Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Sep 23, 2012

Floating Horror - Vile menace to man and beast

A single floating horror is similar to a gelatinous cube (similar in size, composition and mass - but round, like a jelly fish, rather than cube-shaped) that floats along, usually without apparent goal or intellect guiding its path, about 10 feet above the ground.  They tend to follow the curve of the earth, sometimes slowly rising up hill sides, sometimes moving more rapidly down slope, and along river valleys.  They trail a wicked assortment of stinging tentacles, however, that have the ability to paralyze, and then draw whatever they ensnare up into the jelly-like body for decomposition and digestion.

Floating horrors getting close to a forest, and turning away.

Such a beast is horrible enough, but they tend to move about in swarming flocks, sometimes as many as hundreds across, covering acres and acres of country side (they spread out, and their tentacles can cover a patch of ground some 30' x 30' underneath them, and extending 20' in each direction).  The swarm will move over the land, attempting to avoid extremely rough cuts and cliffs, and also forest, but otherwise not stopping.  Occasionally, a floating horror will collide with a large stone structure and become ensnared there, while it's tentacles search out inside the building looking for prey and food.  Most smaller buildings, or those made of materials less dense than iron or stone, will be bumped into by the floating horror, and it will slowly bobble over the structure, damaging it with their acidic tentacles, and making a meal out of whatever living that they encounter along the way.

Electricity, fear, hold person or hold monster, paralyzation, polymorph and sleep based attacks will have no affect, the same as with gelatinous cubes (see standard reference here).  Fire and heat based attacks entitle the floating horror to a saving throw vs. magic, and if failed, will do a maximum of 1d4 points of damage.

A strike by a tentacle will cause the victim to make a save vs. paralysis, or be paralyzed for 5-20 rounds.  Regardless, a strike will do damage (see below).  Every 5' square within the 30' x 30 area covered by the tentacles is attacked once each round.  There are simply too many tentacles to effectively remove them, without killing the floating horror.

All normal weapons do damage, but thrown or missile weapons are then lost inside the floating horror, to be retrieved after combat.  Wood and leather inside the floating horror takes days to be decomposed by the acidic jelly, so recovered weapons that have only been inside a short amount of time should be okay.  Metal and gems are not affected, making the floating horror that has recently been near a populated area likely to contain treasures (as per the gelatinous cube, again).

The biggest danger floating horrors pose is that they are completely and utterly silent, and largely clear, making them extremely difficult to spot in anything but pure daylight.  A settlement that is aware of them, can ward them off (usually) with fire and long polearms.  A settlement that is overrun without warning will only react with the first horrific screams of acid burns from tentacles, and the disappearance of livestock and family members up into the floating horrors.


Floating Horror
Num Appearing: 2d6 (minor group); or 1d6x100 (mass migration - very rare)
Alignment: neutral
Movement: 30'/round
Armor Class: 7
Hit Dice: 4hd
Attacks: 1 attack per 5' square, in a 30' x 30' area - tentacle sting
Damage: 1d6+2; save vs. paralysis (if fail, then par. 5d4 rounds)
Save: F4
Morale: not applicable

Sep 21, 2012

Ice Serpent - Giant electrified Snake

The Ice Serpent is a fearsome beast, often found burrowing, and appearing up out of the ground in an ambush, attacking humans, beasts of burden, and sometimes even armed bands and convoys.

They travel in groups of up to 6, and will coordinate their appearance from underground such that they will attempt to surround a group.

It has been conjectured that the Ice Serpent is some relative to the Remorhaz  This is unknown.

The Ice Serpent will attack by biting, or by smashing.  It can smash up to 2 M or 4 S size targets, provided they are all adjacent to each other.  It can only bite one, but if it does, it will not let go, and will continue to do damage.  Once a victim has taken half of it's total damage from biting, it means it has been swallowed, and will have 1d4+1 rounds to live, unless cut out of the Ice Serpent.  Only targets of up to M size can be swallowed.

Use of magical items (including weapons that try to strike, but only including armor if the wearer was the target of a melee attack), or casting of magical spells, within 15' of an Ice Serpent will cause it to arc electricity.  The electricity will arc out and strike all targets (friend or foe) within 15 feet of the Serpent, doing 5d6 (save vs. spell for half damage).  There is no limit to how many times this may happen, but only once per round.

The head of the Ice Serpent is covered in thick, armored plates, but the armor is much softer.  The main foe of an Ice Serpent (whomever the Serpent is trying to bite) can only attack the head (AC 2)- others can attack the body (AC 4).  Other that the target fighting the head, up to 5 other M size foes can strike a serpent.

If the Ice Serpent performs a successful smashing attack, the smashed foe has been knocked down and cannot further act this round.


Ice Serpent
Num Appearing: d4 + 2
Alignment: Neutral Evil
Movement: 90' - will ambush from underground
Armor Class: 2 front (4 side and rear)
Hit dice: 10d8
Attacks: bite OR smash (vs. 2 or more foes); electrical discharge when near magic
Damage: Bite does 2d6 damage; Smash does 1d8+2; Electrical discharge does 5d6.
Save: F8
Morale: 8 (drops to 6 if faced with fire magic or heat magic)




Sep 15, 2012

Frost Rhino - Eldritch version of an Ice Age horror

The Frost Rhino appears, at first glance, to be a larger version of a wooly rhino. However, other than being much larger, it is (like a Wooly Rhino) colored between brown and nearly white, but the massive horn of a Frost Rhino is made of an incredibly dense rock/ice mixture, leading some to think it may have some of the characteristics of a gargoyle.

The creature is capable of three physical attacks - the massive horn, and two vicious front hooves. If the Rhino charges, the horn does double damage, but the hooves cannot attack that round.
Frost Rhino - displaying curious magical horn

Additionally the Rhino's horn is a source of powerful magic. Whenever a Frost Rhino is struck, a small band of Kobolds (1d6) will appear and begin fighting the Rhino's enemy. The Rhino itself and all Kobolds within 20' of it can only be struck by magical weapons of at least +1 magic. There is no limit to the number of Kobolds that can appear, and in fact up to 8 of them can ride on the Rhino itself flinging missiles and squeeking horrible obscenities.

The Frost Rhinos were first created by a servant of Dralizar, known as Kuuv, the master of the Blue Devils (kobolds). Kuuv intended his magical version of a wooly rhino to be the mystic mounts on which his blue devls would storm out of the Unseely Realms (where they are despised and abused by the goblinoid races), to conquer the whole valley, taking it from the Old Ones. Well, the Goblin King of the Unseely Realm had other ideas, and released the Frost Rhinos into theworld, without the blue devils.

In addition to the magical link to the Kobbolds, the Frost Rhino has a frigid breath wapon, and a magic resistance to any fire or heat based magic attacks (35%).


Frost Rhino
Num Appearing: d2
Alignment: Chaotic Evil
Movement: 120'
Armor Class: 3 front (5 side and rear)
Hit dice: 10hd
Attacks: horn, 2 hooves, cold breath (3x per day)
Damage: horn 2d12 (double on charge), hooves 1d8+2 each, cold breath 6d6, save for half
Save: F10
Morale: 9



Sep 13, 2012

Ice Wyrm - the source of the cold

The Ice Wyrm is much smaller than it's larger, semi-mythical cousin, the Frost Worm.  There are those explorers - rangers and others - who claim to have encountered Frost Worms in the far northern reaches of the Destriel Mountains.  That may or may not be, but in the Darkearth Plains, in areas as far south as King's Highway, the smaller - and very dangerous - Ice Wyrm has been encountered.  And where ever it is found it is a true ecological disaster.

The Ice Wyrm appears to be a large snake (approximately 8-12 feet in length, in adult form), blue in hue, and given to burrowing.  It appreciates softer, less rocky, soils - and especially near waterways.  Like it's larger cousin, the Frost Worm, the Ice Wyrm gives off a field of intense cold, however it is not so strong a field of cold as to cause damage.  It will, however, affect physical objects in contact with the Ice Wyrm (see below).

