tag:blogger.com,1999:blog-54527408407844501042024-03-04T20:45:02.877-08:00The Castellan's CornerMaps, Rules, Ideas, etc.Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.comBlogger22125tag:blogger.com,1999:blog-5452740840784450104.post-53565758574576899192018-05-19T09:51:00.002-07:002018-05-19T09:51:53.382-07:00CHAINMAIL! Viking Assault on Norman Seawatch Fort, Part II<br />
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<span style="font-size: 12pt; line-height: 17.12px;">A few weekends ago I had the pleasure of recreating this classic CHAINMAIL scenario, originally written by Gary Gygax!<o:p></o:p></span></div>
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<span style="font-size: 12pt; line-height: 17.12px;">I had the opportunity to play this scenario on the <a href="https://www.facebook.com/Legends-of-Wargaming-318247445238217/">Legends of Wargaming</a> sand table at GaryCon VI, thanks to Paul Stormberg and Kevin Maurice and special guest Judge Terry Kuntz.<span style="mso-spacerun: yes;"> </span>I really enjoyed it and gained a new appreciation for the CHAINMAIL Man-to-man rules as a result.</span></div>
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<span style="color: white; font-size: 12pt; line-height: 17.12px;">When I started building my own sand table and wargaming room I was always mentally aiming to make this happen, and quite a few years later, it finally did.<o:p></o:p></span></div>
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<span style="color: white; font-size: 12pt; line-height: 17.12px;">In the <a href="http://thecastellanscorner.blogspot.com/2018/05/chainmail-viking-assault-on-norman.html">first post of this series</a>, I showed how I set up the table and put together the opposing armies. In this post I will cover the scenario rules, army set up and initial moves.</span></div>
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<span style="color: white; font-size: 12pt; line-height: 17.12px;">Scenario Rules</span></h2>
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<span style="color: white;">I used the same base rules as the original scenario created by Gary Gygax, Chainmail, rules for medieval miniatures by Gary Gygax and Jeff Perren, finally <a href="https://www.drivethrurpg.com/product/17010/Chainmail-Rules-for-Medieval-Miniatures-0e?it=1&">legally available</a> for less than a months' rent! This scenario uses the Man-to-man or Siege rules located towards the back of the book.</span></div>
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<span style="color: white;">These rules are pretty old and fairly difficult for the non-wargamer. Most of my players for this game were not life-long wargamers and none had played the Man-to-man rules before. I created the following documents to give them the basics of the game and some trimmed down tables for terrain and combat that applied to the units present in the scenario.</span></div>
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<a href="https://drive.google.com/open?id=1wSuY-QZt_z8FsehHQ8VM54jQIlXkoHgo25kB2QXSzxY">Viking Player</a></div>
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<a href="https://drive.google.com/open?id=1lLOD8Z4bvZUJs02aVdRo3n1M49Pmnv5E1Mt0AHnM1sI">Norman Player</a></div>
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<a href="https://drive.google.com/open?id=1ownVSnobrfPQc4Oc3dA535eYzQkNt-v-l4RqKO-5gVQ">Judge</a></div>
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<span style="color: white;">I made some minor changes to the rules as well. For army set up, I allowed the commanders of each longship to pick their landing spot, anywhere on the beach areas around the headland, but not up the estuary. The Normans could be anywhere in the fort but their were some units allowed to start deployed hidden in the woods on the fort side of the river. Also, there were some advantages to positioning troops in the stone tower.</span></div>
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<span style="color: white;">Another change from the original scenario is that I had the Viking crews deploy their troops in thirds, over 3 turns, within 5" of their ship prow. I compensated by pushing back the arrival of Norman reinforcements by a few turns.</span></div>
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<span style="color: white;">Initial Moves</span></h2>
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<span style="color: white;">The initial moves were fairly straight-forward. The viking band led by Olaf Firehair charged for the palisade immediately. So hastily, in fact, that they left a few ladders sitting on the ship. A mistake that would prove costly later.</span></div>
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<span style="color: white;">The second crew, led by Snorre Iron-Hat, tried to be a little more sly and work their way around the headland to the fort gate. The Norman defenders took advantage of this caution by peppering Snorre and his men with several turns of bow-fire.</span></div>
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<span style="color: white;">Olaf and his reavers reached the wall first and attempted a simultaneous escalade and axe attack on the wooden palisade. </span><span style="color: black;"> </span></div>
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<span style="color: white;">The yellow band on the model indicates he is climbing, and at the top of the ladder this turn. Those bands are really great for miniature wargaming. I found them because my daughters were into making these bracelets out of them. They were all the rage a few years ago and you can buy a plastic box of about 12 different color bands for really cheap.</span></div>
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<span style="color: white;">Snorre Iron-Hat and his men eventually made it up the estuary and began their assault on the main gate.</span></div>
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<span style="color: white;">Middle Rounds</span></h2>
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<span style="color: white;">The battle was finally well and truly joined!</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjz6s_a54RLDpip33KwNqH6SPjfC3v9WKjRuh_j6cc5KCO_Uzrmr-MjOGopa3m1fNZG_ppGx-MnIef2b-HAOAYIkvYruDACkP-eo5BgONcXZE7FYJ0bxT0QqmVrj8ihM__oMX0LtVB3vTTH/s1600/IMG_4095.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjz6s_a54RLDpip33KwNqH6SPjfC3v9WKjRuh_j6cc5KCO_Uzrmr-MjOGopa3m1fNZG_ppGx-MnIef2b-HAOAYIkvYruDACkP-eo5BgONcXZE7FYJ0bxT0QqmVrj8ihM__oMX0LtVB3vTTH/s400/IMG_4095.JPG" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheJSAHnZOvlRT6DR-Zo-aq1A9_dFnwjK3c5lwyWkchYA58p71mhipgOOF_6HkTPXbe4RPKVU5re40lS8l0BNRtm5-drPo1Mxh4BlGbWfURX8SjhEIEtMWT0H2YPBjvJDtjoK21x0YCiM9k/s1600/IMG_4116.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheJSAHnZOvlRT6DR-Zo-aq1A9_dFnwjK3c5lwyWkchYA58p71mhipgOOF_6HkTPXbe4RPKVU5re40lS8l0BNRtm5-drPo1Mxh4BlGbWfURX8SjhEIEtMWT0H2YPBjvJDtjoK21x0YCiM9k/s400/IMG_4116.JPG" width="400" /></a></div>
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<span style="color: white;">Unfortunately for the Vikings, the cheers from the Norman tower let them know all was not well...</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihywc_pz2KllUYbPpwdaSjuQT1foI2B5PQ69FGrXZFoY0w-RWmDEIKHXcOM3JVxCDzwbsBSa0nLPomvBL6Nyp050H6wPAcTzHCkoWoNCrdZEE-0JFi-hMjfcHPLfdWIcdMpWDhL0RkXu3H/s1600/IMG_4104.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihywc_pz2KllUYbPpwdaSjuQT1foI2B5PQ69FGrXZFoY0w-RWmDEIKHXcOM3JVxCDzwbsBSa0nLPomvBL6Nyp050H6wPAcTzHCkoWoNCrdZEE-0JFi-hMjfcHPLfdWIcdMpWDhL0RkXu3H/s400/IMG_4104.JPG" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMFcfrUgRj3-2eiZo8HS6LQ-YpdYMlHOTvmiH2neVGxUK6Zlebc5PUui-mjt46tR2twmh81Pxnwnz4SVds2hrbUXwqTjkhZvu1PN0BObleEXXIQIwKj9MwMtEE2N0MFlhGGlf55fnfRQbN/s1600/IMG_4102.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMFcfrUgRj3-2eiZo8HS6LQ-YpdYMlHOTvmiH2neVGxUK6Zlebc5PUui-mjt46tR2twmh81Pxnwnz4SVds2hrbUXwqTjkhZvu1PN0BObleEXXIQIwKj9MwMtEE2N0MFlhGGlf55fnfRQbN/s400/IMG_4102.JPG" width="400" /></a></div>
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<span style="color: white;">The vanguard of Sir Hugh's cavalry had arrived!</span></div>
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<span style="color: white;">Next post, I will cover the conclusion of the battle as well as some lessons learned from the whole affair, and how I may change things up for the next time.</span></div>
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Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com1tag:blogger.com,1999:blog-5452740840784450104.post-52579116148702013152018-05-18T15:45:00.001-07:002018-05-18T15:45:44.662-07:00CHAINMAIL! Viking Assault on Norman Seawatch Fort<br />
<h2>
<span style="font-size: 12.0pt; line-height: 107%;">After-Action Report<span style="mso-tab-count: 1;"> </span></span></h2>
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<span style="font-size: 12.0pt; line-height: 107%;">A few
weekends ago I had the pleasure of recreating this classic CHAINMAIL scenario,
originally written by Gary Gygax!<o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><br /></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;">I had the
opportunity to play this scenario on the <a href="https://www.facebook.com/Legends-of-Wargaming-318247445238217/">Legends of Wargaming</a> sand table at
GaryCon VI, thanks to Paul Stormberg and Kevin Maurice and special guest Judge
Terry Kuntz.<span style="mso-spacerun: yes;"> </span>I really enjoyed it and
gained a new appreciation for the CHAINMAIL Man-to-man rules as a result.<o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><br /></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><br /></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;">When I
started building my own sand table and wargaming room I was always mentally
aiming to make this happen, and quite a few years later, it finally did.<o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><br /></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;">In the next
few blog posts I am going to discuss:<o:p></o:p></span></div>
<div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -.25in;">
</div>
<ul>
<li><span style="font-size: 7pt; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> </span><span style="font-size: 12pt; text-indent: -0.25in;">The preparation for the game</span></li>
<li><span style="font-size: 7pt; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> </span><span style="font-size: 12pt; line-height: 107%; text-indent: -0.25in;">Army set-up and initial moves, and
finally</span></li>
<li><span style="font-size: 7pt; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> </span><span style="font-size: 12pt; line-height: 107%; text-indent: -0.25in;">The main conflict and lessons learned</span></li>
</ul>
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<span style="font-size: 12.0pt; line-height: 107%;">Needless to
say it was incredibly fun and everyone involved thoroughly enjoyed the
scenario, even the two 10-year-olds who more or less gave up on the battle and
just played with my other miniatures!<o:p></o:p></span></div>
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<h2>
The Models</h2>
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<span style="font-size: 12.0pt; line-height: 107%;">Firstly, it
took me quite a while to assemble all of the necessary miniatures for the
game.<span style="mso-spacerun: yes;"> </span>In total there were 60 Vikings and
49 Norman figures to collect.<span style="mso-spacerun: yes;"> </span>I was able
to find a few sets of painted figures as lots on eBay.<span style="mso-spacerun: yes;"> </span>Most of these had to be, at the least, (re)based
and flocked.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;">The miniatures were assembled from several companies and are mostly metal, although some of the Normans are from the Conquest plastics line.</span></div>
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<span style="font-size: 12.0pt; line-height: 107%;">The Norman Defenders</span></h3>
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<span style="font-size: 12.0pt; line-height: 107%;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNsow8EvHjfghAiNzEXeSUtCJtmiJUgLEjNiJSSgd81RmdCosvGTIqkgsV7TVwcHIusUFDliKbjQY8s-c73GWQ2aNH_iiwMgeTmkPX7Ww84LPmobifuATx9JYS9imspWDoTJrFo3SEF03H/s1600/IMG_4063.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNsow8EvHjfghAiNzEXeSUtCJtmiJUgLEjNiJSSgd81RmdCosvGTIqkgsV7TVwcHIusUFDliKbjQY8s-c73GWQ2aNH_iiwMgeTmkPX7Ww84LPmobifuATx9JYS9imspWDoTJrFo3SEF03H/s400/IMG_4063.JPG" width="400" /></a></span></div>
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<h3>
The Viking Assaulters</h3>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRZI4etdw3XM6ARLQDvizjBiHvQkRrpglArFKxy_zLVln-CQZKFmUKvuMrHkMGFt6TdQZSw3ysZpVVgzk79Hu8T2qwV_pW33UmqTmZMzx1ntA-HXZR4Pi_tRgYi1pPNe2eWFqXaf66E2tU/s1600/IMG_4062.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRZI4etdw3XM6ARLQDvizjBiHvQkRrpglArFKxy_zLVln-CQZKFmUKvuMrHkMGFt6TdQZSw3ysZpVVgzk79Hu8T2qwV_pW33UmqTmZMzx1ntA-HXZR4Pi_tRgYi1pPNe2eWFqXaf66E2tU/s400/IMG_4062.JPG" width="400" /></a></div>
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<span style="font-size: 12.0pt; line-height: 107%;">The Norman cavalry are all mine from flash trimming to sealing and I’m quite proud of how they turned out!</span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl4Sac-70X3ZbGFkvgHrtVm8LF18Isx4fsgDbqu_8vfLkx-5KEI5_vEPUS38idrDBraEYqOcZMxnsPWYFtRbmLCH0wFcFzWCQir5N0ZnVSIsPkDPu_Qjpmw0PJUdWGLDRkPwjVv___SDHW/s1600/IMG_4007.JPG" imageanchor="1"></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2D0owXRwFz7Xvs5GfJR5iqJ7fK0kIbTqF0Lm_KbGUTOIBmzGa4ay8knfP6G8mauG2nGIy9hlVbFkK0fxDew6G45a6A7LJzAnpG_YZzDM0t8IFt-gLs_n4o4-B0J6qO8_VnNMxMcSt0vBo/s1600/IMG_4039.JPG" imageanchor="1"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2D0owXRwFz7Xvs5GfJR5iqJ7fK0kIbTqF0Lm_KbGUTOIBmzGa4ay8knfP6G8mauG2nGIy9hlVbFkK0fxDew6G45a6A7LJzAnpG_YZzDM0t8IFt-gLs_n4o4-B0J6qO8_VnNMxMcSt0vBo/s200/IMG_4039.JPG" width="200" /></a><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl4Sac-70X3ZbGFkvgHrtVm8LF18Isx4fsgDbqu_8vfLkx-5KEI5_vEPUS38idrDBraEYqOcZMxnsPWYFtRbmLCH0wFcFzWCQir5N0ZnVSIsPkDPu_Qjpmw0PJUdWGLDRkPwjVv___SDHW/s200/IMG_4007.JPG" width="200" /></span></div>
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The Table</h2>
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<span style="font-size: 12.0pt; line-height: 107%;">The table
set up was pretty straight-forward. The focal point of the map is the Norman
fort, set atop a small hill on a headland between the English Channel and an
unnamed small river estuary.<span style="mso-spacerun: yes;"> </span>In the
original scenario it was just a simple wooden walled fort with a single gate.<span style="mso-spacerun: yes;"> </span>In my imagining, the Normans made use of an
existing old Roman stone watchtower and added some dark age palisades to fill
out the hilltop.<o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizdZ65HYqRA9nLjHIddGSbyJftMQYkO4alBQx-66iBL9Pr-3-a-vFceaqoSYx8xM81Vb-rUBtMkQBbGRluNgQlglifC7ougzueOxF_shLdqWJgHIPZyv8nwvUbHWOzeh8odNwXya6VB39W/s1600/IMG_4028.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizdZ65HYqRA9nLjHIddGSbyJftMQYkO4alBQx-66iBL9Pr-3-a-vFceaqoSYx8xM81Vb-rUBtMkQBbGRluNgQlglifC7ougzueOxF_shLdqWJgHIPZyv8nwvUbHWOzeh8odNwXya6VB39W/s400/IMG_4028.JPG" width="400" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivbA6VWA4cFql9m8I30_ax70sucVjLrRq6DOrB1dZBOGOhYbo4m-FW-UzodH_oL0kI1Vfr71fJtvairWBW5hJtaIbK0SXiCc2yp1bp_OarfNsk9vhRi3_1wZflNBUp6p0Y79VKoxSKx4TM/s1600/IMG_4022.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivbA6VWA4cFql9m8I30_ax70sucVjLrRq6DOrB1dZBOGOhYbo4m-FW-UzodH_oL0kI1Vfr71fJtvairWBW5hJtaIbK0SXiCc2yp1bp_OarfNsk9vhRi3_1wZflNBUp6p0Y79VKoxSKx4TM/s400/IMG_4022.JPG" width="400" /></a></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><br /></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;">To
accomplish this I had to wet the sand on the entire table to sculpt the right
contours.<span style="mso-spacerun: yes;"> </span>I stole the idea from
somewhere on the interwebs to paint the top of my table blue so that all that
is necessary to create water is to move the sand out of the way, and that is
exactly what I did for the ocean and river on this board.<o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;">I set up the
fort temporarily to get the dimensions just right, but then removed all but the
stone tower, which I had to party bury to get the scale right, so that I could
‘seal’ the sand.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><span style="mso-spacerun: yes;"><br /></span></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;">I picked up
this trick over at <a href="http://theminiaturespage.com/boards/msg.mv?id=282176">TMP – The Miniatures Page</a> (a fantastic resource for all
sorts of miniature wargaming).<span style="mso-spacerun: yes;"> </span>This
involves mixing a solution of PVE (Elmer’s style) glue with water (warm water
works best) in a spray bottle.<span style="mso-spacerun: yes;"> </span>A 50/50
mixture works best but sometimes will gunk up the spray bottle so I usually go
with something less, closer to 3:1.<span style="mso-spacerun: yes;"> </span>I add
in a bit of Evergreen paint to give a subtle grass effect to the sand as
well.<span style="mso-spacerun: yes;"> </span>Once the water dries out on the
sand it creates a ‘crust’ that will stand up to all but the most brutal finger
stabbing or digging of mini bases.<o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiufewGQYxd9f_Zp13vfzsMyKQaF48G_bpooxJflR6HmHyFUTm0PYEbzR6VPWsdDgv3hNzXN0cKTKxnOSSUXIIXcSGs_6q691DQjRl3NdUxuo3P3wEub_tdNaXOS1SdIUU7VXGDAa4uVev2/s1600/IMG_4029.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiufewGQYxd9f_Zp13vfzsMyKQaF48G_bpooxJflR6HmHyFUTm0PYEbzR6VPWsdDgv3hNzXN0cKTKxnOSSUXIIXcSGs_6q691DQjRl3NdUxuo3P3wEub_tdNaXOS1SdIUU7VXGDAa4uVev2/s400/IMG_4029.JPG" width="400" /></a></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><br /></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;">I let that
dry for about a day and then put the finishing touches on.<span style="mso-spacerun: yes;"> </span>The road is of a dark brown craft sand and a
simple ‘stencil’ made from cardboard to keep the edges crisp.<span style="mso-spacerun: yes;"> </span>The woods were not a part of the original
scenario but I thought they added a nice visual touch and gave me an idea to
add into the scenario as well, which didn’t end up playing much of a factor at
all.<o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvPj2YIoKZFV3h2un-AbJfBYzHppHpT4agW5A1cl0-10HgxUAe5vSTbwEublTgqslun4fVjCY7e_WKCmtR3ERzSaDTULVedCX5ifsr6EbjPTl8KVn6cnVh9pLIncykZhSwwVpxabsVByiN/s1600/IMG_4032.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvPj2YIoKZFV3h2un-AbJfBYzHppHpT4agW5A1cl0-10HgxUAe5vSTbwEublTgqslun4fVjCY7e_WKCmtR3ERzSaDTULVedCX5ifsr6EbjPTl8KVn6cnVh9pLIncykZhSwwVpxabsVByiN/s400/IMG_4032.JPG" width="400" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA2Pgnfw4aCcaCvBXNXcu2tycxVEAebJmTk-PLC2ATEB8ndBHfc3-N8GSUvRM0NBIPrLv_JJPEbs188YfWtuaucEE-4fCUIglXNkm2eEEhUXTvYxJA_0PJfPsGwJZ3fnm_a5zhx-pmF1WN/s1600/IMG_4051.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgA2Pgnfw4aCcaCvBXNXcu2tycxVEAebJmTk-PLC2ATEB8ndBHfc3-N8GSUvRM0NBIPrLv_JJPEbs188YfWtuaucEE-4fCUIglXNkm2eEEhUXTvYxJA_0PJfPsGwJZ3fnm_a5zhx-pmF1WN/s400/IMG_4051.JPG" width="400" /></a></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><br /></span></div>
<div class="MsoNormal">
<span style="font-size: 12.0pt; line-height: 107%;">Some loose
green flock thrown liberally around the table completed the effect of the grass
areas.<span style="mso-spacerun: yes;"> </span>I then went back and used dry,
un-sprayed sand swept up with a large brush to create the beach areas, which
don’t show up particularly well in photos but were quite good-looking in real
life.<o:p></o:p></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><br /></span></div>
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<span style="font-size: 12.0pt; line-height: 107%;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVpwbsuX64nN29JdcM9Z4bmQpyru7oUQHXLyi0yiVXd8tZ2w2fG378yVuAL6X8q-S4-V81l0W3ydH2N6KoBck6i507MMH0ztBPz7s3oBs61UiRkKUpDTuJeMDpbKA363ZcNCC_nB5f8YOS/s1600/IMG_4050.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVpwbsuX64nN29JdcM9Z4bmQpyru7oUQHXLyi0yiVXd8tZ2w2fG378yVuAL6X8q-S4-V81l0W3ydH2N6KoBck6i507MMH0ztBPz7s3oBs61UiRkKUpDTuJeMDpbKA363ZcNCC_nB5f8YOS/s400/IMG_4050.JPG" width="400" /></a></span></div>
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<br /></div>
<h3>
The Final Result</h3>
<div>
<br /></div>
<div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnQV0M8Cy7fJhGV9hkPJbxwwfYkiOnD45Z-vzI_pyyGGU4fI90nxfIdw1ZP2ITLq_BP4sXSUdoE-eu72-Q6LvpBCPMqWuF1vvO20bxQsXC7I2-eiYSKzNLV_04zqinHArFyGI9jekQDqx4/s1600/IMG_4060.JPG" imageanchor="1"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnQV0M8Cy7fJhGV9hkPJbxwwfYkiOnD45Z-vzI_pyyGGU4fI90nxfIdw1ZP2ITLq_BP4sXSUdoE-eu72-Q6LvpBCPMqWuF1vvO20bxQsXC7I2-eiYSKzNLV_04zqinHArFyGI9jekQDqx4/s400/IMG_4060.JPG" width="400" /></a></div>
<div>
<br /></div>
<div>
The fabulous resin longships are from <a href="http://adrianswalls.co.uk/epages/0208e13d-a967-46c1-ba72-2df35cc0f9a6.sf/en_GB/?ObjectPath=/Shops/0208e13d-a967-46c1-ba72-2df35cc0f9a6/Categories/historical/%2228mm%20Dark%20Age%22/%2228mm%20Ships%20DA%22">Adrian's Walls.</a> Palisade walls by <a href="http://wargamesterrainworkshop.co.uk/">Wargames Terrain Workshop</a>. Stone tower from <a href="https://www.bluemoonmanufacturing.com/index.php?cat_id=28">Blue Moon Manufacturing</a>.</div>
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<div class="separator" style="clear: both; text-align: center;">
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In the next post I will cover the army set up and initial moves.</div>
Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-6035890781640931142017-05-14T05:18:00.000-07:002017-05-14T05:18:59.616-07:00Carousing in The KeepHere is a custom carousing table I am using for my on-again/off-again Open Table campaign based in The Borderlands of module B2. <br />
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The standard exchange is 1 XP for 1 GP spent carousing. We have found this exchange a good balance to the intermittent nature of the game and the high lethality of B/X.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfe94DTosGIcLRJHxqthzU4R0bmOly3BwdJDkBFTy8sFYTAk_GQiq8pdRcaZOGHzyndCKu1bXNEz09pGiCdSjK6lEroWGpTwyo4JDBwhiAAPmTgD82Xi_vvu87S7SIhaD-NFrT_yzElfNt/s1600/KeepCarouse.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfe94DTosGIcLRJHxqthzU4R0bmOly3BwdJDkBFTy8sFYTAk_GQiq8pdRcaZOGHzyndCKu1bXNEz09pGiCdSjK6lEroWGpTwyo4JDBwhiAAPmTgD82Xi_vvu87S7SIhaD-NFrT_yzElfNt/s1600/KeepCarouse.png" /></a></div>
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Several of these results tie in with the Reputation Rules we use to add some verisimilitude to the standard B/X reaction tables.<br />
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<a href="http://thecastellanscorner.blogspot.com/2015/12/bx-reputation-house-rules.html">B/X Reputation Rules</a><br />
