The Troll Spider was first written up in the "Week of Trolls" series of postings, when this blog was integrated with Gaming with Chuck.
Those stats were written specifically for Castles and Crusades, mostly because I was running a C&C campaign at the time. They are re-presented here, in classic OSR format, very nearly OD&D or AD&D 1st edition standard (as are almost all encounters that are presented at Valley of the Old Ones). The description of the Troll Spider, and their proclivity to hang about with Triders was presented in the original Week of Trolls article, only the translation of the game statistics is presented here.
Troll Spider
Num Appearing: 1d12
Alignment: neutral
Movement: Run 90'/Climb 60' (climb also includes walking on vertical or inverted surfaces, such as ceilings)
Armor Class: 6
Hit Dice: 5hd (30hp)
Attacks: 1 bite, poison, web, regeneration
Damage: 1d8
Save:F5
Morale:8
Treasure: None
Special: Troll Spiders are quite aggressive, and often accompany Triders and
Trolls. Troll Spiders seem to have a rudimentary understanding of
commands issued from these creatures, as well as from Dark Elves.
Poison:
The Troll Spider, upon biting, injects a poison that requires the
victim to make a save vs. poison with a -2. If the save is a success, no
further effects occur. If the save is a failure, then the victim takes
an immediate 1d6 damage, and must make a second save the next round (without the -2). If
the second save is a failure, then the victim takes an additional 1d6
damage, and is paralyzed for 1d4 hours. Success in the second round
means no additional damage. Some troll spiders (50%) can spit their
poison up to 30 feet.
Web: The Troll Spider can create a web, as per the Web spell, up to 8x per day.
Regeneration:
The Troll Spider can regenerate as per a troll, at the rate of 3HP per
round. If the Troll Spider falls, it will reform in 3d6 rounds. The
Troll Spider's unique physiology mean that it is immune to acid attacks,
and can only be kept from regenerating or reforming by flame attacks or
burning the bodily remains.
If encountered in the wild, the Troll Spider group is likely to represent the adult warriors of a family group. There will be a (non-combatant) queen, and several groups of warriors (at least 4) that will spread out and encounter the invaders as separate encounters, while they get closer to the queen's nest. In such a situation, each group is only 1d8 spiders. The nest is likely to have 2-3 thousand GP of assorted goods and treasures from consumed victims.
Showing posts with label castles and crusades. Show all posts
Showing posts with label castles and crusades. Show all posts
Jul 14, 2012
Nov 8, 2010
Retro-Clone RPG based on the RC of BD&D
Okay, I think that is the most Acronym laden title of any article here at Gaming with Chuck. (The Staff is currently on a Health Improvement Program (HIP) and that means increased levels of vitamins being consumed. So there is a big fascination with letters....)
Okay, a Retro Clone of a Role Playing Game is one of a new-ish batch of RPGs that seek to capture either the specific rules or the flavor of classic RPGs. You know - like Good Old Dungeons & Dragons (or Basic D&D). One of the versions of that game (a pretty good one) was the old Rules Compendium. A great collection of rules. It has everything in it that I usually like in a simple RPG - good distinct classes. Nice list of spells and equipment. Skill system. Weapon system. In fact, for me, the only things missing would be (1) Speed factors on spells and weapons (easy to add in), and (2) Tactical moves for doing combat with miniatures (also easy to add in).
Alright - so there is this great new retro-clone of the RC version of BD&D called "Dark Dungeons" (yes, named after the made-up game in the old Chick comic. If you have to ask, then you are better off not knowing).
It has it all. And in true to form honesty to old Basic D&D (or OD&D - Original D&D, although that is sometimes more narrowly defined as old White Box D&D - again, if you have to ask, you are better off not knowing, although it might be a good plan for the Staff to write a history of versions of D&D) there are only Classes, not the Race/Class combination we have seen in so many other RPGs. This means that if you want to play an Elf - then that is your class. This bodes well for the geek tshirt I once saw that said "I Remember when Hobbit was a Class" - and it was in OD&D. It is again in Dark Dungeons (although, for several legal reasons, they are called Halflings).
How does this race-as-class thing work out? Well it makes the race of non-humans Really important. As in it is a big deal if you say you are an Elf. Unlike in, say, AD&D when you are an Elf MU or an Elf Fighter, or an Elf F-M-C, then there is not too much of a big deal about the Elf Part. Especially in 2E, 3E or 4E (remember the vitamins thing and acronyms). But in OD&D - and in Dark Dungeons - being an Elf is a big deal.
So what are these races as class all about? More coming in a future article but briefly - Elf is a Fighter/Magic User mix. Halfling is a Fighter/Thief mix. And Dwarf is crusty. Like I said - more coming soon.
Also - look for some coming up articles on content for Dark Dungeons. I am inspired . . .
ps- thank you especially to Matt and Braz, whom I saw at Battlefield Band in Williamsburg on Nov 5 - and they got me jazzed up on Dark Dungeons. Previously my favorite retro-clones included Castles & Crusades (which I still love - and the Castle Keeper's Guide finally came out - w00t), and Mutant Futures. Both of those generated a fair amount of press here at GWC.
