Saturday, October 30, 2021

Actual Play: Return to Warlock Tower!

Happy Halloween, everyone! And this spooky season, I'd like to ask what's spookier than hordes of mischievous undead hanging out with a mysterious warlock?

Last week, I was able to schedule and run a second session of the public playtest of Warlock Tower: my submission (and first place among the losers of! Woot woot!) Prince of Nothing's No Artpunk contest, as orchestrated through his Age of Dusk blog. Edited video - attempting to maximize focus on gameplay and the adventure - is available on the Clerics Wear Ringmail Basic Line YouTube playlist, or available as an embed below.

How did it go? Pretty alright. Two players were unable to make it - and I was unable to find other interested parties in time - so we subbed in two DMPCs to flesh out a bit. They were supposed to be played by the characters, but having a bit of a rough start (still being mediocre at best with the controls to Astral VTT), we opted to get the game moving by just hauling them around in the back. Learning experience? A bit - I think there is a good highlight here, it shows the importance of using the Encumbrance rules if you're running a real campaign. Through creative thinking, fortunate door placement, and a few very lucky reaction rolls behind the curtain, the party is amassing a decent haul: it seems Warlock Tower is not a dungeon to be delved in a single excursion.

But that's a feature, not a bug! 

Delve on, watchers; delve on!

Saturday, October 23, 2021

Autumnal Adventure Seed Generator

October 1863; William Trost Richards

Even when Halloween comes to a close, Autumn has only begun to hit its stride. A time of harvest, a time of family, and a time for gaming - a last stretch of gaming, at least, before December smashes everyone's calendars... 

That in mind - rather than try to make another list of hex locations or a small dungeon: instead, I wanted to make a generator - a bunch of Fall-appropriate keys that can be used to generate a hex (or dungeon!) in your own home campaign! Dungeons are drawn, discovered, and delved - adventures begin and culminate: like the seasons, themselves, the phases of the passing year.

So from here, as follows, a d6/6/6/6/6/6 Autumnal Adventure-Seed generator!

(6d6 seems appropriate to the Halloween motif.)

Who and What

The first two dice determine who - in terms of NPC - provides the seed: not necessarily the quest giver, but maybe the hook-dropper - and what they are doing at the time: the verb to their noun, the action and impetus of what's inspiring the adventure seed.

Roll Who: ...is doing:
1 Settlers in a new land
Trying to obtain seasonal produce
2
Farmers, generations settled Engaging in a harvest celebration
3
Priests of nature
Engaging in a solstice rite
4
Mercenaries, homeless without conflict
Establishing external contacts
5
Traveling witch-hunters
Stocking up for winter
6
Academics, along among plebeians
Exploring forgotten wisdom

Note, a single number is provided with two columns - this does not mean that the single roll indicates both column results. The first die in the D6/6 should correspond to the first column; the second die to the second column. The same is true for additional tables below.

Where and In How Long

The next two dice determine where the adventure seed is situated - where the action is originating - and the timetable around which action must be taken or consequences will occur: 

Roll Where: Timetable:
1 A temperate land, quickly turning cold
In only a number of hours!
2
Bucolic country, blanked in leaves
Over the next few days
3
A fishing village, preparing for the ice
Over the next week
4
A center of learning
Over the next couple weeks
5
An overgrown or abandoned orchard
Within a month or two
6
A derelict house or manor
By the turn of the season

But They Are...

The last two dice determine who is opposing the aforementioned adventure seeders - who (or what) is standing between the first party and accomplishing their objective - and how they are opposing:

Roll But ... : ...is opposing by:
1 Bugbears! Guarding the way or road
2
The restless undead!
Attacking anyone who approaches
3
Strange spirits...
Spreading ruin or rot
4
Inclement weather
Pilfering supplies or the objective
5
Chaotic users of magic
Is scaring or harassing the "where"
6
A mysterious rogue (or troupe!)
...has hidden the key!

Shepherd with his Flock; Jean-Francois Millet

Let's Try it Out

Now that that's been established, let's try it out:

Ok - first attempt: I did not determine which color should represent which die in advance... but that's fine - I'll read them left to right:

  • 1: Settlers in a new land...
  • 4: ...are trying to establish external contact...
  • 2: ...in a bucolic countryside, blanketed in falling leaves...
  • 6: ...by the turn of the season, ....
  • 6: ...but chaotic magic users...
  • 1: ... are guarding the way!

Hmm... I appear to have rolled the fantasy equivalent of The Village. But - though the film has a 43% rating on Rotten Tomatoes, I seem to recall it still made $256 million. So - for your home campaign, a two-hundred-million dollar idea!

Trying again...