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Here is a link to the <a href="https://drive.google.com/file/d/0BzCsaVQuN4V2cUo5S3FvZkdkYjA/view?usp=sharing">PDF</a> for printing and sharing.Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-82616506055354181712015-12-15T11:10:00.000-08:002015-12-15T11:10:02.080-08:00OSR, The Next GenerationThis Holiday, I gave my 7-year-old daughter a copy of the Moldvay/Cook B/X rules. She has created her first character, an Elf named Fierce, and we are preparing to embark on her first adventure with a real Dungeons and Dragons rules set. Previously I have introduced her to <a href="http://www.rpgnow.com/product/95872/rpgKids-Game-Bundle-BUNDLE">RPGKids</a> (which is a great introduction to roleplaying) and <a href="https://plus.google.com/communities/104034466935607712769">Pocket RPG</a> (a lite RPG rules set being developed by <a class="g-profile" href="https://plus.google.com/110882684571328644653" target="_blank">+Brandon Goeringer</a> ).<br />
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As we progress into a system that uses the full 6-polyhedral set of dice, I wanted a way to make it easy for her to keep track of which die is which. I'm sure someone has done something like this before but it was fun to make my own from clip art found on the web. This <a href="https://drive.google.com/file/d/0BzCsaVQuN4V2OHZUVlEzUXJzSnc/view?usp=sharing">Word Document</a> can be printed and cut into strips for each new player at the table. My Father said he would like to play with us, and I suspect he will need this play aid more than my daughter!<br />
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<span id="goog_1242990285"></span><span id="goog_1242990286"></span><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUUkichSEk9DvV35k3RueUSzqAw5-nq5BYsnwdRRANER1AqKa_YsSUhAb3G7zCS6gxv50fV2mnhqvMIGr3UywNWPNjOvub6jV_G98SENFGeUKg9SqlLiSk_rpIFMC9yu4P71PXQ98a3fkA/s1600/DiceTemplate.png" imageanchor="1"><img border="0" height="68" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUUkichSEk9DvV35k3RueUSzqAw5-nq5BYsnwdRRANER1AqKa_YsSUhAb3G7zCS6gxv50fV2mnhqvMIGr3UywNWPNjOvub6jV_G98SENFGeUKg9SqlLiSk_rpIFMC9yu4P71PXQ98a3fkA/s320/DiceTemplate.png" width="320" /></a>Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-86123220727409217912015-12-02T10:16:00.001-08:002015-12-02T10:16:19.681-08:00B/X Reputation House RulesI've been running my B2 sandbox on-and-off for over a year now. Some players (not many!) have survived for a while and done some deeds that should influence their experience when interacting with residents of the Outer Bailey and even some of the elites within the Inner Bailey. We also started using carousing rules, and many of the results suggest shifts in opinion of the character that I want to reflect and give hard meaning. <br />
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It is an open table game where some time can pass between sessions and there are about 17 or so active player characters, not to mention those that now inhabit the small cemetery behind the Chapel! It is hard to keep track of events, even with good notes.<br />
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I'm considering putting this simple reputation system in place to give the players a sense of where they stand in the community and to help me create a sense of a dynamic community out on The Borderlands.<br />
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<div class="MsoNormal">
<b><span style="font-family: Souvenir; font-size: 14.0pt; line-height: 115%;">B/X Reputation
House Rules<o:p></o:p></span></b></div>
<div class="MsoNormal">
<b><span style="font-family: Souvenir; font-size: 14.0pt; line-height: 115%;"><br /></span></b></div>
<div class="MsoNormal">
<b><span style="font-family: Souvenir; font-size: 12.0pt; line-height: 115%;">Reputation Score<o:p></o:p></span></b></div>
<div class="MsoNormal">
<b><span style="font-family: Souvenir; font-size: 12.0pt; line-height: 115%;"><br /></span></b></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;">Reputation is measured
from -4 to +4. Often a reputation score
is limited to a specific town, village, city quarter or even faction within
those geographies. Typical attitudes
toward the specific reputation score are:<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><br /></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><b>-4:</b> Reviled.
This character is barely tolerated.
In a settlement he is a known criminal, dissenter or perhaps even a
member of a hated religion, race or faction.
It is difficult to get respectable merchants to service the character
and he is one misstep from being thrown out of town or organization. Everyone knows this character, unfortunately
for everyone...<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><b>-3: </b> Disliked.
Most people do not like to associate with this character. Perhaps he has a cloud of some past misdeed
hanging over his head or has had one too many aspersions cast at him. The power structure keeps their eyes on this
character and he is likely to be questioned when anything untoward happens. Most people in the settlement or organization
know the bad reputation of this person.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><b>-2:</b> Mistrusted.
No one is overjoyed to have this characters shadow grace their
doorstep. He just doesn't fit it and
people let it be known that they would prefer he go away.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><b>-1:</b> Tolerated.
NPCs are wary of this character but don't go out of their way to hinder
him. Perhaps he is an outsider or a
member of a disfavored profession...like adventuring! This is the usual default starting point for
strangers and PCs in most places.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><b>0: </b> Neutral.
Just that. The default for
characters who are from that settlement or a lower rank or initiate into the
faction.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><b>1:</b> Favorable.
Most people have a good opinion of this character. He could be a local from a good family or a
stranger who has proven his character and ability to be of service to the
community. <o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><b>2:</b> Liked.
This character's name has come up a few times at most dinner tables. He has done regular service for the community
or brought success to an organization.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><b>3: </b> Well-liked.
Few have anything bad to say about this character, and even if they do,
there is certainly more good to relate.
This character may hold a respected position or have done many great
services to the community or organization.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><b>4:</b> Paragon.
This character is held up as an example of what to be in this particular
settlement or organization. All of the
population knows who this character is and can recite his many deeds.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><br /></span></div>
<div class="MsoNormal">
<b><span style="font-family: Souvenir; font-size: 12.0pt; line-height: 115%;">Reputation
Mechanic<o:p></o:p></span></b></div>
<div class="MsoNormal">
<b><span style="font-family: Souvenir; font-size: 12.0pt; line-height: 115%;"><br /></span></b></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;">Reputation scores affect
the normal 2d6 reaction roll on most interactions within the settlement or
organization they are applied to. The
Charisma modifier applies as well, meaning that a charismatic character may still
do well with NPCs, even though he is not well liked!<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><br /></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;">Typically a 2 is always a
failure, even if the character's Reputation plus Charisma modifier would
indicate success. Nobody gets what they
want all the time! Conversely a 12 is
usually a success unless the request is completely absurd. Even a blind squirrel finds a nut on occasion!<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><br /></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;">The DM may apply a
specific Target Number (TN) to particular actions that are not listed on the
core reaction table based on difficulty.
Some examples are below.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: Souvenir;"><br /></span></div>
<div class="MsoNormal">
<b><span style="font-family: Souvenir; font-size: 12.0pt; line-height: 115%;">Typical Target
Numbers<o:p></o:p></span></b></div>
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<table border="1" cellpadding="0" cellspacing="0" class="MsoTableGrid" style="border-collapse: collapse; border: none; mso-border-alt: solid windowtext .5pt; mso-padding-alt: 0in 5.4pt 0in 5.4pt; mso-yfti-tbllook: 1184;">
<tbody>
<tr>
<td style="border: solid windowtext 1.0pt; mso-border-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 207.9pt;" valign="top" width="277">
<div align="center" class="MsoNormal" style="margin-bottom: 0.0001pt; text-align: center;">
<b><span style="font-family: Souvenir;">Action<o:p></o:p></span></b></div>
</td>
<td style="border-left: none; border: solid windowtext 1.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 49.5pt;" valign="top" width="66">
<div align="center" class="MsoNormal" style="margin-bottom: 0.0001pt; text-align: center;">
<b><span style="font-family: Souvenir;">TN<o:p></o:p></span></b></div>
</td>
<td style="border-left: none; border: solid windowtext 1.0pt; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 221.4pt;" valign="top" width="295">
<div align="center" class="MsoNormal" style="margin-bottom: 0.0001pt; text-align: center;">
<b><span style="font-family: Souvenir;">Failure<o:p></o:p></span></b></div>
</td>
</tr>
<tr>
<td style="border-top: none; border: solid windowtext 1.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 207.9pt;" valign="top" width="277">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: Souvenir;">Normal business with a merchant<o:p></o:p></span></div>
</td>
<td style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 49.5pt;" valign="top" width="66">
<div align="center" class="MsoNormal" style="margin-bottom: 0.0001pt; text-align: center;">
<span style="font-family: Souvenir;">4<o:p></o:p></span></div>
</td>
<td style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 221.4pt;" valign="top" width="295">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: Souvenir;">Prices will be higher, services
may be refused.<o:p></o:p></span></div>
</td>
</tr>
<tr>
<td style="border-top: none; border: solid windowtext 1.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 207.9pt;" valign="top" width="277">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: Souvenir;">Get an authority figure to do
something they are supposed to do anyway<o:p></o:p></span></div>
</td>
<td style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 49.5pt;" valign="top" width="66">
<div align="center" class="MsoNormal" style="margin-bottom: 0.0001pt; text-align: center;">
<span style="font-family: Souvenir;">6<o:p></o:p></span></div>
</td>
<td style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 221.4pt;" valign="top" width="295">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: Souvenir;">They procrastinate or find a way
to refuse.<o:p></o:p></span></div>
</td>
</tr>
<tr>
<td style="border-top: none; border: solid windowtext 1.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 207.9pt;" valign="top" width="277">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: Souvenir;">Convince someone to do something
of small risk to themselves<o:p></o:p></span></div>
</td>
<td style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 49.5pt;" valign="top" width="66">
<div align="center" class="MsoNormal" style="margin-bottom: 0.0001pt; text-align: center;">
<span style="font-family: Souvenir;">8<o:p></o:p></span></div>
</td>
<td style="border-bottom: solid windowtext 1.0pt; border-left: none; border-right: solid windowtext 1.0pt; border-top: none; mso-border-alt: solid windowtext .5pt; mso-border-left-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 221.4pt;" valign="top" width="295">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: Souvenir;">They refuse. Critical failure may result in no help of
any kind.<o:p></o:p></span></div>
</td>
</tr>
<tr>
<td style="border-top: none; border: solid windowtext 1.0pt; mso-border-alt: solid windowtext .5pt; mso-border-top-alt: solid windowtext .5pt; padding: 0in 5.4pt 0in 5.4pt; width: 207.9pt;" valign="top" width="277">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: Souvenir;">Recruit a hireling<o:p></o:p></span></div>
</td>
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<span style="font-family: Souvenir;">9<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">No service. Critical failure may make it harder to
recruit any hireling.<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">Get a free drink from a Tavern Keeper<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">10<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">You don't get the free drink. Critical failure may mean being asked to
leave the tavern.<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">Gain access to the Inner Bailey<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">10<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">Doors remain closed.<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">Convince the Castellan to lend you
troops<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">12<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">No troops for you. Critical failure may result in reputation
loss.<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">Win a promotion within a faction<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">13<o:p></o:p></span></div>
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<span style="font-family: Souvenir;">No promotion.<o:p></o:p></span></div>
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</tbody></table>
Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-67569906572325761132015-11-09T06:01:00.002-08:002016-12-02T08:57:05.240-08:00B/X Open Table House RulesI have been running a B/X Open Table game set in The Borderlands for about a year now. These limited house rules have developed over time. Some to address some mechanical imbalances I see in the ruleset and to facilitate the 2.5 hour time slot we usually run in. Others have been rulings based on player questions that I remembered to write down!<br />
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<b><span style="font-family: "century gothic" , sans-serif; font-size: 16pt;"><span style="color: white;">B/X House Rules<o:p></o:p></span></span></b></div>
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<b><span style="font-family: "century gothic" , sans-serif; font-size: 14pt;"><span style="color: white;">General<o:p></o:p></span></span></b></div>
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<span style="color: white;"><b><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">Zero Hit Points</span></b><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><br />
When a character reaches zero hit points or below he is out of the combat.
After combat the player may roll a Save vs. Death. If successful the character
is clinging to life, but grievously wounded. He will stay unconscious without
magical healing or one full day of bed rest. When the character is revived the
player must roll on the permanent injury table.</span><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt;"><o:p></o:p></span></span></div>
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<b>Sundered Shields<o:p></o:p></b></span></span></div>
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">A character wielding a shield may sacrifice the shield to negate
any one attack against the character or an ally adjacent to the character. The
shield is ruined afterwards. If the shield is magical, the attack may be blocked at the cost of one of the magical bonuses of the shield for the remainder of the session. If all of the magical bonuses are used up and the shield is used to block yet another attack it is irrevocably ruined, otherwise the magical bonuses will return at the beginning of the next game session.</span></span></div>
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<b>Reach Weapons<o:p></o:p></b></span></span></div>
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">The following weapons have reach and can attack enemies 10'
away; lance, pole arm, staff, spear. A pole arm cannot be used to attack
enemies that are only 5' away, however.</span><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt;"><o:p></o:p></span></span></div>
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<b><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><span style="color: white;">Carousing for XP<o:p></o:p></span></span></b></div>
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">Player characters can spend treasure in town to gain XP.
Typically 1 XP for each GP spent. The DM has a table you must roll on that can
modify that for good or ill, however.</span><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt;"><o:p></o:p></span></span></div>
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<b>Hirelings<o:p></o:p></b></span></span></div>
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<span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><span style="color: white;">Payment rates are negotiated separately at the time of hiring. Hirelings
may have one PC employer only. That PCs
Charisma determines Loyalty.<o:p></o:p></span></span></div>
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">0-level Torchbearers become Men-at-Arms after surviving 2
sessions.</span><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt;"><o:p></o:p></span></span></div>
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<span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><span style="color: white;">0-level human Men-at-Arms become 1st level characters after surviving
3 sessions (usually Fighter). <o:p></o:p></span></span></div>
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">Demi-human Men-at-Arms become 1st level characters after surviving
4 sessions.</span><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt;"><o:p></o:p></span></span><br />
<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><br /></span></span>
<span style="font-family: "century gothic" , sans-serif;"><span style="color: white; font-size: 13.3333px;">Hirelings that gain a class level in service to one PC are henceforth considered a Henchman of that PC. In the event of PC death, the Henchman may become a PC and inherit the possessions of the deceased at a 10% tax penalty.</span></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"><span style="color: white;">After each session the Hirelings
loyalty must be tested to see if they will stay with their employer, leave, or
ask to renegotiate for higher pay.<o:p></o:p></span></span></div>
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<span style="color: white;"><b><span style="font-family: "century gothic" , sans-serif; font-size: 14pt;">Changes and Clarification to Class Abilities</span></b><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><br /><br />
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<span style="color: white;"><b><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">All</span></b><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><br />
Maximum Hit Points for all classes at first level.</span><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt;"><o:p></o:p></span></span><br />
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><b>Magic-User and Elf Spell Acquisition</b></span></span><br />
<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">Magic-Users and Elves may add spells to their spellbooks from scrolls or other spell books. Once added the spell disappears from the original source. Adding a spell to a character's spellbook may only be done during downtime in a safe location. A spell may only be added to one spellbook. <i>Read Magic</i> is not necessary.</span></span><br />
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><b>Cleric</b><br />
Wisdom modifies the number of First Level spells a Cleric can memorize per day.
13-15 +1, 16-17 +2, 18 +3.</span><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt;"><o:p></o:p></span></span><br />
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<span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><span style="color: white;">Fighters may 'Cleave' after any attack in which they kill their
target. The Cleave is one extra attack at a living enemy that must be within
melee reach of the fighter at the time.<o:p></o:p></span></span><br />
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">
Thieves add +2 to their current experience level when consulting the Thief
Abilities chart.</span><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt;"><o:p></o:p></span></span></div>
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;">Thieves also add their Dexterity score to all Thief Abilities.</span><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt;"><o:p></o:p></span></span><br />
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<span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><span style="color: white;"><b>Magic-User</b><br />
Intelligence modifies the number of First Level spells a M-U can memorize per
day. 13-15 +1, 16-17 +2, 18 +3. A M-U may pick their <i>one</i> starting spell, or let the DM roll randomly. If they let the DM roll randomly the character will start play with <i>three</i> first level spells.</span></span><br />
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<span style="color: white;"><span style="font-family: "century gothic" , sans-serif; font-size: 10pt;"><b>Dwarf, Elf, Halfling</b><br />
No changes. Elves start with <i>one</i> spell of their choice or <i>two</i> spells rolled randomly by the DM. They may memorize extra First Level spells as a M-U.</span></span></div>
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Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-88273889395838786722015-10-23T12:39:00.000-07:002015-10-23T12:39:13.846-07:00Castle Gargantua Review<div class="MsoNormal">
<a class="g-profile" href="https://plus.google.com/112165539145264798697" target="_blank">+Kabuki Kaiser</a> has hit it out of the park again with the
latest release of <a href="http://www.drivethrurpg.com/product/149190/Castle-Gargantua">Castle Gargantua</a>.
Castle Gargantua builds on some of the mechanical ideas of procedurally
generated adventuring that were featured in <a href="http://www.drivethrurpg.com/product/109821/Ruins-of-the-Undercity">Ruins of the Undercity</a> and <a href="http://www.drivethrurpg.com/product/129506/Mad-Monks-of-Kwantoom">The MadMonks of Kwantoom</a>.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9uZk8Py55jn31qHsPN4hXu0PJAJyTue2wy0h907bueVfe3PTJXebPyxQ4NhaCqaa9tITijLKuS7_jk2q9SrAcGNm4E0pjBuBS5-1_9Gliz6sMMElkiYL029KcK9W11nhPk_vxMGWC0Zbb/s1600/149190.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9uZk8Py55jn31qHsPN4hXu0PJAJyTue2wy0h907bueVfe3PTJXebPyxQ4NhaCqaa9tITijLKuS7_jk2q9SrAcGNm4E0pjBuBS5-1_9Gliz6sMMElkiYL029KcK9W11nhPk_vxMGWC0Zbb/s320/149190.jpg" width="226" /></a></div>
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The book is written for <a href="http://www.goblinoidgames.com/labyrinthlord.html">Labyrinth Lord</a> or <a href="http://www.lotfp.com/RPG/">Lamentations ofthe Flame Princess</a> rules but is generic enough that it could be used as is, or
easily converted, to any OSR rules system.