The Ice Wyrm, where it burrows, tends to give the ground some of the characteristics of a tundra region affected by permafrost.  This will cause the air layers above the ground to cool significantly, and when Ice Wyrms infest a region - say a valley, or dale - then it can even impact the local micro-weather patterns.  This results in more frequent snows, longer lasting snow accumulation, rain the becomes hail, and damage to livestock and crops.

If the Ice Wyrm comes in contact with water, however, the reason for it's name becomes apparent.  All but the swiftest moving bodies of water will instantly freeze, within a 100' radius of the Ice Wyrm.  The Wyrm itself can then burrow through the ice as quickly as a sea snake could swim through water.  This ice effect extends in all directions, including down.  Such an ice impact could take days to thaw out, and of course there are other Wyrms in the area chilling down the ground around the waterway, and even the air around the region - making it even more difficult that the ice will melt.  Converting a stream that is flowing out of some highlands into Ice at some point, will immediately serve as a dam, and the blackflow of water will wash over the ice, and out over the banks onto the surrounding land.  That will also, of course, freeze under the influence of the Wyrms, creating vast ice fields next to waterways.

The intense cold of the Wyrm's body makes contact with it for physical objects very dangerous.  Any non-magical weapon that strikes the Wyrm will shatter 50% of the time - roll 1d6, on a 4-6 the weapon shatters.  The weapon still does full damage against the Wyrm for that strike, but after that it is useless.

The withering icy gaze of the Ice Wyrm is one of the things that makes it dangerous to deal with.  It is a gaze that will petrify the victim (range 20'), if the victim fails a petrification saving throw.  The effect will last approximately 1 hour, and at that time the victim will be completely rattled from being frozen, that it will move at half speed, and no attacks or spells, for another hour.  During that second hour, the victim is blind.  The defense against the icy gaze is to not look at the Ice Wyrm.



Ice Wyrm
Num Appearing: 1d6
Alignment: neutral
Movement: 60'/round (120' through ice or snow)
Armor Class: 4 (frosty blue scales)
Hit Dice: 4hd
Attacks: Bite; Cold Gaze
Damage: 1d8 per bite
Save: F2
Morale: 9


Sep 12, 2012

Frost Moth - winged terror of the Darkearth Plains

Imagine a white moth, the size of a draft horse, that can breathe a deadly cone of cold attack.  Now imagine a group of 5 or 6 monstrosities attacking your herd of animals, or your family.  That is the reality that rural Westroners and Storm King Barbarians have to deal with on a daily basis in the Darkearth Plains.

Fiery designs of the wings of a Frost Moth


This monstrosity is the Frost Moth.  A truly terrifying creature, but worse so because they hunt in packs.  There is a type of pine tree that grows in the Darkearth Plains called the Cloudscraper Pine, which grows to truly large and impressive heights.  The extremely caustic resin the trees give off make sure that not too many grow in one place, so they may appear in a forest, surrounded by smaller hardier plants, or they may appear out in the plains, or on rolling hills, as singleton trees.  This is where the Frost Moth makes it's home - high in the branches of these gargantuan trees, but only where the weather is quite cold.  It appears as a very large, white moth, with strange fire and flame symbols in it's wing design.

The Frost Moth is almost universally feared, and fought with extreme prejudice whenever encountered by landowners or feudal armsmen, but there are a few who actively seek it out.  Both Rangers and Druids would have knowledge of how to remove the heartstones, a curious gem-like mineral deposit that gathers on the heart of the Frost Moth.  A heartstone will, if carried or worn as a piece of jewelry, provide protection to the bearer against heat and fire based attacks (+2 saving throw).  An adult Frost Moth will likely have 1d4-1 heartstones (not all moths have them, but most have one or more).

Larval Frost Moth, approximately 8 feet long
The larvae of the Frost Moth are about as big around as a large dog, and perhaps twice as long.  They danger they pose is that they have a curious habit of wanting to DESPERATELY eat any long dead, and dried out timber.  As this includes houses and wagons, they are often found wallowing in the a semi-consumed structure or vehicle, the morning after a food frenzy for the larval moth.  Physically they are largely defenseless, however, their body juices are dangerous, and if a limb is coated in them for much more than a few seconds, the extremely frigid nature of the juices can render a dangerous case of frost bite to the coated limb.



Frost Moth
Num Appearing: 1d4+2
Alignment: neutral
Movement: Fly 180'/round
Armor Class: 4 (tough hide)
Hit Dice: 7hd
Attacks: Bite, Wind Blast, Cone of Cold
Damage: Bite - 1d8+2; Wind Blast - 2d6, and d20 vs. Dex to avoid falling down; Cone of Cold - 5d6, Save vs. Breath Weapon for half.
Save: F7
Morale: 9

The Bite of the moth is dangerous enough, doing 1d8 +2 points of damage.  The Wind Blast, however, is powerful enough to affect everyone in a 60'x60' area.  By attacking with the Wind Blast, however, the Frost Moth exposes it's weakness.  The spot where the body meets the wings is only AC 8.  Further, if the Frost Moth suffers 7 points or more to the underside of a wing, that wing is disabled, and the Moth cannot fly or do a Wind Blast attack until healed.  The Frost Moth may perform it's Cone of Cold attack once per hour.

Sep 10, 2012

Darkearth Plains - Wilderness Encounter System

Taking a break from finishing the Ostigaar Web dungeon, I have decided that it is time to present the encounter charts that I have been working on for the Darkearth Plains (see map here).

 [NOTE: This has been edited, as of Sept 14]

As mentioned earlier, the region of the Darkearth Plains is one of conditions very similar to the Pleistocene era on Earth.  Many of the animals we are familiar with from the fossil record of that time are present in the Valley of the Old Ones, specifically in this region.  Also, even as far south as the Great River, the weather in the Darkearth Plains is notably cold.  These two features (the presence of the large animals we think of as Ice Age mammals; and the very cold weather) combine to provide an interesting wilderness encounter matrix.

The encounter system works like this:

Each day is divided up into four 6-hour periods.  They are called Dawn, Day, Dusk and Night.

From this rough outline of time periods, for each one that the players spend the majority of the time outside of human habitation, roll 2d6. On a basic score of 9+ there is an encounter. If the season's weather has been particularly rough, then add +1 to the roll (more of these creatures - which represent the aggressors in the food chain - will be prowling for food when the weather is tough). If the player party has any rangers or druids in it, add or subtract one each, at the player's whim.

If the score is successful, then check the following table to see what the chance for surprise is, as well as the likely range of the initial encounter.


Time of
Day
Chance of
Surprise (2d6)
Opening range
of Encounter
Day 9+ 100-600 yards
(1d6 x 100 yards)
Dawn,
Dusk
7+ 40-240 yards
(4d6 x 10 yards)
Night 5+ 20-80 yards
(2d4 x 10 yards)
  • If the dice roll for surprise is successful, then the party is unaware of the encounter, initially, and the encounter range is half of what is rolled.
  • If the encounter takes place in mountains or forest, halve the encounter range that is rolled.
  • If the encounter is primarily a flying creature, then double the encounter range that is rolled.
The rational behind this table is that most animals in the Valley of the Old Ones that are encountered in the wilderness are more active, and more mobile, early (and late) in the day, than during the middle of the day. This does not apply to underground, or planned encounters, only those random creatures encountered in the wilderness during travel or mapping.
If the surprise number is rolled, this means that the encounter is present before the party is aware of them. If the surprise roll is failed, then the party is somehow aware of the encounter at the same time as it appears. Once it appears, normal rules for surprise and perception should apply.