Ok - so this one is a little trickier to read left to right, but it worked last time, so we'll give it a shot:

  • 5: Traveling witch hunters...
  • 6: ...are exploring to find forgotten wisdom...
  • 1: ...in a temperate land rapidly succumbing to the cold!
  • 1: They have only a few hours...
  • 2: ...to bypass the restless undead...
  • 4: ...who are

That's a Sword and Sorcery adventure if I've ever heard one! I might write this one up... good stuff.

One more go...

Oh come on, dice positions. Hmm... left to right, top to bottom:

  • 4: Mercenaries, homeless as conflicts cease for the cold season...
  • 3: ...are engaging in a traditional solstice ritual...
  • 4: ...on the grounds of a center of higher learning.
  • 6: By the time the winter ends, ...
  • 2: ... the resultant restless undead ...
  • 4: ... will have devoured and despoiled the college archive!

That last one was a bit of a stretch - but - I still like it. Would run an adventure about a group of soldiers who, in a foreign place, mistakenly unleash an unliving menace into the archives of a massive college.

Delve on, readers - and don't forget to post the recaps of your adventures!


Twelve Women Round the Fire; John Dickson Batten

Public domain artwork retrieved from the National Gallery of Art and OldBookIllustrations.com and adapted for thematic use. Attributions in alt text.

Saturday, October 16, 2021

N-Spiration: Bruce Campbell vs the Army of Darkness

Last year, I was challenged that - though we have abundant engagement and expansion of the literary Appendix N of the hobby - there is entirely too little talk about the cinematic expansion of Appendix N? What films, other games, shows, radio dramas, or other media are rife for harvesting ideas out of for use in your home RPG game? So - as part of launching this series: media outside literature that can serve as inspiration - or, N-spiration, as it may be - I wanted to talk about a movie that has been a Halloween tradition at my house for as many years as my wife falls asleep early enough for me to watch it. And without further blather, reviewing Sam Raimi's...

Army of Darkness

Groovy.

In short, Army of Darkness can be described as Sam Raimi's gift to the world - the greatest film in the history of all cinematography. Army of Darkness has been my favorite movie - with its hokey, dark humor and gonzo presentation - since sometime in the mid 90's when my dad picked up the VHS, having watched it with me censored on the Sci Fi channel and having missed entirely how rated R the real film truly is. 

In my adult life - it's become a Halloween tradition for me. Its original release in 1993 puts it into perfect timing for a date film, but my wife doesn't realize how good a Valentine watching Bruce Campbell drive the Kill-Dozer through a field of undead truly is, so I'm stuck doing... the Notebook or some other garbage - but: Name's Ash, Housewares. Halloween - perfect timing. It would technically work as a birthday movie, too - but my birthday is reserved so I can force my friends to play the Army of Darkness card game instead.

About the Movie

The basic premise of the film is that our protagonist - Ash Williams - is transported by the Neconomicon and its associated Kandarian Demon-fueled magic into the middle ages, where he meets King Arthur, accidentally unleashes a (oh - spoilers) horde of the undead, with whom he later does battle. The film has action, comedy, romance, and most importantly - Bruce Campbell, who may be the most important actor who ever lived. There are some other lesser known cast members - like Embeth Davidtz, you know, from Bicentennial Man or Schindler's List; or someone-someone Bridget Fonda - which is fair: but we know who carries the show. It's good to see the king. [be the king image]

The movie has been billed and received as a horror film - but at its heart, it's more of a comedy. The humor is puerile at times - reminiscent of Three-Stooges at points, Tom & Jerry in others - but is always dark and sardonic. It matches the spirit of the holiday - scary, officially; but really, it speaks to a more callow zeitgeist - it's designed for the youthful spirit.

Why Talk Army of Darkness?

This blog is supposed to be about gaming, I thought. You thought right! It is about gaming. So we come to the point where we ask, "What about Army of Darkness makes it worth my time investment from the perspective of my gaming life?" Here's why - and once you realize why, you'll be asking yourself why you hadn't swapped out your hand for a chainsaw earlier.

First and foremost, Army of Darkness follows the adventures of a pulp hero. The character of Ash, in departure from the previous films in the Evil Dead series, is a cocky anti-hero. He is more confident in his abilities than his abilities frequently present - but he thinks outside the box to solve his problems and he grows as a hero during the course of the adventure. Further, the adventure progresses through the classic stages of an OSR adventure: starting out fighting in a pit, continuing overland to adventure through an exotic site, and then culminating in a keep and mass battle - wherein relationships with factions made prior to the event influence the outcome. The adventure winds down after that - a sort of epilogue to the main story - however the key is: if the adventures of Ash Williams in the land of the Deadites doesn't make you want to run an undead-themed dee-en-dee campaign, I don't know what will.