I personally think this would make a terrific <a href="http://www.goodman-games.com/dungeoncrawlclassics.html">Dungeon Crawl Classics</a>
setting as well.</div>
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Where Castle Gargantua departs from the previous works is that this
time the sourcebook is intended to be used by a standard group of players with
a GM. Of course, as the author contends you could run this with a solo group with little in the way of conversion. All of the tools are presented to
organically develop an adventure that has the ability to surprise both players
and Judge alike!</div>
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<br /></div>
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The setting for these mechanics is the eponymous Castle
Gargantua, a giant magical castle of unknown origins that changes for each
group that dares venture through its corridors and chambers. There are some general themes that tie the
whole structure together, including guardians, beginning entry points and the
sometimes giant structure of the place.
For instance, instead of the standard 10' square, a grid square is
assumed to be 60', creating a rather large adventuring environment. </div>
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<br /></div>
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All parties begin able to enter through the giant front
doors of the fortress, but from there, things can go anywhere. Each time the party enters a new room the GM
throws <i>all the dice</i> and consults a very concise and tight table that gives him
the type of room, exits, contents, ambience and specifics on monster, treasure and, of
course, <i>weirdness</i>. There is a meta tracker called The Big
Picture, that gives the GM an easy mechanic to tie a cluster of rooms together with various themes such as Stone, Blood, Lust and Wine. </div>
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<br /></div>
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As if this wasn't enough there are also random Gold areas
that can be encountered. A Gold area
differs from the rest of the dungeon because they are mini adventure/lair areas
that are completely stocked and ready to go.
In fact, these can easily be pulled out of the implied setting and run
as mini-dungeons, or plopped down into your favorite megadungeon.</div>
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<br /></div>
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I am no art critic, but I know what I like. and I like the
art in Castle Gargantua. The cover is by Jeremy Hart who also does some
interiors along with David Bouchacourt de Puytorac. The illos are clean and very evocative of the
dungeon themes where they are presented.
The cartography for the Gold encounter areas is done by the unparalleled <a class="g-profile" href="https://plus.google.com/105182874766253582958" target="_blank">+Dyson Logos</a> .</div>
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The only negative I could say about Castle Gargantua is that
it looks like it could play a little over the top with the weirdness, and that
may not be a fit for every group out there.
On the other hand, Kabuki does give advice on how to tone down some of
the more adult themes that can present themselves, and those same restraints
could easily be applied to tone down the weird.</div>
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<br />
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Full disclosure; I received a <i>gratis</i> .pdf copy of Castle Gargantua but ordered the premium color hardback on my own dime cuz it is that good! </div>
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Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-65788548592119958392015-01-14T05:34:00.000-08:002015-11-24T07:25:39.798-08:00Home for the HolidaysI received the Moldvay Basic Dungeons and Dragons boxed set for Christmas, 1982. That gift started a 30+ year fascination with and enjoyment of Roleplaying Games. I will be forever grateful to my father (an old Avalon Hill wargamer) for introducing and encouraging me in gaming, even though he had no idea (and still really doesn't) what an RPG is!<br />
<br />
As an homage to that wonderful Christmas, 32 years ago, I ran several sessions of the module that was included in that set (B2 The Keep on the Borderlands) over G+ Hangouts/Roll20 this holiday season. In the many years since first reading B2, I have, like many of us, made The Keep and the surrounding environment my own, with lots of stolen ideas along the way!<br />
<br />
Here are the session reports from those games, which I named "Home for the Holidays":<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjql77IXO5DAH46ymDw399sY4dFSm_2mp-3i8zmMpqmwsvPn4hohfQBL2cL5U6WBT7513oVcShZIquftu_pWfDpBxqmETaKEym_xNwb51JS4lxbFCgPRqnWcBju7H1g28WvG7EgTh6w3pc2/s1600/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="267" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjql77IXO5DAH46ymDw399sY4dFSm_2mp-3i8zmMpqmwsvPn4hohfQBL2cL5U6WBT7513oVcShZIquftu_pWfDpBxqmETaKEym_xNwb51JS4lxbFCgPRqnWcBju7H1g28WvG7EgTh6w3pc2/s1600/1.jpg" width="400" /></a></div>
<br />
<br />
<div class="MsoNormal">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 14.0pt; line-height: 115%;">Home
for the Holidays Part I<o:p></o:p></span></b></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Characters<o:p></o:p></span></u></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Angon</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Elf (killed by Orc war dogs, with a little help from Milo)<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Gundahar</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
the Novice - Cleric<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Duncan</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
<b>MacTrews</b> - Cleric<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Milo
Quickfingers</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"> - Halfling<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Graki</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Dwarf<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle">
<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Hirelings<o:p></o:p></span></u></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Sturlo</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Man-at-arms<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Steve</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- a fine specimen of Mule<o:p></o:p></span></div>
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<br /></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Places Visited</span></u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"><o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Keep<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Old Watchtower<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The party came together in the small
village of Lyfford. Upon realizing they
were all headed to The Keep, they agreed to travel together for safety. Also travelling to The Keep was a Trader
named <b>Malcham</b> and his man-at-arms, <b>Hurmore</b>. <b>Malcham</b>
offered to feed the characters if they traveled with him perhaps offer a
monetary bonus if they proved valuable.
All thought that was a smashing idea.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The sharp eyes of <b>Angon</b> the Elf spotted an ambush by
bandits within the very sight of The Keep.
Denied their surprise, the bandits offered to let the characters go if
they abandoned <b>Malcham</b> and his wagon
of goods. After only the slightest
hesitation the characters agreed and earned themselves a 5gp bonus and eternal
friendship from <b>Malcham</b>. This proved useful as it turns out <b>Malcham</b> was heading to The Keep to take
over leadership of the Traders' Guild outpost there.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Upon arriving at The Keep, the
characters were greeted by the pompous <b>Corporal
of the Guard</b>, <b>Hagis MacPhearson</b>. Everyone entered The Keep legally and with
only a minimum of threats and insults.<o:p></o:p></span></div>
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<br /></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">After collecting their reward from <b>Malcham</b> the characters split up to
attend to various chores within The Keep.
The Clerics went to The Chapel and met <b>Father Benedikt</b>, the <b>Curate</b>. <b>Angon</b>
the Elf bumped into a proselytizing priest named <b>Janos Brightsun</b> and spent the afternoon "hearing the good
news!". <b>Milo</b> purchased some much needed ranged weaponry and <b>Graki</b> made friends with <b>Hagar Patris</b>, the <b>Taverner</b> as well as hiring a stout man-at-arms named <b>Sturlo</b>.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The party learned of various rumors
regarding the surrounding area:<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">1.
Little dogmen inhabit the lower Caves of Chaos.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">2.
There once was an old Watchtower somewhere north of the old road.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">3.
There is a rumored cave somewhere in the area simply known as The Cave
of the Unknown.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">4.
An ogre lives at The Caves of Chaos and is known to sell his services as
a mercenary.<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">5.
A fair maiden is rumored to be imprisoned somewhere within The Caves of
Chaos.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">6.
An ruined monastery is said to be located somewhere on Knobb Hill.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">7.
The Cursed Mound is spotted with ancient Barrows that have been known to
contain treasure.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Setting out the next morning,
primarily in search of the old Watchtower, the party made good time along the
old road. Breaking into the woods the
characters did indeed use good sense of the regional terrain to find the old
watchtower. Unfortunately, someone else
had the idea of using the old tower and two bandits attacked the party as it
approached. The bandits were fairly
easily defeated by withering missile fire.
One was killed and one was captured.
After threats of various sorts the characters learned that the local
bandit leader is named <b>Healfdane</b>. The captured bandit would not divulge the
location of the bandit hideout, however.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">There was a basement to the tower
that needed investigation. With a bare
minimum of hallucination induced intra-party conflict and judicious use of dual
turning of skeletons, the pary escaped with a modest treasure and some minor
magical armor. The captured bandit tried
to escape and steady <b>Sturlo</b> was
forced to kill him with a mighty spear throw. <o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Spending the night in the tower,
several characters on watch noticed a strange purple glow from a location about
a mile south of the tower. Heading that
way the party discovered the location of The Cave of the Unknown, now known as
The Cave of the Now Known.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Deciding it best to head back to The
Keep and refit the party surprised a group of <b>Black Fang Orcs</b> and their war dogs.
In a confused and vicious fight in the woods at dusk the party was
victorious but <b>Angon</b> the Elf was
lost to a vicious groin-bite of one of the surprisingly tough war dogs.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Upon returning to The Keep the party
informed the watch and the <b>Bailiff</b>,
one <b>Warden Oakshield</b>, of the
presence of Orcs so close to The Keep, earning a little respect along the way.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"><br /></span></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiqzODKR-BGkLN-unv1tH3PMtvYNA_6QZfkkLGCKO_kGQXhki5Xd6TOegDM5oCaNl-wK0T0YZymPtqUKX3aMdGYYFhTfytXkabeDYhYNcKKd_nT_zeoEzPUhO_Wa2LVKSzDEqGpH6HtKMt/s1600/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiqzODKR-BGkLN-unv1tH3PMtvYNA_6QZfkkLGCKO_kGQXhki5Xd6TOegDM5oCaNl-wK0T0YZymPtqUKX3aMdGYYFhTfytXkabeDYhYNcKKd_nT_zeoEzPUhO_Wa2LVKSzDEqGpH6HtKMt/s1600/2.jpg" width="358" /></a></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"><br /></span></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 14.0pt; line-height: 115%;">Home
for the Holidays Part II<o:p></o:p></span></b></div>
<div class="MsoNormalCxSpMiddle">
<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Characters<o:p></o:p></span></u></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Hodthur</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Elf<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Gundahar</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
the Novice - Cleric (killed by Mushroom Men)<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Sarah</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Magic User<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Graki</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Dwarf<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormalCxSpMiddle">
<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Hirelings<o:p></o:p></span></u></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Sturlo</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Man-at-arms<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Steve</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- a fine specimen of Mule<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Rolf</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Man-at-arms<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Morghild</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Fighter<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormalCxSpMiddle">
<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Places Visited</span></u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"><o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Keep<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Old Watchtower<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Cave of the Unknown (now the
Cave of the Now Known)<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Setting out to explore the Cave of
the Now Known, the party happened upon a merchant named <b>Lysandrus</b> who was lost and stuck on the wrong side of a
ravine. They helped him arrive safely at
The Keep and received a reward of 100 GP.
His guard, <b>Rolf</b>, quit the
merchants service to sign on with <b>Graki</b>.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The party arrived safely at The Old
Watchtower and camped, heading to the Cave of the Now Known in the
morning. The cave turned out to be vast
and dangerous. <b>Sturlo</b> fell to giant Gecko Lizards, the party found a magically
sealed door, a boulder-filled passage that looks like it continues to the
northeast, an albino ape nearly killed them all, piercers were adroitly
avoided, and <b>Gundahar </b>the Novice
sadly fell to walking mushrooms. Perhaps
most sad of all, <b>Steve</b> was carried
away by a Carcass Scavenger as the party fled The Cave of the Now Known pell
mell.<o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
<br /></div>
<div class="MsoNormalCxSpMiddle">
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">A mithril <b>chain shirt +1</b> was found along with 600 gp in assorted coins. <o:p></o:p></span></div>
<div class="MsoNormalCxSpMiddle">
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<div class="MsoNormal">
<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 14.0pt; line-height: 115%;">Home
for the Holidays Part III<o:p></o:p></span></b></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Characters<o:p></o:p></span></u></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Duncan
MacTrews</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"> - Cleric<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Sarah</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Magic User<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Graki</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Dwarf<o:p></o:p></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Hirelings<o:p></o:p></span></u></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Morn</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Dwarf Man-at-arms<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Steve
II</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- a fine specimen of Mule<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Rolf</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Man-at-arms<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Morghild</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Fighter<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Riff
and Raff</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"> - Guard Dogs<o:p></o:p></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Places Visited</span></u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"><o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Keep<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Old Watchtower<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Cave of the Unknown (now The
Cave of the Mostly Known)<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The party properly prepared for a
return to the Cave of the Unknown with hirelings, weaponry and oil. Navigating through the treacherous mushroom
forest the party assaulted the lair of the Mushroom Men and beat them down
systematically. The most dangerous
moment was when it was discovered the Mushroom Men were led by, or had
enthralled, a magic-user. Luckily, some
party members made their saving throws against his sleep spell.<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Many gems and treasure were
recovered from the lair as well as a passage leading far to the northeast.<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 14.0pt; line-height: 115%;">Home
for the Holidays Part IV<o:p></o:p></span></b></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Characters<o:p></o:p></span></u></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Hodthur</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Elf<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Sarah</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Magic User<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Yoan
</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">-
Dwarf<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Esti</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Elf (carried off by Carrion Crawlers)<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Thorbald</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Magic User (killed by Zombies)<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Thorbald
II</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Magic User <o:p></o:p></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Hirelings<o:p></o:p></span></u></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Rolf</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Man-at-arms<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Morghild</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Fighter<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Raff</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Guard Dog<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Krill</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Man at Arms (killed by Esti - accidentally?)<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Dervay</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Man at Arms (killed by Zombies)<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Mordo</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Man at Arms<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Murdal</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">
- Man at Arms<o:p></o:p></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Places Visited</span></u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;"><o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Keep<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Old Watchtower<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Cave of the Unknown (now The
Cave of the Mostly Known)<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">The Caves of Chaos<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Deciding that further investigation
of the Cave of the Unknown was required the party set out from The Keep well
provisioned and with a small army of hirelings.
The Cave of the Unknown was mostly empty but no less deadly than
usual. Carnivorous Flies attacked the
party while they were trying to get through a magically locked door and <b>Esti</b> the Elf accidentally shot his own
retainer in the back, killing poor <b>Kril</b>. Carrion Crawlers later carried off <b>Esti</b> as the remainder of the party fled
to the sunlight. <o:p></o:p></span></div>
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<span style="font-family: "century gothic" , "sans-serif"; font-size: 10.0pt; line-height: 115%;">Re-entering the cave the party
searched the lair of the Mushroom Men again and decided to climb the 35'
escarpment to a cave heading Northeast.
This cave ended up meeting with another passage and led to the heretofore
undiscovered Caves of Chaos. The party
explored some part of an evil lair containing Zombies (which killed <b>Dervay</b> and <b>Thorbald</b>), evil cultist and a torture room, complete with torturer
and goblin victim. After grabbing a fair
bit of treasure and a magical amulet, the party fled back to The Keep.<o:p></o:p></span></div>
<br />
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 14pt; line-height: 21.466667175293px;">Home for the Holidays Part V<o:p></o:p></span></b></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;">Characters<o:p></o:p></span></u></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><b>Theodosious </b>- Cleric</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><b>Sarah</b> - Magic User</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><b>Graki</b> - Dwarf</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><b>Duncan</b> - Cleric</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><b>Manilow</b> - Fighter</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><b>Thark</b> - Dwarf</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><b>Eisenbart</b> - Dwarf</span></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;">Hirelings<o:p></o:p></span></u></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;">Rolf</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;"> - Man-at-arms<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;">Morghild</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;"> - Fighter<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;">Raff</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;"> - Guard Dog<o:p></o:p></span><br />
<span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;"><b>Riff</b> - Guard Dog</span></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><b>Drowin</b> - Man at Arms</span></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;">Places Visited</span></u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333330154419px;"><o:p></o:p></span></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;">The Cursed Mound Barrows</span></span></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;">Many brave adventurers gathered for an expedition to The Cursed Mound, to look for the burial mounds that are said to dot the surface of the hill. The Dwarves <b>Graki, Thark</b> and <b>Eisenbart</b> made good use of their heritage and found several tunnels into the side of the hill. Methodically exploring each one, as Dwarves are wont to do, the party avoided nearly all of the deadly traps set by the Helvetii tribesmen who interred their most famous heroes and leaders in these barrows. Much treasure was plundered and a set of stairs leading down into an obviously larger underground demesne was also found. One tomb door refused even the most determined efforts to open and it was determined by <b>Sarah</b> that a magic spell of opening would be required to access it.</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><br /></span></span>
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333330154419px; line-height: 15.3333330154419px;"><br /></span></span>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 14pt; line-height: 21.4667px;">Home for the Holidays Part VI<o:p></o:p></span></b></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Characters<o:p></o:p></span></u></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Svein </b>- Dwarf (nearly killed by Fire Beetles - Hideously Scarred)</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Tagen</b> - Fighter</span></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Hirelings<o:p></o:p></span></u></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Rolf</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;"> - Man-at-arms (killed by Giant Weasel)<o:p></o:p></span></div>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Morghild</span></b><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;"> - Fighter<o:p></o:p></span></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Drug </b>- Dwarf Man-at-arms (killed by Giant Weasel)</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Pelgash</b> - Cleric</span></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Places Visited</span></u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;"><o:p></o:p></span></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">The Cursed Mound Barrows and Dungeon beneath said</span></span></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">Two newcomers to The Keep formed an adventuring party to further exploit the finds in The Cursed Mound. They wisely hired retainers that had been there with a previous group to guide them. They found a sealed barrow and decided to loot it. Unfortunately for Rolf and Drug, a Giant Weasel had burrowed into the grave and made it a lair. It killed the poor retainers before the rest of the party killed it. The graves were robbed thereafter and a very fine, ancient and magical sword was recovered.</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><br /></span></span>
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">Next the party located the previously looted barrow of The Prince and Princess and found the stairs down. They encountered several groups of Fire Beetles, including one that further incapacitated Svein. The party returned to The Keep with a moderate haul of gold and the extremely valuable sword.</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><br /></span></span>
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 14pt; line-height: 21.4667px;">Home for the Holidays Part VII<o:p></o:p></span></b></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Characters<o:p></o:p></span></u></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Svein </b>- Dwarf</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Tagen</b> - Fighter</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Fathis</b> - Thief (nearly killed by Sapphire Skeleton - no ill effects)</span></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Hirelings</span></u></div>