Tags:
Okay, a Retro Clone of a Role Playing Game is one of a new-ish batch of RPGs that seek to capture either the specific rules or the flavor of classic RPGs. You know - like Good Old Dungeons & Dragons (or Basic D&D). One of the versions of that game (a pretty good one) was the old Rules Compendium. A great collection of rules. It has everything in it that I usually like in a simple RPG - good distinct classes. Nice list of spells and equipment. Skill system. Weapon system. In fact, for me, the only things missing would be (1) Speed factors on spells and weapons (easy to add in), and (2) Tactical moves for doing combat with miniatures (also easy to add in).
Alright - so there is this great new retro-clone of the RC version of BD&D called "Dark Dungeons" (yes, named after the made-up game in the old Chick comic. If you have to ask, then you are better off not knowing).
It has it all. And in true to form honesty to old Basic D&D (or OD&D - Original D&D, although that is sometimes more narrowly defined as old White Box D&D - again, if you have to ask, you are better off not knowing, although it might be a good plan for the Staff to write a history of versions of D&D) there are only Classes, not the Race/Class combination we have seen in so many other RPGs. This means that if you want to play an Elf - then that is your class. This bodes well for the geek tshirt I once saw that said "I Remember when Hobbit was a Class" - and it was in OD&D. It is again in Dark Dungeons (although, for several legal reasons, they are called Halflings).
How does this race-as-class thing work out? Well it makes the race of non-humans Really important. As in it is a big deal if you say you are an Elf. Unlike in, say, AD&D when you are an Elf MU or an Elf Fighter, or an Elf F-M-C, then there is not too much of a big deal about the Elf Part. Especially in 2E, 3E or 4E (remember the vitamins thing and acronyms). But in OD&D - and in Dark Dungeons - being an Elf is a big deal.
So what are these races as class all about? More coming in a future article but briefly - Elf is a Fighter/Magic User mix. Halfling is a Fighter/Thief mix. And Dwarf is crusty. Like I said - more coming soon.
Also - look for some coming up articles on content for Dark Dungeons. I am inspired . . .
ps- thank you especially to Matt and Braz, whom I saw at Battlefield Band in Williamsburg on Nov 5 - and they got me jazzed up on Dark Dungeons. Previously my favorite retro-clones included Castles & Crusades (which I still love - and the Castle Keeper's Guide finally came out - w00t), and Mutant Futures. Both of those generated a fair amount of press here at GWC.
Tags:
Jun 6, 2008
Castles and Crusades Campaign Headlines - Glacial Grotto Complete
Following the previous adventure, the group encounters a Drow monk - an outsider of typical Rakers Drow society - who agrees to join the group and stay with them. This is Leigh's new character, replacing his fallen dwarf, Nords.
Our Castles and Crusades session last night had a great finish to a tough adventure. The players received their adventure experience points, and progressed the campaign.
Those present were:
- Marcy - Annalise of Ehlonna
- Elliott - Jacques Guerrable (The Pope of Pain)
- Craig - Gilmore Badgerbreath
- Leigh - Dromeda
- NPC - Viney Badeloch
- NPC - Hilda Ironbottom
In addition to fighting another TOUGH group of greater goblins, the group explored an underground fungus garden, and discovered a group of women who were being kept as slaves by the goblins. Liberating both fungus and women, the group proceeded to delve into even deeper regions of the goblin outpost, to find the goal of their quest. The portal to the dungeon in Keoland (where, presumably, the Goblin Chieftain and the Kreftring are to be found) was discovered. After testing the portal, the entire group went through, and are now deep in the depths of the "Forgotten Dungeons of the Shadow Rose"
Future updates to be posted, but here is a list of all campaign updates so far.
- The Death of Nords
- Ice Spiders, Lava Lizards, and Ogres - Oh My
- Up the Mountain, Down the Glacier, Out the Other Side
- World of Greyhawk Campaign Continues
- Pope, Gilmore and Nords - On the Road
- Goatboy Joins Adventuring Group
- Expedition to the Rakers
Once the players are in Keoland, expect some more run-ins with Drow Elves, as the main plot of the campaign (and the secret of the League of Sorcerors) begins to reveal itself.
Glacial Grotto of the Ice Hunter Goblins - Completed
Tags: castles and crusades
Jun 4, 2008
Classic bits - forgotten?
There are some really classic D&D style roleplay tropes. I am wondering which of these are still in play these days, considering some resistance to the "spike the doors of the dungeon room, so we can take an 8 hour rest" maneuver performed by my current Castles and Crusades group.
- Spiking doors.
- Carrying rations (to eat, and to throw down a corridor to lure monsters).
- 10' pole.
- High Hard Boots.
- Continual light cast on a small object to be thrown into a room.
- Henchmen.
- Mapping.
- Characters having a "last will and testament".
- Fearing oozes, slimes, and jellies.
- If you didn't bring it into the dungeon with you, DON'T EAT IT.
- Elves make the best thieves (secret door spotting).
- 2 Fighters (or fighter-types) for every other party member.
- Attracting followers and building a stronghold.
- 50' of silk rope (hemp weighs too much).
- Small cage with a songbird in it (warns of gas problems).
- Caltrops.
- Humans in the rear, with polearms, fighting over shorter demi-humans in the front.
- Hooded lantern or bullseye lantern - it makes a difference.
- Flasks of oil.
- Flasks of holy water.
- Flasks of acid.
- Extra bowstrings.
- Hammer and pitons - because you never know.