Second: magic mixed with technology. The film is portal-fantasy in the literal sense. A modern man is transported via a portal (ok, fine - a vortex) into the realm of the fantastic. In the trunk of his sedan? What a coincidence: science books! Alright you primitive screwheads, listen up! Science books with which he is able to recreate certain low-tech for the 1990s, but high tech for the 1300s weapons and trinkets which empower him in combat against the Deadite masses. This - while not for everyone - is a classic parallel to the initial module lines and their subsequent loving emulators. Recall, Expedition to the Barrier Peaks (more spoilers) had laser pistols and power armor. Recall, Anomalous Subsurface Environment (yet another spoiler) has a nuke. The inclusion of tasteful tech mashes science fiction and fantasy into just-enough gonzo: not so much as to damage the immersion, but just enough for a memorable experience. In the same vein, inspiration for your game.

How much of an OSR experience is inspired by the movie, knowing it's about the one character? That is a fair criticism. Most game tables have more than one character - mostly because there is more than one player! - and knowing that, fantasy adventures produced for that experience tend to assume both a bigger party and also the use of hirelings. That in mind - Scarlet Heroes is still OSR: and like I've referenced above, there are plenty of hirelings near the end of the adventure, as well as fantastic beasts and supernatural elements that fit the sword and sorcery esthetic. And at the end of the day - the adventure you write isn't going to be the film you are drawing inspiration from: it will be tailored to your expected party and fit into your campaign world according to that inspiration. And if a film inspires you to run a game? That's the name of the game.

Is that really a good reason? Good? Bad? I'm the guy with the blog.

Conclusion

Bruce Campbell vs the Army of Darkness is, unarguably, among the masterpieces of cinematic history. In addition, it is a great inspiration for the game that you never knew you needed to run. For that reason, I rate it highly. On a scale of one to Army of Darkness, well... it's itself.

Hail to the king, baby.

Hail to the king, readers.


Army of Darkness, written by Sam and Ivan Raimi. produced by Dino De Laurentiis Communications, Introvision International, and Renaissance Pictures, and originally distributed by Universal Pictures is copyrighted, 1992, to Dino De Laurentiis Communications.Incidentally pictured are Evil Dead and Evil Dead II (copyright New Line Cinema) and Bubba Ho-Tep (copyright MGM).

Army of Darkness: The Card Game, designed by M. Alexander Jurkat and George Vasilakos and published by Eden Studios is copyrighted to MGM and Eden Studios, 2004, respectively.

Images included herein are property of their respective owners - disclosed to the best of my ability - and included for review purposes under US Title 17, section 107.

Saturday, October 9, 2021

10 Halloween Themed Hex Locations

What's more fun in a game about exploration and discovery than exploring and discovering! In support of that goal, and in keeping with the turning of the seasons, provided below are 10 hex locations themed to the spookiest of months: to be incorporated, at leisure, or to be idea-mined for your October sessions!

What's that you said? OSR fantasy adventure is about getting rich pulling treasure from the bowels of the earth? Well... something might happen on the way to those bowels, might it? 

Hexplore on, readers!

1.     Hangman's Falls
Along the divide, where the hills drop off into the flat-land and the soil turns to clay, the old kingdom built a canal: a canal and a mule path to bypass the rapid shallows and link the up-country river folk to the sea. To control the depth of the canal - they built a dam, too - and to control the dam, they built a gallows: where wild men and bandits might hang, a warning to others to leave the infrastructure (and its resultant commerce) in peace.

The canal is deep - half a dozen yards - and it can provide a team with boats smooth, quick traversal along the downstream current: but the spirits of the hanged... the old keepers, those that yet remain past the dereliction, they say the hanged have lingered: bound to the murky bottom those few fathoms below.

And they never leave the gatehouse at night.

2.     Fallen Leaf Downs
The hills to the west, where the sunset silhouettes a sparse wide-leaf forest, roll gently - low vales and shallow dips that barely challenge the horses to walk up and down along its winding way. No horses walk through it - however - and a wise rider goes cleanly around: as no matter what season, no matter what time of the year, the trees - maple, beech, oak... - their leaves are colored brightly - a riot of reds, yellows, and browns - stuck in an eternal autumn, and forever shedding - forever perforating the grass and ground with a patchy blanket of leaves. The woodsmen brave the outer perimeter of these downs - wood being scarce enough to justify their cautious approach - but they warn the unknowing traveler: sometimes a man might enter, and the leaves - they seem to pile up and form heaps: but then stepping through them, there is firm ground beneath. It's as though the earth itself moves and changes, subtly rolling in the beginnings of sleep, to a comfort that might imply it had been there all along.

It's easy to get lost in the Fallen Leaf Downs. And easy to enter - as in the fall, when other trees and other glades are likewise bedding down for winter - its border is difficult to discern.

3.     Cairn of the Cider Dragon
Standing stones are not uncommon - some say that they are soldiers, enemies of a sorceress, who hexed them upon breaching her sacred ground - but among them, a few stand out. This field of them, however, stands out - within a concentric spiral of stones, at the center stands a taller stone: atop which is a horizontal lintel - bearing a strange likeness to a reptilian skull: an illusion completed by two red coral are embedded around the eyes.