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<b style="font-family: 'century gothic', sans-serif; font-size: 13.3333px; line-height: 15.3333px;">Pelgash</b><span style="font-family: "century gothic" , sans-serif; font-size: 13.3333px; line-height: 15.3333px;"> - Cleric</span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Burdue</b> - Man-at-arms</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Wart</b> - Man-at-arms</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Waylen</b> - Torch Bearer</span></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Places Visited</span></u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;"><o:p></o:p></span></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">The Cursed Mound Barrows and Dungeon beneath said</span></span></div>
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<span style="font-family: "century gothic" , sans-serif; font-size: 13.3333px; line-height: 15.3333px;">Returning to the Dungeon beneath The Cursed Mound, the intrepid explorers made use of the knowledge gained regarding Fire Beetles to bypass the largest groups of the giant insects to loot several grave chambers. Skeletons of varying toughness, speed and special abilities were overcome with minimal loss of life. Fathis nearly succumbed to a skeleton with a sapphire in its skull that reanimated after being 'destroyed', but a luckily was only "mostly dead". He recovered from his wounds with no ill effects. </span><br />
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">A strange stone arm with a clenched fist was uncovered as well as a magical talisman that helps to protect against catastrophe. The statue arm was confirmed to be magical by Sarin Moondance, Elven advisor to The Castellan.</span></span><br />
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 14pt; line-height: 21.4667px;">Home for the Holidays Part VII<o:p></o:p></span></b></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Characters<o:p></o:p></span></u></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Svein </b>- Dwarf</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Tagen</b> - Fighter (nearly killed by Satyrx - lost an eye)</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Manilow the Adequate</b> - Fighter</span></span></div>
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<b style="font-family: 'century gothic', sans-serif; font-size: 13.3333px; line-height: 15.3333px;">Pelgash</b><span style="font-family: "century gothic" , sans-serif; font-size: 13.3333px; line-height: 15.3333px;"> - Cleric</span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Morghild</b> - Fighter and the real PC of the group...</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Rothdic</b> - Man-at-arms (killed by Giant Killer Bees)</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Jarol</b> - Torchbearer</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Craccus</b> - Torch Bearer (killed by Harpies)</span></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Places Visited</span></u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;"><o:p></o:p></span></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">Brynden's Stop</span></span></div>
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<span style="font-family: "century gothic" , sans-serif; font-size: 13.3333px; line-height: 15.3333px;">While Fathis the Thief recovered from his near death, Tagen and Svein joined forces with the Fighter Manilow, who had been spending months in a debauch after a successful barrow looting expedition. The group decided to explore the old Verundian road that headed past the Fellgrim Forest to the East. About a days journey they discovered that the road led to an old fortress in ruins. Carefully exploring the ruins led to two near-deadly encounters back to back. The unlucky Rothdic stepped on a Giant Killer Bee hive and paid the price with his life. Svein was stung but shrugged off the deadly effects, due in no small part to the magical talisman he had recovered in the Dungeon beneath The Cursed Mound.</span><br />
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">Misfortune found the party a second time in the form of a clutch of Harpies that charmed half of the men and made a quick meal of Craccus. Quick thinking, unerring missile fire, and a heap of luck saw the rest of the party through that encounter and to the Harpies treasure stash, which was significant. Manilow acquired another, yes <i>another</i>, cursed weapon. This time a sword of the berserker.</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">Investigating the upper chambers of the redoubt the party discovered the ghost of the former commander of the fort, one Sir Amoral. Several of the group offended the ghost, but Tagen succeeded in convincing Sir Amoral to teach him a fighting technique. Unfortunately Tagen failed the test Sir Amoral put to him, and nearly died in the attempt. The failure did cost him an eye, however. The party nursed Tagen back to The Keep where he recuperates from his wound.</span></span><br />
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<b><span style="font-family: "century gothic" , "sans-serif"; font-size: 14pt; line-height: 21.4667px;">Home for the Holidays Parts VIII and IX<o:p></o:p></span></b></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Characters<o:p></o:p></span></u></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Svein </b>- Dwarf (Deceased)</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Tagen</b> - Fighter</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Manilow the Adequate</b> - Fighter</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Milo</b> - Halfling</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Fathis</b> - Thief</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Malor</b> - Magic User</span></span><br />
<span style="font-family: century gothic, sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Nimorn</b> - Elf</span></span></div>
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<b style="font-family: 'century gothic', sans-serif; font-size: 13.3333px; line-height: 15.3333px;">Pelgash</b><span style="font-family: "century gothic" , sans-serif; font-size: 13.3333px; line-height: 15.3333px;"> - Cleric</span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Jarol</b> - Torchbearer promoted to Man-at-Arms</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Grommett</b> - War Dog (Killed by Goatmen)</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><b>Landersuth</b> - Man-at-Arms</span></span></div>
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<u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;">Places Visited</span></u><span style="font-family: "century gothic" , "sans-serif"; font-size: 10pt; line-height: 15.3333px;"><o:p></o:p></span></div>
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">The Caves of Chaos (Finally!)</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">The Ruined Monastery</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">The Dungeon beneath The Cursed Mound</span></span><br />
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">Finally a group of reavers decided to descend upon The Caves of Chaos en masse. Heeding rumors heard in The Keep, they stuck to a lower cave, expecting lighter resistance from smaller monsters. They found a cave inhabited by 3' tall hairy humanoids with twisted goat heads. The goatmen seemed weak individually, but they used ambush, traps and sheer numbers to try and overwhelm the party. The party prevailed, but not before losing the recently purchased war dog, Grommett, to tiny goat spears and the brave Svein the Dwarf, despite owning a very powerful amulet that had saved his life many times before. The party looted quite a bit of treasure after chasing the majority of the goatmen from their cave, proving that although deadly, The Caves of Chaos can also be lucrative.</span></span><br />
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">Upon leaving the Goatman cave the party discovered that the survivors had apparently run to another cave, where they were just emerging with a troop of very competent looking red-skinned humanoids in heavy infantry kit. The party wisely tipped on out back to The Keep. A small band of three Lizardmen attacked the well-armed party, inexplicably on the route home. After defeating the reptile-men, the party carried their bodies back to The Keep and caused quite a stir. Apparently there was a large Lizardman problem about 15 years ago that nearly destroyed The Keep. Veterans of that war were disturbed to think that the Lizardmen may be in Spawn, a 6 to 12 month period where the males compete for mates and are known to attack in a berserk rage against any odds. More ominously, it is a time when a typical Lizardman tribe may breed exponentially and increase up to ten-fold in size in a short period of time.</span></span><br />
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">A soldier was put on trial, and convicted of, assaulting a farmer. He was sentenced to be flogged. Gypsies arrived at The Keep but were not permitted to enter. They set up their camp at the crossroads a mile south of The Keep. Fortune-telling services, as well as cheap tinkered items are available. Tagen visited Madame Roux to get his fortune told and discovered he was going to become a powerful, rich and famous warrior. No one believed her...</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><br /></span></span>
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">More unbelievably than predictions of Tagens survival and success was the discovery that the Castellan had done nothing to address the impending Lizardman threat. Upon investigation the party discovered that patrols and military presence in general had been declining in the past year and The Keep projected nearly no presence into The Borderlands any longer. Veterans such as the Sergeant of the Guard, Borus Bonegrinder, voiced their frustration at the lack of aggressiveness and decline in troop morale.</span></span><br />
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;"><br /></span></span>
<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">Replacing Svein with a recently arrived Nimorn, and leaving Malor to his studies at The Keep, the party headed to Knobb Hill to discover the location of a rumored ruined Monastery. Finding it, and the inevitable door leading to the catacombs beneath, the party descended but beat a hasty retreat after they were confronted by 2 ghouls and 2 four-armed skeletons which dropped two party members in as many seconds. Poor Milo nearly lost his arm but it was miraculously saved by Father Janos Brightsun upon returning to The Keep. Nimorn underwent a spiritual awakening after nearly succumbing to a vicious Ghoul bite.</span></span><br />
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<span style="font-family: "century gothic" , sans-serif;"><span style="font-size: 13.3333px; line-height: 15.3333px;">Deciding to pursue easier treasure, the party returned to the familiar stomping grounds of the dungeon beneath The Cursed Mound. Several vicious traps were navigated with varying degrees of success and aplomb. An altar room with animated statues was looted, providing a magical bronze bowl that Nimorn determined can create a random magic potion once per day, as well as a watery-themed sarcophagus room with a water weird hiding in a font.</span></span></div>
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<br />Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-48663912086114178492014-12-01T11:42:00.004-08:002014-12-01T11:42:56.325-08:00Ruins of the Undercity (Review?)<a href="http://www.lulu.com/spotlight/patricedotcrespyatyahoodotfr">Ruins of the Undercity</a> (I got it at Lulu, apparently it is available on Drive Thru RPG as well), has been out for a while but I just picked it up, so it's new to me. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS6enpZSVEVPXNyk9rmycd2KU67pVxY4LwklarcVe8j3NEa4NeJhVLwRVASomtQwI1Bl-ZmpzYHdrXm5M-t9d-BN1BQRxadhEs6SK7mLYJCvtjkSnhie1_01fCQ9ZweU-a0psqpdahjJbj/s1600/Ruins.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiS6enpZSVEVPXNyk9rmycd2KU67pVxY4LwklarcVe8j3NEa4NeJhVLwRVASomtQwI1Bl-ZmpzYHdrXm5M-t9d-BN1BQRxadhEs6SK7mLYJCvtjkSnhie1_01fCQ9ZweU-a0psqpdahjJbj/s1600/Ruins.jpg" height="400" width="279" /></a></div>
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It is a "Random DM-less dungeon generator" which is a pretty accurate description. I picked it up at Lulu, honestly, because I had a great coupon code and wanted to add a bunch of books so I didn't feel like I was getting totally shafted on shipping. I figured it would be good to hack a few random tables from. I didn't think I would really be a fan of doing the random dungeon generator.<br />
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Boy, was I wrong! I read the rules and liked the spin the author put on the random dungeon generator rules from the back of the 1e DMG. It seemed like it would work so I decided to give it a try. I rolled up a party of Labyrinth Lord characters and set to. I explored the entire first level of the generated dungeon, setting off a few traps and losing my Fighter in the process. I didn't find a single copper but it was a ton of fun.<br />
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I found a few shafts down to the third level and am currently exploring that environ. I just narrowly won a fight with 23 Mites (gremlin like humanoids who are fond of traps) thanks to judicious use of Sleep spells!<br />
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I am really enjoying the surprise factor with this mini-game. I didn't think it would work so smoothly, or that it would be so dangerous but still playable. I'm not much for reviews, I just don't think people really care what I think, but I dig this product. I am having fun with it and hopefully someone else will too. The real reason for the blog post instead of just dropping a shout out in Google Plus is that I've created a spreadsheet for use with the game and thought someone might get some use out of it.<br />
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In addition to generating standard characters for your favorite OSR Retro-clone or original B/X, 1e AD&D or what have you, you need to keep an Adventure Log. It tracks the meta information you need to play. I couldn't find one online and the scanned copy I made lacked in clarity, so I made my own using Excel. I also included mini-character sheets and hireling blocks with it so I could run the whole thing from one page. It looks like this:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRACDc8Jqh_noTjSilZrRvdKqOW-7IeK0hqlGtFtZggwJVRuXxXEWcDQkywZtIITp5a_gqfY8QIIcEleTLL7nNGtnvdE_SlDWxJOzJ_fFUgl8qU2nA3uUPch9y2rDdp3-RUENCtzd_hq66/s1600/Adventure+Log+Pic.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRACDc8Jqh_noTjSilZrRvdKqOW-7IeK0hqlGtFtZggwJVRuXxXEWcDQkywZtIITp5a_gqfY8QIIcEleTLL7nNGtnvdE_SlDWxJOzJ_fFUgl8qU2nA3uUPch9y2rDdp3-RUENCtzd_hq66/s1600/Adventure+Log+Pic.jpg" height="180" width="320" /></a></div>
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I found it pretty useful to keep all this stuff in one place. I play at my desk so I just use the computer but you could easily print this out and use pencil. I found it easier and less pieces of paper to track in addition to flipping through the book and the LL core book as well. <br />
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Here is a link for download:<br />
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<a href="https://www.dropbox.com/s/sgi4hb488tw3t9x/Ruins%20of%20the%20Undercity%20Tracker.xlsx?dl=0">Ruins of the Undercity Adventure Log and Tracker</a><br />
<br />Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-48557335217578580422014-11-20T16:32:00.000-08:002014-11-20T16:32:48.514-08:00The Cave of the Unknown<br />
<span style="font-family: inherit;"> I am running a holiday game using B2 The Keep on the Borderlands. The Cave of the Unknown has been many things in that module for many people. For this game my Cave of the Unknown is based around <a class="g-profile" href="https://plus.google.com/105182874766253582958" target="_blank">+Dyson Logos</a> recent map of <a href="http://rpgcharacters.wordpress.com/2014/11/12/the-cave-of-mushrooms-the-dyson-mega-delve/">The Cave of Mushrooms</a>.</span><br />
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<span style="font-family: inherit;">I've stocked it using Labyrinth Lord rules but it should be compatible or easily converted to any old-school system or retro-clone.</span><br />
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<span style="font-family: inherit;">PDF and VTT ready .PNG are included as usual.</span><br />
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<span style="font-family: inherit;">Enjoy!</span><br />
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<span style="font-family: inherit;">P.S. Folks playing in my B2 game this season, DON'T LOOK!!</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm766sMqMWM4hZsW1B1CiqxltmgYDT8aOTrY2QBPkypuCqBDYhmpaywVUw42G37Og_SuMdpPGHQ6oP0VvfQtrU3Q-Ep_zXwGlfO499c_x4Td96PuWJtjCif0DsNKZ2oSlzwMPxMplpkqdP/s1600/cavern-of-mushrooms-production-blue_KEYED.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm766sMqMWM4hZsW1B1CiqxltmgYDT8aOTrY2QBPkypuCqBDYhmpaywVUw42G37Og_SuMdpPGHQ6oP0VvfQtrU3Q-Ep_zXwGlfO499c_x4Td96PuWJtjCif0DsNKZ2oSlzwMPxMplpkqdP/s1600/cavern-of-mushrooms-production-blue_KEYED.png" height="306" width="400" /></a></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">General:</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The entire cave complex is wet and
humid. Water drips from most exposed
surfaces and there are many puddles on the ground. Thousands of slugs can be seen feeding on the
giant mushrooms. They range from normal
size to over 2' in length. Some can grow
much larger.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Wandering
Monsters:<o:p></o:p></span></b></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">1. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Albino Ape* (1) [<b>5</b>]<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">2. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Carcass Scavenger* (1d2) [<b>7</b>]<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">3. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Fly, Giant Carnivorous (1d4)<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">4. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Mushroom Men* (1d3) [<b>9</b>]<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">5. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Lizard, Giant Gecko* (1d6) [<b>3</b>]<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">6. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Locust, Subterranean (1d10)<o:p></o:p></span></div>
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<br />
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">*There are a limited number of these
creatures in The Cave. If encountered as
a wandering monster remove them from their normal lair areas (number in
brackets).<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">1. Main Entrance.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The opening from the wilderness is large,
however, not much light is able to penetrate the cave from outside due to the
depression and tree cover nearby. A
warm, humid breeze blows from inside the cave regularly. It carries a musty, loamy smell.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">1a. Hidden
Entrance.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This cave
entrance is set low to the ground and is partially obscured by vegetation. Only a focused search in this area will
reveal the ingress.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">2. Piercers.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> Deadly Piercers (AC 3, HD 1, hp 4, #AT 1, Dam
1-6, Save F1, ML 10, XP 10) have staked out these areas and will attempt to
drop on any warm-blooded creatures that pass below. Roll 2d4 to determine the number of piercers
hiding in the ceiling when the characters pass through.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">3. Gecko Lair.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> 6 Giant Gecko (AC 5, HD 3+1, hp 13 each, #AT
1, Dam 1-8, Save F2, ML 7, XP 100) make their lair here. They subsist primarily on the Subterranean
Locusts that roam the cave. If the
characters disturb a flock of the Locusts anywhere in the cave there is a 50%
chance that 1d6 of the Gecko will come to investigate.<o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">The door in the
northeast is made of heavy wood, banded with iron, that has somehow not decayed
in the many years that it has been here.
The magical runes carved into the iron may have something to do with
that. The door can only be opened by
means of a <b>knock</b> spell or other
similar magic. Inside the room is a
small table with various alchemical apparatus covered in cobwebs. They could be sold for 400 GP. Painted on the floor is a circle of arcane
power. Any magic-user who sleeps fully
within the circle for an entire night may memorize the spell <b>locate object</b> for the following day, in
addition to his normal allotment of spells, whether he normally knows the spell
or not. If the magic-user is of
insufficient level to cast <b>locate object</b>
he is still aware that if he <i>could</i>
cast that level spell he would be able to after sleeping within this circle.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">4. Forgotten
Entrance. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">The
ledge and steps in this room are not natural formations and have obviously been
worked by some creatures. The passage to
the northeast eventually leads to the Boulder Filled Passage at area 51 of The
Caves of Chaos.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">5. Albino Ape
Lair.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> A large Albino
Ape (AC 5, HD 5, hp 27, #AT 2 (claw, claw), Dam 1d4+1/1d4+1, Save F3, ML 7, XP
120) lairs high up on this
platform. He has a penchant for shiny
things and has collected a pile of such.
There are 600 GP in loose, assorted coins, a <b>mithril chain shirt +1</b>, and a <b>brass
door-knocker</b> with the word <i>Welcome</i>
in Bugbear etched into it.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">6. Feeding
Flies. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">6
Giant Carnivorous Flies (AC 6, HD 2, hp 7 each, #AT 1, Dam 1-6, Save F1, ML 8,
XP 29) are feeding on the corpse of a particularly large slug. They prefer live meat...<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">7.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> <b>Carcass
Scavengers. </b>2 Carcass Scavengers (AC
7, HD 3+1, hp 20 each, #AT 8 (stingers), Dam Paralysis, Save F2, ML 9, XP 135) lair
here when they are not out scavenging for carcasses. 1,000 SP inexplicable litter the floor in
this area.<o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">8. Murky Pond.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The waters of this pond are still and
dark. A Giant Crayfish (AC 4, HD 4+4, hp
28, #AT 2 (claws), Dam 2d6/2d6, Save F4, ML 9, XP 140) is often lurking just
under the surface, waiting to dart out (surprise 1-3 on d6) and grab a meal. The pond empties into a larger body of water
on a lower level via many twisting and turning water-filled tunnels where only
a Giant Crayfish can go. <o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">On a ledge about 4'
under the surface of the water lies a <b>helmet
of the cunning linguist</b> that belonged to a former snack of the Giant
Crayfish. The helmet is rust free and
detects as magical. It will grant its
wearer the ability to speak and understand 3 random languages per day. The languages are re-rolled each
morning. If the wearer already speaks a
randomly determined language he gains the ability to use that language
telepathically with any creature who also speaks that language to a range of
100'.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">8a. Sinkhole.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This dark hole in a niche in the cave wall
descends further into the depths. A hot,
fetid wind blows sporadically from below.
<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">9. Guard
Post. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">4 Mushroom Men (AC 8, HD
2, hp 10, #AT 2 (fist, spores), Dam 1d4, Save F2, ML 7, XP 35) stand guard on
this platform. If a Mushroom Man hits
successfully with a fist attack, the target must make a Save vs. Paralysis or
take a -1 to-hit and damage for 1d6 rounds due to a cloud of choking spores
that billow forth. The penalties are not
cumulative from multiple strikes but the total rounds affected are.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">9a. Alarm! </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">A Shrieker (AC 7, HD 3,
#AT shriek, Dam shriek, Save F1, ML 12, XP 65) that resembles the rest of the mushrooms
in the cavern is planted next to this door.
It will sound its alarm if anyone other than The Mildew Mage [<b>11</b>]or a Mushroom Man approaches within
20' of the door. The alarm is so loud
there is a 50% chance that any aggressive monster left alive in The Cave of the
Unknown will be drawn to the plateau.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">10. Mushroom Man
Lair. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">8 Mushroom Men (see <b>9 </b>above) live here. They will move to reinforce areas <b>9</b> or <b>11</b> in 1d4 rounds if sounds of combat are heard.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">10a. The Mushroom
Circle.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The Mushroom Men
in The Cave of the Unknown are actually one large fungal growth and this room
is where the nerve stem lives. It is
denoted by a ring of small, neon-swirling mushrooms. If this ring is completely destroyed by fire
(10 points of damage) all of the remaining Mushroom Men in the cave will
die. The Mushroom Men make regular
offerings of any pretty stones that they find to their fungal mother. 6 <b>gems</b>
worth 500, 150, 60, 50, 20 and 5 GP respectively are lying in the middle of the
circle.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">11. The Mildew
Mage. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Long ago a half-mad
wizard (AC 9, HD 4, hp 13, #AT 1 or spell, Dam 1-4, Save MU 4, ML 11, XP 300)
entered The Cave of the Unknown. He
reacted to the strange energies of the area and began to grow toadstools out of
his ears and neck. He flourished amid
the fungus and finished the journey to full-mad. He holds court over his mushroom subjects
from this room. He has the following
spells prepares; <b>sleep, charm person,
detect invisible </b>and <b>levitate. <o:p></o:p></b></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">4 Mushroom Men (see <b>9 </b>above) are always in this room and
act as bodyguards for the wizard. If
things go badly, the Mildew Mage will use his levitate spell to reach the ledge
in the northeast corner 30' above the cavern floor. A passage there winds back to the surface and
emerges under the roots of a massive tree.
