Tenchi Muyo as Non-Player Characters in a Dungeons and Dragons Campaign: In the Shrine of Masaki the players meet Katsuhito Masaki, Yosho, and must gain access to the dungeon levels of the shrine to get the Sword Tenchi.
7. Yosho raided all the lands surrounding him, taking much treasure. He was very rich and powerful.
8. Yosho was a both a tyrant and a protector to his people. No one dared to invade his lands, but he was a strict and stern ruler, demanding much tribute from his people. Most of them left for other lands till only serfs were left tilling Yosho’s land.
9. Beneath his castle was found a holy shrine which caused Yosho and his queen to age and die.
10. Yosho hid his sword within the shrine before he died.
11. Clerics came to guard the shrine to keep it safe and unmolested.
12. The clerics returned all the treasures Yosho had taken to the people of the land and raised the serfs of Yosho’s holdings to land owning freemen.
13.
14. The sword Tenchi was taken from Yosho’s sepulcher 400 years ago by Eric the Mighty, who claimed to be Yosho’s descendent. He died in battle the next year. His successor was his lieutenant who then also claimed to be a descendent of Yosho and took the sword. He died 5 years later and the sword was passed on to his successor and was lost in battle.
15. Eric’s lieutenant was not Yosho’s descendent. He hid the real sword beneath Eric’s castle and used a replica to justify his claim as Yosho’s descendent and rightful ruler. The sword still lies beneath Eric’s castle.
16. Once a young man named Noboyuki came to Yosho’s court claiming to be his son. Yosho imprisoned him in his dungeon. Yosho’s three captains of his guard held a secret trial in the tribunal chamber. In exchange for his freedom Noboyuki agreed that if he had any children they would be wed to the children of the captains. The captains helped Noboyuki to escape from the tribunal chamber through a secret passage up and out into the palace garden. He then escaped over the castle wall. Another prisoner was executed in his place.
17. The King, whose great-great-great grandfather defeated the pretender Eric and later destroyed the remnant of his followers, has Yosho’s sword mounted in his hall of judgment. Any person guilty of treason who touches it will die.
18. Yosho was once a prince of the far off Elvin kingdom of Jurai. The sword is an artifact of the royal line of Juria with extraordinary powers. Only one of the royal lineage of Jurai can wield the sword.
19. The sword gave Yosho the power to summon and command the demon-queen Ryoko to do his bidding.
21. Yosho’s had no children, so the sword returned to Hades after he died. If someone sits on Yosho’s throne, pours a flagon of human blood on the floor and recites three times, “For the sword Tenchi I sell my soul.” They will receive the sword from Asmodeus and the demon-queen Ryoko will return to serve them.
22. The demon-queen Ryoko was the actual ruler; she enchanted Yosho who was an Elvin prince from a far kingdom to become her consort. She caused him to conquer lands and gather treasure for her.
23. The shrine is in a cave beneath the castle. It is a white marble pool of pure water that seeps in from another plane. Its depths glow with sunlight reflected from an astral plane of heavenly goodness. As its water leaks into the earth it drives out evil from the land.
24.
25. All trap doors at the tops of castle towers are wizard locked and 300 lbs of stone blocks placed on them.
26. All iron gates are wizard locked, including the prison, false shrine and dungeon cells.
27. The iron grate to the dungeon from the barracks courtyard is wizard locked but left open. If the players enter here the grate will be slammed closed behind them after a few rounds (if Yosho is following them).
28. The door at the top of the stairs on the north side of the central castle (stairs to room 101) is wizard locked and trapped. Opening this door will cause a barrel to roll down the stairs about 20’ before falling off the stairs, additionally a chain attached to the barrel and embedded into a deep channel carved along the stairway wall (concealed by dry mud) will sweep other player off stairs. Fall damage is 1d6 per 10 feet and the stairs are at 45º so distance from the base of the stairs is the same as vertical distance above ground. Save vs. Paralyzation to avoid either effect.
29. The door at the top of the stairs from the garden courtyard 17 to the castle stairwell 13 is also wizard locked and trapped. 6 100lb. barrels are stacked on an incline and lean heavily on the door. They will roll down the stairs doing 3d6 damage to anyone on the stairs or 2d6 damage to persons at the base or sides of the stairway. Persons on the stairs may save vs. Paralyzation for ½ damage by leaping off the stairs. Those at the base may save paralyzation for no damage by leaping out of the way.
