Sunday, August 9, 2020

08.02 - Progress Point: Watchtower Compound Grounds

Scale: 10 ft.
PDF version forthcoming.


During the initial settlement of the Indigo River area, the settlers' compound rose up with surprising rapidity - credited at the time to instances of good fortune, in secret and in part this fortune was brought on by the eldritch intervention of a Chaotic patron. One of the settlers, a meek adviser to the elected leader, had secured the patronage of this entity with intent to pursue greater power stealing the Slaad magic rumored to ride the winds of change deep in the Bullywug Wild. His plan was thwarted, however, when he was betrayed - the Chaos entity claiming the souls it was promised prematurely under what appeared to be a seasonal storm - along with the corporeal shells for many therein, when a celestial alignment strengthened its connection to the material enough to take advantage of some unfortunate wording in their bond.

Since that day, the watchtower compound has been in decay - the surrounding countryside and farmsteads abandoned, sunken into the marsh - with only a strange hint of foreign miasma to hint at what underground powers forestall the collapse of the larger buildings at the compound, themselves.

The Watchtower Compound

Wandering Monsters

During the day, the compound is eerily silent. An odd disquiet permeates the atmosphere - radiating from the earth like heat haze on the horizon. As such, there will be no wandering monsters within the compound during the day. At night, on the other hand, there is a 2-in-6 chance of an encounter every hour, rolled on the following D66 table:

d60Encounterd6Detail
1 Angry Dead 1 Relentless Dead: 1-4 Coffer Corpses (FF 11)
2 1 Poltergeist (FF 73)
3 3-12 Skeletons (B 42)
4 4-16 Manes (MM 17)
5 2-8 Zombies (B 44)
6 1-6 Lemure (MM 23)
2-3 Corruption of Nature 1 Needler Golem: 1 Needleman (FF 67)
2 2-12 Infected Rodent: as Giant Rat (B 41), except that any character bitten thereby must Save vs Poison or the wound festers and will not heal without magic.
3 Grasping Roots: Roots come up from the ground and grasp at any character within 10 feet of a provided center point. Characters must Save vs Paralysis or be grasped, suffering 1-3 points of damage per round until they can escape.
4 Shifting Muck: a section of space, 10 feet in rough diameter, which moves at a speed 60' (20').
5 Corrupted Mist: a drizzle starts to fall that reeks of Chaos, lasting 1d4 minutes. For each minute a character is exposed, they must Save vs Poison or be corrupted: suffering a -2 penalty on all saves until healed.
6 1-6 Thoul (B 43)
4-5 Shade of the Past 1 A female human appears in a window and dumps a bucket of refuse onto the party as though she is unaware of their presence. Just before it is set to hit, she - and the falling effluvium - vanish.
2 A series of dog barks can be heard in the distance, perhaps behind a building. Pack animals may be startled. No dog can be found.
3 In a nearby window, a male human can be seen fastening a vest or shirt. He cannot hear the party if they attempt to interact - and when he finishes, he leaves the room in which he was spotted, disappearing as he crosses the threshold of the door.
4 Children can be seen playing - swinging on a rope swing; digging in the mud; running past a gate, opening and closing it; etc. - but after a few rounds, or if the party interacts with them, they vanish. The articles with which they were playing remain - still moving from inertia; bone-cold to the touch.
5 Free-roaming livestock - such as a goat or chickens - crosses the path of the party, wandering behind a post or building. If the party follows, the apparition has vanished.
6 The wind picks up for a few rounds - blustering tumultuously - during which time all dilapidation of buildings and equipment in the compound appears to vanish: some doors open and close, some windows as well, with no one there to be operating them - and a strangely wrong cooking scent emanates from the kitchen. At the end of the few rounds, the wind dies - and with it, the compound returns to its previous state with no evidence to suggest the interruption.
6 Helpful Dead 1 A shade of the past appears, speaking asking about a randomly determined part of the compound. If they have not been there, it will describe that building to them - enough to make a rudimentary map, excluding secrets.
2-3 A shade of the past appears from the nearest building. It will give a hint to the party regarding the location of one of the treasure elements in the building from which it is emerging - or a randomly determined building if the place it emerges from contains no treasure. This can be direct (for example, the ghost is agitated: indicating it has lost a ring, but it is sure it left it there...) or indirect (two specters, one indicating to the other that it has secured away its stash in a certain hiding place) - this is at the discretion of the GM.
4-5 A shade of the past appears, speaking asking about a randomly determined part of the compound. If they have not been there, it will warn them - typically of a rumor it heard or a curiosity it has - regarding one of the traps or terrain hazards therein.
6 A shade appears - perturbed - from the nearest building. It will communicate to the party about a monster or group of monsters in the building: typically in distress or surprise, as that isn't the way the shade remembers it.

Guard Shack


P1 - Guard Shack

This 10x10 shack has windows with storm shudders on all sides; they are open - the ones on the south face having been torn off. The door is ajar. Inside the shack is a trapdoor leading to C15 partially covered by hay - decayed from time and wet. There are hooks on the walls designed to hold some form of absent tools.

2-8 Zombie Bullywugs repine in the space. Stats as Bullywug (FF 16), but mindless with undead traits, re: Zombie (B 44).


The Well-house


P2 - Well House

The doors to this space are half-doors: that is, the opening is the height of a standard door frame, but the door, itself, is only as tall as the waist. Inside is a well.

The well has an odd shimmer to it - as though it were full of water, when it is evident that the well is dry. At night, any character can detect it - during the day, only Elves or otherwise magically-attuned creatures can detect it. If a character climbs down the well, through the shimmer, during the night, their appearance is altered to resemble the garb, equipment, etc. of original colonists. There is no change to its function - only its form - and the illusion wears off at sunrise - peeling away as the rays of the sun run down it.


Kitchen


P3 - Kitchen

A disused hearth collects moss on the east wall. Some cutlery, pans remain - rusted through in the salt air. The north door is locked; the south door is stuck, but has a break in it such that a character can see inside if they peek.

Otherwise empty.


The Lumber-house

L1 - The Mill

On the south side, a whipsaw - aged, but still sharp - is suspended above a saw pit. On the north side, a pile of timber is slowly being reclaimed and rotted by nature.

The saw pit is unstable. A character moving close enough to inspect it has a chance to trigger a collapse - saving or falling into the pit. The fall is 1d6 damage; if a natural 1 is rolled, they catch themselves on the saw - dealing another 1d4 damage and causing Lockjaw.

Concealed in the timber pile is a lockbox containing 300 gold pieces.

L2 - Filing Room

On the east wall, a peg-board is half-full of rusted tooling. In the west side of the room, a workspace for a saw filer: including a curious bicycle-like contraption - pedals for spinning a whetstone, which is attached firmly on the north side to a wooden arm; loosely attached to a wooden arm on the south side - and in which is sitting a skeleton. If a character attempts to use the spinning whetstone, it will work, but throws up a yellow-orange dust: exposing anyone in the western part of the room - Save vs. Poison or start hacking blood: 1d3 damage every turn for 1d4 turns.

Doors to L3 and L4 are both stuck, swolen from humidity.