- At least one person in the party should wear wolfsbane.
- Someone should carry garlic.
- Pool extra money at the start for thieves tools and holy symbols.
- First level fighters shouldn't balk at wearing that better armor the dead orc has on.
- Somebody has a pouch of copper pieces, to toss on the floor and distract the kobolds.
- Secret phrase to check for Doppleganger infiltration.
Tags: roleplaying
May 30, 2008
Castles and Crusades Campaign Continues
We will all mourn for the passing of a great and noble warrior. Nords the Dwarf has passed to stone, in the fashion of the Dwarf people. He was slain while fighting Great Goblins in the Grotto of the Ice Hunter Goblins - hot on the trail of the goblin chieftain that the heroes are pursuing to retrieve the Kreftring. In the bottom of the multi-layered Grotto (a mountain dungeon system built in the Southern tailbone of the Rakers, at the edge of a glacier) is a gateway that leads to mysterious dungeons beneath the Fortress of the Shadow Rose (a castle in Keoland! halfway around the world, but it is where the Goblin chieftain is hiding out).
The players were sorely tested, even though Viney Badeloch took a co-role in performing "rogue" abilities with Clematis, the halfling.
The evening of adventure started out pretty good. The party had been holed up in a room where they had slain some ogres and giant spiders. The group was in uncharted territory, so they had bolted shut the doors and spiked them closed. Then they took turns watching while all got some rest (about 8 hours) and while Annalise (the female cleric of Ehlonna) got enough rest to concentrate and meditate on getting her spells back.
Finally they were rested up and proceeded out from their room into the wider dungeon. The group faced down a number of undead (ghouls, zombies, and skeletons) until coming to a room tha was heavily guarded by Great Goblins and Ice Hunter cats. A fight broke out and the heroes were victorious. Along the way, however, Nords passed along. He was facing down two great goblins, having interposed his body in front of Annalise so that she could pull back from the front line of fighting. The maneuver was successful, but it left Nords (exposed in the room) facing off against two Great Goblins and being shot at by a couple of Goblin archers.
The two Great Goblins were too much. Especially when one got a critical hit. Nords was down to 4hp left, and he didn't bother to tell ANYONE (how infuriating - he might still be alive if he had but asked Annalise for a single healing spell. But he did not. One of the great goblins (as mentioned) got a Critical hit, and Nords took an additional 24 points of damage (which made him go approx 20 points negative, certainly dead and not coming back).
Tags: Castles & Crusades
The players were sorely tested, even though Viney Badeloch took a co-role in performing "rogue" abilities with Clematis, the halfling.
The evening of adventure started out pretty good. The party had been holed up in a room where they had slain some ogres and giant spiders. The group was in uncharted territory, so they had bolted shut the doors and spiked them closed. Then they took turns watching while all got some rest (about 8 hours) and while Annalise (the female cleric of Ehlonna) got enough rest to concentrate and meditate on getting her spells back.
Finally they were rested up and proceeded out from their room into the wider dungeon. The group faced down a number of undead (ghouls, zombies, and skeletons) until coming to a room tha was heavily guarded by Great Goblins and Ice Hunter cats. A fight broke out and the heroes were victorious. Along the way, however, Nords passed along. He was facing down two great goblins, having interposed his body in front of Annalise so that she could pull back from the front line of fighting. The maneuver was successful, but it left Nords (exposed in the room) facing off against two Great Goblins and being shot at by a couple of Goblin archers.
The two Great Goblins were too much. Especially when one got a critical hit. Nords was down to 4hp left, and he didn't bother to tell ANYONE (how infuriating - he might still be alive if he had but asked Annalise for a single healing spell. But he did not. One of the great goblins (as mentioned) got a Critical hit, and Nords took an additional 24 points of damage (which made him go approx 20 points negative, certainly dead and not coming back).
Tags: Castles & Crusades
May 22, 2008
Week of Trolls - Day Six - Troll Magic
Trolls casting spells, spells featuring troll components, and spells specifically related to trolls (either augmenting them or harming them) is the topic if this, the next to last posting in the Week of Trolls.
Trolls casting spells is a great thing. After all, most of the humanoid races have their shamans, priests, and wizards. Version 3.0 and 3.5 of AD&D allow for troll character class progression (see the Night Hunter troll for an example).
Imagine a cult that is dedicated to worshiping trolls. This would no doubt be an evil cult, and might even have a priesthood. It would have clerics, but I don't think (in the spirit of a 2nd edition AD&D gamer) they should have access to all the same spells as a normal cleric. Here is my proposed spell list (modified for C&C):
Troll-Cult Priest
HD - D8
Level Advancement - as Cleric
Abilities - as Evil Cleric, but replace Control Undead with Control Trolls (at 6th level)
Recommended Spells:
Orisons (Level 0)
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Tags: trolls
Trolls casting spells is a great thing. After all, most of the humanoid races have their shamans, priests, and wizards. Version 3.0 and 3.5 of AD&D allow for troll character class progression (see the Night Hunter troll for an example).