30. Magic mouths will imitate bird calls or owls to warn of intruders approaching entry ways to the keep. A second magic mouth on Yosho’s robe will awaken him if the first fails. He also has a magic mouth on his robe to warn him of sneak attacks or attacks when he is sleeping.
31. The passage to room 24 (the stairs from the barracks to the castle) is bricked up.
32. Passage 42 from the dungeons to the castle is also bricked up so closing the grating to the dungeon will trap group members.
33. Entrance from the stairwell 13 to the main floor and the balcony 73 are bricked up.
34. Due to lack of use some neutral creatures of animal intelligence have crept into the dungeon level and the rooms on the upper levels or drifted in as spores:
43. Very nice but standard set of thieves pick and tools no bonuses.
44. These are master key sets to all rooms in the castle except The Shrine and the Royal Apartments and Royal Offices.
45. Black powder is solidified continual darkness. It will coat anything in absolute non-reflecting solid black. It is meant to cover a person’s body and equipment so that they are black to normal, infra and ultra vision allowing persons to completely hide in the dark. It will raise the chance to hide in shadows by 25% even vs. opponents with infravision or ultravision. It contains five applications. Each application lasts 1-4 hours or until washed off. A continual light spell will neutralize it if the powder is within the area of affect when cast.
46.
47. Blue Velvet, Lable: OBLIVIO One dose produces moderate intoxication and forgetfulness of all events that transpire while under the effects (3-6 hours) and (3-6 hours) prior to the consumption. It will erase all memorized spells from the mind of a spell caster.
48. Red Velvet, Lable: BLANDITIUM One dose produces moderate intoxication in which the subject will be open to suggestions (as per the spell suggestion but at -4 to save) from anyone conversing with the drinker.Saving Throws vs. Poison: If successful inform the player that this drink is very strong and ask if they are planning on getting drunk? - if they drink it anyway after making their initial saving throw they are entitled to a save for each of its effects when needed. That is; if the player makes his first saving throw, is informed that the drink is very strong and drinks it anyway, then further saving throws may be given for awakening at a noise or fighting off sleep, remembering events or specific spells, or resisting each suggestion with no negative modifiers.<br />All of these elixirs seem to be nearly pure alcohol and can be mixed with alcoholic drinks to simply to make the drink seem stronger. One thimble full is the correct dose for one person. Extra doses increase the effect proportionally but will make the drugging more obvious. 6 doses or more causes the person to become comatose and to sleep for 7 to 10 hours and then requires a save vs. poison; failure leaves the person alive but permanently sleepy, or with complete amnesia, or with permanent susceptibility to suggestions until an exorcism (vs. demon rum) is performed on them. Each elixir requires at least 1 turn to take effect. Victims do not recognize they have been drugged, it must be discovered by outside observers. These elixirs do not respond to detect magic or detect poison spells nor are they neutralized by protections from various magical effects. Neutralize Poisons and Protections vs. Poisons will work if such protections would neutralize the effect of alcohol in your world.<br />Long ago certain guests might have had their drinks spiked on the king’s orders so that their property could be searched that night, or to allow them to be captured or questioned and not remember the incident, or to neutralize a spell caster, or to coerce them into divulging information or even to fight a duel with another guest.<br />EFFECTS OF ALCOHOL AND DRUGS Dungeon Master’s Guide page 82-83Drinking the Elixar:½ dose1-2 doses3-5 doses or one swigSlightly IntoxicatedModerately IntoxicatedGreatly Intoxicated *Bravery+1+2+4Morale+5%+10%+15%Intelligence-1-3-6Wisdom -1-4-7Dexterity0-2-5Charisma0-1-4Attack Dice0-1-5Hit Points0+1 per level+3 per level* beyond great intoxication persons become comatose and will sleep for 7 to 10 hours.