L3 - Sawmaster's Quarters

A work bench, bunk, and chest of drawers adorn this room. The bunk has fallen through - only the frame stands - and the chest of drawers has collapsed in on itself. At the work bench - someone is sanding a wooden article.
  • If the party is investigating during the day, they will hear an exasperated groan if they enter the room: at the end of the groan, the sanding stops.
  • If the party is investigating at night, they will see a semi-spectral human - a skeleton which is partly covered in "flesh" made from marsh silt and skin. It will express anger at being interrupted and attack, stats as Wood Golem (X 32), excepting it is not vulnerable to fire and it is over 5 feet in height: the size of a standard human.
The wooden article is undefineable - that is, it is either not complete enough or is being carved into a foreign enough element that the party will not recognize what it is. Rummaging through the bunk material that has fallen through will reveal a sack containing six silver figurines worth 10 gold pieces each.

L4 -  Storage

Several crates, a shovel, ruined axe heads, a leather apron, and a spare blade are stowed in this closet. In the front pouch of the leather apron is a purse containing 200 silver pieces and a mechanical pocket watch - still running. If removed from the compound, it will wind down as normal - requiring winding once every other day or so to keep proper time. If it is not removed, it will continue to run indefinitely. The watch is worth 200 gold pieces.

The Smithy

S1 - Smithy

Blacksmithing equipment is strewn about this space - water barrel, forge, tongs, hammers, etc. - with crates, some broken; others intact, on the western side. The forge is lit and a Tuatara (B 37) is basking by it. The lizard's eyes are glazed over - no pupils - and it will ignore the party if they leave it alone. It sits atop a weapons crate, however, which is emitting a glow.

Inside the crate is a magic sword: +3 versus undead or Chaotic extra-planar entities, but -1 against any living or natural foe. It glows, as the Light spell, if any undead are within 60 feet.

If the Tuatara is slain, the forge goes out - unceremoniously extinguished - and the lizard turns to ash. If the forge is extinguished prior to the Tuatara being slain, its pupils return and it must make a morale check.

S2 - Smith's Lodging

Two ruined cots and a rack for hanging adorn this room. The doors, on ingress, are not locked - but if the party enters, the doors both close behind them, locking themselves. There are windows on the north face, but the shutters are overgrown with vines, preventing them from opening.

The Barn

Level 1

1B1 - Entrance

All doors in this room are locked. In the center of the room is a hanging lighting fixture, damaged, casting a refracted glow across the room with no light source behind it. Any character entering the room must Save vs Spells or look up, entranced. This entrancement will last 1d4 hours - the character simply staring at the ceiling - unless interrupted. Damage suffered immediately breaks the trance; being physically removed from the presence of the glow reduces the remaining duration of the trance to 1d4 minutes.

The stairwell leads to 2B1.

1B2 - Record Room

A simple desk flanked by two crumbling open cabinets lined with ruined ledgers. The desk has a locked lockbox underneath it, bolted to the floor. Inside the lockbox is 200 gold pieces and well as 10 charms made of white gold - worth 5 gold pieces each.

1B3 - Storage

The door to this room is two-fold; opening on the top, bottom, or both at a time. Inside are decayed elements - including some agricultural equipment, but also sailing tack. Lying about the folderol are 3 Zombies (B 44) - one of which is under a toppled lateen sail. One zombie is wearing a signet ring, worth 500 gold pieces, and a pearl necklace (600 gold pieces).

Searching the room reveals a burlap sack with 200 silver pieces, a golden figurine worth 250 gold pieces, 5 flawless sapphires worth 50 gold pieces each, and a lockbox with poison needle trap that contains a decorative cigarette holder inlaid with precious stones and intricately carved (worth 1,200 gold pieces), and a similarly styled tobacco case, capacity roughly six cubic inches (worth 1,400 gold pieces).

1B4 - Main Barn

Molded hay is strewn about this open space. There is a double-door gate before an eight foot high entry, but it is only four feet in height and the north door is ajar. The stairwell leads to 2B8 - there is no banister.

During the day, the room is empty, except a dry-rotting saddle. At night, it is occupied by a single Nightmare (MM 74).

1B5 - Garage

A single-door gate, four feet high before an eight foot high entry, is stuck. A wagon - the wheels detached, one axle broken, sits in the north alcove of the room. In the east alcove, a broken work table and some rusted iron fastenings and spikes common to vehicle construction.

Stairwell leads to 2B9. There is a banister, but the upper part appears to have been broken off.

1B6 - Wreckage

This room is filled with broken furniture, some farm implements, and cobwebs. In the south-west corner - if the party looks - is a small clay statue with a silver pendant (valued 20 gold pieces) placed in front of it.

Level 2

2B1 - Common Room

Remains of what appears to be a sitting room. A small stove sits in the eastern alcove; the center of the space contains dusty and derelict spartan furniture. A Smoke Mephit (FF 64) occupies the space: appearing to live in the stove. Bound to the warlock who was betrayed, it was a go-between for said warlock and his patron. Caught off-guard by the sudden betrayal leading to the downfall of the colony, it was unable to accomplish an errand - placing an article by the wall of souls - as the mystic nature of the underground wards it from entry. It is weary of this entrapment in the material plane.

2B2 - North West Bunk

Two sets of bunk beds and a rust stain where a stove might once have been adorn this room. Against the east wall is a mirror and vanity. If a female character walks past the mirror and sees their reflection, they will see themselves wearing a set of emerald earrings - they can reach into the mirror and remove them, the earrings are worth 170 gold pieces, net. If the earrings are removed from the mirror, the mirror shatters.

2B3 - Broom Closet

A single skeleton (B 42) stands amid dry, unused cleaning supplies.

2B4 - South West Bunk

Two sets of bunk beds and a crushed stove adorn this space. Inside, at night, 6 Skeletons (B 42) "cook" something in an empty pan over the cold stove; during the day, the room is empty.

2B5 - South East Bunk

Three sets of bunk beds and a rusted stove adorn this space. There is a desk against the south wall, crumpled in on itself. In the north-east corner, there is an end table, on which is a broach - its central stone resembling a frog's eye.

The floor by the end table is not stable. A character coming within reaching distance of the frog's eye broach has a chance of collapsing the floor - falling into 1B1 and taking 1-6 damage. If the falling character is in Chainmail or heavier armor, or is laden with treasure, they will likewise break through the floor of 1B1 - taking a further 1-6 damage as they are pierced by floorboards.

If the frog's eye broach is removed from the watchtower compound, the central eye vanishes: but the broach is still worth in the vicinity of 100 gold pieces.

2B6 - North East Bunk

A single large bed frame with dusty linens occupies this space. A standing rack has several suits of clothing on it - all stylish in years past. Otherwise empty.

2B7 - Coat Room

Several coats of sizes varying from child to adult - worn and eaten by moths - are hung in this space. A single Shadow (B 41) hides in this space. Rummaging through the pockets of the coats renders 400 silver pieces.

2B8 - North Loft

The floors of this space creak loudly, the weight of long-decayed hay and straw against a pernicious damp having weakened the floorboards. In the space, a lone Violet Fungi (MM 42) grows amid 6 Shrieker (MM 87) fungus. Against the west wall is a locked chest containing 1,000 silver pieces, 500 gold pieces, two long outdated almanacs, and a book hand-written in a script and language none can read or understand.