In the springtime - an artesian spring flows from the base of the stone, flowing down and out, but producing not quite enough to form a river, more a rivulet: but in the autumn - sometimes midsummer or even as late as a few frosts - it's said that if you place a piece of fruit in the center of the stone and pour water onto the center of the "head", such that the fruit blocks the flow and causes the water to dribble over the coral eyes, it will flow down to the "snout" and off, dripping to where the spring will form come the turn of the new year: but by the time it makes it to the ground, it will have turned to fermented drink.

None but the pixies have partaken from it - but perhaps if a mortal might try...

4.     The Spellbook's Mausoleum
Ringed by stone and iron - the fence crumbling in places with neglect - a graveyard stands, a hundred or more tombstones scattered together in a bowl in the earth, spaced across the area of a sports pitch. Several statues - angels, symbols - stand against time: but in the dead center - a mausoleum.

Small, only four foot to the door, the mausoleum is open to the air: inside which can be found a single sarcophagus, stone, flush and flesh with the floor, no discernible seam for a lid: almost as though the entire piece was carved from a single boulder. Embedded in the far wall are three alcoves: each of which contains a single book. A user of magic will be able to tell that they radiate magic heavily. Any character not of Chaotic alignment who tries to take one, the book will bite - THAC0 20, 1 point of damage on successful hit. Opening a book - with intent to read - has one of the following effects:
  1. Eldritch Secrets: The reader's Intelligence increases by 2, but their Wisdom decreases by 1.

  2. Third Sight: The book blasts energy into the face of the reader. Their eyes turn glossy red and lose their pupils; the reader is no longer able to grow a moustache or eyebrows (presuming they were able before). They are able, then, to see invisible and ethereal creatures as normal - including the innocuous spirits living outside our own dimension: spirits who cannot, themselves, see us.

  3. Blood of the Vine: The reader must Save vs Spells immediately. On success, the character's skin thickens and becomes waxy - turning a slight green color, with orange on the hands and feet - their eyes sink, and any hair they had is transformed into leafy tendrils. They may no longer eat: instead requiring sleeping under the open sky to subsist; however, their spell-casting level is increased by 2 levels. That is, a level 3 Elf or Magic-User casts spells as though level 5 instead. On failure, the character permanently transforms into a pumpkin vine.
Once the effect occurs, the book that was read ignites - destroying itself - and the other two books turn to stone: their writing erased and the magic dissipated.

That Single Field; William John Hennessy

5.     Blood Shallows
Along the river bend, where the water moves slowly and the banks are wide - embracing and containing the hundred silt shallows where the reeds break through the surface - an old coven: a gang of warlocks and witches in league with the messengers of Chaos - one congregated to dance under the blood moon.

Throughout the shallows can be found bones, skulls, animal - human, alike: each inscribed with strange runes. A character versed in the Chaotic tongue will recognize the characters... but their meaning?

6.     Cursed Cross Crag
Outside town - in a rocky place where once builders quarried stone - is a crag - the depth of two men's height in the center and thrice as wide: forming a crescent in the grass. Hidden in the base of the crag - at its nadir - is a silver holy symbol, wedged into the stone. It can be removed with sufficient force - it will not be damaged in the process. Once removed, it will function as a standard holy symbol, but will cause a sense of unease in those around it with keen senses or attunement to the natural world - and in places where undead stalk the grounds, the chance of a wandering monster wandering near to the symbol's bearer is increased by 1-in-6.

7.     Headsman's Orchard
Behind a wooden fence, painted with lichens and damp, apple trees grow in rows into the distance. Near the front of the orchard, however - behind an old gate, half fallen, a dozen trees from the entrance through the fence - is a circle of gravel: the same as might be found on an old road, where no trees grow. Here - post-holes might be noticed by a careful observer: where a platform once stood. Here, a headsman once worked - plying his ghastly trade. Each time justice fell, to assuage his own guilt, the headsman planted another tree. As the enemies of the state multiplied, so did the trees. Orchards living longer than men, justice moved on - but the trees did not. However the blood of the damned makes for cursed fertilizer.

A character which eats an apple from the Headsman's Orchard experiences horrible nightmares thereafter - more horrid and for more nights, if eating from the trees closer to the platform. But are these nightmares simply psychological echoes, or are they the voices of the damned, crying out to the living in envy - or perhaps supplication? In either case - can those visions be interrogated: might the echoes of past spoils be resonating with the emotions of the spilled blood of the spoiler?