<br />10 & 11 passages to the shrine:<br />These are grand arched hallways fully 20’ wide with pillared arches. The walls and floor are polished stone blocks. In the middle of the hallway is a fence of iron poles 20’ high ending in a sharp blade. In the center of the fence is a locked gate about 3½ ’ wide. Forty feet beyond the gate is another similar fence and gate. A third gate blocks a stone passageway at right angles to the hallway between the two fences. The gates are locked and are of intricate design -25% to pick.<br />If the clerics are running the shrine: <br />The cleric at room 25 will sound his horn if he sees strangers at the gate. This cleric has the keys to the three upper gates. <br />If the alarm has been sounded elsewhere then the 4 clerics at the shrine pool have left to man the defenses. <br />Otherwise 3 of the four clerics (one 1stlevel, one 3rd level, one 4th level) on guard at the shrine will arrive in 3 rounds from below. They will leave the key to the lower gate with the guard who remains at the shrine. They will attack with spells then withdraw for one round and cast bless on themselves (+1, +1, +1, +1 to hit) and engage in melee combat.<br />Each trumpet sound also has a 50% chance of attracting the attention of a 1st level cleric running errands through or cleaning the Grand Hall. He will run at 12” movement, through hallway 06 and down stairs 13 to notify the head cleric and any sleeping clerics below. If he encounters the party he will reverse direction and run out of the castle to awaken help in the barracks. <br />If Yosho is running the shrine: <br />Then the gates are locked and wizard locked and the keys are in his possession:<br />13 Spiral Stairway Up and Down:<br />If the clerics are running the shrine:<br /> Wandering monsters 1 in 6 (a first level cleric running errands or cleaning coming up).<br />If Yosho is running the shrine:<br />The passage to the stairs is bricked up on this level. The brick wall is 10’ deep and is extends up to the top of the passage. A small one brick passage is left open at the top for Yosho to use in gaseous form. In this wall the passage has become the home of a snake. The snake is non-poisonous but will attack and bite if provoked by shining a light into or probing the hole. 3’ long, Hit Points: 3, Damage per Attack: 1 Hit Point, Attack: Hits AC 0 on a roll of 20.<br />14 Spiral Stairway Down to Dungeon:<br />This Passage to the stairwell is blocked by a locked iron gate. <br />16 Gardener’s Shack:<br />This room is built into the stonework of the castle. It contains a cot, a dresser with a pitcher and basin and a wooden closet with old rotting clothes. The room also contains many shovels, hoes, rakes, picks, trimmers, flower pots and a wheelbarrow. <br />The floor of the closet is removable to reveal a secret passage down with a ladder built into the wall. The passage leads to the Tribunal Chamber in the dungeons (room 51). <br />17 and 18 Garden Courtyards:<br />These courtyards were once beautiful with rosy stone flagging, marble benches and trestled roses growing up the walls. <br />17 Courtyard contains stairs leading up to the castle. <br />The door is locked. If Yosho is running the castle then the door is also wizard locked and trapped. . 7 barrels are stacked on an incline and lean heavily on the door. They will roll down the stairs doing 3d6 points of damage to anyone on the stairs or at the base of the stairway. Persons on the stairs may save vs. Paralyzation for ½ damage by leaping off the stairs. Those at the base may save paralyzation for no damage by leaping out of the way. <br />19 The Castle Garden:<br />Hedges of pomegranates and fruit trees line the inner walls. Rosy colored flag stones and white sand form walkways. The walkways meander through long garden plots of various crops. In the center of the garden is a fountain with a huge stone bowl on a pillar. A stream of water shoots straight up from the bowl, falls back and cascades into a tiled stone pond. The fountain is fed by a permanent create water spell. Pipes from the fountain feed the various garden plots and the overflow feeds the pond outside the garden walls which overflows through a pipe outside the castle walls. <br />If Yosho is running the castle the garden is choked with weeds and he will ask the players to clear the weeds, dig up the soil and plant crops (including carrots). The pond is also choked with weeds and needs to be cleaned. <br />20 The Barracks Guard House:<br />21 The Barracks:<br />There are nine iron beds with stuffed mattresses and with a chest at the food of each bed and a rack for armor and weapons on the wall opposite each bed. The 1st level clerics room here and their armor and weapons are stored here.