<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">11a. Sleeping
Chamber. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">The
Mildew Mage accumulated some very nice furniture over the years. Most of it is thick with various fungal
growths, however. There is a <b>silver platter</b> worth 200 GP that is
salvageable, as well as a <b>pair of gold
candlesticks</b> worth 350 GP. A teak
chests that is locked holds the <b>spellbook</b>
of the wizard as well as a sack with 100 PP and a <b>ruby necklace</b> worth 500 GP.<o:p></o:p></span></div>
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</div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">11b. Privy. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Mushroom Men may not
have to use the facilities but the Mildew Mage does. Here is where he does it. Anyone foolish enough to root around in the
filth of this room has a 65% chance to be attacked by Rot Grubs (AC 9, HD 1 hit
point, #AT special, Dam special, Save 0 level human, ML N/A, XP 5). <o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><a href="http://i288.photobucket.com/albums/ll189/ehoffm1/cavern-of-mushrooms-production-blue_VTT_zpsb14e5d81.png">VTT ready PNG image</a></span></div>
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<a href="https://www.dropbox.com/s/av4rnj1f997aaqa/The%20Cave%20of%20the%20Unknown.pdf?dl=0">PDF</a></div>
<br />Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-21173011641465685692014-07-29T13:05:00.000-07:002014-07-29T13:05:38.210-07:00Simple Hex Stocking Table<a class="g-profile" href="https://plus.google.com/104032160647336143538" target="_blank">+Chris Mata</a> is starting a new campaign that I am participating in and it has given me ideas to eventually run a Labyrinth Lord hex crawl game of my own. <br />
<br />
I started thinking on how I would want to run the game, what multitude of house rules I would create, change or edit. I pondered the elegant backstory I would craft and convoluted plots I would have to write, endless tables within tables and complicated movement schemes. That thinking got me to nearly decide not to go forward with the idea. I instead decided to check out if the core rulebook had anything in there and came upon the Labyrinth stocking table on page 124. With a design goal to keep the hex crawl simple, and to adhere to the RAW as closely as possible, I decided to use those suggestions as the basis of my rules. <br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1cJKciFTHK058wHJ-DFJNKYXIxptZL6U-Xvh_MwS0FaW-ftcJUMXEOcP6sTAC6xIZQeDVWn53rJq2cKag6t9356RzIy0SGIoBE-zTE_0Q-sQLqj0tGnP2SlFJk1CZIjbqrCU6mDZ9ZRf0/s1600/LL+Wilderness+Rules.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1cJKciFTHK058wHJ-DFJNKYXIxptZL6U-Xvh_MwS0FaW-ftcJUMXEOcP6sTAC6xIZQeDVWn53rJq2cKag6t9356RzIy0SGIoBE-zTE_0Q-sQLqj0tGnP2SlFJk1CZIjbqrCU6mDZ9ZRf0/s1600/LL+Wilderness+Rules.jpg" height="320" width="248" /></a>I took a look at the table and thought it would all fit nicely into a wilderness table with a few tweaks. The 'Empty' and 'Monster' results are self explanatory so those remain unchanged. I will use the monster tables as they are written in the LL rulebook with a flat percentage that those monsters are encountered in their lair if appropriate. The 'Trap' result had me thinking for a bit but I finally settle that traps in the wilderness will become environment hazards of a non-monster induced variety. The bulk of the work was writing up these hazards and creating the terrain appropriate tables.<br />
<br />
A result of 'Unique' will mean that the hex contains a mini-dungeon, of which I have a near endless supply thanks to OSR resources such as the <a href="http://www.onepagedungeon.info/">One Page Dungeon Contest</a>, <a href="http://rpgcharacters.wordpress.com/zerobarrier/dysons-delves/">Dyson's Delves</a>, <a href="http://irontavern.com/2014/01/02/pocket-sized-encounters/">Iron Tavern Press Pocket-Sized Encounters</a>, as well as pieces of old TSR modules and my own creations.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg82BOf2SMxwlA5_T_kv0znLRMkM_E1pATUeQHuYrpkfR3xRKVMF6BahfAv22HnJnGdnuor0OE6ZQ-78L-op_0OoLmZVChNwAYOGov9XqjGeUFTUUCS0977QuUH2BB_125c-HIAFdNXWMCi/s1600/LL+Sandbox+Map.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg82BOf2SMxwlA5_T_kv0znLRMkM_E1pATUeQHuYrpkfR3xRKVMF6BahfAv22HnJnGdnuor0OE6ZQ-78L-op_0OoLmZVChNwAYOGov9XqjGeUFTUUCS0977QuUH2BB_125c-HIAFdNXWMCi/s1600/LL+Sandbox+Map.jpg" height="238" width="320" /></a></div>
I used <a href="http://www.hexographer.com/">Hexographer</a> to randomly create a map with a few set parameters. I converted the miles-per-day overland movement rates presented in the LL rulebook to movement points and assigned a MP value to each type of terrain to make travelling through various hexes with different terrain easier to calculate. That also provides a nice mechanic for the hazards to work against without having to do a lot of math at the table. Not all obstacles are deadly, some just slow you down...<br />
<br />
That's the basics. I think the campaign could be ready to go right now. I've got some other priorities this summer, namely getting <a href="http://stormlordpublishing.com/">The Treasure Vaults of Zadabad</a> playtested and ready for sale!<br />
<br />
This was all written with Labyrinth Lord in mind but should be usable with B/X, BECMI, 1e, 2e or any of their clones with little to no reworking. The work I have so far can be downloaded in word here:<br />
<br />
<a href="https://www.dropbox.com/s/d5chv20e4mtg0z6/Wilderness%20Rules.docx">Hex Stocking Tables</a>Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-13931281950095124852014-05-31T07:05:00.000-07:002014-05-31T07:05:31.499-07:00Mutant Future Expanded Wilderness RulesI've taken a break from the mapping and DCC adventure locales because I started running a <a href="http://www.goblinoidgames.com/mutantfuture.html">Mutant Future</a> campaign. I got inspired to run this after playing in <a class="g-profile" href="https://plus.google.com/102044796263917944305" target="_blank">+Jim Wampler</a> 's very cool playtest of Mutant Crawl Classics at GaryCon. Since those rules aren't out yet I looked for alternative. I was about to just run old Gamma World Second Edition but one of the players in my regular Labyrinth Lord game turned me on to Mutant Future.<br />
<br />
The rules are great as written. Very old school feel with lots of room for the GM, or Mutant Lord, as it is called in MF, to tinker. The campaign idea I had in mind was going to be very heavy on the hex crawl and wilderness exploration themes so the first area I decided to tinker in was with the Wilderness Exploration rules and random encounter charts. <br />
<br />
The fun of a hex crawl for me as a GM comes in creating an environment where I am just as surprised by what happens as the players are. I created the following Wilderness Travel Sequence to help keep us all on our toes.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSRzhJBMq9RPxk71X2UmAio_kgTJLG-LYsVTaitHcRLcntu-e0Oyzo5msLEBQrTh6_vFgr0PmDxENhCvOzY5jc8T3AAQY8-7mqN5qkPWqcYG3FRrQEtWCx8k2Sg27gIbtj9BpfDXx82Eo9/s1600/Mutant+Future+Wilderness+Travel+Sequence.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSRzhJBMq9RPxk71X2UmAio_kgTJLG-LYsVTaitHcRLcntu-e0Oyzo5msLEBQrTh6_vFgr0PmDxENhCvOzY5jc8T3AAQY8-7mqN5qkPWqcYG3FRrQEtWCx8k2Sg27gIbtj9BpfDXx82Eo9/s1600/Mutant+Future+Wilderness+Travel+Sequence.png" height="640" width="492" /></a></div>
Of course I made some custom random encounter tables as well. I haven't tweaked these to exactly where I want them yet, but I did add some bell curve to the types of critters commonly encountered, mostly segmented by power level for now, and the chance for special encounters as well as two or more groups encountered at the same time.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqTbB2UBcI6-mplKPWknHVxIqHnAwwyKkoiLB69S6y_VIhViN8Jt3UIbO5QplGfiUGjNoMtt2ZbkBT7rMUCF5qS-fUXKwwTQSbQZkxGy3n5gjCRqCsVlZ0bgnLDonaQvRKexXU4v-_tUbx/s1600/Encounters.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqTbB2UBcI6-mplKPWknHVxIqHnAwwyKkoiLB69S6y_VIhViN8Jt3UIbO5QplGfiUGjNoMtt2ZbkBT7rMUCF5qS-fUXKwwTQSbQZkxGy3n5gjCRqCsVlZ0bgnLDonaQvRKexXU4v-_tUbx/s1600/Encounters.png" height="347" width="400" /></a></div>
<br />
<br />
The roll twice are the best! I love it when they come up. It forces me to think on my feet and almost always lead to cool roleplaying or push the characters into an unexpected direction. I rolled Pigmen and Spidergoats! What exactly is going on here. Of course they could be fighting each other, that's easy. The Spidergoats could be tamed by the Pigmen, that would toughen up the encounter a bit. Better yet, the Pigmen, having previously found the Spidergoat lair are laying in ambush for the Spidergoats to weaken or capture the party and then attack. Or, since this is Mutant Future, the bizarre; The Spidergoats have a mental mutation that allows them to dominate creatures and the Pigmen are their servants. Or the really bizarre; one or both groups have a physical mutation that allows them to inter-breed and the party really encounters a fledgling Pig-SpiderGoat army bent on world domination!<br />
<br />
Then I created a subtable of 'Special' Encounters. These are drop-in locales I have created, weird non-combat type encounters, or stuff I have ripped from other sources like <a class="g-profile" href="https://plus.google.com/109494420214542168341" target="_blank">+Tim Snider</a> 's awesome <a href="http://rpg.drivethrustuff.com/product/121359/One-Year-In-The-Savage-AfterWorld?">One Year in the Savage Afterworld</a>.<br />
<br />
You can follow the results of my science project at our campaign website; <a href="https://mutant-future-big-sky.obsidianportal.com/">Mutant Future - Big Sky</a><br />
<br />
All of the charts are here in .doc format for you to enjoy!<br />
<br />
<a href="https://www.dropbox.com/s/5568b3rmwiwltzf/Wilderness%20Travel%20%20Sequence.docx">Mutant Future Wilderness Travel Sequence</a><br />
<br />
<a href="https://www.dropbox.com/s/794e0qzs1tdl3m6/Wandering%20Monster%20Tables.docx">Mutant Future Wandering Encounter Tables</a><br />
<br />
<a href="https://www.dropbox.com/s/wiixpyf3dgmdix0/Special%20Encounters%20Table.docx">Big Sky Special Encounters</a>Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-4367404560674778402014-04-03T05:49:00.002-07:002014-04-03T05:49:55.199-07:00Livin' in a Ghoul's ParadiseMy plan to write this 2-Page Dungeon at Gary Con was definitely too optimistic. Zero downtime there with all of the great gaming and great gamers to meet. I've finally gotten around to it though. Inspired by <a class="g-profile" href="https://plus.google.com/104780290634286531079" target="_blank">+Mike Evans</a> 's post on alternate Ghoul Effects, the stats for the denizens of <a href="http://thecastellanscorner.blogspot.com/2014/03/ghouls-paradise.html">Ghoul's Paradise</a> are for the DCC RPG, but should not be very hard to convert on the fly to any old school system or retro-clone. I hope you enjoy!<br />
<br />
<a href="https://www.dropbox.com/s/fz3cfn5ixmh7lyb/Ghoul%27s%20Paradise%20OPD.pdf">Ghoul's Paradise 2 Page Dungeon .PDF</a><br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjR6F3y9WNTpLGwGscAmRsJy5093Wgs8gOFeRdaEf4B-ApjJKXC62MJ1D1THiP1CyUfbPztgSew_qoCWWL_lZkTxd4IM-kkoTl9JQdAxQfikiPe5oRJrAW8KpFXn_Xn1DxcI6p5vw98Ja1G/s1600/Ghoul's+Paradise_Keyed.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjR6F3y9WNTpLGwGscAmRsJy5093Wgs8gOFeRdaEf4B-ApjJKXC62MJ1D1THiP1CyUfbPztgSew_qoCWWL_lZkTxd4IM-kkoTl9JQdAxQfikiPe5oRJrAW8KpFXn_Xn1DxcI6p5vw98Ja1G/s1600/Ghoul's+Paradise_Keyed.png" height="320" width="224" /></a></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">A powerful Ghoul Master named <b><i>Mordech</i></b>
has set up a lair for himself and his followers/progeny in the catacombs
beneath an abandoned temple. The Master
is also a devotee of a powerful, but fickle, demon-lord named <b><i>Uzobzesus</i></b>,
who grants the Master powers and may also demand retribution or recompense from
anyone who destroys his servant.<o:p></o:p></span></div>
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<br /></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Below is a table to generate unique
effects of Ghoul bit attacks. The Judge
should feel free to roll randomly for each Ghoul encountered or created during
the adventure. Suggestions for the
ghouls that are currently part of the pack are listed in the room entries.<o:p></o:p></span></div>
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<br /></div>
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<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Alternate
Ghoul Bite Effects Table (Roll 1d6+Ghould HD)<o:p></o:p></span></b></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">3.
Target believes he or she has been turned undead. Will save DC 14 each day to shake off the
effect.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">4.
Will save DC 14 every round or target loses all actions due to
uncontrollable vomiting of black oily mucous.<o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">5.
Target's hair turns white permanently.<o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">6.
Random limb is paralyzed for 1d6 hours.<o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">7.
Bite causes a wound that becomes
infected with writhing maggots (-2 Agility).
The maggots mature in 2d2 days causing 2d7 points of damage per day as
they eat the host from within. Magical
healing will kill the maggots.<o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">8.Normal Paralysis Effect.<o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">9.
Normal Paralysis Effect and Target ages 3d5 years.<o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">10.
Target's skin erupts in painful hives (-4 Agility, -2 Stamina) until
magically healed. After healing Fort
save DC 14 or Stamina damage is permanent.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">11.
Target's flesh begins to putrefy and slough off causing 2d6 damage
immediately and a cumulative 1d6 damage per day until magically healed (e.g.
day 2 - 3d6 damage, day 3 - 4d6, etc.).<o:p></o:p></span></div>
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<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">12.
Normal Paralysis and the target's skin dries out and pulls tight in an
imitation of death (-2d3 Personality and -1d2 Agility permanently).<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">1. Temple Ruins.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The temple is very dilapidated. All that remains is crumbling masonry and the
offal of creatures who have made this area a lair in the past. The areas marked <b>1a</b> are unstable and any prolonged activity (such as searching) by
creatures in those areas has a 15% chance/creature to bring masonry tumbling
down. Reflex save DC 13 or 1d6
damage. The vaulted ceiling above the
area marked <b>1b</b> is filled with
webs. Hidden amongst the webs are 3 <b>Giant Spiders:</b> Init +1, Atk Bite +2
melee (1d4+poison); AC 13; HD 1d8; MV 30', climb 30'; Act 1d20; SP Poison Fort
DC 12 or 2d4 Stamina; SV Fort +2, Ref +3, Will -1; AL N.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">2. Vestry.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> These chambers are where the former priest of
the temple lived and worked. All is
empty now save for an undiscovered secret trapdoor beneath a flagstone. The hinges and counterweight of the door are
surprisingly still in good working condition.
There are metal ladder rungs that lead down into the passage to 4.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">3. Cloister.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The monks and laypersons attached to the
temple used to reside here. One greedy
little monk had carved out a small secret closet in the temple buttress. Inside he hid all his worldly wealth in a
locked chest. The lock is rusted and
difficult to pick (DC 15). If the chest
has to be broken the potion inside has a 60% chance of breaking. Inside the chest are 200 GP worth of assorted
coins, an ivory comb set with silver worth 50 GP and a vial with an oil of <i>Cure Paralysis</i> (how convenient!)<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">The door in the northeast is made of
wood, stoutly banded with iron. It is in
considerably better condition than the rest of the temple. It is also locked (DC 12).<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">4. Priests Rumpus Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The former priest of the temple was
apparently a naught boy. His secret
pleasure room has not been discovered by the other denizens of the crypt and
still contains many devices of a deviant nature. The specifics are left up to the judge to
determine, however, if a buyer with the right kind of kink can be found the
devices would be worth 400 GP.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">5. Crypt.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
There are 10 grave niches lining the walls in this crypt. Searching will likely (75% chance) draw the
guardians from 6. Loud noises or combat
will certainly draw them. The niches
themselves each have a 30% chance to contain some kind of treasure from the
following table:<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 1
- 36 CP </span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 2
- Scroll of <i>Light</i> <o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 3
- Silver Dagger <o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 4
- Platinum Charm (10 GP) <o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;">5 </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">- Jeweled </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">Brooch (25 GP)</span></div>
<div class="MsoNormal">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;">6 - Emerald Pendant (75 GP)</span></div>
<div class="MsoNormal">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;">7 - Brass Urn (5 GP)</span><span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;"> </span></div>
<div class="MsoNormal">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;">8 - 7 GP</span></div>
<div class="MsoNormal">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;">9 - Silver Ring (15 GP)</span></div>
<div class="MsoNormal">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;">10 - Lucky CP (+1 Luck for 3 days)</span></div>
<div class="MsoNormal">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;">11 - Moss Agate (15 GP)</span></div>
<div class="MsoNormal">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;">12 - Bronze Bracers (+1 AC used as shield)</span></div>
<div class="MsoNormal">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 10.666666984558105px;"><br /></span></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-ansi-language: EN-US; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-fareast-font-family: "DejaVu Sans"; mso-fareast-language: EN-US; mso-font-kerning: .5pt;">6. Crypt.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-ansi-language: EN-US; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-fareast-font-family: "DejaVu Sans"; mso-fareast-language: EN-US; mso-font-kerning: .5pt;"> Same as 5 above, plus 2 <b>4-Armed Skeletons:</b> Init +2, Atk claw +1 melee (1d3) or by weapon +1
melee; AC 15; HD 2d6; MV 30', Act 1d20+1d16+1d14, SP un-dead, half damage from
piercing and slashing weapons; SV Fort +0, Ref +1, Will +0; AL C. The first skeleton wears chainmail and
carries a shield (+1 AC), a scimitar, a hand axe and a dagger. The second wears chainmail, carries 2 shields
(+2 AC), a long sword and a spear.</span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-ansi-language: EN-US; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-fareast-font-family: "DejaVu Sans"; mso-fareast-language: EN-US; mso-font-kerning: .5pt;"><br /></span></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">7. Secret Crypt.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The back wall of the grave niche in room 6 is
false. If pushed it swings open
revealing a crawlspace into room 7. The
crawlspace is trapped with several pressure plates (4 in 6 chance anyone
crawling through will hit one) that trigger a falling block trap (Reflex DC 15
because of the confined space or 2d6 damage).
The fallen block will also prevent passage into room 7 until it is
removed, a task requiring extreme ingenuity or heavy tools. The room itself contains the mummified
remains of a minor saint of the original religion of the temple. If the religion is still practiced, pieces of
the mummy could be sold as relics for a tidy sum. In addition there is a golden egg clutched by
the mummy. The egg is about 1.5 feet
long by 1 foot wide. If the egg is ever
targeted by magical fire (Fireball, Flaming Hands, a fire trap, etc.) the egg
will hatch. What comes out of the egg is
up to the Judge but some ideas are: a miniature replica of the saint retuned to
life who believes the characters are his divine saviors, a cockatrice, a
celestial butterfly, the vicious Chicken of Bristol.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">8. Magic Mouth.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> A carved stone mouth adorns the wall facing
southeast approximately 7 feet above the landing. When any creature other than the Ghouls and
their servants steps on the landing it animates and asks the following question
in a deep and booming voice; "From whence goes that which comes?". There is no correct answer to the
riddle. The mouth was placed here by a
patron boon cast by <b><i>Mordech</i></b>. Mordech asked for a deadly trap of hellfire to guard
his lair but he rolled poorly and barely passed his spell check. His patron, <b><i>Uzobzesus</i></b>, sent the magic
mouth instead. The loudly posed question
(and the inevitable discussion amongst the party that takes place afterward) will
alert the Ghouls in area 9, and they will be ready to spring their trap.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">9. Ghoul Hall.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> This long, pillared hall is where the Ghouls
congregate. The floor is littered with
the bleached bones of their various victims.
Piles of bones are stacked up around most of the pillars and in the
corners. Observant characters may notice
that there are no bones in front of the 5 doors on the north wall. When anyone moves into the center of the
room, or approaches one of the doors, the Ghouls will launch their ambush. All 5 doors will fly open at once and the
monsters will attack. Below is any
changes to the standard Ghoul stat block and the contents of the cell for each
Ghoul.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 9a. Bite effect 6, Bronze Amphora (25 GP),
belt-pouch containing 42 SP.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 9b. 3 HD Ghoul, Bite effect 7, Silver Great sword.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 9c. Bite effect 4, 26 PP, Decorative Buckler
(Magic, No AC Bonus, +2 Reflex Save, Improves characters dancing ability)<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 9d. 3 HD Ghoul, Bite effect 8. Wizard's Grimoire containing a magical fire
trap (2d7 damage, Reflex DC 14 for half).
Contains one random
spell.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 9e. 3 HD Ghoul, Bite effect 5. Superbly crafted and decorated mahogany chest
worth 200 GP. It has a high quality lock
(DC 20). It<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> is empty. Worthless if broken open.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">The
secret door in the northwest-most pillar is very difficult to locate and a
character would have to be specifically searching for secret doors on that
pillar to even have a chance. Metal
rungs set inside the pillar lead down to the passage to room 10.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">10.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> <b><i>Mordech's</i> Chamber.</b> This is the true chamber of the Master
Ghoul. Room 12 is specifically set up to
look like the chamber of the Master, while this room is plain and unadorned,
save for the stone sarcophagus in the center.
The lid of the coffin bolts from the inside and would need heavy
equipment or powerful magic to lift. <b><i>Mordech:</i></b>
Init +2, Atk bite +6 melee (1d4+1+Bite Effect 11 or 12) or scimitar +6 melee (2d5+2)
or harmful spell (Spell-check DC 12=2d4 damage, DC 16=3d4 damage, DC 20=Save
vs. Fort or Die!); AC 16; HD 6d6 (27 hp); MV 30'; Act 1d20 + 1d16; SP un-dead
traits, bite effect, infravision 100'; SV Fort +5, Ref +2, Will +5; AL C. Mordech's main treasure is kept in room
15. His scimitar is of very fine quality
and causes 2d5 points of damage. He also
wears a <b>magic brooch</b> that protects
him from magic missile spells, regardless of the Spell-check DC. It has 4 charges left.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">11. Shelf Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The stairs descend to the north a total of
20' in the center of the room but the shelves on the sides stay at the height
of the entrance. Hiding on the western
shelf at the far north end is a <b>Primeval
Slime</b> that will drop on any living creature that gets near. It is ochre of color and has the Protoplasmic
Breakdown and Paralyzing Touch properties.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">The
door at the end of the room is made of heavy bronze. It has a large lock built into the door and
looks well-oiled and sturdy (DC 15 to pick - Magic or heavy equipment to break
through). The door is trapped with a
ceiling and floor rack of spears. The
trap has a +8 to hit and does 2d6 damage.
<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">12. False Master's Chamber.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> This room is designed to appear to be the
Master Ghoul's lair. The walls are hung
with expensive tapestries (500 GP) and the statues are adorned with silks (100
GP). The coffin is decorated and the corners
are piled with treasure (500 GP of assorted coins in 3 chests, 5 gems worth 135
GP, a scroll of 2 spells and a finely crafted Battleaxe (+1 to hit, 2d5
damage). In fact, it is the lair of <b><i>Mordech's</i></b>
first progeny and lieutenant, <b><i>Lysandrus.</i></b> <b><i>Lysandrus</i></b> is a 4 HD Ghoul with Bite
Effect 10.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">13. Piercer Chamber.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The walls and ceiling are dug out of the
earth here so observant characters may notice that the 5 stalactites in the
center of this room are a bit out of place.
They are, in fact, piercers. They
attack with a +10 dealing 2d8 points of damage.
If they miss they begin the slow climb back to the ceiling with their
many, tiny feet. They are easily killed
by anyone with a real weapon.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">14. Trapped Passage.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> Walking through the center of the widened
passage will trigger the 20' pit trap (Reflex DC 14 or 2d6 damage). As if that isn't bad enough <b><i>Mordech</i></b>
has placed 2 <b>Skeleton Cobras:</b> Init
+2; Atk bite +1 (1d2 + poison); AC 13; HD 1d6; MV 40'; Act 1d20; SP Poison -
One Dose only, Fort DC 14 or 2d4 Agility every hour for 3 hours. Save each hour.; SV Fort +0, Ref +2, Will +0;
AL C.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">15. Sending Pool.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> <b><i>Mordech</i></b><i> </i>consecrated this pool to <b><i>Uzobzesus</i></b> and regularly performs
rituals here. The water is dark and
still and reflects as a mirror. The pool
is bottomless, or rather, the bottom of
the pool is actually a portal to the netherworld from which <b><i>Uzobzesus</i></b>
can send the occasional servant or gift.