Imagine a cult that is dedicated to worshiping trolls. This would no doubt be an evil cult, and might even have a priesthood. It would have clerics, but I don't think (in the spirit of a 2nd edition AD&D gamer) they should have access to all the same spells as a normal cleric. Here is my proposed spell list (modified for C&C):
Troll-Cult Priest
HD - D8
Level Advancement - as Cleric
Abilities - as Evil Cleric, but replace Control Undead with Control Trolls (at 6th level)
Recommended Spells:
Orisons (Level 0)
- Detect Evil (rev)
- Detect Magic
- Detect Poison
- Purify Food & Drink (rev)
Level 1
- Bless (rev)
- Command
- Cure Light Wounds
- Detect Snares & Pits
- Faerie Fire
- Invisibility to Trolls
- Light
- Locate Animals or Plants
- Remove Fear (rev)
Level 2
- Detect Charm
- Enthrall
- Find Traps
- Hold Person
- Know Alignment
- Obscurement
- Silence, 15-foot Radius
- Slow Poison
- Speak With Animals
- Aid
- Augury
Level 3
- Animate Dead
- Call Lightning
- Continual Light
- Cure Blindness or Deafness
- Cure Disease
- Feign Death
- Glyph of Warding
- Locate Object
- Positive Plane Protection
- Speak With Dead
- Starshine
Level 4
- Cloak of Bravery
- Cure Serious Wounds
- Detect Lie
- Divination
- Free Action
- Imbue Troll with Special Ability
- Neutralize Poison
- Reflecting Pool
Level 5
- Atonement
- Cure Critical Wounds
Level 6
- Heal
Level 7
- Astral Spell
- Confusion
- Exaction
Tags: trolls
May 21, 2008
Week of Trolls - Day Five - the Malleable Nature of Trolls
Trolls are made of interesting stuff, it appears. Not only can they regenerate, but they also appear to occur "naturally" in a number of different forms and environments.
It was mentioned early on in the week that Trolls are rather susceptible to changes brought on by environment or magic. To that end, we will explore some of the many different changes that can be granted to trolls, either accidentally or on purpose, due to exposure to random or chaotic fields of magic.
Some of these effects might come about due to gifts from chaotic or insane wizards or magical beings, and others might just occur due to eating the wrong magical fungus or living in close proximity to a magical device or portal.
The initial list is of twelve items, and no doubt this will grow or perhaps will be sub-compartmentalized.
Roll 1d12 to determine such gifts, or in response to a "Bestow Troll with Special Ability" spell (see Week of Trolls - Day Six - Troll Magic for more details).
Troll Special Abilities
Tags: trolls
It was mentioned early on in the week that Trolls are rather susceptible to changes brought on by environment or magic. To that end, we will explore some of the many different changes that can be granted to trolls, either accidentally or on purpose, due to exposure to random or chaotic fields of magic.
Some of these effects might come about due to gifts from chaotic or insane wizards or magical beings, and others might just occur due to eating the wrong magical fungus or living in close proximity to a magical device or portal.
The initial list is of twelve items, and no doubt this will grow or perhaps will be sub-compartmentalized.
- Iron Skin
- Tough metallic skin gives the troll AC20, and a move of only 20 ft.
- Fire Breath
- The troll can breathe fire for 4d6, 10 ft. range, victim may save vs. Dexterity to avoid.
- Acid Vomit
- 2d6 first round, 1d6 each of second round and third round (4d6 total). Range of 10 ft., victim save vs. Constitution for half damage. Those adjacent to the victim get half effect (1d6/1d3/1d3), save vs. Constitution for half.
- Extra Arms
- two additional arms grant two extra claw attacks, or one additional weapon attack.
- Strength Glyph
- Extreme strength grants the troll an addition +2 to hit and +2 damage.
- Speed Rune
- Affected permanently as per the Haste spell (double all physical attacks, or 1 additional weapon attack, and move at double speed).
- Forge Fire
- Troll affects all metal items as if a heat metal spell were cast on him. If the troll uses a metal weapon, it will do an additional 2d4 of heat damage.
- Invisibility
- Troll is capable of becoming invisible 3x per day. If the troll attacks, then it is immediately visible again.
- Hive Skull
- Troll's head is rotten on the inside and is a permanent home to a swarm of insects. Affects as per the spell Insect Plague, but with a 20 ft. diameter (centered on the troll).
- Electric Hide
- Each blow on the troll causes a 1d6 lightning bolt to arc between the troll and anything within 10 ft. Save vs. Constitution for half damage.
- Winged
- The troll has huge bat wings that eneable it to fly at 30 ft. per round.
- Parthenogenic
- If this troll falls, the act of reforming will actually grow two complete new trolls. In addition, each point of damage that the troll regenerates contributes to a new troll forming on the back of the original. For every 20 points of damage that regenerates, a new troll with 20 hit points separates from the back of the original, and it will then continue to regenerate until it reaches full strength (the full hit points of the original). Note that it two will spawn new trolls. (This might lead to some interesting book-keeping for the Castle Keeper.)
Roll 1d12 to determine such gifts, or in response to a "Bestow Troll with Special Ability" spell (see Week of Trolls - Day Six - Troll Magic for more details).
Troll Special Abilities
- Iron Skin
- Fire Breath
- Acid Vomit
- Extra Arms
- Strength Glyph
- Speed Rune
- Forge Fire
- Invisibility
- Hive Skull
- Electric Hide
- Winged
- Parthenogenic
Tags: trolls
Week of Trolls - Day Four Supplemental - the Friends of the Trolls
In the Day Four entry on Ethnic Diversity of Trolls, it was mentioned that the Cloud Troll often is encountered with the Flying Wyrm as a mount, and that the Trider often is encountered with the Troll Spider as a companion. Below are the Castles and Crusades statistics on each.