<br />22 The Barracks Courtyard:<br /> A large heavy 6’ x 6’ iron grate stands upright above a hole in the bare stone courtyard. The grate is hinged to the stone floor along the side next to the castle wall. A block and tackle arrangement dangles above the grate. There is no ladder visible and the hole drops down about 8 feet into a dark room.<br />24 The stairway from the barracks to the castle:<br />If Yosho is running the castle then the passage to these stairs is bricked up. <br />25 Entrance to the pit:<br />A locked iron gate bars this entrance. The lock is intricate and -25% to pick.<br />If the clerics are running the shrine:<br />A fourth level cleric always stands guard here, even if the other clerics are summoned to fight elsewhere by the alarm. <br />His spells are: Bless, Command, Cure , Light, Light, Hold Person, Hold Person, Hold Person, Spiritual Hammer.<br />His primary function is to sound the alarm. <br />When help comes he will use hold person spells to hold the party and light spells to blind the party. <br />Before engaging in melee the clerics will withdraw one round and cast bless on themselves which is assumed to be cumulative. <br />If no help is available he will retreat down the stairs and try defending with spells from there. Command, “jump” or “fall” will be used on the person on the stair nearest the edge of the pit. The character will be told he has been hit with a commanded spell to “jump” or to “fall” and his reaction watched. If he believes his character must fall into the pit, so be it, if he argues that he jumps or falls down the stairs, OK.<br />26 The pit:<br />The pit is a vertical shaft fully 40’ across and square. The sides appear to be of flow stone like a natural cavern. In the sides of shaft a 10’ wide staircase has been carved spiraling down the shaft. The staircase is ornately carved with pillars every 10’ along the outer edge which rise and split and come together in arches. Every 40’ the stairway levels into a landing, turns left, and then the stairway continues downward another 40’. <br />26 a) b) c) d) e) The stairway landings:<br />Every landing is glyphed for 24 points of damage. Saving throws may be made for ½ damage. The glyphs are: a) fire, b) shock, c) cold, d) fire, e) shock. <br />26) The Pitt: - The Depths of the Pit:<br />231775112395DarknessSilenceSilenceSpike Stones: 1 attack per 1” movement 1d4 damage per attack. Must hit victims AC . Hits AC 0 @ 20Green SlimeCarved Life-sized Stone Dragon:Dispel Magic@ 12th level Shrine PoolBase 50% chance: +5% per difference in level higher than the spell caster, -2% per level difference below spell caster.radiates fear as per spell: Save or drop items (60% - 5% x Level) and flee for 10 rounds. Fear260’140’20’20’20’20’20’20’120’Locked Iron GateLocked Iron Gate70’20’Castle122526The Pit26The Pit6061abcdeStairway Carved into the sides of the pit<br />Persons falling into the pit.<br />The bottom of the pit is covered by darkness and silence spells. These spells are permanent and cannot be dispelled nor can the darkness be countered by a continual light spell. <br />Just prior to the darkness there is a field of permanent dispel magic that has been set up. This will drain all non permanent spells on persons and items that pass through it such as fly, levitate, spider climb, etc.. Such draining is subject to a saving throw with percentile dice. There is a base 50% chance of it working +5% per level difference of the caster of the dispel magic (12th ) vs. the level of the spell caster. <br />The bottom and of the pit is covered by spike stones as per the spell. And a pool of green slime lies in the depression. <br />-2957564793170A giant spider has set up two webs; the top web just within the darkness, and the lower web within the darkness and the silence. Any person falling into the pit will land on the top web within the darkness. Landing on the web requires 5 saving throws to determine how the person is stuck in the web. <br />Roll (5) 20 sided dice for each player falling into the pit;10 or below indicates that body part is stuck to the web.PlayerRight LegLeft LegRight ArmLeft ArmChest / Back1-5 / 6-10<br /> Each roll of 10 or less indicates that a body part is stuck to the web. (see table)<br />Persons with 18 or 17 strength can break the web in 1 or 2 rounds. If a weapon hand is free the web it can be cut by 6 points damage. <br />After five (5) rounds of struggling the spider will arrive. Vibrations of the web allow the spider to locate and attack with no negative modifiers for darkness .