2B9 - South Loft

On the east side, spare parts and farming equipment rust slowly. On the west side, barrels - dry, but with odd residue inside - accompany damaged crates containing inexplicably un-rotted grain. The grain, if removed from the compound, will turn to dust. Occupying the room are 6 Infected Rats, as Giant Rat (B 41), except that any character bitten thereby must Save vs Poison or the wound festers and will not heal without magic.

The Charter House

Level 1

1C1 - Foyer

From the outside, the front door is boarded up and storm shudders on windows are closed.

What once must have been a grand foyer - or, grand, at least, for a border colony - has been reduced to squalor: the rug being torn and moth-eaten, furniture wrecked, and the walls stained. Inside are 9 Manes (MM 17): the source of the destruction.

The stairwell leads to 2C1.

1C2 - Sitting Room

A small fireplace is embedded, unused, in the north wall. There are two chairs thrown on the floor and a sizeable dark patch on the ground where a carpet once was, the sun having bleached the wood around it.

1C3 - Keeper's Quarters

A simple bed, small fireplace, and two chests of drawers occupy this room. The door to it is locked and barred. On the far side of the door is a tripwire, which if activated, fires a crossbow - THAC0 18, 1-6 damage - from above the door frame in the south-west corner.

1C4 - North Quarters

This room is totally barren except for a sigil carved into the floor and a bucket of liquid mercury. If the mercury is pored into the sigil under either a new or full moon, it can be used to cast - as a ritual - the Commune spell. If poured during the day, it will sit in the grooves for 1d4 rounds, then uniformly and universally seep into the floorboards.

1C5 - Outer Quarters

This room is largely barren - with several limbs of broken furniture pieces littering the north wall. There appears to have been damage to the floor: as though something had broken through it into the room - but through the hole can only be seen the building's shallow crawlspace and dirt.

If visiting at night, a spectral garden grows from the hole: which the party can pluck without penalty. There will be 2d4 plants resembling squash in addition to sawgrass and spectral dogweed: if the ingested, a squash will have one of six different possible effects:

RollEffect
1Regain 1d6 hit points.
2Increase the modifier of a randomly determined ability by +1.
3Gain a +2 bonus to one randomly determined saving throw.
RollEffect
4Gain infravision, 30 feet.
5Movement rate increases by +30' (+10').
6All attacks now count as magical for the purposes of damage reduction or special enemies.

The spectral produce disappears when the sun rises. Any non-hit-point related effects likewise fade with the dawn.

1C6 - Inner Quarters

This room contains a ruined bed, a fireplace in one wall, and a single Lemure (MM 23) repining and groaning therein.

Level 2

2C1 - Hallway

This cramped hallway is dimly lit - a window on the east wall being covered by an overgrown shutter. The top step of the stairwell from 1C1 unstable - if stepped on, there is a chance it will give way and cause the top five feet of the stairs to collapse. Characters on those stairs may fall, suffering 1-6 points of damage.

2C2 - North East Guestroom

In this room is a bed - very worn - a fireplace, and a wooden stool. Tied down to the bed and immobilized is a Coffer Corpse (FF 19). The Coffer Corpse has a leather strap around its neck which runs through a Ring of Weakness (B 49).

There is a satchel on the stool containing 2,000 copper pieces.

2C3 - North West Guestroom

A bed, the frame broken, a chest of drawers, the drawers missing, and a small fireplace, its base blanketed in ash, adorn this room. It is otherwise empty.

2C4 - Center Guestroom

A bed in this room has been propped against the door - sticking it. The storm shutters are closed. There is a small fireplace on the west wall, blocked by a chair stuffed into it. On the floor, there is evidence of scratching.

Near the window, one board is false. Lifting the board up reveals a hidden stash underneath, containing 900 silver pieces and six jade spheres, worth 10 gold pieces each.

2C5 - South West Guestroom

A bed, fireplace, and end table occupy this room. A Tuatara (B 37) is scrambling in the room - having gotten in through the window, but accidentally knocked the shutter shut and not knowing how to leave the room again.

2C6 - South East Guestroom

A small fireplace on the south wall, a worn, molded bed, and an end table occupy this room. There is a loose stone on the lower-left side of the fireplace: behind which is a hidden stash containing a jewelry box. Inside the jewelry box can be found five pieces:

  1. A ring with a purple sapphire, flanked by small diamonds (1,300 gold pieces)
  2. A segmented gold bracelet with moonstones embedded in the center of each segment (1,100 gold pieces)
  3. A gold necklace with five gems: a spinel flanked by two rose quartz on each side (900 gold pieces)
  1. A rosary made of pearl; the holy symbol, itself, white gold; and the line, thin silver chain. (900 gold pieces)
  2. A torque made of platinum, its ends a floral symbol of the kingdom to the north in gold (1,300 gold pieces)

Sunday, August 2, 2020

10 NPC Parties

Your player characters are hardly the only adventurers out there - as such, on occasion, they'll run into another party delving the deeps or roving the wilds: here are 10 such parties - ready made and easy to slap into a random encounter or wandering monster table. Enjoy!

1d10Party
1Anselm's Academy
2Caver's Company
3Deep Door Expedition
4Rich Revival
5Ruoth's Raiders
6The Devourers
7The Gallantry
8The Walt Host
9Vanquelin's Vanguishers
10Veche's Vengeance

Anselm's Academy

The Necklace of Princess Fiorimonde; Walter Crane
  1. Anselm, Magic User (5), leads a troupe of adventurers - himself seeking lost knowledge, but they promised the peripheral treasure. Is carrying a Potion of Healing. His spellbook contains Magic Missile, Ventriloquism, Continual Light, Mirror Image, and Hold Person.
  2. Liutgarde, a servant of the Law and a Halfing (4), fights with a sword, shield, and chain armor. She is also carrying a Potion of Healing.
  3. Rawkin Six-Fingers, Lawful Cleric (3), has six fingers on his left hand. Fights with a two-handed hammer and plate armor. Wears a Ring of Delusion, which he thinks protects him from the corruptions of Chaos - a gift from Elewys. He tends to prepare Protection from Evil and Purify Food and Water.
  4. Mael, an Elf (3) of ruddy complexion and athletic build. Prefers to fight with a sword. His spellbook contains Light, Read Magic, and Invisibility.
  5. Tancred, a left-handed Fighter (3) sworn to Chaos. Wears chain and fights with a shield and longsword. Resents that Rawkin regularly lectures him on the mistake of his affiliation.
  6. Odo, a Thief (3) who doesn't care much for the cosmic struggle. Walks with a limp and carries a rapier; doesn't like to talk about either.
  7. Elewys, an alluring Magic User (2), she is clean in her habits and routinely uses perfumes. Her spellbook contains Floating Disc and Magic Missile.