The Flying Wyrm is a very large (60 ft long) winged serpent, distantly related to a wyvern.
The Troll Spider is a variation of a giant spider that was created by dark elf sorcerers via magical means. They have an unusual affinity for both Triders and also Trolls.
Day Five is coming. I believe that the Week of Trolls is going amazingly well. This is so much fun, I may do something similar in the future for another one of my favorite monsters - the Bugbear.
Tags: trolls
The Flying Wyrm is a very large (60 ft long) winged serpent, distantly related to a wyvern.
Flying Wyrm
NO. ENCOUNTERED: 1
SIZE: Large
HD: 11(d10)
MOVE: 20 ft., 60 ft. (fly)
AC: 18
ATTACKS: 2 Claw (2d4) and Bite (2d10), or Sting (1d8)
SPECIAL: Darkvision 60 ft., Poison, SR8
SAVES: P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Dragon
XP:
The Flying Wyrm is a variant of the Wyvern, specially bred to serve as flying mounts for Cloud Trolls. The Flying Wyrm is amazingly resistant to most magic (hence its SR8 rating).
Combat: The Flying Wyrm will attempt to use its claws and bite if facing a foe on the ground, or if mounted by a Cloud Troll. If fighting on its own, or fro the air, then it will attempt to use its tail sting, which is poisonous.
Poison: The tail sting of the Flying Wyrm requires the victim to make a constitution save, failure means that the victim takes 2d4 damage in the first round, and an additional 1d4 damage for the next two rounds, and the victim is paralyzed for 3d4 rounds. If the save is successful, all damage is halved, and no paralysis occurs.
The Troll Spider is a variation of a giant spider that was created by dark elf sorcerers via magical means. They have an unusual affinity for both Triders and also Trolls.
Troll Spider
NO. ENCOUNTERED: 1-12
SIZE: Medium
HD: 4(d8)
MOVE: 30 ft., 20 ft. (climb)
AC: 15
ATTACKS: Bite (1d6)
SPECIAL: Poison, Web, Regeneration, Dark Vision 60 ft., Immunity: Acid
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
XP:
Troll Spiders are quite aggressive, and often accompany Triders and Trolls. Troll Spiders seem to have a rudimentary understanding of commands issued from these creatures, as well as from Dark Elves.
Poison: The Troll Spider, upon biting, injects a poison that requires the victim to make a constitution save. If the save is a success, no further effects occur. If the save is a failure, then the victim takes an immediate 1d6 damage, and must make a second save the next round. If the second save is a failure, then the victim takes an additional 1d6 damage, and is paralyzed for 1d4 hours. Success in the second round means no additional damage. Some troll spiders (50%) can spit their poison up to 30 feet.
Web: The Troll Spider can create a web, as per the web spell, up to 8x per day.
Regeneration: The Troll Spider can regenerate as per a troll, at the rate of 2HP per round. If the Troll Spider falls, it will reform in 3d6 rounds. The Troll Spider's unique physiology mean that it is immune to acid attacks, and can only be kept from regenerating or reforming by flame attacks or burning the bodily remains.
Day Five is coming. I believe that the Week of Trolls is going amazingly well. This is so much fun, I may do something similar in the future for another one of my favorite monsters - the Bugbear.
Tags: trolls
May 9, 2008
Castles and Crusades - Campaign Update
Castles and Crusades campaign continues last night, to the gleeful delight of the Castle Keeper (who is writing this from deep within his fortress of rectitude), and the mild amusement of the players.
First, a list to earlier posts (from oldest to newest, in order) of the campaign updates for the game so far.
- Expedition to the Rakers
- Goatboy joins the Group
- Pope, Gilmore, and Nords - all on the Road
- World of Greyhawk Campaign Continues
- Up the Mountain, Down the Glacier, Out the Other Side
Last night, the players, still in the Glacial Grotto of the Ice Hunter Goblins, pressed on ever deeper, looking for the portal that leads to the Fortress of the ShadowRose in Keoland. Along the way, in the Glacial Grotto, the group met up with acid-spitting Ice Spiders (the small variety), fire breathing Lava Lizards, and finally Ogres.
There was a little trouble in jumping across a 10 foot pit, but it got worked out. Then there was the instance where a magical crown was found, and the group decided to not bother, once Gilmore started describing its history ("created by a vengeful Efreet lord", "designed to kill mortals", "all will perish", etc - the normal stuff).
This led to the intimidation and "intensive questioning" of a goblin guard - a process that derived some sense of direction to delve deeper into the dungeon. At which point, it was time to shut the doors on a defensible chamber, spike them shut, and hole up for some sleep.
Next time, it is deeper into the dungeon, where the group will no doubt encounter some undead, more undead, and even more undead, and some really big lava crabs.
The Ice Spiders are still out there, my friends. Still lurking and awaiting their chance to make you their next frozen dinner.
Tags:
May 2, 2008
Orcs - Recommended
The first two parts of this series:
1. Orcs - Considered
2. Orcs - Defended
Made the case that Orcs are not only popular and useful, but a good opponent for adventurers.
I will go one step further and recommend that you use them in a game, very soon.