<br />He will attack until he makes a sting on each opponent then retreat until the poison takes effect (1 turn) if the struggling doesn’t stop he will attack again. <br />If reduced to less than ¼ hit points the spider will retreat into a crevasse in the wall of the pit. It may attack again if the player continues to the bottom of the pit and runs from the dragon.<br />The Poison will halve the victim’s movements (as per slow spell) after 2 rounds, then halve them again after 5 rounds. At 10 rounds the victim is completely paralyzed. <br />When all victims are paralyzed the spider will tie up the victims with webbing requiring 1 turn per victim and then begin draining blood at 1-4 health points per round. Up until the point the player is drained to -10 hit points the player is alive and can be saved. A neutralize poison spell will remove the paralysis or it will wear off in 4-8 days of convalescent care (8 – Constitution / 4). <br />Giant Spider: These monsters are web builders. They will construct their sticky traps horizontally or vertically so as to entrap any creature which touches the web. Some will lurk above a path in order to drop upon prey. The web is as tough and clinging as a web spell. Any creature with 18 or greater strength con break free in 1 melee round, a 17 strength requires 2 melee rounds. Webs are quite inflammable. [Webs can be cut through by 4 points damage] The bite of a giant spider is poisonous. A victim must save versus poison or be killed [Change to Paralyzed]. A giant spider will flee from an encounter with a superior foe [say, when reduced to ¼ hit points], typically hiding in some secret spot for safety.<br />ARMOR CLASS: 4 HIT DICE: 4 + 4 MOVE: 3quot;
on web or wall / 12” on wall SIZE: Large 6’ diameter, <br />NO. OF ATTACKS ( 1 ) DAMAGE/ATTACK: 2-8 SPECIAL ATTACKS Web / Poison SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard<br />INTELLIGENCE: Low [Change to Animal] ALIGNMENT Chaotic Evil [Change to Neutral] PSlONlC ABILITY: Nil <br />% IN LAIR: 70% TREASURE TYPE: C [Change to A due to magical traps, all treasure will be found in front of stone dragon, the rest was eaten by green slime]<br />Armor Class 4<br />Hit Points (40) 00000 00000 00000 00000 00000 00000 00000 00000 <br />Hits AC 0 @ 15<br />Paralyzation or Poison ( 13 ) Petrifaction or Polymorph ( 14 ) Rod, Staff or Wand ( 15 ) Breath Weapon ( 16 ) Spell ( 16 ) <br />26 The bottom of the pit:<br />Really, it was better for the player to stay in the top or even bottom web. The giant spider was actually added to save the character from what was, at one time, certain death. As they fall the final 40’ (4d6 damage, save for half, and 3 spike attacks as long swords, 1d8 damage, hits AC0 on a roll of 20) you might roll a dice and say, “let’s see if you land in the green slime” the player may get the idea to stay put.<br />Due to deflection by the web, persons breaking or cutting out of both webs automatically will not fall into the green slime. <br />Direction the Player is facing after landing in the darkness and silence.North WallGreen SlimeWeb123Dragon84765South Wall<br />As soon as the player lands and damage is rolled then determine which direction the player is facing. Remember the darkness and silence spells in this area. If the player wants to move then roll for a hit from spike stones every 10’ of movement (1d4 Damage, Hits AC0 on a 20). Even the walls are spiked for 50’ up, though this makes climbing easy (1/2 chance of falling), climbing every 10’ allows one spike attack.<br />The Dragon: <br />At sight of the dragon a saving throw must be made against a fear spell. Players are told that there is a very large grey-blue dragon looking at them with golden cat-like eyes.<br />The stone dragon is a very lifelike carved replica of Ryoko in dragon form, while only the front is carved she appears to be laying in a cave with her body filling the rest of the cavern . The eyes of the statue are golden opals resembling cat’s eyes. They are enchanted with a permanent fear spell. The arch above the cave is caved with letters; <br />Do not AWaken the Dragon! This Dragon Ravaged all the lands from the rising to the setting sun and all men feared her. She cannot be tamed OR SUBDUED. LEt The land rest from evil.<br />Fear (Illusion/Phantasm) Level: 4 M/U Range: 0 Duration: Special Saving Throw: Neg.