Once an encounter has been determined, then roll two 6 sided dice, and consult the following table. Add +1 to the Red dice if they players are within 10 miles of a sizeable human settlement/habitation (sizeable means more than 100 humans, demihumans, or humanoids living in a regular place - such as a town, castle, fortress, etc).

White
Dice
Red Dice
1 2 3 4 5 6 7
1 L Q S U W X N
2 L B H H D N N
3 K B F E D N N
4 K A E F C M M
5 J A G G C M M
6 J P R T V Y M


This will generate a letter. Then for each of the terrain types listed below, this will give an encounter. Many of these are already detailed with statistics inside the OSR reference document (posted here). Other creatures will be detailed in a future posting on this blog.


Encounter Plains Hills River Valley Forest Mountains
Irish Deer - A,B A,B A A,B
Mammoth A,B C C - -
Mastadon C D,E D,E - -
Giant Stag D F,G F,G - C
Sabre Tooth Tiger E H H,J,K B,C,D D
Dire Wolf F J L,P E,F,G E,F,G
Cave Bear - K,L - H,J,K J,K,L
Flightless Bird G P,Q Q - -
Axebeak H - - L -
Hammer Head
(Titanothere)
J - - - -
Humans
(see subtable)
M M M M M
Others
(see subtable)
N N N N N
Gargantua
(Baluchitherium)
K,L - - - -
Frost Moth P,Q R Q P,Q P
Ice Wyrm R - - R,S Q,R
Frost Rhino S S S - -
Ice Serpent T T - T,U S,T
Floating Horror U U T,U - -
Giant
(see subtable)
V V V V U,V
Dragon
(see subtable)
W W W W W
DemiHuman
(see subtable)
X X X X X
Special
(see subtable)
Y Y Y Y Y

There are several entries that call for consulting a subtable. These are presented below, with regional specific notes (for instance, human encounters in the Aghanz hills are likely to be Shagmen, whereas human encounters near any of the three Baronies in the region are likely to be typical medieval period humans).


Humans

Ever since the invasion of the Westroners into the Valley of the Old Ones, they have dominated the landscape, at least from the point of view of civilized beings.  The Westron Baronies (independent Kingdoms in all but name) represent the only really organized political entities within the Valley.  Before the Westroners arrived, of course, the barbarians (the Sun King tribes, the Storm King tribes, and oddities like the Shagmen) existed, but not in the same numbers.  This subtable is a way to determine what sort of band of humans are encountered, when they are.

Dice Humans
1 Warrior
2 Religious
3 Merchants
4 Craftsmen
5 Raiders
6 Elite
Warrior
A body of armed soldiery appropriate to the area encountered in.
  • In the Aghanz Hills, or nearby, these will be Shagmen (2d6 warriors; 6d6 women and children)
  • In the east, anywhere the Terrapin or Greywater rivers, they will be Storm King Barbarians (2d6 huscarls; 4d6 bondi)
  • Anywhere near the Baronies or the Great River, they will be Westroners - Baronial Armsmen (2d6 knights; 4d6 sargents; 8d6 peasants)
  • Anywhere else, it will likely be a band of Freebooters (2d6 fighters; 2d6 thieves; 4d6 thugs).  These may be looking for work, or may be looking for mayhem.
Religious
1d3 significant clerics (or druids); 2d6 lesser clergy (same order); 6d6 pilgrims, followers
Merchants
1d6 Merchants or Family members; 2d6 armed guards (missile weapons and polearms); 4d6 servants and attendants.
Craftsmen
2d6 craftsmen; 2d6 armed guards. 50% chance that an appropriate camp/settlement will be nearby to support the craft (charcoal burning camp; mine; lumber camp; fishing village; windmill; etc.
Raiders
1d6 powerful leaders; 2d6 strong lieutenants; 4d6 thugs - from some culture "somewhere else" - here for thievery and mischief
Elite
This is some sort of out of the ordinary group of Humans, met traveling through the local area. If encountered at night, they will have a nearby camp.
  1. Adventure Party
  2. Questing Paladin; or Patrolling Ranger (with a unit of Northguard)
  3. Errant Knight
  4. Shaman (primitive) on vision quest
  5. Assassin on a mission
  6. Evil High Priest (otherwise, as Religious)



Others

This entry represents intelligent beings, that may have a reasonable level (not necessarily advanced, however) of organization and structure, but that are not Humans or Demi-Humans.
In some regions of the Darkearth Plains, it is not necessary to roll on this table.
  • In the western part of the plains, near the Lost Mare River, any encounter of this type will be of the intelligent horses of the Great Herd, led by the Khan of All Horses.  
  • The area just north of the King's Highway near the Great Owl Forest is home to a federation of tribes of Broo (chaotic evil goat headed beastmen), called the Horned Ones.  
  • Along the Greywater River, in the lands of the Storm King Barbarians, there are tribal areas of the Furlingga (a particular language group of Gnolls, very advanced and organized compared to other bands of Gnolls).
  • Between the Great Owl Forest and the Terrapin River, in the Terrapin Marsh, there are the notorious Marsh Trolls.
  • In the west, where the great sinkholes near the Nightwash River are located, the influence of the Dark Elf Buccaneer kingdoms is significant.
  • At the south end of the Lost Mare River, there is the Arriott Bottom Swamp.  A very large community of Lizard Men dwell here.
In all other cases, or where random wandering humanoids are desired, roll on the following table.

Dice Others
1 Orcs (3d6)
2 Gnolls (3d6)
3 Goblins (5d6)
4 Bugbears (3d6)
5 Yeti (2d6)
6 Forest Folk (random type)
(2d6, unless Badger, then only 1)

Notes: In all cases, these will be appropriately armed as per their type, and will likely be accompanied by a number of lesser supportive beings, or henchmen. For instance, a band of Orcs will likely have a variety of different weapons, and shards of leather and metal armor, and will likely be accompanied by as many, again, half-orcs, and perhaps half as many goblins. In all cases, if possible, these will engage first with missile weapons. Entries #1-5 will be led by an evil human (either wizard, evil high priest, thief, or fighter) 40% of the time. Entry #6 has the same chance of being accompanied by a human leader, but in some cases he will be good. If entry 6 turns out to be Badger Folk, then the human is a Questing Partner, on a vision quest together.



Demi-Humans

This subtable is a way to determine which of the several types of Demi-Humans that are present within the valley get encountered.  When encountered, Demi-Humans are almost always on their own (nearly inscrutable) business.  This table just gives the broad type that might be expected. 

In certain regions of the Darkearth Plains, there is little reason to roll the dice.  For instance, in the Harp Woods or the Great Owl Forest, almost all Demi-Human encounters will be with Elves.  In the Aghanz Hills, especially near Flintgate, they will be Gnomes.  Up in the Destriel Mountains it will be Dwarves.  Halflings mingle with human habitations, especially with the many towns that are dependent on the Baronial cities.

In other areas, or if variety is simply wished for, the following table can be consulted.

Dice Demi-Human
1 Elves (3d6)
2 Dwarves (3d6)
3 Gnomes (3d6)
4 Halflings (5d6)
5 Dark Elves (3d6)
6 Faery Folk (5d6)

Elves
Number appearing are mounted elfin knights (elven chainmail, shield, lance, longsword, barded horse), with twice as many foot warriors in attendance (chainmail, polearms).
Dwarves
Each dwarf is a professional - miner, brewer, gemcutter, etc - but also a warrior. Likely to be armed with axes and crossbows, with shield and scale mail.
Gnomes
Each gnome is wearing flexible metal armor (usually chainmail) and armed with short bow, short sword, and carrying a small round shield. 70% chance to be led by an illusionist, either gnome or human.
Halflings
Led by a Sheriff, mounted on a small pony or ass. Others likely to have leather armor, slings, throwing axes, and short spears.
Dark Elves
If encountered during daylight hours, likely to be disguised as good elves. If encountered after dark, likely (65%) to be led by some high level organizer(s) of the band (1d6 driders; mindflayer; evil high priest; vampire
Faery Folk
There are likely to be a mixture of types here - faeries, brownies, pixies, leprechauns, talking animals, and others. Likely (65%) to be led by a noble faery (male or female) mounted on a Pseudo Dragon, with 1d6 retainers similarly mounted.