8.     The Gourd Garden
The landscape gives way here - an oval in the bird's eye view - to a patch of vines, springing forth from the ground and ranging from ankle to knee deep. Nestled among them are a dozen gourds - varying shapes and sizes, varying smoothness or stubble of texture. They ripen in the fall - between one and eight at a time when a party might cross it. They can be removed and carried - spoiling as quickly as a standard gourd might - but if carved into a face, it's said that the carver gains a second sight in the moonlight: as though their own eyes had their vision merged with the unblinking smile on the gourd.

9.     Dew-Frost Valley
Along the hills runs a wide defile, a road between ruins, a highway built to connect the kingdoms of dead kings. In the warmer months, many a trader still makes use of the path: a quick route around Bandit Wood. But they never tarry long, as regardless of the month - regardless of season - men who sleep along this path wake to find themselves shivering: a thin layer of frost having fallen over the grass and over their wagons.

It's only ice - the caravan masters say - but is it? And why is it that the night watch reports the hills to be taller at night on the flanking horizons - growing with the sunset, reaching up in attempt to hide the stars? A question - perhaps - only known to the road's kings.

10.     The Frogman's Grave
Hidden among the reeds and swamp grass swaying in the breeze rolling across the moors is a lonesome shrine: a simple pillar by a dead tree. An epitaph is engraved into its side - the exact notes of which are hard to make out, having been erased by time, but describe the person buried there: by which account was a child, unknown to the people who found it - bearing large eyes, a wide mouth, and speaking in a guttural tone not common to people of its stature - but whom they could not save and laid to rest according to their custom. At the base of the marker, the rain has eroded enough that the coffin is ever-so-slightly visible under the peat.

If opened, inside is a strange skeleton - four feet in height - its legs powerful, its arms spindly, and its skull, an oversized skull of a frog. By a Dwarf of Halfling, the skull can fit wholesale over their head - if worn as a helmet, it grants them the ability to "breathe" underwater, as oxygen diffuses in through their skin.

halloween pumpkin dark background; Pixabay user Yuri_B

Public domain or open license images retrieved from OldBookIllustrations.com or Pixabay and adapted for thematic use. Attributions in alt text.

Saturday, October 2, 2021

HALLOWEEN 2021!

A gnarled tree – three stories tall – rises, surrounded by a deep pit; a moat with no water – standing against the gray sky. Across the pit is a rope bridge, some planks missing – others creaking under load – leading to a treehouse, several structures interconnected, hanging from the boughs. 

A ramp leads up to its rear; and on the other side, a steep decline leads down into the pit. Which – or where – do you choose?

A Tree in the Wastes

Suitable for characters of 2nd Level - written in loving homage to a film that has been a part of my family's autumn tradition for almost 30 years.

Click HERE for a PDF version of the following adventure! 

Wandering Monsters

The treehouse is highly active, though sparsely populated. Every other turn, there is a 2-in-6 chance to encounter a wandering monster, rolled on the following table.

Halloween-Pumpkin-Jack-O-Lantern; Quince Creative
2d6     Result
2 Giant Spider
3 Scorpions
4-5 Gremlins
6-8 Insect Swarm
9-10 The Boogie Man*
11 Haunters
12 Skeletons

Note, there is only one Boogie Man. If the Boogie Man has been defeated, treat rolls of 9 as 11 and rolls of 10 as 12. A bestiary is provided at the end of the post.

The Treehouse

This space feels rickety - the floors creak and the boards have gaps in them; the walls flex when touched. More so, the rooms are uneven: the height of the ceiling is different at each corner of every room - varying by as much of a foot - giving the roof line (and thus the ceiling - a disorienting tilt. Ceilings open directly into the rafters - which are pitched. 

Scale: 10 ft.

T1 - Foyer

In the west is a trap door which opens above the rope bridge to the compound. From it, there is a steel cage in which two man-sized characters (or three Halfling or Dwarf sized) can ride at a time. On the north wall of the chamber is a pulley and winch system which will raise and lower the cage. There is a 50/50 chance for the cage to be at ground level or raised into this room. 

On the north wall of the hallway to T2 is a worn cloth couch: hanging above which is a cage trap large enough for a squirrel or rat. Sewn into the couch cushions - such that the couch would need to be cut open to retrieve it - is a small trove:

  • 3,000sp
  • 1,200gp
  • gem (10gp)
  • 3 × gems (100gp)

T2 - Den

This living space is adorned with prison accouterments - including a ball and chain and several manacles on the south wall. A small catapult, its basket shaped like a hand, sits just south and slightly east of the center of the room. Around the north-east corner and down the east wall are tiki masks, varying in size, along the wall. In the center of the east wall, the wall bows in, clinging to the trunk of the tree to which the house is affixed. On this is a large tiki mask with a pipe in the center. The pipe leads down - snaking around the tree trunk, through the ground, and opening into the center of C1: however it is only large enough to accommodate a shoebox: a character will not be able to traverse it without some form of magic.