<br />Area of Effect: 6” long cone, 3” diameter at the far end and ½ ’ at base Components: V, S, M Casting Time: 4 segments<br />Explanation/Description: When a fear spell is cast, the magic-user sends forth an invisible ray which causes creatures within its area of effect to turn away from the spell caster and flee in panic. Affected creatures are likely to drop whatever they are holding when struck by the spell; the base chance of this is 60% at 1st level (or at 1 hit die), and each level (or hit die) above this reduces the probability by 5%, 1.e. at 10th level there is only a 15% chance, and at 13th level 0% chance. <br />Creatures affected by fear flee at their fastest rate for the number of melee rounds equal to the level of experience of the spell caster (12). The panic takes effect on the melee round following the spell casting, but dropping of items in hand will take place immediately. Of course, creatures which make their saving throws versus the spell are not affected. The material component of this spell is either the heart of a hen or a white feather. <br />Of course fleeing away from the dragon means running full speed heedlessly back into the silent darkness and the spike stones and the green slime probably until the player is a shish kabob dripping with green slime. As a kindness the giant spider has once more included a web to catch them. They all run back this way you know.<br />The floor of the cavern in front of the dragon will have the treasure for the spiders (Changed to Treasure Type A) Yosho also dumped about 10,000 gp. worth of silver, gold, platinum and a few gems down here to attract treasure locating and finding spells. Some of this may have been lost or more was added when other adventures fell into the pit so make the die rolls. With the castle devoid of gold, silver and precious jewels, this is the only treasure. It functions as a trap and misdirection to those seeking Ryoko. <br />PitIron grate in ceiling 500lb, locked8’ drop from CourtyardThen throw down 60° x 15’ ramp to dungeonDungeon CellsTorture ChamberStorage Rooms Converted to ApartmentsConverted to Small Chappell Meetings and CeremoniesPit Below Castle EntryGlyphs of Warding 24pts damage save ½a) fire, b) shocking, c) cold, d) fire, e) Shocking Stairs DownDisposal ChuteStairs upConverted to Small Chappell Stairs upSWardenTribunal Chamber26abc2531323334353637383940414242434445bcdefg46a49a4748505149bIf Yosho is caretaker then brick up the passage from the dungeon to castle stairs.Key a: Dungeon CellsKey a: Dungeon CellsKey b: Dungeon AccessKey c: Dungeon AccessDoors may be barred from castle side.Key d: Warden’s OfficeKey f:Level -1:Dungeon Level<br />If the clerics are running the keep then these room are clean and the storage rooms converted into well kept apartments and private shrines. No wandering monsters. Though clerics do sleep and pray here.<br />If Yosho is running the keep then this area is unkempt and a few neutral monsters of animal intelligence have crept in or drifted in as spores. If the party enters by the iron grate from 22 then Yosho will shut the grate behind them and lock it.<br />Wandering Monsters in dungeon level. 1 in 6 chance of encounter roll for each room (except 48) and each turn.<br />RollResultNumberSituation1Huge Spider1This dwarf-sized (3’) spider hides itself then leaps 30’ or rushes in at 18” movement to surprise on a roll of 1-5 on a d6. Attack: 1d6 + paralyzing poison @ +1 to save.AC 6HD 2+2HP 152Giant Ants1-20These 2’ long ants will slowly approach at 4” movement waiving their antennae. If contact is made they will bite. If attacked all ants swarm the attacker at 18” move. Bite 1-6 damage. During combat a phoneme is released which will attract warrior ants; 1 in 6 chance per round (HD 3, HP 20, Bite 2-8, Sting 1-4 + poison for 2-8 damage.)AC 3HD 2HP 103Giant Centipedes11’ long will drop from ceiling or rush out of furnishings at 18” move to bite. Save vs. poison @ +4 or take 1-6 damage.AC 9HD ¼ Hp 24Giant Rats1-6Rats will run away unless surprised or if their exit is blocked. Then they will charge @ 12” movement. Bite for 1-3 damage + 5% chance of disease.AC 7HD ½ HP 45Yellow Mold1 colonyThese tiny delicate golden mushrooms will cover one room furnishing. Any exposed flesh touching this mold will take 1-8 damage. Violent contact is 50% likely to cause it to release a 10’ x 10’ x 10’ cloud of spores.AC 9HD --6Ochre Jelly(2)(modified)(2) Only one of these creatures exists in the keep and only on the storage/apartment side of the dungeon level otherwise ignore