Giants


Dice Giants
1 Ogres (2d6)
2 Trolls (1d6+2)
3 Firbolg (1d6)
4 Hill Giants (2d6)
5 Frost Giants (1d6)
6 Mountain Giants (1d4)

In the case of Ogres and Hill Giants, these will be led by an evil, high level human (such as an evil high priest, an evil thief, or an evil fighter). Trolls may be being followed (35%) by a band (3d6) of goblins that worship trolls. If so, these will join in any fight that the trolls themselves get involved in.


Dragons


Dice Dragons
1 Ice Wyrm (1d4+1)
2 Wyvern (1d4)
3 Roc (1)
4 White Dragon (1d2)
5 Red Dragon (1d2)
6 Green Dragon (1d2)

If there is more than 1 of these creatures in an encounter, there will be a nest somewhat nearby, that contains 1d4 young.


Special


Dice Special
1 Wildfire (1d6 x 5 miles wide)
2 Zombie Horde (5d6 zombies)
3 Single, powerful undead (lich, vampire, etc)
4 Battlefield
5 Natural Hazard (cliff, quicksand, lightning, etc)
6 Stampeding herd/tribe (roll another encounter to see what it is)

Sep 9, 2012

Dungeon Key - Web of Ostigaar (5)

This is the continuation of the dungeon that began in Web of Ostigaar (4) (map detail here).

Room descriptions  (rooms 11-20)

11.The Observatory - This room is full of all sorts of (mostly broken) metal implements and instruments useful for navigation, or the drawing of charts and maps.  The ceiling is home to a magical construct, the Star Portal of Oo'Zondra (described here).  Of note, in the etheric landscape visible in the Star Portal, there is a wrecked hull of a strange wooden ship, designed to travel amongs the moons, suns, and other astral bodies.  Spilling over the side of the wreck, and down into the room, at the rate of 1d3 every 10 rounds (1 turn), are Giant Scorpions (see standard stats here).  When the room is visited, there are already 5x of the Giant Scorpions in the room.  Toppled and ancient furniture clutters the outer edge of this room, with a round stain dais in the middle.  In the corner of the room, there is a large stuffed chair, covered in cobwebs, and with stuffing coming out of the cushions.  If the seat is rummaged through, there is a small box, with 2000gp worth of highly polished purple gemstones inside it.  The box is locked and trapped, however, and any attempt to handle it roughly (picking, smashing, etc) will result in 1d4 poison needles striking the offender.  Each of these will do 1d6+1 damage, save for half.

12. The Cistern - This room consists of a spiral staircase that descends, with the outer edge against rock, and the inner edge open, down 60' to a pool of water.  Disturbing the water in any way will bring on the attack of an 8hd Giant Sea Snake (see standard stats here).  Down inside the cistern itself, it is 30 feet deep.  At the bottom is the skeleton of a dead ogre.  He is holding a giant golden key in his hand, which weighs 80 pounds.  This could be difficult to lift up through 30 feet of water.  If the key does break the surface of the water, it causes a 5d6 lightning bolt to shoot around in the room.  All must make a save vs. breath weapon to avoid being hit.  If one IS struck, then save vs. spell to avoid half damage.

13. Shrine of the Reptal - This room is dominated by two features.  The first is a large stone sarcophagus, in the eastern part of the room.  It is a large diamond shaped stone sarcophagus, with an outline carved in the top of a curious reptile-man type figure, with a chameleon head and tail.  This is a Reptal, and the sarcophagus is the magical construct, the "Sarcophagus of Wim" (detailed earlier).  In the western part of the room is a very large grating on the floor, that leads to a drop shaft that goes down some 60 feet to a chamber of water, contains three greater Filth Prawns (detailed earlier).  At the bottom of the pool is a sealed stone urn that contains a bag of holding (empty).
In the room, ready to engage the characters should they enter, are a Dark Elf Captain (she is named "Sidlar U'Zella") and 8 Dark Elf Warriors.  Sidlar U'Zella is wearing a curious necklace set with gemstones that glow different colors based on who is wearing it (worth 1000gp).  She also is in possession of several magical components, described earlier.  She has 1 dose of Revenant Lace, 1 dose of Cat's Paw, and 2 doses of Firecaps.  Upon entering combat, she will immediately take the Revenant Lace and the Cat's Paw, rendering her invisible and able to climb walls.  She is completely dedicated to the Artaxil Coven, and will fight to the death.
The Dark Elf Warriors have, on average, 200gp worth of jewelry each.  Among the group there is a potion of healing, and a potion of extra healing.
All of the Dark Elves - Captain and Warriors - are capable of spell use.
The Dark Elf group has with it a strange chest, bound in iron straps.  The straps are held by a strange stone disc (about 2" across) with a spider on it.  It is thin, and must be smashed to release the iron straps and open the chest.  Once the disc is smashed, if it is not by an Artaxil Dark Elf, it will summon 4 Stone Spiders to attack those who are attempting to open the chest.  Inside the chest are 5000gp worth of gems and also an ioun stone that grants the bearer the ability to cast Faerie Fire once per hour.

14. The Charred Room - This room was once adorned with fantastic tapestries of all types, covering the walls.  In the past, however, some conflagration burned up the major part of every tapestry.  Only charred remains are left hanging on the walls, and covering the floors.  The room is otherwise unfurnished.  In the room, however, are five large skeletal ogres (ac4, 30hp, thac014, 2 attacks (1d8+3 each), piercing and slashing weapons do half damage).  These can be turned by a member of clergy typically able to do so, but treat the skeletal ogres as 4th level undead for this purpose.

15. Meditation Rise - This room slopes up, at a steep angle, from north to south (the highest point).  At the southern end, there is a flat area, and there were once open grates in the ceiling opened up to the sky.  Since the layers of the city were built over this layer, that has closed up.  There is a dead body in the chair below the grate (a sort of throne like chair, but with no special material value or gems or anything out of the ordinary).  The body is unremarkable except for the (magical) gold band on the right arm.
As the players may want to ascend the steep ramp up to where the chair is with the dead body, they must climb.  It requires 3 checks in all, each check is of 1d20 trying to roll less than the dexterity of the checker.  Unfortunately, the whole way, a ghostly arm extending from the armband on the corpse, will attempt to attack the players using a ghostly long sword.  The long sword strikes twice per turn, with a thac0 of 11.  It will do 1d10+2 damage per strike.  The arm has an ac4, cannot be struck by non-magical weapons, and will take 24hp to diactivate.
The armband will summon the arm for whomever is wearing it, and it will be equipped with whatever weapon that person has in the arm of the arm band.  It will attack with that weapon, twice per round, with a +2 better than the wearer.  It will do damage +2.  The ghostly arm does not need to be concentrated on, but if the wielder loses consciousness it is disappears.  Deactivating it (by doing 24hp to it) results in the ghost arm being banished for 1d6 turns (10 min each).