First, there are a lot of orc resources available. If you don't have the miniatures to use, then these paper figures are an excellent resource. As are these, by the same artist. If you would like to include allies for your orcs, then there are also goblin figures and kobold figures.
Second, there are great online dungeon and treasure generators. If you want excellent, free, maps of dungeons and castles - and any other encounter location - then you could do much worse than to check the online Map archive at the Wizards of the Coast website.
Now, take your dungeon, with treasures. Add some traps (difficulty to find and disarm appropriate to the level of the scenario, and also to the likelihood of a thief being with the players). More if you like them. A couple of magic fountains, and some interesting dungeon flora and fauna (fungus with magic effects; natural dungeon dwellers such as bats, giant ticks, stirges, or other party guests) should round out things nicely. Help from AEG's Toolbox, or the (most excellent) 1st Ed. AD&D DM's Guide, or the new Engineering Dungeons title from Troll Lord games should all help.
Once the basic environment is set, then you can add your orcs. Lots of them. In interesting and diabolical combinations. Have a good half dozen or more per populated room (about 50-70% of the rooms should have some sort of challenge in it - either a monster, some orcs, or a puzzle/trap). Make the Orcs have a level approximately 1-2 HD lower than the players. If you need lesser creatures, then a subservient tribe of orcs, or lower caste orcs, or some of the lesser beings - such as goblins or kobolds can be used.
When placing the orcs in the dungeon rooms, and setting up the architecture of the rooms, consider it a challenge. The Orcs aren't stupid, and are quite martial minded, and they would set up all sorts of defensive mechanisms. So you have a few trapped hallways? The orcs should know the way around. They can dig (in a fashion) and if taking up a semi-permanent residence in a dungeon complex, they would set all sorts of traps, ambush points, and escape tunnels. In other words make it a Challenge for the players.
Example Room:
43 - This room once served as the meditation room for the priestess of lolth who built the dungeon. It contains some lovely tapestries on the wall with Drow artwork and motiffs in the designs (very heavy, but worth approx 900gp to a collector). The room has a stone gargoyle carved in the north wall, with a fountain flowing out. The water in the fountain is magical, and will serve to immaculately clean any metal implement (and restore it to perfect working condition - sharp, repaired, shined) that is placed in it. In the room, seated at a heavy wooden table, in chairs that were once upholstered, are four orc warriors {4HD, 25hp, AC16, +6 to hit, broadsword (init+8, dam2d4+3)}. Around the upper level of the room, on the east and west walls there are small eyeslits that can be viewed from the gallery level of the third level of the dungeon (rooms 32 and 34). There might be anywhere between 4 and 8 goblin archers {1HD, 5hp, AC13, +2 to hit, short bow (init+6, ROF2, dam1d6)} on each side. In a hollow compartment of one of the table legs there is a potion of heroism and a map through the ankheg maze on level 6.
The Heroes in the game are tough enough. So when designing a challenging adventure, make it nasty, make it fun, and make it surprising. I recommend the orcs. If they aren't enough, toughen them up with magic, bugbears, or trolls. Yeah, trolls. ooooooh.....
Tags: orcs
Campaign Update - Up the Mountain, Down the Glacier, Out the Other Side
The Castles and Crusades campaign, set in the World of Greyhawk, continued last night with a great little game. We only had two players show up (Elliott and Marcy), but I hope we all had as good a time as I did.
So the players traveled, once they cleared out the Norker bear-cult nest, on to the Dwarven city of Kreftheim. Analise (cleric of Ehlonna) is now firmly a member of the party, with her two followers (Byron, starry-eyed bard; and Hilda Ironbottom, reformed Duergar fighter). There they met the lovely wife of Nords (one of the party members, a Dwarven Fighter of no small renown), and the High Priest of Clangeddin Silverbeard. From these two, it was clear that the Dwarven Kingdom is in turmoil - with the Old King wanting to keep up good relations with the new Baroness (that the players are questing for), and the young Dwarves (swayed by Great Kingdom gold) who want to sever ties with the Humans, and deliver them up to the Great Kingdom.
In the turmoil, the players left the city, under cover of darkness, and rescued one Viney Badeloch, along the way. Viney has knowledge of where the Kreftring is - the heirloom treaty ring that the players are questing for. It seems as if the ring has been stolen, and taken (by a Goblin warchief and his body guard) through a gate clear across the continent to Keoland.
Following Viney up the mountain, to the base of the glacier, the players find a cave, the entrance to the Glacial Grotto of the Ice Hunter Goblins. Once down in the cave, they uncover a grand dungeon (obviously not built by these primitive goblins), with a thriving subterranean eco-system. Viney remembers little of his trip through here (he was on the run) but does recall numerous undead and vast plains of edible fungus. The first tentative explorations by the players meet with combative goblins and ice-hunter cats.
Tags: greyhawk, castles and crusades
Apr 25, 2008
Orcs - Defended
Orcs are cooler. Nuff sed.