this role.1This giant amoeba creature looks like a 10’ diameter sunny side up poached egg. It has a translucent white fluid surrounding a central 3’ diameter reddish-brown yolk. It oozes at 3” movement along the floor. Its touch causes 3-12 damage due to enzymes. It can reach 6-8 feet up with the yolk staying on the floor and can dissolve wood at ½” per round. Only attacks on the yolk (nucleus) do damage all others do no damage. (note: the yolk is 5-8 feet from the outer edge so to attack the yolk with melee weapons under 6’ requires you to stand in the cytoplasm.) Lightning divides this creature in two.AC 8HD 6HP 407Grey Ooze(1)(modified)(1) Only one of these creatures exists in the keep and only in the dungeons otherwise ignore this role.1This creature looks like a 10’ x 10’ patch of dark brown syrup slowly oozing at 1” movement along the floor. It can climb walls or even ooze along the ceiling. It will ooze toward any living creatures and away from fire, cold, and electricity. Weapon strikes do not affect it. If it makes contact it with a creature it will grab hold (roll to hit and then for 2-8 damage if successful). Held opponents are engulfed the next round, unless they make their open doors roll to break away. It may engulf multiple opponents if all are within 5’. Thereafter it consumes engulfed opponents at 2-16 points of damage per round. Fire does ½ damage, electricity does ¼ damage but cold does full damage and causes it to be slowed (as per slow spell). Damage from cold is only temporary. If killed by cold it is merely frozen until thawed. Consuming 10# of flesh increases its hit points by one.AC 8HD 3+3HP 308Giant Tick1This 6” long nasty looking bug drops on its prey from the ceiling with a 1-4 chance in 6 of surprise. It will then try to attach itself to its victim. A successful hit does 1point of damage and the tick attaches and begins to drain 1 points of blood per round until it drains blood equal to its own hit points. Each bite from a giant tick has a 5% chance of transferring a fatal disease which shows up in 2-8 days.AC 3HD 1HP 4<br />1 Pint (16oz.) of flaming oil splashed on a creature will burn for 1-3 segments, causing 1hit point of damage per segment. A direct hit with 1 pint of flaming oil causes 2-12 hit points of damage the first round, and 1-6 additional hit points of damage the second round, but then burns out. <br />31 & 32 Stairwells:<br />These stairwells provide access to the dungeon level.<br />33-39: Storerooms converted to clerical apartments:<br />Each apartment contains a bed with a chest at its foot, a table and a chair with a candle or a lamp and a wooden rack for clothes and armor. In the south-east corner is a prayer rug spread out before small wooden altar with a bowl on it and a holy symbol hanging on the wall.<br />Room 39: Beneath the chest at the foot of the bed, is an iron box 12” x 6” x 6”deep containing 4 carefully wrapped potions of extra healing. The potions have faded old labels which will require a turn to decipher, but the labels merely state that these were given as a gift by the clerics of another sect to their brothers who guard the cavern pool to help heal the injuries done by the blasphemers who desecrated their shine in the year 1602.<br />40 & 41 private shrines:<br />The walls are covered with a polished yellow-white plaster seeming to be frozen in syrupy drips and flows making it look like a cavern wall. The floor is tiled with polished with marble. Against the north (far) wall is a carved white marble altar draped with a tapestry fringed with golden tassels. A white alabaster basin embossed with gold leaf lies on top of the altar. The floor under and around the altar is deep black, so that it seems that the altar floats over a pit. A holy golden holy symbol hangs on the wall over the altar and basin. If the room is dark and if it is daylight or bright moonlight outside a shaft of dim sunlight or moonlight may be seen shining on the altar. (The light is from a rod of glass-steel from the ceiling of the room to the outside wall of the keep at ground level.)<br />The tapestry if examined will show four holy men with holy symbols and halo’s standing at four corners of a rectangular pool which seems to be in a cave. Beneath the pool’s bottom are a king and a queen lying in open caskets and encircled by a dragon who is also sleeping or dead. <br />Room 41: The altar has a secret panel on the side toward the back wall. Within the altar are 6 ivory scroll cases marked with ornate calligraphy and gold leaf naming the type of scroll within; (2) Scrolls of Cure Disease (2) Scrolls of Neutralize Poison and (1) Scroll of Cure Critical Wounds and (1) Scroll of Raise Dead. Yosho or the Head Cleric will know where these scrolls are (although Yosho can’t use them himself) if needed.