The corners of the cavern do contain some clothing and equipment of
previous sacrificial victims. 85 GP in
assorted coins, 250 GP in various Jewelry and a <b>cloak</b> that radiates slight magic and provides the wearer with
Infravision 20'. If the wearer already
possesses Infravision it extends the range by 10'.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">If
<b><i>Mordech
</i></b>has been slain there is a 20% chance that <b><i>Uzobzesus</i></b> sends a <b>Deep One Shaman:</b> Init +1; Atk claw +3
melee (1d6); AC 15; HD 3d8+6 (23 hp); MV 20' or swim 40'; Act 1d20; SV Fort +4,
Ref +1, Will +6; AL C, to demand that one of the party take <b><i>Mordech's</i></b>
place as his servant. If the party
refuses the Shaman will attempt to curse them (Will Save DC 18 or -4
Luck). If the curse succeeds <b><i>Uzobzesus</i></b>
will consider the matter over. If the
party stops the Shaman from delivering the curse they will earn the further
enmity of <b><i>Uzobzesus</i></b> who will periodically send his servants to harass and
damage them.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
</div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">If
someone from the party accepts the deal, have fun creating the patron stats for
<b><i>Uzobzesus</i></b>!<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<br />Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-45147587958466735852014-03-23T18:08:00.000-07:002014-03-23T18:08:12.839-07:00Ghoul's Paradise<a class="g-profile" href="https://plus.google.com/104780290634286531079" target="_blank">+Mike Evans</a> post in Google+ about alternate Ghoul effects inspired me to draw this ghoulish lair beneath a crumbling temple. A VTT-ready .png download link is included below as usual. I plan on writing a one-page-dungeon for the location in the near future. Perhaps on the flight to <a href="http://www.garycon.com/index.php">Gary Con VI</a>!<br />
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<a href="http://i288.photobucket.com/albums/ll189/ehoffm1/Blog%20Maps/GhoulsParadise_VTT_zps47800cd8.png">Ghoul's Paradise VTT-ready .PNG</a>Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-74828226927630534452014-03-17T12:01:00.000-07:002014-03-17T12:01:35.818-07:00Mad Elf Mine<div class="Framecontents">
<span style="font-family: inherit;">Decades ago, Dwarven miners (are
there any other kind?) accidentally broke into an ancient Temple of Chaos in
their relentless pursuit of gold.
Abandoning the mine, the Dwarves spread tales of the horrors that dwell
within the Temple. Those tales spread
and drew several bands of adventurers who returned with little to show, or were
never heard from again.</span><span style="font-family: Century Gothic, sans-serif; font-size: 8pt;"><o:p></o:p></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdn8sDiptP5PPDLG4m1M3jAXFrQ_L8-4d1CKyAr67fVjH700Pjht5RBkx1U17ImZLncb2o3-dkOIJMZEd0PNqUlno2Yu3T7MMqm2fdrupMIjPxNQ_t1m6m0YFKMYyABhZdVpnlH_sHCL4q/s1600/Mad+Elf+Mine.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdn8sDiptP5PPDLG4m1M3jAXFrQ_L8-4d1CKyAr67fVjH700Pjht5RBkx1U17ImZLncb2o3-dkOIJMZEd0PNqUlno2Yu3T7MMqm2fdrupMIjPxNQ_t1m6m0YFKMYyABhZdVpnlH_sHCL4q/s1600/Mad+Elf+Mine.png" height="267" width="400" /></a></div>
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<span style="font-family: inherit;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: inherit;">And a little DCC flavor and crunch...</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPK1Xq9sKfU9Rr8YG2NAzG7PnfbyqorCai4QW24dmr0XKlaqOxHir0_jAJRlx3tRI0ExzmSp2Bs-uj4O4I5X1Jn4mW2WSmbADt34jD8Rs7gnMxsyYdbeYh7niW9YjKAMbqaibsvYiD2OGD/s1600/Mad+Elf+Mine_Keyed.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPK1Xq9sKfU9Rr8YG2NAzG7PnfbyqorCai4QW24dmr0XKlaqOxHir0_jAJRlx3tRI0ExzmSp2Bs-uj4O4I5X1Jn4mW2WSmbADt34jD8Rs7gnMxsyYdbeYh7niW9YjKAMbqaibsvYiD2OGD/s1600/Mad+Elf+Mine_Keyed.png" height="214" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPK1Xq9sKfU9Rr8YG2NAzG7PnfbyqorCai4QW24dmr0XKlaqOxHir0_jAJRlx3tRI0ExzmSp2Bs-uj4O4I5X1Jn4mW2WSmbADt34jD8Rs7gnMxsyYdbeYh7niW9YjKAMbqaibsvYiD2OGD/s1600/Mad+Elf+Mine_Keyed.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"><br /></span></a></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">One such adventurer, an Elf, remains
in the mine, driven mad by the evil within. The mine is now known as 'Mad Elf Mine'.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Mad
Elf:</span></b><span style="font-family: "BookAntiqua","serif"; font-size: 10.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> </span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init +2; Atk longbow +2 missile (1d6), dagger -1 melee
(1d4-1), or harmful spell; AC 14; HD 3d6 (13 hp); MV 30’; Act 1d20; SP prestidigitation,
harmful spell 3/day; SV Fort +1, Ref +3, Will +4; AL Chaotic.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">The Mad Elf has the
abilities of prestidigitation and harmful spell as the Magician on p. 433 of
the core rulebook.</span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">He will use these, as
well as attacking with his longbow from outside the light range, to harass
intruders, lead them into danger areas and generally cause havoc.</span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">The Mad Elf is aware of the secret entrances
to rooms </span><b style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">7</b><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"> and </span><b style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">8</b><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">, but not room </span><b style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">12</b><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">.</span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">The Elf failed his save against the evil
carvings in room </span><b style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">16 </b><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">and eventually
returned to the mine to serve as a Chaos acolyte.</span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"> </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">He can sometimes be found there praying and
tending to the temple.</span></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></b></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></b></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">1. Entrance.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The mine entrance is partially boarded up and
has several faded wooden signs reading "Mad Elf Mine",
"Beware" and "Do not Enter". Observant characters (Luck DC 14) may notice
snapped twigs, scuffed dirt and large piles of dung as tell tale signs of a
large predator living in the immediate area.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">2. Main Shaft.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The old main shaft to the lower mine still
has an intact metal bucket and chain suspended from the ceiling. The bucket can hold up to 500 lbs. at one
time safely. For every 50 lbs. more
there is a cumulative 10% chance a weak link breaks, sending the bucket and all
within 60' to the bottom (3d6 damage as the descent will be slowed somewhat by
scraping the sides of the shaft). The
Ogre who lairs in room 4 tosses all of his refuse down the shaft, creating a pile
of disgusting rotting filth at the bottom.
Searching the pile is sure to cause some kind of debilitating sickness
but a successful Luck check will also turn up a large uncut ruby worth 100 GP.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">3. Ogre's Larder.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The Ogre keeps half eaten and future meals in
this room. Currently the occupants are a
half eaten deer carcass suspended from the ceiling and an unconscious Halfling
named Seamus. If rescued, Seamus will
promise a reward for safe return but ask to accompany the adventurers if they
are descending into the mine. Seamus is
a servant of Chaos and has ventured to the mine to seek out the Temple
within. He will help the party until
such time as he can effect a double cross.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">4. Ogre's Lair.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The Ogre (Grimlee) sleeps here. There is a 25% chance he is sleeping, snoring
loudly enough to be heard in room 2. If
so, only very loud noises will wake him.
If he is awake he will hear any normal movement, noise or talking in
room 2. </span><b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Ogre:
</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init +2; Atk slam +5 melee (1d6+6) or great mace +5 melee
(1d8+6); AC 16; HD 4d8+4; MV 20’; Act 1d20; SP bear hug; SV Fort +4, Ref +2,
Will +1; AL C.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">5. Mole Rat Burrow.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This area is infested with Mole Rats. They are identical to a Rat Swarm (p.
424). They are led by a Giant Mole Rat
with the same stats as a Rat, giant (also p. 424). The Mad Elf eats traps and eats these
creatures for sustenance.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">6. Mine Forever.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The <b>Ghosts(3):
</b>(Init +2; Atk special (see below); AC 10; HD 2d12; MV fly 40’; Act 1d20; SP
un-dead traits, immune to non-magical weapons, 1d4 special abilities; SV Fort
+2, Ref +4, Will +6; AL L.) of Dwarven Miners forever swing their incorporeal
picks and hammers in this room. They
will attack any non-Lawful creatures that enter. Their attacks are at +4 and cause 1d4 ability
drain from a random physical stat. Placing precious metals or gems in excess of
300 GP on the floor of the room will put the Ghosts to rest earning 2 XP and +1
Luck to all involved. The treasure will
disappear with the Ghosts.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">7. Mad Elf
Treasure Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The Mad Elf
stores his treasure in a chest on the far wall from the Secret Door. It is trapped with a poison needle (Fort save
or Die) and contains 867 GP worth of assorted coins, an obsidian statue of a
mastiff with the word "Brutus" etched on the base. If the command word is spoken the statue will
grow to mastiff size and executed the commands of the owner to the best of its
ability for up to 30 minutes per week.
At the end of the 30 minutes, or if the command word is spoken backwards
("Suturb"), the dog will revert to statue form.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">8. Mad Elf's Lair.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The Mad Elf lives here. There is crude furniture cobbled together
from mine support beams, a filthy bed made of large Mole Rat skins and a filthy
bowl of even filthier water. The Secret
Doors are both clearly identifiable from the inside of the room.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
</div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">9. Well of the
Damned.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The Dwarves
attempted to sink a second shaft in this room but broke through to a vast
cavern below. Every so often (5% chance
per turn) a foul wind sweeps up from the depths, carrying the tortured screams
of demons or worse with it. Anyone
hearing the sound must make a Will save DC 14 or be shaken (-2 to all attacks,
skill and ability checks including spell checks) for 2d3 hours.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">10. Unstable
Chamber.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The northwest
corner of this room is not well-supported and thus is unstable. Observant characters with the appropriate
background (Miner, or any Dwarf) may notice the lack of supports in this
area. Anyone doing anything more than
moving slowly in this area (including searching) has a 30% chance of bringing
dirt and rocks down on their head causing 2d4 points of damage. Reflex save DC 13 to avoid.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">11. Corner Room
the First.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> 4 skeletons of
long-dead Dwarves liter the floor. They
were previous victims of the evil carvings in room 16 that were defeated by a
group of adventurers. Their bones have
been picked clean, as adventurers are wont to do.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">12. Gas Safe Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This room was constructed as a retreat for
the miners in case of massive gas leak.
The trapdoor has become overgrown with lichen and moss and is nearly
invisible from below. The room is
stocked with magically potable water and iron rations that are still usable. There is room for 12 to sleep comfortably and
stay fed and hydrated for 2 weeks.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">13. Corner Room
the Second.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This is an empty
room. There are minute cracks in the
floor that lead to room 16 below. If
adventurers linger in this area for more than 10 minutes, a <b>Baby Shadow</b> from 16 will come to
investigate.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">14. Shaken Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This room once looked like room 6 on the
other side of the mine. A shift in the
earth moved the southern half of the room 10' to the east and 15' down. The pillars in the southern half have
collapsed as well. A <b>Giant Lizard</b> (Init -3; Atk bite +5
melee (3d4); AC 17; HD 3d8; MV 40’ or climb 20’; Act 1d20; SP camouflage; SV
Fort +2, Ref -2, Will -2; AL N.) lives here as well. It will typically wait in hiding using it's
camouflage ability until a lone creature is exposed (perhaps climbing down the
cliff face) before attacking. If it
manages to kill or incapacitate a creature it will retreat to the ceiling of
the southern part of the room to eat.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">15. Miners Shrine.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The original Dwarven miners used this room as
a small shrine to their Pantheon. It is
still filled with a subtle Lawful power.
Chaotic creatures will be physically uncomfortable in this room. Lawful characters who pray to the Miner Dieties
and make a sacrifice of at least 10 GP value will receive a temporary +2 to
their Luck score. It will last for 1d5
hours.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">16.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> <b>Chaos
Temple.</b> This temple was carved out
of the earth by unknown devotees to Chaos and Evil. The main entrance has long since
collapsed. The Dwarven miners
accidentally tunneled into it, causing the mayhem that forced them to abandon
the mine. The walls are decorated with
profane carvings, as is the basalt altar at the southeastern end. Anyone inspecting these carvings in anything
other than a casual manner must make a Will save DC 10 or feel the overwhelming
compulsion to revere the carvings for 2d7 minutes. Thereafter they must make a Will save DC 10
everyday or be compelled to return to the Temple as swiftly as possible to
pray. After failing 3 times a final Will
check DC 15 must be made. If this check
is made the creature will refuse to leave the mine area and become a servitor
of Chaos, going mad but gaining Darkvision and 1d3 to all stats. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">The doors on the east
wall are 15' tall and made of thick bronze.
They are sealed with a platinum chain and clay seal. The chain is intricately carved and obviously
very valuable. It would fetch upwards of
700 GP in a large town. The clay seal is
easily broken. This, however, will draw
the ire of the two Baby Shadows who guard the Temple. In fact, any defacing, mockery or expression
of an opposed faith or belief system will alert the Shadows and cause them to
attack. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Baby</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> </span><b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Shadow
(2): </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init +3 (able to always surprise); Atk debilitating touch
+6 melee (1 Str); AC 13; HD 2d8 (8 hp); MV fly 40’; Act 1d20; SP stalk prey to
guarantee surprise, incorporeal, immune to non-magical weapons, un-dead traits;
SV Fort +2, Ref +4, Will +3; AL C.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Once the seal is broken,
the bronze doors can be opened with the application of at least 30 points of
Strength.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">17.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> <b>The
Great Staircase.</b> A marble staircase
descends down into the depths of a large cavern. The stairs go on for as long as the DM wants
them to but certainly beyond the initial visibility of the party. Any creature who steps out on the steps will
draw the attention of <b>Manbats(4)</b> (Init
+4; Atk bite +6 melee (1d6); AC 12; HD 2d8 (9, 8, 8, 7 hp);MV 20’, fly 40’; Act
1d20; SP carry off prey; SV Fort +1, Ref+4, Will +2; AL C.) who will attack in
5 rounds. They will each attempt to
carry off a meal and retreat out into the darkness.<o:p></o:p></span></div>
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</div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">18</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">. <b>The</b>
<b>Underdark, The Abyss, The Lost World,
Wonderland or New Jersey....your choice!</b></span><span style="font-family: "BookAntiqua","serif"; font-size: 10.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><o:p></o:p></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><b><br /></b></span></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><b><br /></b></span></div>
<div class="MsoNormal">
<a href="https://www.dropbox.com/s/ra98y25trn4wt4b/Mad%20Elf%20Mine%20OPD.pdf">Mad Elf Mine OPD .PDF</a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="http://i288.photobucket.com/albums/ll189/ehoffm1/Blog%20Maps/MadElfMine_VTT_zpsdeca1e29.png">Mad Elf Mine VTT-Ready .PNG</a></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></b></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></b></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></b></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></b></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></b></div>
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Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-88693485949824415932014-02-27T15:43:00.000-08:002014-02-27T15:43:13.019-08:00The House of the FaleriiHere is a sister map to <a href="http://thecastellanscorner.blogspot.com/2014/01/the-tomb-of-falerii.html">The Tomb of the Falerii</a>. The adventure is written to be a prequel, but could easily be adopted as a sequel or loosely related adventure locale. <div>
<br /></div>
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<div>
<br />The House of the Falerii<br />
<br />
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><b>Jackal
Monkeys</b> (23 total) live in areas 2, 3, 4, 5 and 10. They will harass anyone who intrudes on their
territory. Typically they will throw
their feces from a distance, only attacking physically if one or two party
members get separated from the group.
They can go in and out of the arrow slits at will. The Jackal Monkeys are fond of shiny objects
and some treasure is scattered about their lair areas. Typically this requires a search through dung
piles which have a 20% chance to contain rot grubs (burrow to heart in 2d5
rounds. Fort Save DC 20 or die. Can be burned in first 2 rounds causing 1d6
or cut out in first 5 rounds causing 2d6 damage).<o:p></o:p></span></div>
<div class="Framecontents">
</div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></b></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Jackal
Monkeys:</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
Init +2, Atk bite +2 melee (1d4+1), or thrown excrement +3 missile fire (dmg
special); AC 14; HD 1d8; MV 30' or climb 30'; Act 1d20; SP Leap up to full
movement; SV Fort +2, Ref +4, Will -1; AL N.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Throw Poo: Jackal Monkeys can (and
often do) throw their own feces up to 40' at intruders into their territory. The ordure does not cause physical damage but
anyone hit must make a Fortitude save DC 12 or become nauseous (-1d on all
attacks, ability, skill or spell checks) until the offending stool is washed
off. Subsequent poo-missiles have no
further effect.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Leap: The Jackal Monkey can leap using its powerful
hind legs up to 30', consuming its entire movement for the round.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<br />
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Jackal Monkeys are the result of
bizarre experimentations by wizards in ages past. Why any magic user powerful enough to conduct
such experiments would choose two of the most annoying animals in the history
of mammal-dom to combine is a mystery.
Perhaps the plan was to unleash them as a plague upon a rival nation or
they are simply an attempt at a practical joke by a half-mad archmage with too
much time on his hands. Either way, they
present a definite annoyance, and potential danger to unprepared adventurers.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">1. Entry.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
The powerful bronze doors are still intact, requiring tools or a key to
open. Any creature spending more than a
few rounds in this area will draw the attention, and subsequent thrown manure
of the Jackal Monkeys.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">2. Tower.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> Dung Pile: Silver Ring (15 GP), 40
GP in assorted coins.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">3. Fortified Hallway.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> There is a hidden 20' pit trap (2d6 damage). Reflex DC 14 to avoid. The lid is hinged and on a surprisingly still
working spring. Several Jackal Monkey
corpses are in the pit. <o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">4. Tower.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
The door to 5 has fallen off the hinges due to exposure. Dung Pile: Gold Necklace (45 GP), Platinum
cloak pin with inset ruby (60 GP).<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">5. Stable Yard.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The large gate is warped and open. It could be jury rigged to close again with a
little effort. In addition to the Jackal
Monkeys that inhabit the yard, 5 </span><b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Giant Rats: </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-bidi-font-weight: bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">(</span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init +4; Atk bite +2
melee (1d4+1 plus disease); AC 13; HD 1d6+2; MV 30’ or climb 20’; Act 1d20; SP
disease (DC 7 Fort save or additional 1d6 damage); SV Fort +4, Ref +2, Will -1;
AL N.) live in the dark corners of filthy enclosure. The stairs on the southern wall lead up to the battlements.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">6. Entry Hall.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The pool is dark, stagnant and 2' deep. Anyone feeling around the bottom with their
bare hand has a chance (Luck check) to pull up a random coin.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">7. Secret Stairs.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> To anywhere you like!<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">8. </span></b><b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Child's Play.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> A little girl sits alone in this room playing
with her dolly. She is a ghost but seems
real. An observant character may notice
that a scarf the child wears conceals a ghastly and fatally deep gash across
the throat. The child will readily talk
to adventurers claiming that "Mommy said if I was a good girl and stay
weally, weally quiet I could have a sweet.
Did you bring me a sweet? I tried
to be quiet Mommy...I tried to be quiet..." Anyone giving the child a 'sweet' gets a +2
to any save for 3 days, afterward the child will disappear. Anyone being a 'meanie' will cause the child
to wail a baleful curse causing 1d3 Personality loss. Willpower DC 14 to resist.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">9. Empty Room.
</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">...<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">10. Observation Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> Dung Pile: 100 GP in assorted coins.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
</div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">11. Chamber.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 3 Ghouls (</span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init +1; Atk bite +3 melee
(1d4 plus paralyzation) or claw +1 melee (1d3); AC 12; HD 2d6; MV 30’; Act
1d20; SP un-dead traits, paralyzation, infravision 100’; SV Fort +1, Ref +0,
Will +0; AL C.) have gained access to this room via the secret door and made it
their lair. A pile of bones in the
western nook contains 80 GP in assorted coins and a <b>fine dagger</b> (+1 to hit and 1d5 damage).<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">12. The Baths.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> These rooms were once opulent, marble baths. Water randomly, but steadily, drips from the
ceiling throughout the chamber. The dark
pool is now home to a giant water moccasin (</span><b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Viper, giant: </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init
+6; Atk bite +8 melee (3d6 + poison DC 12 Fort or 1d4 Stamina); AC 16; HD 4d8;
MV 30’; Act 1d20; SV Fort +6, Ref +4, Will +2; AL N.). The northwest corner was once the privy and
there is a concealed hole that the snake will use to retreat to the tunnel at
17 if the situation turns dire.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">13. Steam Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The natural fissure in the floor here permits
a pleasant steam to periodically vent into the room. Less pleasant are the two Steam Devils (Init
+2; Atk bite +4 melee (1d6+2) or breath weapon - 20' cone of steam, Ref DC 12
or 2d6 damage; AC 12; HD 2d6; MV 40’; Act 1d20; SP immune to damage from fire
or heat; SV Fort +1, Ref +2, Will +1; AL L.) that now make this room their
home. If slain they will explode in a
burst of steam causing 1d8 damage to all within 5'.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">14. Dining Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> </span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">The statue at end of hall is of toga-clad
woman holding an amphora pouring into a basin.