Here are some stats (increasingly levels of interest) of orc warriors. Note these use the houserules from our C&C campaign - which means weapon specialization, advanced initiative rules, and non-weapon proficiencies
1st Level - warrior
=========
1HD 6HP AC15 (scale mail and shield), broadsword (+2, 3/2 att, init+6, 2d4+2dam), throwing axe (+1, rng10, init+4, 1d6dam) saves:Phys, skills: fire building, direction sense, language(common), animal lore
3rd Level - hunter
=========
3HD 18HP AC16 (scale mail, shield, dex), short bow (+6, rng60ft, 2 att, init+6, 1d6+1dam), large mace (+4, init+8, 1d10+1dam), dagger (+4, init+2, 1d4+1dam), saves:Phys, skills: tracking, running, bowyer/fletcher, language(common)
5th Level - mercenary
=========
5HD 30HP AC16 (steel breastplate, dex), flamberge (+7, 3/2 att, init+8, 2d4+6dam), hvy crossbow (+6, 1/2 att, init+10, 1d10+1dam), battle axe (+6, init+6, 1d8+2dam), saves:Phys, skills: riding, gaming, weather sense, direction sense, language(common)
7th Level - captain
=========
7HD 49HP AC18 (full chain, shield, dex), long sword (+10, 2 att, init+6, 1d8+4dam), godentag (+9, 3/2 att, init+6, 1d6+5dam), saves:Phys, skills: healing, language(common), rope use
Tags: orcs
Apr 18, 2008
The World of Greyhawk Campaign continues
The World of Greyhawk campaign progresses...
The adventurers (Pope of Pain, Nords, Gilmore Badgerbreath, and Annalise of Ehlonna) completed clearing out the dungeon of the norker Bear cult that they had uncovered last time. Some good treasure was found, and lots of evil was vanquished. Annalise, the new member of the party (a Half-Elven Cleric of Ehlonna, with a habit of bringing home strays . . .) fit in very well with the group.
In addition to dodging traps (poison needles, iron cages dropped from the ceiling, hordes of infected giant rats, nauseating gas clouds) without a thief (good thing for the Dwarf in Plate Mail), the group fought a diverse group of vile monsters - ranging from norkers under the influence of diabolical, sorcerous maggots; giant bears; acid covered zombies; and a wild eyed primitive shaman bent on cutting out the hearts of our heroes, and dining on their livers. All for some lousy pieces of Dwarven Platinum and a crummy set of magic horse shoes. All that is gold does not glitter, my friend.
Next week - on to Kreftheim - the Dwarven mountain town in the Rakers.
Tags: greyhawk
Apr 10, 2008
The Greatest Adventure
Erol Otus, if the Hobbit isn't enough for you.
I am so psyched for old school rpg'ing. I have been working on adventures for my C&C campaign in Greyhawk. The following titles deserve Erol Otus art, or my name ain't Astinrut the Munificent.
-Lost Dungeon of the Fishman Menace
-Ice Grotto of the Night Hunter
-Impenetrable Lair of the Goblin Prince
-The Traveling Menace of the Ice Crone
-Hidden Fortress of the Shadow Rose
Man, I need another d4.
Tags: Hobbit, Erol Otus, Castles & Crusades, Old School Gaming
Apr 7, 2008
All my gaming can be blamed on Tolkien
DM of the Rings I: The Copious Backstory Like many gamers my age, my ideas for gaming (especially fantasy gaming; but equally fantasy roleplaying and fantasy wargaming) come from a heavy dose of Tolkien, and Tolkien imitators.
Sure there are the others - Fritz Lieber, Michael Moorcock, Jack Vance, Robert Howard, and the others - but Tolkien looms largest.
My initiation into fantasy gaming came around the end of the 70s, which saw a resurgence of Tolkien-mania in the US - with the release of the Ballantine paperbacks, and also the Hobbit animated TV special, the Bakshi movie (terrible now, but oh I loved it then), and finally the Return of the King TV special. It all made me gooey and weak in the knees.
Around the same time, I was reading (and rereading) the Tolkien stuff, I was also reading Greyfax Grimwald, Peter Pevensey, Thomas Covenant (still don't like him), and Shea and Flick Ohmsford. But Frodo Baggins stuck with me. As did uncle Bilbo. Only later did Fafhrd and Conan and Elric and Cugel come into my quarry of literary foundation stones for writing and gaming.
Even today, my current (although still fledgling) Castles and Crusades campaign that is based in the World of Greyhawk has strong themes that are quite Tolkienesque. There is (unbeknownst to the players - and you who are reading this know who you are) an overriding evil presence in the campaign, who through lesser agents seeks to subvert various neutral forces in the world towards evil; the Dwarves are an old (but not as old as Elves) race that are quite suspicious; the Orcs and other goblinoid races are created in a much lesser sense then Man, Elf or Dwarf were created (and for evil purposes); the current crisis for the world will be solved by a quest on a personal level, despite the engagement of mighty martial forces on all sides.
It is a good basis for a worldview of the fantastique. I do not regret it at all.
Tags: Tolkien, Role Playing Games, Castles and Crusades, World of Greyhawk
Sure there are the others - Fritz Lieber, Michael Moorcock, Jack Vance, Robert Howard, and the others - but Tolkien looms largest.
My initiation into fantasy gaming came around the end of the 70s, which saw a resurgence of Tolkien-mania in the US - with the release of the Ballantine paperbacks, and also the Hobbit animated TV special, the Bakshi movie (terrible now, but oh I loved it then), and finally the Return of the King TV special. It all made me gooey and weak in the knees.