<br />42: Council chamber:<br />This circular room has four great wooden tables with 6 chairs along one side of each set facing each other leaving an open square area at the center. The Tables do not touch and allow passage to the center of the square. At the very center is a small table. <br />43 Passage outside the Warden’s Office:<br />Bars and a cell door partition off the wardens office (44) on the north side and on the south side guard racks containing cross bows, clubs and pole arm weapons, chains and manacles, slave collars attached to poles, branding irons, and various flails and whips. A hand cart about 3’ wide, 6’ long and 3’ high also sits in this area. <br />44 The Wardens office:<br />A desk with a chair in front and behind, A rectangular crate sitting on one end about 4’ high. A bed with a chest at its foot sits in an area half partitioned off from the rest of the room. <br />The back side of the desk contains two drawers stacked full of yellowed papers (details of various past prisoners, orders given by the king concerning these prisoners, certificates of death, orders for release, copies of signed confessions), a shelf compartmented into 8 numbered cubby holes each containing a scroll tube (with parchments containing details and instructions for current prisoners). One of Noboyuki’s signed contracts with the captains, specifically with Warden Minami promising one of his sons or daughters or his descendant’s sons or daughters be given in marriage to the wardens daughter or son or descendent upon future demand. <br />The crate opens on one side and contains a bottle of liquor (spoiled) and four glasses. The bed and chest contain rotted cloth.<br />45 Passage in front of dungeon cells:<br />46 Dungeon Cells a – g: [The Clerics will place the group in 46d (men) & 46e (women)]<br />Locked iron gates for doors, walls contain iron rings for attaching chains. <br />47 Prisoner Preparation Area: [The Clerics will place the group’s items here as a show of good faith]<br />This area contains an anvil and a stone fire pit with bellows. Chains and manacles were attached to prisoners here.<br />A steep ramp with another iron gate at the top leads up to the dungeon entry under the barracks. This ramp is 60° and is hard to climb.<br />48 Dungeon Entry from Barracks:<br />This room is blank except for a large (5’ x 5’) iron grate is in the ceiling 8’ above. Castle walls and sky are visible through the grate. The grate is hinged on the side closest the castle (north) and a block and tackle arrangement is used to raise and lower the grate which weighs 500lbs. The grate additionally can be locked <br />New prisoners not deemed worthy of appearing before Yosho were thrown in here through the grate above. Then down the ramp to room 47 to be chained and branded, then placed in a cell. <br />49 Torture Chamber: <br />Neither Yosho or the clerics currently use this room.<br />Iron rings are fastened to walls every few feet around this circular room. There is a fire Pit in the center of the room . There is a rack for stretching prisoners and a chair with straps and clamps and screw type vices. In the far wall (north) there is an opening at waist level about 3’ x 3’ which slopes sharply down at about 75° and seems to go about 20’ down ending in blackness. (This chute leads to the pit beneath the castle entryway. Green slime at the bottom of this pit disposes of bodies nicely.)<br />50 Entry way to the Tribunal Chamber:<br />While passage 52 to the dungeons from the stairway is dark and the wall rough cut stone, this corridor is still plastered and lit.<br />51 Tribunal Chamber:<br />At the near side (east) is a heavy wooden podium with iron rings set into both sides behind which a prisoner could stand.<br />At the far end is a slightly raised (3’) stone dais with stairs leading up to it and supporting a large solid wooden desk behind which are three massive wooden chairs. Around the walls of the room at the 8’ level is carved a massive relief at least 3’ in deep into the walls and 6’ in height reaching the ceiling. The relief is so deep it forms shelf or ledge. The relief depicts three judges sitting on the bench with chained prisoners