16. This is a curious room.  First, to the east, there is a section of the room that is separated by a curtain.  The curtain is made of very heavy dark blue cloth, and there is a pale white glow coming out from under and on the sides of the curtain.  The rest of the room is full of dense clouds of steam.  The steam clouds are quite hot, and have peculiar properties that disrupts both infra and ultra vision.  Only normal sight works, and it is limited to approximately 10 feet in any one direction.  The only thing that can be made out upon entering from the northwest door or the south door is that there is a pale light coming through the mist from the eastern edge (the curtain).  In the floor, on the west, the floor all gathers down to a low point, with a grating, to allow any water gathered in the room (from the steam) to run out of the grating, down deep into an underground pool some 100' below.  Within the mists, in the western half of the room, there are lurking three blind trolls in the room.  They have learned a peculiar troll skill - blind fighting (typically trolls can regenerate lost eyes, but these for some reason cannot).  The trolls do not suffer negative effects in combat from the loss of eyesight, but they cannot make distinction between foes, and will always attack the nearest, regardless of the nature of that foe.
Behind the curtain is a large, glowing hot, pillar of stone.  It is 3' across the base, and 10' tall (the room ceiling in this room is approximately 12' tall, so the pillar does not go all the way to the ceiling).  The top and bottom of the pillar are encircled by a curious white metal.  The pillar is a magical construct, the Column of Fa'Tar (detailed earlier).  In the corners of the room, aimed at the column, are four hideous statues of feather covered gargoyles, each spitting a stream of water at the column, which explains the presence of the prodigious clouds of steam.  Curious note - if the gargoyles are removed from the wall in any way, they will continue to spit out a 15-20 foot stream of water, continuously, absent a dispel magic spell.

17. The Beating Room - This room was evidently originally designed to somehow separate people into groups, now it serves as hideous trap.  The two portcullis structures will come slamming down, as soon as they divide the party up into at least two groups.  At that point 6 filth prawns will be released into each section, and will attack whatever is there. 

18.The Shining Room - There is a curious white globe floating in the middle of the room that gives off enough light (30' radius) to dimly illuminate the entire room. The globe is weightless and can be moved.  It will continue to work.  In the room is a a large iron chest in the middle of the floor (near the globe, but apparently not related), which is locked.  Opening the lock will trigger a poison gas trap that will fill the room.  Make a d20 save vs. Constitution to see if breath can be held long enough to leave the room.  If passed, character immediately moves to the nearest door in panic, and crosses out of the room.  If failed, it means that they are stuck in the room, or didn't move fast enough, and suffer the effects of the gas (jittery and nauseous for 1 hour; lose 1d3 each from Strength, Dexterity, and Constitution; heal one random point back each day, cure disease will cure 1d3 points per day).  Beyond the gas trap, the iron chest has 3 platinum bars worth 1000gp each (very heavy, 40# each), and a magic broadsword (constructed by Storm King barbarians, a very long time ago), +2, with Ainark Runes that, if read, reveal (1) that the sword is named Nightfoe, and (2) if the name is uttered when the broadsword strikes the killing blow on an Intelligent foe, it transforms the body into 1d12 Death Birds.  If the wielder is of neutral or good alignment, the birds will remain for 2d12 rounds, attacking any foes that the wielder is an enemy of, but the shriek of the birds affects all in range;  if the wielder of the sword is rather of evil alignment, then the birds' shriek only affects the enemies of the wielder.
The inhabitants of the room are swirling schools of large toothy fish.  They will modestly avoid any characters, as they swim in seemingly meaningless patterns around the room.  If one is molested or attacked the fish immediately become hostile.  There are enough for 6 to attack each player.  They have the following stats:


Airacuda
Num Appearing: 5d6
Alignment: neutral
Movement: Swim (through air) 120'/round
Armor Class: 4 (hard metallic scales)
Hit Dice: 2hd
Attacks: Bite; if successful then automatically do bite damage per round until removed; if not successful, attempt a second Bite attack vs. same target.
Damage: 1d6+3
Save: F2
Morale: 9


19. Mantis Room - Five Thri-Kreen (see stats here) have taken up residence in here.  The grating over the floor opening (the whole room slopes down to this opening) has been pushed aside, and the Thri-Kreen have obviously climbed up out of the deep shaft, that 60' down opens up into underground cisterns.  The Thri-Kreen have a side cave, leading to a compound of their nest/hive; it is down about 30' in the shaft.  One of the mantis-men has a strange pot hanging around his neck, it is obviously very expensive, but not of Thri-Kreen manufacture.  If the party somehow enters the cave  that the nest/hive of the Thri-Kreen are from, they will find an ancient burial crypt, with a half dozen of sarcophagi, each having 3 or 4 of the very expensive pots arranged on it.  Each pot (there are 20 in all) is worth 1000gp.  In the room, however, there are 3 mummies (see stats here) that will work to defend the pots against any warm blooded invaders.

20. Copper Room - The walls of this room are lined in copper, and there are strange astronomical symbols etched on them in acid.  The copper is untarnished and highly polished.  Standing the middle of the room are two tall stone humanoids, with wings wrapped around them, and covering their face.  Touching either the statues or the copper will awaken the two Gargoyles (see stats here) that will attack fiercely and without hesitation.


Jul 17, 2012

Dark Elf Captain in and near Werms

A Dark Elf Captain is more than a simple leader.  It is, in the Artaxil Coven, a special religious leader that brings members of the community together in order that they may explore the magical nature of the world around them together, and to bond and protect the enclave.  They are individuals of renown and high reputation, and are often trusted with important missions and placed in charge of enclave installations and outposts.



Captain of Dark Elves
Num Appearing: 1
Alignment: chaotic evil
Movement: 120' on the ground
Armor Class: 3
Hit Dice: 8hd (56hp)
Attacks: 2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon
Save: F8
Morale: 9
Treasure: Carry approximately 1000gp each in jewelry and coins.  Worn conspicuously.  Often in position of magic items (rings, scrolls, potions).
Special: Sorcerous compounds; magic weapons; spell use.
Dark Elf Captains will always have on hand 3-5 (1d3+2) different of the Sorcerous Compounds that the Dark Elf Scouts carry.
Dark Elf Captains typically carry magic weapons made of the same metal as that of Dark Elf Warriors.  The typical weapon is a spear, which has a +2 to hit, and a +2 damage.  Their training and specialization allow two attacks per round with such a weapon.  In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus.  If not using such a system, then the Captain will strike first in any round, unless a 6 is rolled on 1d6.  If the Dark Elf Captain wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round.  In addition. the bolts of the crossbow will be poisoned (save vs. poison, or paralyzed 1d4 rounds).
Dark Elf Captains have the following spell use available to them:  The following spells at will - Hold Portal, Shocking Grasp, and Feather Fall.  And the following spells 3x per day - Web, Blur, Fly, Monster Summoning 1.


The Captain can mindspeak with his Warriors and Scouts assigned to him, removing the requirement for them to speak to each other in order to coordinate in combat.  In addition to their Monster Summoning spell ability, the Dark Elf Captains of Artaxil Coven will frequently (50%) have a Stone Spider on call within 2-8 rounds (2d4), if they are encountered underground.  Finally, once per day, they can pass between the normal world, into the Unseely Realms.  A portal or other method of doing this is not required.  For all purposes the Captain is gone, unless his pursuers can also pass (at will) into the Unseely Realms.  Then he may be followed.

Dark Elf Scouts in and near Werms

Other than keyed encounters with Dark Elf Scouts from the Web of Ostigaar adventure, then Dark Elf Scouts should be used whenever Dark Elf encounters occur, but far away from a Dark Elf enclave.  These are the long range patrol duty soldiery of an enclave, such as Artaxil Coven.  A Dark Elf Scout group can operate alone for a long time, partially from their combat and survival training, and also augmented by their spell use abilities.