Cavers' Company

  1. Svetopolk the Stout, a stocky Dwarf (6), fights with a magic axe (+1), plate armor, and a magic shield (+2). Carries three throwing axes. Left his home with a levy, honor-bound to assist a Human lord nearby with a goblin problem, but took to the dungeon naturally and has since made it a career to probe the deeps.
  2. Ernald, Fighter (4), fights with sword, shield, and plate armor - which he keeps polished meticulously. Is carrying a Potion of Heroism.
  3. Guntram, Fighter (4) sworn to Chaos, prefers to use his longbow, but carries a short-sword also. Fights in chainmail.
  4. Terric the Hairless, Fighter (4), servant of Chaos and totally bald - eyebrows included. Wears a Ring of Protection (+1) on his left hand and a Ring of Control Plants on his right. Fights in plate with a hammer and shield - shield decorated with a depiction of tangled vines.
  5. Ranulf, Chaotic Fighter (4), brother to Guntram, fights with plate armor and a two-handed sword. He wears a Ring of Protection (+1 in a 5 foot radius) and his sword, Wightstrike, is magic: +1 to hit and damage, drains 1d4 experience levels: Save vs Spells to resist.
  6. Gill, a Thief (4) with boundless energy - always fiddling, always moving - wears a suit of magical leather (+2) and carries two curved blades.
  7. Grimald, Chaotic Fighter (3): armed with a pair of hammers; wears plate armor and is always chewing something.
  8. A Long Fusiform Object Floated on the Surface of the Water; Jules Ferat
    Rosamund, Fighter (3), wears a chain that runs between her nose and ear. Wears plate armor, fights with a one-handed bearded axe and shield. Carries a bow as well.
  9. Alard, servant of Chaos and Magic User (3). Stands with a slight, but noticeable, hunch - potentially scoliosis. It doesn't seem to bother him. His spellbook contains Shield, Protection from Evil, and Detect Invisible.

Deep Door Expedition

  1. Simova, a Dwarf (7) of thin build, fights with a warhammer and shield, wearing plate. She carries with her a Wand of Metal Detection - it is her goal to find the entrance to a rumored forgotten hall, its underground entrance buried beneath a collapse.
  2. Dennet, Cleric (7), wields a magic warhammer (+1) with plate and shield. Speaks very quickly and is often asked to repeat herself. She tends to prepare Resist Cold, Cure Light Wounds, Speak with Animals, Hold Person, Striking, Locate Object, Sticks to Snakes, and Insect Plague.
  3. Tibault, Thief (7), atypically tall for a human, he remains deft and quick. Fights with a longsword and leather.
  4. Georold, a Chaotic Thief (5), fights with daggers and leather, preferring to throw them, if possible. The exteriors of his ears have been removed - leaving only holes to the ear canals.
  5. Carlomon, a Cleric (5) of Chaos, wears plate and carries two maces. Tends to prepare Cure Light Wounds, Darkness, Silence (15' Radius), and Resist Fire.
  6. Millicent, a Fighter (4), fights in plate with a sword and shield. She carries a Potion of Speed and is unable to remove a Helm of Alignment Changing that she wears - it forces her to be Chaotic: which is why she has taken in with Georold and Carlomon.

Rich Revival

  1. Edomskoi, an experienced Dwarf (6), whose last party - well on the way to fame and riches - met with a very poor outcome in the depths of the earth. The lone survivor, Edomskoi is rebuilding a new adventuring company. He wears chainmail armor and owns an axe and shield, but prefers his heavy crossbow: for which he has 12 magic quarrels. Additionally, he is carrying a Potion of Heroism.
  2. Neonila, a less experience Dwarf (4), but of arguably better fortune than her cousin, Edomskoi. She fights in plate with a shield and axe, but also carries a crossbow.
  3. Ageric, a young Chaotic Fighter (3) who has forked his tongue. He fights in plate with a halberd, if given the opportunity, or a two-handed hammer in closer confines.
  4. Elsperth, a female Elf (2), who is seeking to increase her understanding and broaden her horizons in the wider world. Carries a highly decorated blade - but it is not magical nor of any particularly notable better quality. Her spellbook contains Detect Magic and Sleep.

Ruoth's Raiders

  1. Ruothilde, a tall, powerful woman (Fighter 11) who fights in chainmail with a two-handed sword and long bow, was initially motivated to adventure by bad experiences in the fief she is from, but has since, hardened by the death of a beloved, begun to seek establishing a minor kingdom in the lands beyond the border. She is carrying a Potion of Flying.
  2. Froi, a barbarian (Fighter 11) whom Routhilde met in her travels, he wears his hair long, braiding it into his beard and meticulously keeping it in order. Fighting with a magic sword (+1) and shield, Froi also wears chainmail. He is carrying a Rod of Cancellation - though he is unsure of what it does.
  3. Blacwin, a mercenary (Fighter 9) who took up with Ruothilde after his company was routed and disbanded, wears plate and fights with a shield and sword. He carries javelins and is missing two fingers on his left hand.
  4. Tislova, a Dwarf (8) and former spouse to a blacksmith. Wears plate, fights with a two-handed hammer. Carries also a sling.
  5. Theod, Halfling (8), wears leather and a short bow, carries a short sword - just in case. Is also carrying a Potion of Clairvoyance.
  6. In the Vast Forest; Mary Hallock Foote
  7. Unice, a Cleric (7) of Chaos, she is totally blind - her eyes clouded white. She bears a Staff of Healing, which she taps on the ground - mysteriously allowing her to "see," similar to infravision, out to 15 feet outdoors, 30 feet indoors - and wears a blue and white raiment over plate armor. She tends to prepare Protection from Evil, Darkness, Snake Charm, Know Alignment, Cure Disease (twice), Cure Serious Wounds, and Quest.
  8. Evelyn, Thief (7). She carries a blackjack and wears leather, preferring her crossbow, if feasible.
  9. Grissel, a left-handed female Fighter (5) drawn to Ruothilde's force of will and character. Wears plate: carries a shield, mace, sword, and short bow.

The Devourers

  1. Katte, a warrior of Chaos (Fighter 6), who carries with her a Bag of Devouring. Her stated goal is to change the social order, using gold to amass an army to do so, but she is prone to cruelty. Fights in plate with sword and shield. Carries javelins.
  2. Faileuba, a Fighter (5) who fights Southpaw with a magic two-handed sword (+1) that will flame on command. She wears plate and is carrying a shortbow and Potion of Treasure Finding; she doesn't buy into Katte's goals, but is along for the gold.
  3. Ernald, a neutral Cleric (5), fights with his staff and wears plate. Tends to prepare Detect Magic, Light, Hold Person, and Speak with Animals.
  4. Thurstan, Magic User (4), a bit twitchy and is carrying a Scroll of Protection from Elementals. His spellbook contains Sleep, Ventriloquism, Continual Light, and Web.
  5. Berthefled, also a neutral Cleric (3), fights with her two-handed hammer and wears plate. She tends to prepare Remove Fear and Detect Magic.
  6. Roos, Fighter (3), fights with a mace and shield and wears plate. She is plagued by acne - about which she is not self-conscious - and has an affinity for nature. She is wearing a Ring of Protection (+1).
  7. Baldric, secretly a servant of the Law, a pale Magic User (3) seeking to expand his powers. He carries with him a Ring of Control Human, but keeps it secret from his fellows as to its purpose. His spellbook contains Shield, Detect Magic, and Phantasmal Force.
  8. Rolf, Thief (3), fights in leather with a sword and carries a short bow. Wears bright colors and enjoys putting flowers into his cuffs and belts.

