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
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Friday, March 30, 2018
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
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 )
(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 )
(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.
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
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
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
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
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