Scout Dark Elf
Num Appearing: 1d6
Alignment: chaotic evil
Movement: 120' on the ground
Armor Class: 5
Hit Dice: 4hd (30hp)
Attacks: 2 weapon attacks, or 2 light crossbow shots
Damage: Per weapon (+2)
Save: T5
Morale: 10
Treasure: Carry approximately 100gp each in jewelry and coins, almost always secured so as to be silent.
Special: Sorcerous compounds; magic weapons; spell use.
     A party of Dark Elf Scouts will carry an assortment of sorcerous compounds, made by Dark Elf alchemists and sorcerers from particular subterranean mushrooms and fungi.  Each group will have one or more doses (see below for details), and the group (when encountered) is likely to have at least 2 of these in effect immediately (1d8).  Other compounds (rarer than these) may be in possession by the Scouts, the basic guideline is that it should grant a personal ability that would be useful to a long range patrol, and have an effect that lasts approximately 1 hour.
     Dark Elf Scouts carry a curious mix of magic weapons, made of the similar magical metal as those of their Warrior kin. First, they fight with two weapons, typically a short sword, and a long sword as a combination.  The short sword has the curious ability of being able to ignore magical protections.  It ignores magical bonuses on armor, shield spells, and other defenses of a magical nature.  It has no bonus to hit or damage, and is still affected by normal armor classes, and also dexterity bonuses to AC.  The long sword has the ability to break (easily) non-magical weapons.  On any round that the Dark Elf Scout does not use his long sword to attack, if his/her foe strikes that round, the striker must make a saving throw vs. spell, if it fails, then it's non-magic weapon is broken and useless.  This ability has no effect on magic weapons, nor ranged weapons if employed at range.
     Dark Elf Scouts have the following spell use: Purify Food/Water (3x day), Slow Poison (3x day), Detect Life (3x day), Pass Without Trace (at will), and Goodberry (1x day).  In this case Goodberry is actually a Dark Elf variant called Goodfungus, and rather than affecting a handful of just picked berries, it affects a handful of just picked subterranean mushrooms or fungus.



Dark Elf Scout Sorcerous Compounds
  1. Ear of the Troll - When taken, any wounds suffered over the span of 1 hour will regenerate at the rate of 2 points per combat round.  No effect on wounds suffered earlier.
  2. Spider Root - When taken enables to consumer to spider climb (as the spell) for 1 hour.
  3. Quick Minnow - For the period of 1 hour, the imbiber of this fungal compound is under a haste spell.
  4. Revenant Lace - The Scout is rendered invisible (as per the spell) for 1 hour.
  5. Catspaw - The Scout moves completely silently, at 180' for 1 hour.
  6. Slug's Blood - The Scout secretes an acidic goo, that flings from him/her in combat, landing on any foe that the Scout attempts to strike, or who strikes the Scout.  It burns for 1d4 points of damage for 3 rounds, save vs. poison for half.
  7. Eye of the Beetle - The Scout has complete 360 degree awareness, out to a range of 60'.  This extends through curtains and doors, but not through solid rock.
  8. Firecaps - The Scout can generate, at will, a blinding flash that will render all who see it at -4 for 2d6 rounds.  Once the Firecaps is taken, this ability can only be used once, but it can be used at any time within 1 hour of being taken.



Dark Elf Warriors in and near Werms

There are several dark elf communities near Werms, however the group described here are a splinter group from the group dwelling in the caves that open up from the eastern edge of the Cambio Delve, approximately 200' down below the surface.

That group, self named the Artaxil Coven,are known for being tamers and riders of a huge species of giant bat. Some of the group were caught during a raid on Eindar Pillar, (a specific raid, not just random harassment). The hid their bats in the old Aery, but they were captured by the goblins and fed to the wyverns. The party retreated into the deep ruins, where they encountered Ostigaar. Both (the Dark Elf party, and the arachnoid monstrosity) recognized each other as a likely partner in a proper relationship, and the Elfs decided to stay.

Note that these renegades from the Artaxil Coven are meaner and more dangerous than their raiding cousins detailed in the "Staff of St. Varina" encounter.

There are three different types of Dark Elf detailed here, Warriors, Scouts and Captains. While male pronouns may dominate this article, Dark Elf society is generally gender balanced, where possible.


Warrior Dark Elf
Num Appearing: 2d6
Alignment: chaotic evil
Movement: 120' on the ground/30' on vertical surfaces
Armor Class: 3
Hit Dice: 5hd (30hp)
Attacks:2 weapon attacks, or 2 light crossbow shots
Damage: Per magic weapon (+2)
Save:F6
Morale:9
Treasure:Various magic items (scaling irons, magic weapons), often 1 or more potions in a group, and approximately 200gp worth of jewelry per warrior, as badges of rank, awards, etc.  These are worn proudly by Warriors.
Specials: Climb walls and ceilings (see scaling irons below); spell use (see below); magic weapons.
The dark elf warriors from the Artaxil community that are serving Ostigaar have access to some very interesting magic items. The first of these are scaling irons. These are made of a curious magical metal from deep within the pillar that Artaxil warriors know about. Similar to certain Drow magic items. the Unseely Realms teaches some magic that is intended to function only underground. This is an example of such magic - if the scaling irons (which are fitted to boots and around hands) are exposed to sunlight, the magic in them fades immediately. While working, and while worn, however, they allow the wearer to scramble up and along any stone surface, at a rate of 30' per round. It only takes one limb to hold oneself to the surface (foot or hand), and the other limbs are perfectly usable, in combat, without penalty.  Artaxil warriors are trained in spell use.
Dark Elf Warriors can cast the following spells, each 3x per day - Hold Portal, Shocking Grasp, and Feather Fall.  And the following spells 1x per day - Web, Blur.
Dark Elf Warriors typically carry magic weapons made of the same metal as their scaling irons.  The typical weapon is a spear, which has a +2 to hit, and a +2 damage.  Their training and specialization allow two attacks per round with such a weapon.  In addition to any speed benefit these weapons would normally get (if using a weapon initiative system in your game - which I do), consider them to get an additional +2 speed bonus.  If not using such a system, then these Warriors will strike first in any round, unless a 6 is rolled on 1d6.  If the Dark Elf warrior wishes to shoot, then the light crossbow will do 1d6+1 damage, and the special construction enables 2 shots per round.


 Warriors are the typical Dark Elf encounter, so if these are used as part of a random encounter anywhere near a Dark Elf enclave (such as Artaxil Coven), then roll up how many Warriors appear before consulting anything else.

Next posting, Dark Elf Scouts.

Jul 16, 2012

Firecats - Encounter from Web of Ostigaar

Firecats are roughly the size and ferocity of a hungry leopard.  They are made of flames, however, and are constantly burning.  In addition, the Firecat has the ability to breathe fire, once per day.


Firecat
Num Appearing: 1d4+1 family
Alignment: neutral
Movement: 150' Run
Armor Class: 6
Hit Dice: 4+1hd (25hp)
Attacks: 1 bite, 2 front paws; rear paws (special); breathe weapon 3x/day
Damage: 1d8/bite; 1d3/front paws; 1d6+1 each, rear paws (special)
Save:F5
Morale:8
Treasure: None
Special: The Firecat is made of flame and fire, so each round spent fighting one, make a saving through vs. spell to avoid taking 1d8+2 flame/heat damage.  Further, the Firecat can spew out gouts of flame, covering a 30' cone (10' wide at the end.  This will do 5d6 of damage, save for half. The Firecat itself is immune to any fire or heat based attacks, and gives a +2 to saving throws by anyone within 20' against spells of cold or ice. If the Firecat strikes with both front paws, then the back paws automatically strike doing 1d6+1 each from a claw raking attack.



The flames that surround and make up the body of a Firecat have a peculiar characteristic - they will temporarily blind (1d6 rounds) anyone using infravision or ultravision when they first see the creature.  Unfortunately, because of the incredibly bright light surrounding the Firecat, they are not capable of surprise, but can douse their flames long enough to do an ambush from a hidden location.

Jul 14, 2012

Troll Spider - Encounter from Web of Ostigaar

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.

Stone Spiders - Encounter from Web of Ostigaar

The stone spider is a curious being, no doubt of artificial or magical origin, yet a dangerous foe.  It is often found in or near underground ruins having a magical presence within them.