The Gallantry

  1. Gillow, or Gallant Gill, is a shaved bald, Lawful Fighter (9) keen on taming the wilderness in proximity to where his party is encountered: establishing for himself a small domain. Wears plate (with tabard embroidered with his personal symbol), fights with a lance - when mounted - or shield and sword on foot. Carries a crossbow.
  2. Portrait of Vasco Nunez de Balboa, Unknown Illustrator
  3. Swethya, bearer of a Blessed Crest (shield, +1), she is a Cleric (8) in service to the Law, following Gillow in his quest to tame that which is wild. She fights with a mace and plate. She tends to prepare Cure Light Wounds (twice), Purify Food and Water, Bless, Find Traps, Resist Fire, Striking (twice), Speak with Plants, Cure Serious Wounds, and Quest.
  4. Fulk, a Halfling (6) in service to the Law, he is carrying a scroll of 5 spells: Lighting Bolt, Continual Light, Detect Magic, Fly, and Cure Serious Wounds. He fights in leather with a sling and a club.
  5. Helyas the Fortunate, Halfling (6), carrying a single scroll - Protection from Elementals - and a magic sword (+1) alongside six throwing daggers. Has a sizeable scar running down his left arm.
  6. Estrilde, a female Thief (6). Carries a plethora of blades. Always overheated; occasionally vocal about it.
  7. Gwyn, understudy to Swethya, female Cleric (5), bears a scroll - Protection from Magic - and likewise carries a Blessed Crest (shield, +1). Wears magical plate (+1) and fights with a mace. She tends to prepare Detect Magic, Light, Find Traps, and Speak with Animals.
  8. Ives, Halfling (3), fights in chainmail with a shield and hammer. Carries a short bow. Has a tattoo on her neck and decolletage.

The Walt-Host

Balboa Taking Possession of the Pacific; unknown artist
  1. Waltgaurd, a Fighter (6) from an adjacent land with a thick accent therefrom seeking fortune in a new land. An excellent horseman, he fights with a two-handed sword and chain armor and carries a Potion of Control Dragon, acquired in his home land.
  2. Ymburt, a fencer (Fighter 5) with a lean physique. Duels wearing clothing only - but in general adventure, wears plate with a shield and Longsword (+1).
  3. Chlodmer, a thick-set Fighter (5), who wears his hair long - often braided in complex patterns. Wears plate with shield, fights with a hand axe, and carries a bow.
  4. Tomis, a Dwarf (5) in the service of Chaos whose left eye is green, but whose right eye is blue. Carries a bow and hand axe, wears plate with a shield.
  5. Searluch, a female Elf (4) and fellow servant of Chaos. His spellbook contains Light, Read Magic, Locate Object, and Continual Light.
  6. Guillemete, a female Cleric (4) with no cosmological alignment to speak who shaves lines into her hair, running front to back along her cranium - braided, typically. Tends to prepare Protection from Evil, Detect Magic, and Silence (15 foot radius).
  7. Euric, a Halfing (4), posing as a simple thief and fighter, but in secret a plant in service of the Law, following Waltgaurd and communicating back to a Lawful order via a Stone of Sending: a white pebble functioning capable of sending short messages to a fixed recipient.
  8. Leof, the youngest member of the group and a Magic User (2) in service to Chaos. He has no sense of smell. His spellbook contains Shield and Sleep.

Vanquelin's Vanquishers

  1. Vanquelin, Thief (5), bearer of a magic sword (+1) he calls Rib Nipper. Had been a part of a thieves' guild in another town - but after some undesireable outcomes, has since sought to expand his horizons into novel territories.
  2. Eppie, Thief (5), a female friend and colleague of Vanquelin; doesn't talk about their past. Wears leather and fights with a short sword and crossbow. Carries a shield on her back.
  3. Gunder, a Cleric (5) with no affinity to either Law nor Chaos, but instead to food. Wears plate, fights with a mace and shield, but prefers not to. Has a round face. He tends to prepare Detect Magic, Resist Cold, Know Alignment, and Bless.
  4. Guillemete, a Cleric (4) of Chaos who wears plate and fights with a shield and hammer. She is missing her right eye and carries with her a Scroll of Protection from Undead. She tends to prepare Purify Food and Water, Detect Magic, and Speak with Animals.
  5. Ailwin, an athletic Fighter (4) with an olive-complexion. Wears plate and fights with a spear and shield, carries a short bow and a sword as a side arm.
  6. Outis, Thief (3), no connection to Eppie or Vanquelin, but is along for the ride, seeing them as successful and seeking similar fortune. Carries a club and sling.
  7. Wassail-Bout; Mary Hallock Foote
    Ranulf, a left-handed Chaotic Magic User (3) who is prone to see conspiracy where none exists. His spellbook contains Detect Magic, Protection from Evil, and Detect Evil.

Veche's Vengeance

  1. Vecheslav, an albino Dwarf (6), leads this band - using contacts he's made over the years to find and exploit lower-risk, better-reward delves. He carries a Ring of Invisibility, wears plate armor, and fights with a hand-axe, shield, and four throwing daggers.
  2. Vabka, a cousin of Vecheslav (Dwarf 4), prone to brevity and plagued by noticeable dandruff. Carries a sling and fights with plate armor and a two-handed axe, having doffed his shield upon acquisition of a Ring of Protection (+1) from a hedge wizard in a game of chance.
  3. Isolde, a female Halfling (4), with a nose-ring.
  4. Euric, Thief (3), who is mute.
  5. Wilmot, Thief (3), a servant of the Law and the only member of the team who can communicate consistently with Euric, but who - like Vabka - is prone to brevity.

Public domain art downloaded from ReusableArt.com and from OldBookIllustrations.com on or around 7/30/2020 and adapted for use. Attributions in alt text.

Sunday, July 26, 2020

Make Dunmoevin Great Again!

Podcast Name: The World of Arkonis
Where I Listened: Google Play Podcasts
Where It's Available: RollHighOrDie.com
System:AD&D 1e*
Leather

Thoughts and Review

World of Arkonis is a beer-and-pretzels romp through the home campaign world of Vince "Evil DM" Florio starring a semi-rotating cast of mostly regular characters (and their respective players). Having grown into AD&D from its roots in 5th Edition, it is high magic, high action, and plot driven - a fun listen and an exquisite unexpurgated representation of how home games tend to feel.

Full Disclosure

As evidenced by the episode reference in the post title, this review is written having listened to season 2 (episode 24 through episode 42) - the season in which the game shifted from 5e to AD&D as its system of preference. The decision was not intended to slight the older episodes nor to disparage the system or its proponents - it's just not my cup of tea, so I was curious about the AD&D content more so than 5e. Presumably, if you've found your way to this blog - I likewise figure it's probable it's not your cup of tea either.

Additionally, I've never played AD&D - my first exposure to D&D was in the 2e era, followed up by a primarily B/X OSR experience - so the reader is advised to take with a grain of salt my position on the portrayal of how the rules work in the World of Arkonis podcast. I had started to peruse old rulebooks to try to improve that position (thereby reducing the salt shortage) - however finding that I had an abundance of thoughts to put down already, I did not want to unnecessarily elongate this review.

