5; SA hit drains 1 strength for 2-8 turns; SD magic weapon to hit, immune to sleep, charm, hold,cold, 90% invisible except in bright light; 

This completes the Other Moathouse, I hope you and your players found it amusing.


APPENDIX

 
NEW CLERIC ABILIITIES

At 7th level, evil clerics of Zuggtmoy gain the ability to create a special type of undead called "fungal zombie"(See New Monsters Below) when they cast an animate dead spell.




NEW MONSTER


FUNGAL ZOMBIE

FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 8
MOVE: 6"
HIT DICE: 3
%IN LAIR:  Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8

SPECIAL ATTACKS: See below
SPECIAL DEFENSE: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M

PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEL/X.P. VALUE: III/50+3


These are magically animated corpses that are brought to life with an animate dead spell cast by a 7th level or higher cleric of Zuggtmoy. They have a higher hit die (3) but otherwise are like zombies (No effect from spells involving sleep, charm, hold and cold-based. 2-8 damage if hit with holy water vials.) except when struck they emit dangerous spores. These spores will do 1d4 damage per round or until the opponent runs 30 feet away. Once clear the spores will only do 1 damage per turn unless the victim is healed which kills off the spores. If not cured and the victim dies they will rise as one of these creatures with no direction.
Description: They have a brown-grey puffball like smooth but flaky skin that crackles if hit. Their eyes dimly glow red with swirling white globes in them.



GIANT NEWT

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 9"//12"
HIT DICE: 6
%IN LAIR:  Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSE: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (
25' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEL/X.P. VALUE:V/275+6
 
Inhabiting only isolated swamplands, giant newts are not often encountered. However, they are fond of the flesh of sentient beings making them seem evil.
Giant newts attack with needle-like teeth if any bite attack scores a 20 it will try to swallow unless succesfully attacked.by the victim in the mouth. Then it will drop. Its an ambush predator and hides in water or brush surpising on 2 in 6.

 
NEW CLERIC SPELL


Animate Dead Monstrosities (Necromantic)

Level: 6 Components: V, S, M
Range: Touch Casting Time: One day
Duration: Permanent Saving Throw: None
Area of Effect: Special
Explanation/Description: This spell is used to generate forms of skeletons or zombies from non-bipedal animals and monsters of which the products of this spell are very rare and unknown. Most possibilities are redundant nonsense monsters so this is no utility spell. Rather, it is more of a completist exploration in corporeal magic that popularly falls under the category of “necromancy”. However, unlike the lesser spells in that field, the cleric (or scroll) can only generate as many hd worth of creatures as the cleric (or scroll) has over 10th level. The most versatile version of this spell covers a wide category of creatures. From the bizarre (ochre jelly) to the mundane (horses) and most all the leftover creatures fit under this category. They will retain their HD with +1 for skeleton and +2 for zombie. Zombies move at half rate and skeleton move at full rate. Note: Sea creatures made into zombies and “skeletons” will maintain their fins and/or cartilage. Invertebrate (non-endoskeleton) “skeletons” will be composed of either core cartilage (shark) or core tissue along the neural lines (For instance, gelatinous cube’s central spoke going out to cube frame) will appear as a mostly unknown flopping mess. So while possible some results are pointless.
The components for this spell are tissue sample from specimen with powdered black sapphire of average size (value 10,00 g.p.). For a flying creature to maintain it’s flight ability the caster must also drink 5 potions of flying.

Copyright Gene Weigel 2018 except Greyhawk references