Although the stone spider appears very much like a typical giant spider there are some significant differences.  The first is, of course, that the stone spider is composed of some nearly clear crystalline substance.  It is not diamond, for it certainly is capable of being dinged and scratched by the crudest of metallic weapons (provided the attacker survives the onslaught of the stone spider).  Certain alchemists of the north surmise that it may be a  sort of quartz.  The second difference from a typical giant spider is that the stone spider does not spin webs.  It does have something similar to a spinneret, yet this only exists to shot out crystalline stone shards, which can be directed at an enemy to devastating effect.


Stone Spider
Num Appearing: 1d6
Alignment: neutral evil
Movement: Walk 90' (can climb all surfaces, and even walk on slick ceilings, upside down)
Armor Class: 3
Hit Dice: 5d (30 h.p.)
Attacks: 1x bite (front only), 4x claw swipes (front or side), 1x 30' spinneret shot (side or rear)
Damage: 1d8+2/bite; 1d8/claw swipe; 2d6/spinneret shot.
Save: F5
Morale: 8
Treasure: Each spinneret shot shoots 1d6 stones worth approximately 20gp each.  A dead spider can be smashed apart into approximately 150gp worth of quartz shards.
Special: If a Stone Spider bites a victim, it hangs on, can continue to make other attacks, but will inflict 1d8+2 per round, until the Spider is dead. The crystalline body confers a 30% magic resistance to the stone spider.
The body of the Stone Spider is amazingly reflective, and the first round the Spider is fought, if the party is using any sort of light source, the reflection can cause near blindness from the surprising flash.  All party members must make a save vs. spell, or fight at -2 for three rounds.

Trillmen - Encounter from Web of Ostigaar

The Trillmen are small creatures, resembling centaurs in body shape, but having more to do with certain evil goblyn folk from the Unseely Realms.  They have goat-like heads, leading some to believe they are related to the Broo, but since Trillmen are so small (only 2' high, typically) this is unlikely.  They are small, and can become invisible at times, but even when visible are very difficult to strike.  They can work certain magics at will, and are vicious warriors, employing hit and run tactics, and always working in a coordinated fashion. The only good news is that there are not too many of them in the normal realm of the Valley of the Old Ones.


Trillmen
Num Appearing: 2d6
Alignment: chaotic evil
Movement: Walk 120'
Armor Class: 3 (due to size and speed)
Hit Dice: 2d (12 h.p.)
Attacks: 2 hooves, or by weapon; Spell use (see below)
Damage: 1d6+1/hoof attack
Save: F2
Morale: 9
Treasure: Trillmen are very fond of gold and jewels, and will frequently be wearing jewelry worth up to 100gp per individual.  Leaders are likely to have magic weapons.
Special: Trillmen almost always travel armed.  Each member of a party will carry a hand-to-hand weapons (usually a spear or sword, but due to the Trillmen's size (only about 2' tall), these weapons only do 1d4+1.  They will also carry a bow, treat as a typical short bow.  Trillmen are well practiced with the weapons they carry (+1 to hit), and will get two attacks per round with the weapon (either bow, or hand weapon) because of their deftness and speed.  Each group will have a Leader with 2 additional hit dice (total 24 h.p.), who is likely to have a magic weapon.  Being goblyn creatures from the Unseely Realms, the Trillmen are capable of magic.  They can cast Invisibility on themselves up to three times per day; they can also cast Faerie Fire, Sleep and Charm Person once per day.  A Trillmen Leader can cast Fear once per day.

Jul 13, 2012

Werms Adventure - Web of Ostigaar (4)

Although this post is mainly aimed at beginning the keyed encounters and details for the Web of Ostigaar dungeon, some notes are in order for the ruined layers of Eindar Pillar that exist between the current layers of the city, and the dungeon layer.

Referring to the map posted here it can be seen that there are ruined layers are S through Y and finally there are dungeon layers below Y that are dug down into the top of the pillar, those are referred to as Z. Each one of these could serve as the location for either a simple night of adventure, if treated lightly, or could each represent weeks or months of play time, treating the whole complex as a large campaign mega dungeon (probably introducing more dungeon layers under the one presented here.

The ruined layers (and recommended dungeon stocking):
The Monk's Vault - (Layer S) This would make an excellent layer for some low, or low-to-middle, adventurers.  There is ample opportunity here for large complexes, with a wide variety of different monsters here (all traditional 1-3 level monsters would feel right in this level).  The Rat theme is interesting, and a perfect example for some higher level threats (were-rats? osquips?).  Some of the possibility for dungeon type settings could be any of the buildings from the old monastery- such as the chapel, scriptorium, monastic cells, plus all of the buildings (some ruined, some not) surrounding the monastery.  Don't neglect the human encounters possible here - urchins, thieves, criminals, outcasts.  Not all of them need result in combat, either.

The Herb Market - (Layer T) An overgrown jungle disaster. This could be the source of a wide variety of plant related horrors, and custom creatures, as well as a wide variety of different mid level threats from the monster manual.  In addition to whatever monsters/creatures that could be here, a number of different environmental threats could be present.  All sorts of plant and natural treasures could be found here, as well (potion ingredients, valuable leaves, herbs, berries, etc - some with natural properties, some with healing properties).  The actual buildings of the herb garden could have interesting encounters hidden within them, as well.

The Wizard's Warren - (Layer U) This level, next to T, is the home of the laboratories and secret chambers of the wizard Atosh Idor.  In addition to whatever magical horrors might still be around from his experiments in summoning and conjuring, there are also likely to be a wide variety of mid level constructs, and non-living encounters (undead, living statues, etc) that would serve as threats within the structures that made up the Warren. The surrounding areas are likely to have a number of civic locations (plaza, speaking rotunda, etc) that might now house some of the more dangerous dungeon denizens of the middle levels (maybe 4-7).  The fetid pool inside the wizard's meditation chamber is likely to be an attractor to trolls, if nothing else.  Incursion from the goblins from V is also a possibility.

The Old Aery - (Layer V) The old Aery that housed the Gryphons of the city guard, long before the current Aery was constructed, is a large, very tall structure.  In the heart of it, with large entrance ways leading out to open air on multiple sides, is a very large, round room, central to the whole complex.  There are great walls all around this central open area, with ledges and stables for the gryphons.  Living within those walls, now, are a tribe of vicious goblins.  Having free range of the open area is a pair of very old, very powerful (more than typical) wyverns - a nesting pair.  It is always possible that some young (treat as typical wyverns) are in the area at any time.  The goblins here should be treated as particularly vicious, and should represent a threat far greater than their low hit dice should indicate.  This could be because of special weapons (such as poisonous insects or trained animals/monsters), or because of peculiar tactics (like flinging crazed suicidal goblins at their enemy - goblins that are covered in flasks of oil, and carrying two lit torches).  It is an uneasy truce between these goblins and the city guard, where the goblins never prey on anything higher up than the aery itself, that keeps them from being hunted down and expelled as the dangerous threat that they are.

Catacombs - (Layer W) The purpose for the construction of this layer, and the endless winding narrow passages and small cells is long forgotten.  The presence of a number of strange creatures, not the least strange of which are hooked horrors, make this a very dangerous level to get lost on.  However, the peculiar treasures that are hidden in the stone cells and rooms might lure the adventurous here.  This is a cramped level, very dark, and very close in.  Very few ways out, and full of dangerous slides and cave ins - it is a tough level for an unprepared party.


The Haunted Music School - (Layer X) With the possibility for interested stocked complexes here (the school itself, surrounding buildings, the open plazas and pools that no doubt surrounded the school, as well as the various properties that belonged to the bards, instructors, and other noteworthy people that lived here) and the nature of it being a haunt for a variety of curious and possibly unique undead, make this a fun level for the DM.  It could be presented as a haunted house type setting, with lots of curious things going on, as well as some compelling reasings to investigate.  Not the least of which would be finding entryways down to layer Y. The streets and buildings here were of the highest quality at one point, and are built very well, so the typical ruined crumbling that would reveal openings to lower levels is hard to find.  Rather, investigations into the street sewars (if such can be found) or the basement layer of the school itself, should reveal possible openings to the lower level.