Around the same time, I was reading (and rereading) the Tolkien stuff, I was also reading Greyfax Grimwald, Peter Pevensey, Thomas Covenant (still don't like him), and Shea and Flick Ohmsford. But Frodo Baggins stuck with me. As did uncle Bilbo. Only later did Fafhrd and Conan and Elric and Cugel come into my quarry of literary foundation stones for writing and gaming.
Even today, my current (although still fledgling) Castles and Crusades campaign that is based in the World of Greyhawk has strong themes that are quite Tolkienesque. There is (unbeknownst to the players - and you who are reading this know who you are) an overriding evil presence in the campaign, who through lesser agents seeks to subvert various neutral forces in the world towards evil; the Dwarves are an old (but not as old as Elves) race that are quite suspicious; the Orcs and other goblinoid races are created in a much lesser sense then Man, Elf or Dwarf were created (and for evil purposes); the current crisis for the world will be solved by a quest on a personal level, despite the engagement of mighty martial forces on all sides.
It is a good basis for a worldview of the fantastique. I do not regret it at all.
Tags: Tolkien, Role Playing Games, Castles and Crusades, World of Greyhawk
Apr 4, 2008
More Castles and Crusades - in two weeks
Castles and Crusades continues for the adventurers, in two weeks, with more dungeoneering and then back on the road to Kreftheim.
Expect heavy spiders, with a spot of giant bears, and continued norker influence. That is the weather report.
Tags: Castles and Crusades, rpg, norkers, spiders, bears
Pope, Gilmore, and Nords - on the road
Castles and Crusades campaign update.
The Pope of Pain (Jaques Guerrable, Paladin of Ehlonna) and Gilmore Badgerbreath (Gnome wizard of no great stature) traveled along the Rakers mountain pass from Vanehold Castle towards the Dwarven stronghold of Kreftheim in our Castles and Crusades game. They were joined by Nords the Dwarf.
Along they way they met Goatboy, and rescued him from a bear trap.
Then they were ambushed by some giant ticks. Then they fought a great bear. Then they killed some norkers (goblinoids), and looted a dead Dark Elf.
All in all, a good night.
Tags:
Goatboy joins C&C adventuring group
Every great adventuring group needs an npc. The Castles and Crusades adventuring group met and rescued a Satyr from a bear trap in the adventure on Thursday night (april 3). Now, rescuing a satyr is nothing special, but then the players got to thinking that having one around might be interesting and somewhat useful. Hence, I am making up the NPC of Diomides the Bard. Also known as Goatboy.
Tags: satyr, rpg, Castles and Crusades
Mar 31, 2008
Prix
Jaques Guerrable, aka "The Pope of Pain" has a pet scorpion. His name is Prix.
The Pope, and Prix, are in the world of greyhawk campaign. The other character right now is Gilmore Badgerbreath.
The Pope is a Paladin, and Gilmore is a Wizard. We'll see how this develops.
And more importantly, what Prix has to say about it.
The Pope, and Prix, are in the world of greyhawk campaign. The other character right now is Gilmore Badgerbreath.
The Pope is a Paladin, and Gilmore is a Wizard. We'll see how this develops.
And more importantly, what Prix has to say about it.
Expedition to the Rakers
Ratik (RPGA version)
Well, I've kick started the Castles and Crusades campaign (set in the World of Greyhawk) once again. I love this stuff. I am starting out, as I did last August, in the country of Ratik. Ratik is a great little state, set on the northeastern portion of the Flanaess (the subcontinent of Oerth, commonly referred to as the World of Greyhawk - the 1979 TSR D&D gaming world written by Gary Gygax).
In the current RPGA Living Greyhawk, it is about 20 years in the timeline past when I like to host my games. I really like the World of Greyhawk right up until the time of the Greyhawk Wars. Everything that occurred in the "From the Ashes" campaign setting, and after, is great source material for me, but I don't like my games to follow that time line. Too depressing. I just want a very interesting, complex, world in which to drop adventures. The histories and backstory that my players and I come up with together makes up the plot for our campaigns.
The player characters signed on in the city of Marner to escort a large caravan of empty wagons back south and then through Loegrimm, up the valley to a small barony called Vanehold. Upon reaching Vanehold (after several adventures along the way), the players find that Baron Ridalcar Vane has been murdered, and the long-standing pact he has with the Ukamanini Dwarves is in grave danger. The seal of the treaty between the Vane household and the Ukamanini Dwarves at Kreftheim is an ancient magical object called the Kreftring. It has been stolen, and the Dwarves suspected the humans of foul play. Probably this is because of the prejudice shown to the Demi-Humans (Dwarves, Gnomes and Elves) by the new stock of visitors from Aerdy and the North.
The new baron of Vanehold is the son of Ridalcar, Ridalcan. Unfortunately, he is off on some quest (he fancies himself a Knight Errant), and Ridalcan's younger sister is left to take over. She pleads with the players to go off into the Rakers mountains, to seek and retrieve the Kreftring. Secrecy (especially from their feudal lords, the Loegrimm family, and also the ArchBaron Lexnol at Marner) is of the greatest importance on this mission, but also diplomacy (with the Dwarves at Kreftheim) and speed.
The game should be good. Currently looking to increase the number of regular players. We had 8 at the inaugural game in August, but these days it might be hard to get more than 3 or 4 for a regular Thursday night.
Tags: role playing game, greyhawk, castles and crusades
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