What I Like

The first thing that stands out about the World of Arkonis is the professional production quality. Sound effects are non-intrusive, voices of players are easy to understand, and the volume of all elements seems equalized - so players rarely are different in terms of how easy it is to hear and understand them and music or theme elements mesh cleanly (read: don't blow your ears out) when they transition in. Though it is common for streams and live casts - which, as of season 3, I believe World of Arkonis is live, streamed on Twitch - to have audio issues, this podcast does not - something that I really appreciated from episode to episode.

Like I mentioned above, the main drive of the game is the resolution of story arcs: the characters get to know and remember NPCs, the characters engage with and understand the lore, and there is ample opportunity for in-character role play and discussion. Because of this emphasis on interactions - something that old school games tend to omit mechanics for in favor of player injection - there is a healthy mix of mechanical exposé and theater. That is, the podcast has elements where you learn how to play and observe how the GM adjudicates in-game activities (spell effects, combat resolutions, explanations for game terms to the players, etc.) - but it's wrapped in a role-play sandwich: although I listen to hear the game, many people listen to hear a story, and the flow here described provides a mechanism for both that is sufficient to keep either type of listener engaged.

What I'm Impartial About

The 5e roots of the game show through in a handful of ways that someone migrating from a new school game to an old school game might notice and greet with enthusiasm. Namely, the characters have routine access to magic via the gold economy: the literal phrase "ye olde magic shoppe" is used on occasion - though it is not the name of said magic shop. This cheapens some of the magic - hit points are less of a resource to be tracked if healing potions are a dime a dozen - and as such, serves to undermine resource management. That said - why am I impartial? Because high magic does not necessarily a non-OSR game make - and if you and your table enjoy a high magic setting, it's not going to break the world in order to have more magic available: especially if you move into domain play or other expensive coin sinks - consumption of magic becomes a longer term management of resources game. I personally would not do it in my home game - but I don't think doing it disqualifies a game or system from implementing an old school play style.

In addition, the characters have some at-will powers which are unique to them. This likewise increases access to magic - however is regulated: it is limited, for the most part, and does not allow the character to become overpowered. AD&D does have a system of cantrips - that is, weak spells that can be memorized en masse in exchange for expending a higher spell slot - however it is unclear to me, listening to the podcast, if this rule is used. Even so, the OSR spirit is rulings over rules: if a character has a unique power to them, balanced by the GM and appropriate to the character's idiom, there's again nothing wrong with it - it is something I have done in home games, though it's not something I do expressly or as a rule.

Lastly, banter.

A part of any table is banter - pop culture references, out-of-character jokes, and the like have permeated every table I've ever been at: the table at World of Arkonisis no exception. The banter and at-table humor makes up roughly half of the enjoyment value for the podcast - and, for a new GM, it's a good foreknowledge to have (or forewarning, depending on your players) that it's a natural part of the experience. Why impartial? Because at the same time, it can distract from the meat of the actual-play: on a couple occasions, I found myself skipping forward a bit to get past the locker room humor and back into the episode.

What I Don't Like

Character voices. This is a personal thing for me - so if you don't mind, or do enjoy, voice acting at your table or in your podcasts, you can strike this one off: but for me, the use of voices distracts from the main game. Arguably, using voices is a good way to delineate in-character from out-of-character conversation: but at the same time, word on the street was when Gary ran, all conversation that wasn't express questions to the GM were in-character.

Lastly, 5e relics. I know I mentioned it already as an indifferent element - but I wanted to include them here because, although mostly they do not detriment the entertainment value of the podcast, they do introduce some new-school elements that affect the value of using this podcast as a learning tool for new or new-to-OSR GMs. Players - early on, more so, but admittedly, they learn to role-play it by the end of the season - are bad about trying to roll to do things: that is, they may say, "I check for traps!" and then you hear dice fall: as opposed to the more common OSR sentiment that you are better off to interact with the environment and, if a roll is necessary, the GM will call for it. Similarly, as a byproduct of the story-driven (or, really, mystery-solving) nature of the podcast, there is not a lot of dungeon delving going on. Again, this is not a detriment to the entertainment value of the podcast - really, having a plot arc to follow is beneficial, from the perspective of telling a story - the nature of old school gaming tends towards exploration, tends towards delving and coming out with gold. Knowing that, again, this aspect of the show reduces the value of the podcast as a teaching tool for new or new-to-OSR GMs.

In Conclusion

I like World of Arkonis. It has been added to my listen-to list, I write as I am rolling forward into season 3. It incorporates elements from newer editions and newer-style games which distract the listener from it's AD&D roots, and by its design - it is not intended as an exposé of rules, but more so an avenue towards sharing the experience and story from its table with the listener - however, for that reason it is a good entertainment cast - it is a good distraction for if you're listening to something on the elliptical and it's good background for something in the earbuds to prevent people from talking to you at work. For those reasons, I rate it Leather.

Roll high, guys!

Sunday, July 19, 2020

Random Encounters: Indigo River Northern Forests

The forests north of the Indigo River range from palms swaying in the salty breeze closer to the ocean to walls of oak trees picketed by bayonet plants and elephant's ears. However - north of the river - there is a malice lurking under the sandy topsoil, seeped in from tragedy past.

Wandering Monsters in the North Indigo River Basin

Rainforest, Émile Bayard
Rolling Encounters

In the forests north of the Indigo River, there is a 1-in-6 chance of an encounter roughly every four hours. When an encounter is rolled, determine vaguely which hour during that period by rolling 1d4. To determine the type of encounter, roll two dice:
  • During the day, the die rolled should be six sided: a d6.
    • If the hex is "heavy" foliage, roll three dice: dropping the lowest.
  • During the night, the die rolled should be eight sided: a d8.
    • If the moon is new, roll three dice: dropping the lowest.
    • If the moon is full, roll three dice: dropping the highest.
Unlike the salt marsh, there is no difference between high and low tide - the water does not rise this far upland. Whatever number is rolled, consult the encounter table below based on biome.

Encounter Table

Most encounters are routine. Some encounters, denoted as Special, reference the Special Encounters section below.

RollJunglesWetland JunglesForestsWetland ForestsScrubland
2Bonesnapper (FF 15)Cifal (FF 19)Caterwaul (FF 18)Cifal (FF 19)Bullywugs (FF 16)
3Giant Toad (X 40)Algoids (FF 11)Carbuncle (FF 17)Babbler (FF 13)Al-mi’Raj (FF 11)
4Bullywugs (FF 16)Trolls (X 41)Bullywugs (FF 16)Trolls (X 41)Clubnek (FF 19)
5Party (X 37)Bullywugs (FF 16)Brigands (X 35)Bullywugs (FF 16)Osquip (FF 70)
6Pit Viper (B 42)Lizard (B 38)Boar (B 31)Lizard (B 38)Brigands (X 35)
7Lizard (B 38)Pit Viper (B 42)Panther (B 32)Pit Viper (B 42)Party (X 37)
8Panther (B 32)Giant Toad (X 40)Lizard (B 38)Panther (B 32)Pit Viper (B 42)
9Crocodile* (X 29)Crocodile* (X 29)Party (X 37)Crocodile* (X 29)Spider, Tarantella (B 41)
10Giant Bat (FF 14)Giant Crab (MM 15)Giant Bat (FF 14)Dragonfish (FF 30)Merchants (X 36)
11Poltergeist (FF 73)Poltergeist (FF 73)Poltergeist (FF 73)Poltergeist (FF 73)Poltergeist (FF 73)
12Skeleton (B 42)Zombie (B 44)Skeleton (B 42)Zombie (B 44)Skeleton (B 42)
13Zombie (B 44)Relentless DeadZombie (B 44)Relentless DeadZombie (B 44)
14Fear DrinkerHuecuva (FF 51)Fear DrinkerHuecuva (FF 51)Phantasmic Seeker
15Splintered DeadPhantasmic SeekerSon of Kyuss (FF 83)Phantasmic SeekerNecrophidius (FF 67)
16Phantasmic SeekerWight (B 44)Phantasmic SeekerWight (B 44)Fear Drinker
    *Roll for size:
1-in-6: Giant 2-in-6: Large 3-in-6: Standard