The hall to T4 is a steep upward incline, perhaps 45 degrees.

T3 - Kitchen

This room is outfitted as a kitchen. Along the south wall - in the irregular space - is a stove with burners - and wrapping around the north-west corner is a sink with well pump. If the well pump is used, a green liquid - caustic: causing 1d4 acid damage to anyone who touches it - flows through. On the east wall is a set of cabinets in one of which can be found several boxes covered in cobwebs and filled with stale bran: functions as iron rations, 1d6 days worth; in the other, three bags of fresh sweets.

The sweets are addictive: a character eating more than 3 in a single day must Save vs Poison or develop an addiction - every day they go without one of the sweets, they suffer a -2 penalty on d20 rolls and a -10% chance for percentile rolls.

T4 - Armory

Along all walls are shelves and chests, packed with weapons: preference given to pole arms. In addition are some leg traps and snares, alongside some explosives. Depending on tech level, player characters may or may not recognize what the explosives are, but among them are included:

  • Bombs: a fuse protrudes from a metal ball. If lit, it will burn down for 1d3 rounds before exploding, dealing 6d6 damage to everything within 30' - Save vs Breath for half.
     
  • Rockets: a cylindrical container on the end of a stick with a fuse protruding from the bottom. If lit, it will burn for 1d3 rounds and then shoot off in the direction it is held. After 1d3 further rounds, it will explode: dealing 3d6 damage to everything within 15' of its ending location: Save vs Breath for half. A character attempting to aim the rocket at a specific target may do so, but takes a -2 penalty to it, representing the unpredictability of the design. A miss should scatter: the implementation of which is left to the discretion of the referee.
     
  • Snap Flares: small, paper pouches. If lit - or if exposed to concussive force - they will pop loudly and release a bright flash. Characters within 30' must Save vs Paralysis or be stunned for 1 round.

Roughly 1d6 bombs, 1d8 rockets, and 1d8 snap flares should be present. If any of these articles are used indoors, a wandering monster check should be immediately tested due to the noise.

T5 - Washroom

Portable Bath Tub; Al Curry
Extending from the center of the west wall is a claw-foot tub. Against the east wall is a sink with pump - which produces the same caustic substance as from room T3 KITCHEN. There is also a john - which, if the flush is pulled, simply opens a trapdoor under the bowl and drops whatever was in it onto the tree below. A shelf is hammered into the north wall near the tub - in which is a toilet brush.

The claw-foot tub is animated and will attack anyone it can reach. It will not pursue if still hooked to the wall - however if the party shoots at it or otherwise attacks from range, it will disconnect from the wall, tearing up the pipes, and pursue.

T6 - Back Room

Several chairs - bug-eaten - sit in the southern portion of this room. In the south-west corner is a pile of trash: paper wrappers and sacks, primarily.

The stairwell in the north portion of the room leads to T7.

The door to the east - which is stuck - leads to a ramp which circles around the tree and leads back to the rope bridge..

T7 - Turret

One small window faces west. The rest of the space is lined with shelves - some of which contain books - fragile with age and dry, which will crumple to dust if opened - and others contain some dry alchemical supplies - such as vials and an alembic.

The stairwell down leads back to T6.

If one climbs out the window, there is a narrow widow's walk which leads to a ladder: which leads to a small crow's nest: large enough for one person.

Casino

The walls of this subterranean section are rough and dark - lined by "columns" shaped like a rib-cage, pointing upwards. Doors are double-style, with the seam between them being jagged, almost like the teeth of a mouth held sideways. 

Scale: 10 ft.

C1 - Game Room

This room is decked out as a casino game room. Chains hang from the ceiling, suspending skeletons. The skeletons house trapped souls who are only able to communicate under a Speak with Dead style ritual. Hanging from the ceiling is a winch with claw - the hub of which is painted like an 8-ball - and line with hook - which can be controlled from a panel in the north-east wall under the window.

The center of the room contains a dais that is colored and shaped like a roulette wheel. In the center of the wheel is a table. Against the wall to the north-east, there is a control which will cause the table to open - leading to a pool of glowing caustic liquid: 2d6 damage per round for 1d4 rounds, if exposed to it. Under the table is a platform with a winch designed to dump articles into the liquid.

In the north-east wall is embedded a panel which controls the dais: it can be turned on to spin, which it does as a roulette wheel would.

To the north, south, and west are sliding doors - portcullis-styled - which are controlled by hidden activators in the dais. The description of their interiors are contained in their respective room entries: C14 to the north, C4 to the south, and C2 to the west.

A pipe in the ceiling opens outward only; but leads to T2.

To the north-west is a barred window, halfway between the rope bridge and the base level of the pit.

To the south-west is a door leading to a path opening to the pit.