It is dry. 5 command words in
ancient common (Intelligence DC 15 or related to decipher) are chiseled into
the base. When spoken a liquid magically
pours from the amphora into the basin.
It is enough to fill 1 Waterskin.
The liquid will drain away in 1d3 rounds unless captured in a vessel. The statue can produce 10 times per day,
regardless of the combination of the following:
<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 1. Water (potable)<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 2. Wine (Excellent quality. Made from grape that is extinct. 15 GP per wineskin)<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 3. Vinegar (1 skin of vinegar will dissolve 10'
cube of spider webs in 16 if splashed on them)<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 4. Honey Milk (counts as a 'Sweet' for encounter
in room 8)<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> 5. Garum (a foul smelling fish sauce - tastes
delicious though!)<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">15. Servants
Corridor.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This area would
provide a safe and quiet place to rest.
There is even a fully stocked kitchen, although all of the foodstuffs
have been eaten by vermin long ago.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">16. Temple of the
Falerii.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The columns and
vaulted ceiling have been inhabited by several generations of <b>Giant Spiders</b> (Init +1; Atk bite +3
melee (1d4 + poison); AC 12; HD 2d8; MV fly 30’; Act 1d20; SP poison (DC 8 Fort
save or death); SV Fort +2, Ref +3, Will +1; AL L.). 4 such live here now. Hidden completely by the vast amount of webs
are the many corpses of their past victims.
Two are, or were, humanoid and some of their treasure is still cocooned
with them. One has a scroll of Haste and
a <b>Magic Cloak</b> (+2 to all Saves)made
of human skin (-2 to all Reaction rolls with Humans). The other has a golden statue worth 100 GP
with glowing green jewels for eyes. The
'eyes' can be removed and permanently shed an eerie green light in a 20' radius
unless covered. If the webs are burned,
only the statue will survive the flames.
<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">The altar contains a
platinum service worth 250 GP for the metal alone but upwards of 1,000 GP if
the right collector can be found. There
is also a secret compartment in the right side (isn't there always) that
contains a <b>Magic Ring</b> which will
grant the wearer the ability to cast Word of Command as per the Cleric spell
with a Spell Check of +5, twice per day.
There is no penalty for failure.
The ring also functions as a <b>Ring
of the Falerii </b>for the related adventure, The Tomb of the Falerii (http://thecastellanscorner.blogspot.com/2014/01/the-tomb-of-falerii.html).<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
</div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">17. Sewer.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> A fine trickle of water runs from the baths
in 12 down the center of this sloping tunnel.
It empties into a river about a half mile to the west.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="http://i288.photobucket.com/albums/ll189/ehoffm1/Blog%20Maps/TheHouseoftheFalerii_VTT_zpsd11ba08b.png">The House of the Falerii VTT PNG</a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="https://www.dropbox.com/s/vco0qockna64icg/The%20House%20of%20the%20Falerii%20OPD.pdf">The House of the Falerii OPD PDF</a></div>
</div>
Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-41119168775978390642014-02-10T16:45:00.002-08:002014-02-10T16:45:43.054-08:00The Cursed BarrowsI wanted to try out a technique that <a class="g-profile" href="https://plus.google.com/102443146926790949695" target="_blank">+Michael Mills</a> is using at <a href="http://canisterandgrape.blogspot.com/2014/02/d-catacombs-map.html">Canister and Grape</a> for dressed stone walls. Here is how I used it to make a map of the ever-ubiquitous barrow mound.<complete id="goog_1734170962"></complete><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgR2Bsha5g-HklRTW5qWPBkDkC6KIOKnz8gOBtrLPutUDC5toglkGXo1OiKKZ9qNsqz22Ufk7Rc2tIV1SnLQWJkozkmNIEniI0Zli6T4AQmvi0__ZtuE0zyFHLV3K_oYDJ84twBrp5gWWfr/s1600/Cursed+Barrows.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgR2Bsha5g-HklRTW5qWPBkDkC6KIOKnz8gOBtrLPutUDC5toglkGXo1OiKKZ9qNsqz22Ufk7Rc2tIV1SnLQWJkozkmNIEniI0Zli6T4AQmvi0__ZtuE0zyFHLV3K_oYDJ84twBrp5gWWfr/s1600/Cursed+Barrows.png" height="400" width="385" /></a></div>
...and for you VTTers:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYmhwR2E5mAz6QjWD6nlTomDf-SaQJcOTom2MBGYR9VlpIbgce0dsyw1cnc4T_Cn0EcC6qjGLEwtRUhF5PJQRwjwPeHRkscRvS75Q-3LeVEqC-_6lu3bNWdKEnLXumWC-bVPDUc4pBvj-V/s1600/Cursed+Barrows_VTT.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYmhwR2E5mAz6QjWD6nlTomDf-SaQJcOTom2MBGYR9VlpIbgce0dsyw1cnc4T_Cn0EcC6qjGLEwtRUhF5PJQRwjwPeHRkscRvS75Q-3LeVEqC-_6lu3bNWdKEnLXumWC-bVPDUc4pBvj-V/s1600/Cursed+Barrows_VTT.png" height="400" width="385" /></a></div>
<br />
...and a link to the VTT map with transparent background: <a href="http://i288.photobucket.com/albums/ll189/ehoffm1/Blog%20Maps/CursedBarrows_VTT_zps3dc89017.png">The Cursed Barrows .PNG</a>Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-63809005479943994442014-02-09T14:31:00.000-08:002014-02-09T17:11:47.405-08:00Dungeon of Lost Coppers<a class="g-profile" href="https://plus.google.com/105182874766253582958" target="_blank">+Dyson Logos</a> over at <a href="http://rpgcharacters.wordpress.com/2014/02/09/contest-the-dungeon-of-lost-coppers/">Dyson's Dodecahedron</a> posted a contest to complete his Dungeon of Lost Coppers. Here is his original image:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7fv4UF5Bg4N4kY7ahUCicwP1UJ6NIXauusSKK7FL9hhf0tpzljL4kEVgtkZ4W3aeAa9A6U_ck_IozqKDLOgX-YrKTCMSQZCjYn2xMO2NiMTAnz9BUiixWocoveNfpIcyobrsBxh2xGxzZ/s1600/Dungeon-Of-Lost-Coppers-Production.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7fv4UF5Bg4N4kY7ahUCicwP1UJ6NIXauusSKK7FL9hhf0tpzljL4kEVgtkZ4W3aeAa9A6U_ck_IozqKDLOgX-YrKTCMSQZCjYn2xMO2NiMTAnz9BUiixWocoveNfpIcyobrsBxh2xGxzZ/s1600/Dungeon-Of-Lost-Coppers-Production.jpg" height="320" width="400" /></a></div>
<br />
<br />
Obviously I decided to make a submission, otherwise this would be a short and pointless blog entry!<br />
<br />
It is a cool start with lots of potential ways to take the map. I got my inspiration from the set of 6 completed rooms on the upper left there. Only a secret tunnel heads further into the dungeon from those rooms. This screamed "Legitimate Front" to me and got me rolling on a Thieve's Guild or Secret Society theme. <br />
<br />
Whoever is the power behind the front put a throne room or control room there to have quick and secret access to the rest of the dungeon.<br />
<br />
The statue in a cave surrounded by water gave me two ideas. One that there are really two dungeons that are unaware of each other. Then I took that a step further and assumed the denizens of dungeon 1 have already broken through to dungeon 2. There they found some sort of "Magical Archeological Stuff" and decided to add a prison and guard complex and continue digging for more such objects further in the cave complex with slave labor.<br />
<br />
So here is my final draft for the contest:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixcISmWTEEFStG_oees9e4RP1qbDOzCAgkRZR0fSwA3JEUsn0dXiK4-UNn6qAwKZez8cZFnxbD2znZschZVLrdsPjsO1Yc9vLNl1vpsvCgehthIYt9QtJA_i7znZbMvE_e6N0ZldAzz1FQ/s1600/Dungeon+of+Lost+Copper.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixcISmWTEEFStG_oees9e4RP1qbDOzCAgkRZR0fSwA3JEUsn0dXiK4-UNn6qAwKZez8cZFnxbD2znZschZVLrdsPjsO1Yc9vLNl1vpsvCgehthIYt9QtJA_i7znZbMvE_e6N0ZldAzz1FQ/s1600/Dungeon+of+Lost+Copper.png" height="464" width="640" /></a></div>
<br />Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-70433840546551470142014-02-08T13:33:00.002-08:002014-02-08T13:33:54.661-08:00The Secret Smithy of Rurik Thick-ThewedThis map is an entirely secret or concealed enclave accessible via any cavern system or mountainous area. I've statted it up as a One-Page-Dungeon in my usual format with DCC RPG as the system.<br />
<div>
<br /></div>
<div>
Included is a .JPEG, Keyed .JPEG and .PNG for VTT users as well as a link to the One-Page-Dungeon in .PDF.</div>
<div>
<br /></div>
<div>
Enjoy!</div>
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<br /></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio3el72V0qkLkSonZf_xWt-F-wOd8-SwYCKkg4kZj-1a3oyZ_0j1ZdtE7VPG57Xs7Fr2DoDy70jJUc5lK6W2i4XtLtI0GpDgElQhqFTdvXdE1DuFbKH32mQMZij92Z9_-1WRIfTatGiCQd/s1600/Secret+Smithy+of+Rurik+Thick-Thewed.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio3el72V0qkLkSonZf_xWt-F-wOd8-SwYCKkg4kZj-1a3oyZ_0j1ZdtE7VPG57Xs7Fr2DoDy70jJUc5lK6W2i4XtLtI0GpDgElQhqFTdvXdE1DuFbKH32mQMZij92Z9_-1WRIfTatGiCQd/s1600/Secret+Smithy+of+Rurik+Thick-Thewed.jpg" height="194" width="320" /></a></div>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">The Secret Smithy of
Rurik Thick-Thewed can be placed within an existing cavern structure or as a
quest destination on its own. Rurik
Thick-Thewed was a great weapon and armor-smith. He had a secret technique that his
contemporaries were always trying to steal from him. To keep his technique a secret he hid it in a
remote and inhospitable location, complete with deadly traps and denizens for
the unwary intruder.<o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">This is probably
appropriate for higher level characters, maybe 4th? <o:p></o:p></span></div>
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<br /></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">All doors in the complex
are made of heavy brass and locked with high-quality mechanisms.<o:p></o:p></span></div>
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<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">1.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> <b>Natural
Bridge.</b> </span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">A Giant Cave
Fisher lives under the bridge. It
attacks anything that attempts to cross.
It will take time to eat anything it catches and kills, finishing it's
meal in 2d3 turns. <b>Cave Fisher:</b> </span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init
+5(75% chance surprise); Atk bite +6 melee (1d6+2) or web +8 missile (40'
range); AC 18; HD 3d8; MV 30’ or climb 10’; Act 1d20; SV Fort +4, Ref +1, Will
+8; AL N. STR DC 20 to break free of
web.</span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">2. Secret
Entrance.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The secret door
to Rurik's Smithy is equipped with the most diabolical and impassable magical
wards. No creature save a demi-god or
higher could hope to overcome them.
Unfortunately, Rurik forgot to set the wards the last time he left and
all that is left is a normal secret door with a scything blade trap. Reflex DC 15 or 3d4 Damage.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">3. Concealed
Entrance.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> 50' below the lip
of the crevasse is a 5' diameter hole in the western wall. It leads to the steam tunnel. It is extremely hard to detect from the top
as the crevasse is constantly filled with steam vapor. Characters who spend several turns observing
the crevasse will notice a periodic thickening of the steam and may surmise it
must originate from somewhere within the crevasse.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">4. Welcome Hall of
Rurik Thick-Thewed.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This room is
richly appointed with the remains of sturdy and comfortable furniture and
decorative pieces. A medieval
man-cave. Some art objects that have
survived the centuries can be gathered and sold for <b>200 GP</b>. There is also a
formula for a secret allow that Rurik was working on. It involves mixing Mithril with Diamond dust
to create the perfect metal for making blades.
He never quite got the mixture right...<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">5. Hammer Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> On an altar-like stone table against the
north side of the room, flanked by eternal flame torches, lies the smith-hammer
of Rurik Thick-Thewed. It is crafted of
the finest metals and imbued with magical power. It can be used as a <b>Warhammer +1</b> as well as giving a +5 to any smith-related tasks or
checks, including knowledge. There is a
diabolical trap in this room however.
Anyone who is not Rurik, or a descendant or Rurik, that touches the
hammer triggers numerous spouts at the top of the room to open and discharge
highly flammable oil. In 15 turns the
oil will reach the height of the eternal flame torches and ignite, causing 20d6
damage to any living creature in the room.
There is a switch in a random stone on the west wall 3' high and 4' from
the southwest corner that will stop the oil and open drainage holes in the
floor.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">6. Oddities Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> Rurik set aside this room for creations of
his that interested him but didn't quite work out like he wanted. One such is the crossbow-axe. The crossbow portion only has half the normal
range and the trigger guard comes loose on a natural 2 or 3 and the Battleaxe
is unwieldy, causing only 1d8 points of damage.
The whole contraption also causes the wielder to only roll a d14 for
initiative. It is a <b>+2 magical weapon</b> in all other respects however. The GM should come up with one or two other
such useful, but flawed, items.<o:p></o:p></span></div>
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<br /></div>
<br />
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">7. Nearly-Finished
Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> Rurik kept his
finished components to weapons and armor in this room. The lot could be sold for <b>500 GP</b> to weapon and armor smiths, or
used by one to reduce the cost of crafting excellent quality weapons by half.<o:p></o:p></span></div>
<br />
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">8. Rare Materials
Storage.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> Flawless steel
ingots lie in pallets on the floor. Two
chests, seemingly carved of the stone of the cavern itself, sit near the
eastern wall. One contains <b>5 lbs. of pure mithril</b> and is trapped
with poison gas (Death in 2d3 rounds or Fort Save DC 18 for 5d6 damage). The other has <b>1,500 GP</b> in rare gems, but also contains a very angry small Earth
Elemental that has been trapped here for hundreds of years. </span><b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Elemental, Earth: </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init +4;
Atk slam +8 melee (2d6); AC 18; HD 4d8; MV 30’ or dig 30’; Act 1d20; SP
elemental traits; SV Fort +7, Ref +2, Will +5; AL N.<o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">9. The Long
Stairs. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">The
stairs heading south from the main hallway are made of riveted metal. When any creature touches the floor on the
first landing, the entire length of stairs pivots 45 degrees forming a slick
ramp to the bottom. Creatures who cannot
brake their fall take 1d6 damage when they smash into the stone wall at the
bottom. Climbing back up would prove
extremely difficult, especially for characters in armor. Crashing into the wall will reveal the secret
door. This is actually a further trap
designed to lure intruders into the deadly Steam Tunnel, for once a living
creature passes through the secret door, a steel portcullis will drop behind
them. The portcullis locks into place
under the stone floor and is nearly impossible to raise by brute force. The steel bars are 3 inches thick. <o:p></o:p></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">10. Forge of Rurik
Thick-Thewed.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This is where the
magic happened. Rurik's secret was
harnessing the power of fire and water.
The pool to the north contains and endless supply of pure heavy water
and the basin to the south living fire.
The two combine underneath the dais to power a living statue that would
assist Rurik with his smithing. It will
attack anyone entering the room but can only function off of the dais for 5
rounds or it will run out of steam (literally) and cease to function. </span><b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Living statue: </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init
+6 (surprise); Atk tongs +6 melee(1d8) and hammer +6 melee(1d10), or flame gout
+4 missile (3d8); AC 20; HD 5d8; MV 30’; Act 1d30; SP surprises 50% of time; SV
Fort +6, Ref 0, Will 0; AL N. It can
only use the flame gout twice before needing to recharge on the dais. Two flawless diamonds are set in the statues
eyes. Removed they are worth <b>500 GP</b> each. The anvil on the dais is coated in mithril
and would be worth <b>1,250 GP</b> if it
can be removed. It weighs 1,000 lbs.<o:p></o:p></span></div>
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<br /></div>
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-ansi-language: EN-US; mso-bidi-font-family: BookAntiqua; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;">11. Steam
Tunnel. </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-ansi-language: EN-US; mso-bidi-font-family: BookAntiqua; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;"> Once every 20 minutes the excess steam
created in Rurik's Forge must vent through this tunnel. Any creature in the tunnel when it does
suffers 8d7 points of damage. There will
be a rumbling 12 rounds before the venting that shakes the entire complex, and
another of the same 3 rounds before venting.
It is possible for a Halfling, Elf or unarmored Human or Dwarf to climb
into room 10 through the secret door.
This would leave them in an extremely vulnerable position if the Living
Statue has not already been dealt with.</span><br />
<br />
<a href="http://i288.photobucket.com/albums/ll189/ehoffm1/Blog%20Maps/SecretSmithyofRurikThick-Thewed_VTT_zps4eab8f75.png">Secret Smithy of Rurik Thick-Thewed .PNG</a><br />
<br />
<a href="https://www.dropbox.com/s/b7ipd8tkdcqjr28/Secret%20Smithy%20of%20Rurik%20Thick-Thewed%20OPD.pdf">Secret Smithy of Rurik Thick-Thewed OPD .PDF</a></div>
Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-65839154616730388522014-01-30T13:43:00.002-08:002014-02-16T18:38:58.404-08:00The Tomb of the FaleriiMap numero 2. Not as happy with the hatching on this one, those grave niches were particularly troublesome. Still usable though, and I've included a keyed version and a link to a .PNG version for your VTT GMs out there. <br />
<br />
I also wrote a little DCC RPG one-page dungeon text (well if you print on the back too), that came to me as I was mapping, to go along with it! Perfect for a short side-quest.<br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3lQnIS2TKV1d4RmL1ezp1hKOYAInRqHvHwa6rYvBvUmwXie4T_tOfhqs5Kq9c8V5cEkLcDw7uSkVBzxicxed_ZYMus4or20RJrnlcFaCaS6t7NVECSNic6OxV91CIcBVP4sSQFh4iBEt8/s1600/Tomb+of+the+Falerii.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi3lQnIS2TKV1d4RmL1ezp1hKOYAInRqHvHwa6rYvBvUmwXie4T_tOfhqs5Kq9c8V5cEkLcDw7uSkVBzxicxed_ZYMus4or20RJrnlcFaCaS6t7NVECSNic6OxV91CIcBVP4sSQFh4iBEt8/s1600/Tomb+of+the+Falerii.jpg" height="400" width="335" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfo0m5xUnKFxqRLuj4y4lG6P20bNRH6Aaz_RqWrUxQ0uSXG9OhaVHHr7qX0RqFHHWlO8YR2UCNQeGM2ugf2LAcmqkOHg3tX5Xg54uytxZxOu8fJvLaLVC4haIY_AwQuagRPjCHrKbi1NxA/s1600/Tomb+of+the+Falerii_Keyed.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfo0m5xUnKFxqRLuj4y4lG6P20bNRH6Aaz_RqWrUxQ0uSXG9OhaVHHr7qX0RqFHHWlO8YR2UCNQeGM2ugf2LAcmqkOHg3tX5Xg54uytxZxOu8fJvLaLVC4haIY_AwQuagRPjCHrKbi1NxA/s1600/Tomb+of+the+Falerii_Keyed.jpg" height="400" width="335" /></a></div>
<div class="Framecontents">
<a href="http://i288.photobucket.com/albums/ll189/ehoffm1/Blog%20Maps/TomboftheFalerii_VTT_zpsdc999b3a.png">Tomb of the Falerii .PNG</a><br />
<br />
<a href="https://www.dropbox.com/s/vic634qwe6xtljt/Tomb%20of%20the%20Falerii%20OPD.pdf">Tomb of the Falerii One Page Dungeon .PDF</a></div>
<div class="Framecontents">
<span style="font-family: Century Gothic, sans-serif;"><b><u><br /></u></b></span></div>
<div class="Framecontents">
<span style="font-family: Century Gothic, sans-serif;"><b><u>Background</u></b></span></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></b></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Ring
of the Falerii</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
: This OPD is designed to be a filler scenario or a small side quest. The MacGuffin to get the players here is a
Ring of the Falerii. The Falerii were an
ancient family of considerable power and prestige. A signet ring bearing their crest could be
found nearly anywhere conceivable. This
is a good way to add some spice to a random ring (mundane or magical) that the
players have picked up in their travels.
Alternately the ring could be given to the players by a patron or
employer to facilitate this quest.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Characters researching the Falerii,
or that have a background in the area history may learn the following:<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
- The Falerii were a rich and
powerful family that extended their influence through the Military and a vast
Trade empire.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
- The arch rivals of the Falerii
were the Gracchi family. They opposed
each other through nearly 500 years of history.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
- This cave was once home to an
Oracle cult.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
- The Falerii women were famous
for their cunning and ferocity.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Some false clues and rumors:<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
- The Falerii often trapped
statues.</span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
- All Falerii women were buried
with vast quantities of gemstones.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: 'Century Gothic', sans-serif;"><b><u>Locations</u></b></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">1. <b>Cave Entrance.</b> The cavern
consists mostly of limestone and appears mostly created by flowing water,
although signs of human enhancement can be seen here and there. The ledges in this part of the cavern are
about 3' high. On the second ledge is a
crumbling wooden barrel. It contains
many very small bones. A character with
the appropriate background or a DC 14 Intelligence check may note that these
are medium size fish bones.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">2.