Special Encounters

Relentless Dead

The source of corruption under the Watchtower is ever-pulsing: even still after decades of lying buried. Those settlers initially corrupted when the storm caused this energy to spill out from the crypt it was building in were bound to it - as were some of the hapless adventurers caught in its sway. These relentless dead roam the countryside at night, the only time the strength of the corruption is enough to empower them further from the source. When struck down, these creatures rise again to continue their unknowable mission.

Stats as Coffer Corpse, per Feind Folio (p. 11).

Fear Drinker

Negative energy breeds negative energy - and the corruption beneath the Watchtower is attracting malevolent entities. When this result is rolled, a Trilloch, per Fiend Folio (p. 89), is attracted to the party. It will follow them silently, attempting to remain unnoticed, poisoning their thoughts and mood, attempting to draw them to violence.

Splintered Dead

Flora grown from the graves of the first settlers. Groans in tones that sound like an archaic version of the common tongue. Stats as Needleman, per Fiend Folio (p. 67).

Phantasmic Seeker

A human form, wandering the flora, encountered at a moderate distance. It will be calling out, afflicted by something lost:

1d6Result
1The seeker is human, looking for its spouse. It will beseech the party for help:
  • If the party does not help the seeker, it will enrage and attack.
  • If the party helps the seeker, it will search for 2d4 hours uneventfully: at the end of this period, it will grow frustrated - blaming the party - and attack.
2-3 The seeker is a child, lost and looking for its family and home. The home is the Watchtower, but the family is long dead.
  •  If the party helps the seeker, it will know the way - mostly - back to the Watchtower: curious, in that it was asking for help to find it - but upon arrival will suffer a breakdown, transforming into a more horrific form and attacking. 
  • If the party does not help the seeker, or attempts to explain the situation to it, it will weep openly - but then disappear into the brush, wandering ever still.
4-5 The seeker is a parent, looking for a child, lost in the woods following a storm. The child is long dead - but the seeker beseeches them for help:
  • If the party helps, there is a 1-in-6 chance over the course of two hours that they will find the child's bones. If this occurs, the seeker screams, pained, and disintigrates - leaving behind a large locket with a picture in it of the family to whom it belongs: if sold, this locket is worth 100 gold pieces. The seeker will continue seeking for 2d4 hours: if the bones are not found during this time, it vanishes, disintegrating unceremoniously into the air.
  • If the party does not help, the seeker transforms and attacks. A seeker defeated in this context will not leave behind aforementioned locket.
Generous GMs are encouraged to roleplay tertiary outcomes.
6 The seeker is an animal - a hunting dog - seeking its master. On a neutral or better reaction roll, the seeker will be friendly - attempting to lead the party to the Watchtower. While following behind the seeker's lead, no other random encounters or wandering monsters will occur to the party.

Stats as Astral Searcher, per the Fiend Folio (p. 13), excepting it is undead.

Public domain artwork respectfully pilfered from OldBookIllustrations.com on or about 7/16/2020. 
Attributions to piece and artist in alt text.

Sunday, July 12, 2020

Snapping Turtle Cult

Scale: 10 ft.
Click here for a PDF version of this adventure!

Level 1

1-A: Mouth

This space is open to the entry area to the north. It appears as the beak of a snapping turtle protruding from natural rock wall.

The door at the south wall has no obvious hinge - but has a low-relief of the night sky carved into it. If the players touch the stars, they glow a white-blue for a few seconds. A savvy character will recognize several constellations. To open the door, a character must trace the stars of the constellation Mul-a-Ul: the turtle (modern: Cancer). If a character traces Urgulu, the Lion (modern: Leo), instead, they receive an electrical shock dealing 1d8 damage; a generous DM may allow a save for half.

Due to a mystical association within the firmament, there is a bug in the magic which may help the players:
  • If a character traces Mul-Kun, the Tails (modern: Pisces) or Mul-Giserin, the Scales (modern: Libra), the stars of Mul-a-Ul will flash faintly.
  • If a character traces Guannna, the Bull of Heaven (modern: Taurus, as well as a star or two from the Hyades cluster) or Mul-Pabil, the Overseer (modern: Sagittarius), they will feel a buzzing sensation and their small hairs will stand on end for a few seconds to no ill effect.

1-B: Causeway

The north half of the causeway - as indicated with a dotted line - is open to the second level below. The areas in darker blue are rooftops - they are not well made, but they are also not shoddy - they will not collapse from the weight of someone climbing on them, but heavier climbers may make more noise. They are angled, with vents along the seams for smoke. There is a 5 foot drop from the causeway to the rooftops. On the east side, there is an opening allowing drop-in to 2-I.

The south half of the causeway is an arrow trap. Any character activating one of several touch plates along its length causes a volley of crossbow fire to emit from slits in the walls to Ii and Iii. Save versus Dragon's Breath or take 2d6 damage.

1-C: Upper Level

To the south, a spiral stair leading down. To the east, a railing overlooking an open area to 2-B.

The lighter blue is solid stone floor; 15 foot drop. The darker blue is thick curtains: 5 foot drop to the western extent, angled up and affixed to the wall 10 feet above the ground level of 1-C's platform.

Effigy of Mot
AC:4
Hit Dice:2+2
Move:90' (30')
Attacks:1 bite,
1d8 damage
Save As:Fighter 2
Morale:12

1-D: Foyer

A statue of a snapping turtle, meticulously crafted, sits on a pedestal. Also on the pedestal are two rubies (75 gp each) and an emerald (120 gp).

If the party takes one or more of the gems, the statue animates and attacks.

1-E: Conference

A large table occupies this space. Maps of the local terrain are pinned to the east wall; maps of the firmament at each of the four seasons are pinned to the west wall. A small brazier enchanted to emit Continual Light (B17) - 200 coins in weight - is set at either head of the table.

1-F: Study

The secret door can be locked from the inside, preventing all entrance - as there is no mechanism from 1-E to interact with the bolt. Inside, a scrying desk with a mirror, a bowl of quicksilver, and a cup of sand. Inside the desk is a spellbook containing 1d4 randomly determined first level MU spells and 1d3 randomly determined second level MU spells, as well as to coin purses with 400 silver pieces each.

1-G: Kitchen

On the east wall, a hearth and cooking gear. On the west and south walls, dry storage. 20 days of rations can be salvaged by enterprising characters. In the center of the room, a 10 foot long, 2 foot deep, 5 foot wide pit runs north to south. There are ashes in the bottom - if a character sifts through them, they find bone - both animal and human.