C2 - Jacks

Behind the sliding door to this space is a series of five playing cards the height of a man. They slide forward and extend swords from their embossed face - spinning them and affecting a 10 foot area into the roulette dais in room C1. For each round that a character is in the affected area, roll to hit once - THAC0 17 - for 1d8 damage.

Behind the cards is a spring-load apparatus and track to push them forward. The tracks are sunk into the floor - wide enough to slide a hand into - in the south-most track is a handle which will unlock and reveal the secret door to the south; in the north-most track is a similar handle which will unlock the secret door to the west - both doors leading to C3.

C3 - Spares Room

Spare parts to the machinery are stored here. Cogs and gears line the wall - some interlocked with one another; others not.

C4 - Ball Return

Behind the sliding door to this space is a tumbler room. A large iron ball, roughly four feet across, slides out of this space from a chute. It will roll into the roulette table in C1 and roll randomly, bouncing left or right according to chance. It rolls to hit against any character caught in its path - THACO 19 - for 2d8 damage. If it hits a character, it will stop in that space. 

The trap will only reset if the ball is pushed into the caustic liquid under the center table of C1.

Behind the chute releasing the ball is a wide pile of bones, littering the floor.

C5 - Under-Foyer

A hanging tapestry depicting the boogie man adorns the far wall. Sconces with torches burning black light illuminate the room. The north-west corner has several chairs and an end table, the edges irregular and carved to appear sharp. The south wall has a divan on it, in the center of which is a cup containing three rods of cinnamon.

C6 - South Hall

In the north-east corner of the space is a barrel. In the barrel are several bladed pole arms: the blades of which are jagged. Growing against the wall across from each door is a black-leafed plants. 

tub-bath-old-nostalgia-retro; Tama66

C7 - Planter Room

Several stone planting tubs - some of which have feet, others of which are flush with the floor - line this room. Teeming along the ceiling are legions of small bugs - crickets, caterpillars, cockroaches, and the like. Half of the planters contain small, stunted plants: no leaves - only black branches and stems. 

The other half contain stones and ashes. Buried in one of the planters is a porcelain eye - the size of a softball.

C8 - Steel Skull Hall

Inlaid in the floor of this space is the likeness of a skull, riveted in steel, its teeth to the southern side, with an eye-patch on its left eye (or, the eye to the north-west). The patch can be pried up - revealing a concave inset: if the porcelain eye from C7 is placed into the socket, the secret door to C12 will open.

C9 - Saw Room

The room is thick with dust, which partially obscures the floor. Several large saw blades - five feet or so across - lean against the east wall. 

There is a trap in the floor - characters brushing the dust aside will be alerted to grooves in the floor. Saw blades - if triggered - will come up through the blades, targeting anyone in the center of the space. They roll to hit - THACO 17 - for 2d4 damage.

At the back-end of the room are some barrels and some crates - in which can be found the following:

  • 3,000sp
  • 200gp
  • gem (50gp)
  • gem (100gp)
  • 2 × gems (500gp)

C10 - Smoking Room

A rich leather chair is propped against the rear wall. Along the north-east wall is a slanted book case - a foot shorter than the ceiling at its terminus - the books inside are spell books: containing Detect Evil, Teleport, Feeblemind, and Water Breathing.

The secret door to the south is opened via a latch on top of the low end of the book case.

C11 - Horde

A horde of treasure is contained in canopic jars lining the walls here.

  • 22,000sp
  • 1,000gp
  • 2 × gems (10gp)
  • gem (50gp)
  • gem (100gp)
  • piece of jewelry (800gp)
  • piece of jewelry (900gp)
  • 2 × pieces of jewelry (1300gp)

In addition, a bucket of sweets can be found here - 2d8 of them - which can be consumed once per four hours. When consumed, the consumer feels refreshed: regaining 1d3 hit points.

C12 - Hidden Hall

In the walls of this space, every five feet, is an alcove containing a gargoyle. The gargoyles are wrought iron and scowling: their faces follow the party - all light sources, when in this space - halve their useful radius.

The doors to C14 and C8, from inside C12, have a large ruby nob in the center which can be pulled to open the secret doors (which are obvious from this perspective). The rubies can be detached without interfering with the function of the nob - being worth 400 gold pieces each.

C13 - The Root

Protruding from the ceiling is a great root - terminating just before it touches the floor. Along the root are several alcoves or shelves - each of which have a lit candle in them. The wax from the candle is sweet-smelling; and in the small pool of wax at the bottom of each can be found electrum pieces: it will take two turns to collect, due to the sticky wax, but there is a total of 500 pieces.

C14 - Slot Gunners

Four statues - the height of a man and a half, with slot machines in their chests and pistols on their hands - stand on a slide behind the door here. If opened, they will roll forward into C1 and their slots will spin. Roll 1d10 to determine the result:

  • 1: All Sweets! - The machines come up with three
     
  • 2-5: Mixed Batch - The machines come up with no matches whatsoever. All characters within 10 feet of their egress must Save vs Paralysis or be bludgeoned for 1d6 damage.
     