<b>Pool Bypass. </b>The Owlbear that lives at 5 has widened a
natural crevice here to bypass the pool at 3.
Observant characters may notice the cave has claw marks on the walls and
a DC 18 Intelligence check to note the claws are bear size and shape.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">3.
<b>Cave Pool. </b> A <b>Cave
Octopus</b> </span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init -2; Atk tentacle +2 melee (1) and beak +4 melee
(1d8); AC 11; HD 2d6; MV walk 20’ or swim 40’; Act 8d20; SP grasp 1d4, camouflage;
SV Fort +2, Ref -2, Will +2; AL N.) lives in this pool. It will attack anyone that approaches unless
it is thrown food. It prefers salt cod.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">4.
<b>Bones. </b>This is where the Owlbear that lives at 5
eats his meals and disposes of the bones in large piles scattered about. In the center of the cave floor he has
arranged an human skeleton with a bull skull.
Anyone shifting any of the bone piles or making any other noise above a
whisper will alert said Owlbear at 5, even if he is sleeping. The owlbear cares nothing for monetary
treasure and there is some scattered about this chamber. Searching PCs may discover 2d20 (x Luck bonus)
GP worth of coins.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">5.
<b>Den.</b> An </span><b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Owlbear </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-bidi-font-weight: bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">(</span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init +1; Atk bite +6
melee (1d6+2) or claw +4 melee(1d4); AC 17; HD 3d8; MV 20’ or climb 10’; Act
2d20; SP spell resistance; SV Fort +4, Ref +1, Will +8; AL C.) makes a lair
here. The ledges down to 4 are quite
steep (10'-12') and the Owlbear will attempt to pounce on intruders from above
if it detects them approaching the lair.
The Owlbear is a touch OCD and the floor of this part of the cavern is
strewn with shredded cloth arranged in piles by color. Under the 'blue' pile there is a sapphire
worth 100 GP.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">6.
<b>Oracle Room.</b> In antiquity a cult established an Oracle in
these caves, charging the wealthy exorbitant prices to hear her prophecy. They weren't complete charlatans. Once every lunar cycle the earth vents hallucinogenic
gas into this room. Anyone who fails a
Fort Save DC 18 enters into trance-like state and experiences visions. If the character has a Personality of 17 or
higher, these visions are at least partially true predictions of the future,
albeit it almost certainly obfuscated.
Anyone who does succumb to the magic vapors forgets their visions when
they are over.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">7. <b>Memorial
Chamber of the Falerii.</b> The door to
this room is made of heavy stone and imbued with magic. If the correct phrase is uttered
"Damnation to the Gracchi" the door will swing open noiselessly. If the door is touched without uttering these
words it will discharge a many forked <b>lightning
bolt trap</b>. It will hit anyone within
30' of the door inflicting 2d8 points of damage (Reflex save DC 15 for
half). Once discharged it will slowly
recharge itself over a one month period.
<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">The
walls of this room are decorated with 23 ancient wax masks. The masks were made shortly after death of
individual family members of importance. They are illuminated by magic stones
places on a ledge in the wall behind them, creating quite a beautiful, and
eerie sight. The magic on the stones is
permanent. They will illuminate a 10'
radius for perpetuity. The masks are
quite valuable to a historian or art collector (25 GP each), but also quite
fragile. Anyone carrying a mask that
takes damage or falls down has a 50% chance to crush the mask(s). The <b>Statue</b> is of stern looking patrician
man in a toga. An inscription on base
reads "By Might, by Wealth, by
Birthright. A Falerii to Rule!".
There are three slots in the base of the statue. To reveal and release the magic lock on the
secret door, the slots must be filled with: 1. A quality weapon, 2. Gold (at least 10 GP worth) and 3. A Signet
Ring of the Falerii (the MacGuffin!).<o:p></o:p></span><br />
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span>
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><a class="g-profile" href="https://plus.google.com/107353186090382050816" target="_blank">+Edwin Nagy</a> created this great handout for his VTT group to represent the magic statue! Thanks Edwin!</span><br />
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span>
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<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-ansi-language: EN-US; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-fareast-font-family: "DejaVu Sans"; mso-fareast-language: EN-US; mso-font-kerning: .5pt;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-ansi-language: EN-US; mso-bidi-font-family: "Times New Roman"; mso-bidi-language: AR-SA; mso-fareast-font-family: "DejaVu Sans"; mso-fareast-language: EN-US; mso-font-kerning: .5pt;">8. <b>Tomb of the Falerii.</b> Each niche in the walls is 3' off the ground
and contains the remains of a member of the Falerii. In addition to what is listed below all have
a gold Signet ring that will open the secret door again once closed and is
worth 20 GP. If any of the female
skeletons are disturbed in any way, all of them (female) will animate as very
fast Skeletons (</span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-ansi-language: EN-US; mso-bidi-font-family: BookAntiqua; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;">Init
+4; Atk claw +2 melee (1d4); AC 13; HD 3d6; MV 60’; Act 2d20; SP un-dead, half damage
from piercing and slashing weapons; SV Fort +0, Ref +4, Will +0; AL C.</span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-ansi-language: EN-US; mso-bidi-font-family: BookAntiqua; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;"><br /></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">a. Matriarch.
Golden Tiara worth 80 GP. <o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">b. Soldier.
Has decayed bronze ceremonial armor (+3 AC, d10 Fumble die) and a
quality Shortsword (+1 to hit, 1d7 Damage).<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">c. Daughter.
Silver ring inlaid with amethyst worth 35 GP.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">d. Daughter.
Gold brooch worth 15 GP.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">e. Male Priest.
Metal <b>scroll</b> tube with 2
random divine spells.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">f. Male Child.
Leather pouch around neck that acts similarly to a <b>bag of holding</b>. It can
contain as much as a large sack. It currently
contains a mummified rat and 2d5 pieces of hard candy.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">g. Soldier.
Buried with the <b>Magic</b> <b>Bone Battleaxe</b> of a conquered
enemy. It is magical in that it is as
hard as steel and always razor sharp, expanding the wielder's critical range by
1.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">h. Patriarch.
Platinum and Ivory scepter with a Diamond Eagle statuette on top worth
500 GP.<o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">i. Female Magician. <b>Magic
ring</b> that allows a Wizard to recall one lost spell per day without using a
point of Spellburn.<o:p></o:p></span></div>
<div class="Framecontents">
</div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">j. Male Merchant. Buried with magic <b>Trickster's Scale</b> that will grant the user a 10% bonus to value of
any barter that uses the scales.<o:p></o:p></span></div>
Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-59231191725008452812014-01-29T05:19:00.000-08:002014-01-29T05:23:35.389-08:00Kobold Hygiene<br />
Kobolds take baths too...sort of...<br />
<br />
As promised, here is a Keyed version of the map with my thoughts on what might be under each number. The stats are loosely for DCC RPG as that's the system that I'm enamored with right now, but it shouldn't be hard to convert on the fly to any B/X, Labyrinth Lord or other retro(clone) system.<br />
<br />
<br />
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<img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCkkeKR7Cu5WfvFAf015PEMYo1zPunjGZg3I1vaPcUTegXYeE3QXAmlAOQ5N9sUq4f18tguup2nAJRhOwFtYoHkTfzaz-ApzRZDIBj_gBnAuPqJk4JUpDmSzVQpX5fphPPBLpe0zSA1fW2/s1600/Kobold+Hygiene_Keyed.jpg" height="400" width="365" /></div>
<br />
<div class="Framecontents">
<span style="font-family: Century Gothic, sans-serif;"><b><u>General Information</u></b></span><br />
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></b>
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Kobolds</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> - All
Kobolds throughout the complex 'bathe' in the mud and other less savory things found in area 6. When dried this coating makes them the exact shade
of rusty ochre as the walls and floor of most of the complex. This grants all Kobolds a bonus of +4 to hide
and surprise in rooms 3 through 10. <o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"><br /></span>
<span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">The cowardly runts prefer to hurl
tiny javelins coated with slime and feces, and then run away, unless their
"Mother" in room 14 is threatened.
If enemies breach the caves, all Kobolds will throw their volley and
retreat room-to-room until pushed back to room 11, where they will fight with increased, nearly fanatical,
morale.</span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">They also defecate like rabbits,
leaving golf ball-sized pellets in all areas except 4, 10, 13 and 15. Anyone who ends up prone on the dungeon floor
in any of those areas has a chance of contracting Filth Fever.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">Filth
Fever</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">
- Fort Save DC 10 or contract </span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Filth Fever - causes
Stamina loss of 1d5, incubates in 1d2 days and lasts 2d5 days. If the fever is not cured by magical means before running it's course, then a Fort Save DC 13 or 50% (round up)
of the stat loss is permanent. <o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua-Bold; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Kobold: </span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">Init
+1; Atk tiny javelin -2 melee (1d4-1), or +0 ranged (1d4-1); AC 11; HD 1d4 (3);
MV 20’; Act 1d20; SP infravision 100’; SV Fort -2, Ref +0, Will -2; AL N.<o:p></o:p></span></div>
<div class="MsoNormal">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span>
<b style="font-family: 'Century Gothic', sans-serif;"><u>Room Key</u></b><br />
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><br /></span></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">1.
Trapped Entrance.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The Kobolds have dug a 10' pit lined with
wooden spikes coated in filth. The
spikes are hung with strings tied with crude bells, pieces of scrap metal and
hollow reeds that make a terrific clatter if anyone falls into the pit. There is a 75% chance this noise alerts the
guards in room 3.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">2. Un-trapped Entrance.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> This entrance is not exactly hidden but the
angles obscured by the large boulders make the cave unlikely to be spotted by
casual observers or passersby. Anyone
actively searching the area, however, will have a good chance to find the cave.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">3. Flowstone Gallery.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> This gallery is festooned with several large
stalactite/stalagmite columns and rather beautiful formations of flowstone
between some of them. So beautiful, in
fact, that if they are somehow removed without crumbling they would fetch quite
a price (400 GP) to collectors or wealthier patrons. The process would be long and delicate,
requiring stone working or some related expertise.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">4. Clean(ish) Water.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> This is one of the few rooms in the complex
the filthy Kobolds don't regularly defecate in.
The water is clean by their standards but still dangerous to civilized
creatures (see Filth Fever above if ingested).
There is a 50% chance that 2d3 Kobolds are here filling crude or
scavenged containers with water.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">5. Main Living Area.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> This is the common room of the tribe. At any time except during a sacrifice (see 11
and 12) there are 10 +2d7 Kobolds </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">here doing disgusting Kobold things.</span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">6. Kobold "Baths".</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> This is the room where the tribe comes daily
to bathe in the mud mixture that gives them their distinctive coloring. At any time, except during a sacrifice, there
are 3d4 Kobolds bathing here. Characters
entering the "bath" may contract Filth Fever as above but may (Luck
Check) stumble upon a silver torque that some creature lost here ages ago. It is worth 150 GP. There is, in fact, a slow moving underground
river that connects 6 and 4.
Enterprising characters may be able to discover this and travel between
the two if they succeed on a Stamina check DC 10.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">7. Kobold Shaman.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The tribes current Shaman lives here. He is responsible for the regular sacrifices
and keeping the prisoners in room 8 alive until needed. If the tribe runs out of outsiders to
sacrifice, the Shaman is also in charge of determining which Kobold gets to be
a martyr. Needless to say the Shaman is
universally feared by the tribe. He can cast Paralysis with +1 Spellcheck. He also has a <b>Magic Necklace</b> made from a dead rat that gives +2 bonus to Fortitude Saves but stinks to high hell (-2 Personality when interacting with any creature
with a sense of smell).<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">8. Prisoners.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> A small cage walls off the niche in the
passageway here. There is a 60% chance
that it is occupied by some unfortunate soul slated for sacrifice. Roll randomly. 1. Man-at-arms (service for safe return) 2.
Lizardman 3. Merchant (reward for safe return) 4. Dead Rat 5. Goblin 6. Elf -
tortured to death 7. Adventurer.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="MsoNormal">
</div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">9. Elite Kobold Quarters.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> Kobolds highest in the pecking order live
here. How they decide who is elite,
however, is a great mystery, these Kobolds have the same stats as the
rest. 6 are usually in attendance,
except of course during sacrifice. <o:p></o:p></span></div>
<div class="Framecontents">
<span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"><br /></span></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">10. Gas Room.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> This room is dug out like the rest of the Kobold
complex but the tribe shuns it completely.
There is an odorless and tasteless gas that vents from below into this
room. It is highly flammable and
noxious. Observant characters (Luck DC
15) may notice a strange blue-green hue around open flames as they approach
this room. Any character searching may
also notice there are no tracks going into or out of this room and no Kobold
droppings either. If a torch travels 5'
into the room or a lantern or candle 10', the gas will ignite, causing 2d6
points of damage to anyone within the room as well as catching flammable items
aflame for another 1d6 per round until extinguished. Even if no open flame ignites the gas, any
character spending 5 consecutive turns in the room must make a Fort Save DC 14
or become nauseous for 1d4 hours (-2 attack and skill checks - including spell
checks).<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">11. Chaos Temple.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> Long ago this was an active temple to some
power of Chaos. The Kobolds accidentally
tunneled into it when they colonized this warren and claimed it for their
own. They soon discovered the secret
denizen of the Temple and through extensive trial and error (and many devoured
Kobolds) learned to live in equilibrium by continuing the sacrifices to the
Chaos Slug that lives in Room 13. The
walls and floor of this area as well as 14, 15 and 16 are of polished grey
marble with scenes of chaos etched in bas relief. The Kobolds do not gain their bonuses to Hide
and Surprise in these rooms. If the
tribe is sufficiently alerted, the bulk of the Kobolds able to fight will make
a stand here to protect their 'Mother', using the pit and columns to best
effect for defence. The original
entrance in the SW is blocked by rubble.<o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="Framecontents">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;">12. The Pit.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt;"> The Pit is 30' deep and empties into a
widened passage that leads from 8 to 13.
Driven into the floor of the cave are 4 stone plinths with manacles
mortared to them. It is here that the
Chaos Priests sacrificed their victims to grow the Chaos Slug and where the
Kobolds have learned to do the same to keep it at bay. During any such sacrifice, nearly all of the
Kobold tribe will be gathered to watch from Room 11, cheering and jeering the
fate of the poor wretch(es) below. Only
those unlucky enough to be on guard duty at room 3 and the Kobold 'Mother' and
her Bodyguards will not be in attendance. If the Slug is due for a feeding (see Room 13)
any living creature entering this area will awaken it and the Slug will start
the slow journey to dinner. </span><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"><o:p></o:p></span></div>
<div class="Framecontents">
<br /></div>
<div class="MsoNormal">
<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">13. The Chaos
Slug.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The Chaos Slug (Init
+0; Atk bite +6 melee (1d6 plus poison);AC 16; HD 8d6(42); MV 10’(cannot run);
Act 1d24; SP detect living creatures 100’, poison; SV Fort -1, Ref +2, Will -1;
AL C with Type I (paralysis) poison, p. 398).
The Chaos slug is a creature raised from humble beginnings on the pain
and suffering of the human sacrifices the Chaos Priests fed it. The Slug is huge and deadly but slow moving
and relatively lazy. It is used to being
fed a steady diet of sacrifices and will not go out of its way for food unless
hungry. It will sense any living
creature that enters room 12 and immediately begin to wake and shuffle toward
them if it is hungry. The Slug needs one
Kobold sized sacrifice every 3 days or it will go in search of food. A human-sized meal will last a week or more. The bones of the Chaos Slug's former meals litter
the floor as well as assorted coins worth 200 GP, and a <b>Shield +1</b> named <i>Stalwart</i>. Possessed by the spirit of a great soldier
and martyr <i>Stalwart</i> speaks any
language it's owner does. It constantly
urges it's owner to make hopeless last stands and berates them as a coward if
they don't...loudly...in a fussy, echoing, tinny voice. The Kobolds were too freaked out by the talking
shield to keep it so they let its previous owner die with it. The Shield was much pleased...<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">14. The Kobold "Mother".</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> This is the former Sacristry of the Chaos
Temple. It has been taken over by the
grotesque "Mother" of the Kobolds.
She is 3 times the size of a normal Kobold and nearly immobile. She lays on a filthy bed of furs and refuse
and is constantly nursing 3d6 Kobold pups on her many, many engorged
udders. The "Mother" of the
Kobolds will not fight but is protected by the biggest and best warriors. 10 Kobolds with maximum HP and a +1 to hit
are constantly nearby. Under bed (Lice infestation assured!) is a sack with
various coins totaling 87 GP. <o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">15. Nursery.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> When the Kobold "Mother" isn't
feeding them, here is where the young of the tribe live. There are 6d7 at any time and cannot
fight. They will cower or run if
threatened. Observant characters may
notice they are all males. The
"Mother" immediately eats any female offspring to protect her status
in the tribe.<o:p></o:p></span></div>
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<b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;">16. Secret Vestry.</span></b><span style="font-family: "Century Gothic","sans-serif"; font-size: 8.0pt; mso-bidi-font-family: BookAntiqua; mso-fareast-font-family: "Times New Roman"; mso-font-kerning: 0pt;"> The Kobolds have not discovered the secret
door that leads to this chamber. It was
the private Vestry of the Chaos Archpriest.
The remains of Cedar armoires and dressers line the walls and a gilded
altar rests in the middle of the far wall.
Most of the clothing and items are decayed to the point of </span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">unrecognizability</span><span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;">. One cloak seems to
be in fine shape. The <b>Magic Cloak</b> bears many sigils and runes
of chaos and evil but also provides +1 on all Saving Throws as well as grants
the wearer Infravision of 60'. The altar
also has 2 golden candlesticks and an electrum collection plate worth 100 GP
total. Hidden in a leg of the plainest
armoire is a large ruby worth 125 GP and under a loose flagstone is an oilskin
wrapped <b>Grimoire of Chaos</b> that
contains the specifics on the Chaos rituals necessary to grow the Chaos Slug
ever more powerful, in theory, so powerful that it can eventually devour entire
cities! Lawful characters receive 1 Luck
point for destroying the book, Lawful Clerics will also gain 4 Experience
Points for doing so. Chaotic and Neutral
players will find no end to interested parties willing to steal, kill for, (or
even pay...if they have to...) for the book. </span><br />
<span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"><br /></span>
<span style="font-family: 'Century Gothic', sans-serif; font-size: 8pt;"><br /></span>
<span style="font-family: inherit;">And here is a link for the map all cleaned up with a transparent background. Ready to drop right into your favorite Virtual Tabletop.</span><br />
<span style="font-family: inherit;"><br /></span><a href="http://i288.photobucket.com/albums/ll189/ehoffm1/Blog%20Maps/KoboldHygiene_VTT_zps73640488.png"><span style="font-size: large;">Kobold Hygiene .PNG</span></a></div>
Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0tag:blogger.com,1999:blog-5452740840784450104.post-83654871637165800982014-01-28T14:04:00.000-08:002014-01-28T14:04:47.090-08:00The Inaugural Foray<div class="separator" style="clear: both; text-align: center;">
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The description of this blog is no joke. I had to look up exactly what blog means. (It is a truncation of 'web log' for any other old farts out there who are too embarrassed to admit they don't know either). I get the concept of what a 'blog' is, of course, or at least what people who have them put in them. I have been lurking in the OSR blogosphere for years, picking up cool stuff for games, reminiscing with product reviews on books I lost in some move or basement flooding incident, and thinking to myself how I would do it differently...<br />
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Then my 2 year long online D&D 3.5 game ended and I heard that some people were playing old-school D&D and various retro-clones on Google Hangouts and resolved to find out what a Google Hangout was. After a couple of weeks of getting into some pretty cool games I found out that with my newly active Google account I could rant to the world for free with Blogger!<br />
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I'm not a super creative person, but I do love to take other peoples ideas and tweak and twist them, maybe coming up with something different, or at least usable in a different way, from time to time. So, that's what I'll try to do here. <br />
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One blog I've been following for a long time and using for inspiration and entertainment is <a class="g-profile" href="https://plus.google.com/105182874766253582958" target="_blank">+Dyson Logos</a> blog <a href="http://rpgcharacters.wordpress.com/">Dyson's Dodecohedron</a>. I followed his excellent tutorials on how to make amazing hand drawn maps and here is my first completed attempt after some practice.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNMEG11I4UVe7TvAgzlZ_FCMkCkl4mLDBBSkYf6l9wuvExKrYOkcHu38xIgQ3bmniAcoGmZRhgGv-9rRkxAZhkFP8msCCGBIVhstbznOkKQ_4NGyzzsRfZpHf7lHiz2aElsyH2zYTvAL0a/s1600/Kobold+Hygiene.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="" border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNMEG11I4UVe7TvAgzlZ_FCMkCkl4mLDBBSkYf6l9wuvExKrYOkcHu38xIgQ3bmniAcoGmZRhgGv-9rRkxAZhkFP8msCCGBIVhstbznOkKQ_4NGyzzsRfZpHf7lHiz2aElsyH2zYTvAL0a/s1600/Kobold+Hygiene.jpg" height="400" title="Kobold Hygiene" width="365" /></a></div>
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So there it is. Post 1 of hopefully some few more to come. While drawing this map my mind ran off with some ideas for what lives here (the map title might be a little hint) and I wrote down some descriptions that I'll clean up and add here later with a keyed version of the map.Donegalhttp://www.blogger.com/profile/02673123261192648589noreply@blogger.com0