1-H: West Walkway

Walkway with railing open to level 2.
  • The lightest blue is 15 feet down.
  • The middle blue is 5 feet down at its eastern extent; but attached to the western wall of the chamber above, 10 feet above the floor of 1-H.
  • The dark blue is also 5 feet below the floor of 1-H - rooftop for the under-buildings.

1-Iii & Iii: Trap Maintenance

Two rooms from which the trap in 1-B can be disabled. Both must be set in order for the trap to be wholly disabled. Accessible via a small opening: too small for a character with a shield or in heavy armor to enter; but easy for a Halfling. Inside is the trap mechanism and in each, there is a crate of ammunition - 100 crossbow bolts in Ii; 120 crossbow bolts in Iii.

Level 2

2-A: Stairwell

Spiral stairwell leading up. A stone column to the south that appears to hold the supporting platform.

The secret door is stone, flush with the wall - but there appears to be some fluid puddling on the other side, as it is leaking underneath. If the characters push on all four corners at once, the door will slide, opening to 2-G.

When open, it will automatically close if not propped open, trapping whomever is inside.

2-B: Sanctuary

East and west walls are thick curtains, denoted by dotted lines. Six stone columns hold up the platform containing Level 1. On the south wall is an altar. At the time of the party's arrival, there is a human sacrifice going on: a Chaotic Priest (Cleric 3) is flanked by two Adepts (Cleric 2), who hold a struggling victim. A dozen (12) Acolytes (Cleric 1) are looking on from the main area, chanting. All are wearing robes - armor as cloth only. If the ceremony is allowed to proceed, the Chaotic Priest's head and upper torso transforms into the head and shoulder-area of a snapping turtle, at which point, he will bite the head of the victim, his jaw extending such that it takes off the full head as well as a chunk of chest down to the sternum. At this point, all lights in the dungeon burn deep red for 1d4 rounds: during which time the cultists are silent. At the end of the redness, the Chaotic Priest speaks the language of Chaos briefly before retreating to room D; the acolytes then disperse.

2-C: West Hallway

Barren hallway; behind the curtain. Door on the south wall is locked.

2-D: Meditation Chamber

On the south wall are several inlaid cubbies with idols of chaos in them - as Holy Symbol. On the floor are kneeling pads lined with electrum: it is difficult to remove.

2-E: East Hallway

Shelving on the northern side of the wall; contain cult robes, mostly, and three suits of leather armor, two bows, and three quivers of 20 arrows each. Nearer to the south are three barrels - one water, two whiskey. Additionally, there is a rack with six two-handed hammers. Sconces for torches every 15 feet along the wall.

2-F: Trove

The secret door is stone, flush with the wall. There is a sconce at the corner; if a torch is placed in it, lit, and turned upside down, the door unlocks and can be pushed open: one hand on each of four corners.

Inside are two chests containing 1,000 gold pieces each; a lockbox with poison needle trap containing six gemstones, 150 gp each, and an emerald broach valued at 300 gold pieces on its own, but enchanted such that any Chaotic character wearing it can breathe under water, can see in murk or in dense fog out to 60 feet, and gains a +2 bonus to saves versus poison. However, when worn, the character's skin becomes cool and scaly and their eyes go all-black. A Neutral character who dons the broach gains a +1 bonus to saves versus poison and can see in murk or dense fog out to 20 feet; a Lawful character gains no benefit and must save versus poison or be affected by violent nausea for 1d4 turns.

2-G: Captivity Chamber

Iron bars with no door separate the south end of this room from the north. Inside is a pile of wet straw to the east and a pool of unidentified low-viscosity refuse in the south-west corner. The walls of this enclosure are tiled.

The secret door can be opened from 2-A, but cannot be pulled open from 2-G. As indicated in the 2-A entry, it slides open into 2-G but if not propped or pinned open, will close on its own.

2-H: Inner Sanctum

Sconces line the walls; on the east wall, a statue of a snapping turtle flanked by three goblets (10 gp each) filled with 300 gp, a necklace worth 100 gp, and three small cut gemstones (50 gp each) on the north side and an electrum saucer (20 gp) with burial spices in it (50 gp value), and a signet ring which doubles as a spark-maker: functioning as flint and steel (valued at 20 gp). If any of the treasure is disturbed, the statue animates and attacks.

2-I: Chamber of Violence

A drain in the floor in the center of the room is flanked by four thick columns - affixed to each is a chain and shackle. Instruments of torture are stored on a simple, splintering wooden table in the western part of the room.

The ceiling above the drain is open to the larger cavern. There is evidence of both blood staining and of fire burning on both the floor and the columns, themselves.

2-J: Captive Storage

This room has no sconces or braziers - and otherwise will be in complete darkness. On the walls there are chains with manacles. In the south-east corner, there is a drain in the floor that emits a moderately foul smell.

There is a 50% chance of 1d4 occupants being held hostage.

2-K: Bunkhouse

Bunks crowd this room, the dormitory for the cultists. Among the personal possessions of the cultists can be found 1d12x100 silver pieces, total, as well as a fancy inkpen and well (20 gp), a Janbiya dagger (as dagger - double gold piece value, +1 to hit in melee; -1 to hit if thrown), and two sets of nobleman's fashionable clothing. The door to 2-L is locked with two locks.


2-L: Master's Chamber

A large, luxurious bed is in this room. Chains and manacles on the south wall - 30% chance of a captive having been bound there. A suit of +1 Plate armor hangs on an armor rack, as well as a two-handed hammer. There is an open lockbox - literally open, not just unlocked, containing 1,200 electrum pieces, four emeralds (100 gp each), and a set of expensive and quality cutlery (50 gp value).

The secret door is hidden behind the headboard of the bed.

2-M: Fleeing Chamber

A narrow hall; the secret door to 2-L is obvious from this side; the door to 2-N is locked.

2-N: Emergency Exit

Narrow tunnel, roughly 150 yards long and downward, emerges to the outside world under an overhang. The door to 2-M, from this side, is trapped - a contact poison is on the handle, save or take 2d8 Constitution damage: reduction to 0 or below results in death. Constitution heals from this poison at a rate of 2 points per day of rest.

Sunday, July 5, 2020

PDF Versions!

Knowing not everyone has access to the internet 24/7, I've taken some time to copy the maps and adventures from this blog into PDF format. As mentioned last week, each of the posts to which a PDF corresponds have been updated to include a link for folks who either stumble onto the post or otherwise find themselves browsing and want to grab a file. Provided below is a collection of links to each of those posts and to each of their corresponding PDFs, for quick reference, as of 7/5/2020.

Please let me know if you have any issues grabbing the files.

Map or Adventure PDF Link
New Year, New Map PDF!
Bull Temple PDF!
Floundered Cog PDF!
Creepy Wizard's Basement PDF!
Sunday Slog PDF!
Tomb of Tunnels PDF!
Mid-Level Lair PDF!
Crypt in a Cave PDF!
Mystic Ruin PDF!

Dungeon on, Wayne!

Frieren: Beyond Journey's End

N-Spiration - Frieren: Beyond Journey's End About Frieren The saga that is Frieren  started (and continues) as a serialized ...