  • 6-9: Mix and Match - The machines come up with some matches, but no wins. They open fire briefly: all characters in a straight path, 20 feet wide and extending to the center of the room, must Save vs Breath: on failure, taking 1d8 damage.
     
  • 10: All Skulls - The machines pull up their arms and open fire. All characters in a straight path, 20 feet wide and extending to the southern wall, must Save vs Breath: on success, they take 1d8 damage; on failure, 3d8.

Behind the slot-statues can be found three steel vats - capped - with spigots underneath: opening about 6 inches across.

  • The spigot to the west releases scorpions.
  • The spigot to the south releases a spice-smelling sand. If allowed to run for 3 rounds, treasure falls out too.
  • The spigot to the east is empty.

Bestiary

Claw Foot Wash Golem

AC:
4 No. Appearing: ~
HD:
2+2 Save As: Fighter 3
Move:
120' (40')
Morale: 12
Attack:
Slam Damage: 1-8

Claw Foot Wash Golems are animated constructs – they are immune to Sleep and Charm effects,
though respond to orders given either by Gremlins or The Boogie Man.

Giant Spider

AC:
7 No. Appearing: 1-4
HD:
2 Save As: Fighter 1
Move:
120' (40')
Morale: 8
Attack:
Bite Damage: 1-8

A character bitten by a Giant Spider must Save vs Paralysis or become paralyzed. A paralyzed character bitten must Save vs Death.

Plate 37: Seven Spiders and an Insect; Joris Hoefnagel

 Gremlins

AC:
7 No. Appearing: 1-6
HD:
1 Save As: Elf 2
Move:
120' (40')
Morale: 10
Attack:
Special Damage: ~

Gremlins don’t attack, per se – but a character attacking a Gremlin and missing must roll a second
attack against themselves. Additionally, a character casting a spell within 20’ of Gremlins must roll
a Save vs Spells – on failure, they target the wrong party: beneficial effects affecting the Gremlins;
detrimental effects affecting themselves or their party.

Gremlins will be wearing gaudy costumes and will tend to carry mundane sweets

Haunters

AC:
9 No. Appearing: 1-8
HD:
1/2 Save As: Elf 3
Move:
Float: 60' (20')
Morale: 12
Attack:
Haunt Damage: ~

Haunters are ill-omened spirits – shimmering white and of ever-changing visage in the darkness.

  •  Haunters can – once per turn – cause fear: Save vs Spells or any exposed characters must flee from the Haunter.
  •  Haunters are immune to normal weapons – but can be turned as Skeleton by a Cleric
  •  Haunters can throw small objects – typically causing 1 damage on hit – but there must be a small object to throw. Typically, though, they prefer to scare.

Insect Swarm

AC:
7 No. Appearing: 1
HD:
2 Save As: Normal Man
Move:
30' (10')
Morale: 11
Attack:
Swarm Damage: 2

The swarm takes up a 10×10 foot space and attempts to move onto intruders. Characters in the swarm take 2 points of damage per turn automatically. Normal weapons do not affect the swarm – but a torch will deal 1d4 damage. Other objects may impact the swarm – at the discretion of the referee. The swarm can be evaded by passing out of line of sight or diving under water.

Scorpions

AC:
3 No. Appearing: 2-6
HD:
2 Save As: Fighter 1
Move:
150' (50')
Morale: 11
Attack:
2 Claws / Sting
Damage: 1-6 / 1-6 / 1

If a scorpion hits with a claw, an attack made with the stinger against the same target is at +2 to hit. A character stung by the stinger must Save vs Poison or suffer spasms and pains – resulting in a -2 to hit and damage and making them unable to use skills or cast spells for 1d4 turns.

Skeletons

AC:
7 No. Appearing: 3-12
HD:
1 Save As: Fighter 1
Move:
60' (20')
Morale: 12
Attack:
Rusty Weapon
Damage: 1-6

Skeletons are Undead and thus may be turned by a Cleric and are immune to Sleep or Charm.

The Boogie Man

AC:
6 No. Appearing: 1
HD:
3 Save As: Fighter 3
Move:
120' (40')
Morale: 10
Attack:
2 Slams
Damage: 1-3 / 1-3

The Boogie Man is a collection of insects held together by foul magic and covered in a shroud. He is the owner and primary resident of the treehouse, his penchant for games of chance affecting its architecture and décor.

The Boogie Man regenerates 1 hit point per round while above 0 hit points. If reduced to 0 hit points, the Boogie Man will unravel, dispersing into an Insect Swarm.

 

Open license and public domain artwork retrieved from Pixabay or the National Gallery of Art and adapted for thematic use. Attributions in alt text.

The Night Land

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