The Harmalan Estate - (Layer Y) - The parks surrounding the main manse of the estate were once stocked with all sorts of curious and exotic plants (magical and non-magical) and curious and exotic animals and monsters.  Many of those are likely to still be around in the gardens surrounding the impressive main building of the estate.  Surrounding outbuildings, studies, and work rooms of the many different spell casters and other curious professionals would also make for interesting adventure locations.  Some undead coming down from the Haunted Music School would certainly be encountered, as would some of the dark elves and other denizens up from the dungeon layer.  Hints that Ostigaar is close could come in the amount of web in and around the stone garden conservatory (which has a crashed through floor, opening up to a basement with a spiral staircase down to room number 7 in the dungeon below), or the large number of giant spiders in the wine cellar of the main building, which has a hidden staircase that leads down to room number 3 in the dungeon below.  Finally, the stone building that once belonged to a staff wizard of the Harmalan family, has in the basement floor a hidden trapdoor that revels the staircase going down to room 35 in the dungeon below.  That building (the wizard's howe) is frequently populated by dark elf scouting parties, at least in the lowest levels.  The top floor contains the wizard's spell book and some magical devices, but the level is protected by a number of geas'd umber hulks that are prevented from aging in the normal manner.  Other encounters are in the lower levels of the howe.




The Dungeons - who knows how many dungeons there are below the Harmalan Estate.  The top level, however, is home to Ostigaar and her minions, as well as a great many other nasty critters.  Here are the first 10 keyed entries for that dungeon layer.  Stats are not given for standard monsters that have states in the Kellri Monster Statblock OSR Reference.

1. There is a firepit against the western wall of this room.  Investigating up inside the chimney of the firepit will disturb a cloud of 4d6 stirges to stir out of the chimney and come pouring into the room, attacking all who dwell within.  The room contains very little aside from some rough wooden benches, although near the door on the eastern wall there is a niche in the wall, with a small golden statue in it.  The statue is worth 200gp.  Removing it triggers a needle trap that will strike the remover with 1d6-3 needles (possible that none strike).  Each one will do 1 point of damage, and require a save vs. poison to avoid taking an additional 2d4 point of damage.  The corridor to the east of the room has a pit trap in the hall, that if triggered, drops the victim 20 feet down (2d6 damage), into a pit that has 2d4 shrieking pterodactyls in it (see The Staff of St. Varina adventure for stats on the shrieking pterodactyl). The shrieks of the pterodactyls will alert the archers in room 2.

2. This room is somewhat depressed, and the floor is down about 2 feet below the level of the doors.  There is a narrow ledge that goes all around the room, on all sides.  IN the middle of the room, the two feet lower section is full of murky, foul smelling water.  High up on the wall, on the north and south walls, there are murder holes in the walls.  If the pterodactyls are set off in the trap between rooms 1 and 2, the 8 inhabitants of the murder holes (very accurate skeletal archers, firing twice a round, with a thaco of 13) will begin firing on any intruders into the room.  In the middle of the room, there are a half dozen fire toads.  They will attack anyone who enters the water, or threatens them.  If they don't attack, they are likely to hop over to investigate (by licking) the party members.

3. This room is directly below the wine cellar of the main Harmalan estate mansion.  The broad spiral staircase goes up to a small antechamber, with a double trapdoor up into the wine cellar.  This room has in it, four large casks.  Moving among the shadows of the casks, and ready to attack any who move through the room, are 4x Meenlocks.  They are here, drawn by the presence of the special Water Weirds (3x) that are trapped inside one of the casks.  These Water Weirds have a body structure of alcohol (strong wine, in this case) rather than water, and when they spring out of the liquid to attack (which they will do if the casks are searched), they will burst into flame, and will do 2d6 damage to all within 10'.  All must make a saving throw vs. paralysis or catch on fire (1d6 per round for 4 rounds).  These Water Weirds also have the curious ability to dimension door straight down (along with anyone in contact with them at the time, of course they DON'T stop burning), to a cell deep in the rock of the Pillar.  In that room, there is a brazier that will cure all damage to the Water Weirds, and there is also a leather pouch in the room with 800 gp of rubies, and a wand of teleportation (8 charges left).  The wand is what the Meenlocks are after.  The room is beyond their own dimension door capability for some reason.

4. This room is home to six Giant Wasps.  Prolonged combat (i.e. - more than 2 rounds) will bring a half dozen of the Giant Scorpions out of room 11.  The scorpions will fight for the remains of the Giant Wasps.  The door leading to room 5 is trapped - tripping the trap releases a Paralysis gas into the room (save, or be paralyzed for 1d4 rounds).  If this gas goes off, the immediately following round, another half dozen of the Giant Scorpions will come out of room 11.  The gas does not affect Insects.

5. This room is full of wooden uprights, used as targets in sword fighting.  There are a number of niches in the walls around the room.  Hiding in the shadows of the room are two full grown Black Puddings.  The niches around the edge of the room are mostly empty (some junk here and there; eating utensils, blacksmith's hammer, elfin wine goblet, and other similar small artifacts.  The only item of use is a small gold tiara, which if worn, grants the wearer the ability to speak to goblins, orcs and other creatures from the unseely realm.

6. A group of eight Dark Elf Scouts, with a Dark Elf Captain named Ematra Decro, are resting in this room.  They have become alerted to the presence of the players, if any combat has occurred within two rooms of here.  Ematra Decro hates elves (other than Dark elves) and will attack such on sight.  The stats for the dark elf encounter are in the next blog entry.  Captain Decro is carrying a magic sword (broad sword, +1 to hit, +2 damage; passes through wooden objects up to 12" thick as if the wood is not there - neither the wood nor the sword are affected by this).  He will not use this broad sword, preferring his own magic spear instead.  The broad sword has the name (written in Ainark Runes) on the hilt of "Dragon Tongue".  If this name is spoken by someone who can read the Runes, it will turn into a Firebrand for six rounds (usable once per day).

7. This room has a broad spiral staircase in it, that goes up to a platform.  Above the platform, the ceiling is smashed through, and opens up into the basement of the stone garden observatory.  That observatory was used by one of the Harmalan Warlocks, a curious being named Dijjal Mido.  Dijjal Mido came from another realm, and had a body made of a crystalline substance that was quite hard, but reacted strangely to sunlight.  He became one of the Warlocks after being contacted by one of the Harmalan summoners, and took residence at the estate, and eventually became one of the family.  Kept secret from most people, however, was the fact that Dijjal Mido was a vampire.  In this room is a stone sarcophagus, and inside is the vampire Dijjal Mido, still alive.  This creature differs from a typical vampire, in two regards. First, it cannot assume gaseous form, and second it has a 45% magic resistance.  If the magic resistance is successful, and it was against an attack spell, the spell is turned back against the caster instead.  Also in the room other than the vampire's sarcophagus, there are three chests, against the eastern wall.  The first contains a leather sack of very strange gold coins. There are 6 coins in here, each bearing the face of a mantis on it.  If one of these coins is exposed to sunlight, then it will cause 5 Thri-Kreen warriors to materialize and attack the party.  The coin is destroyed in the process.  The second chest contains nothing at all.  The third chest contains two potions of extra healing.  [Upstairs, in the garden conservatory, unless it was cleared out before this adventure, there is a party of 6 Dark Elf Warriors, and a Dark Elf Captain waiting.  They will investigate any noise in room 7.]

8. There are three Ropers (10hd) in this room, spread equally around, in the north west, the east, and the south part of the room.  Running around on the floor are a dozen Trillmen (see next blog entry for stats, these are magical creations of Ostigaar, and are working together with the Dark Elfs of this area), and one Leader Trillman.  The Ropers will ignore the Trillmen, but will definitely attack any players that come into the room.  The trap door in the south part of the room, is a pit trap that drops the victim 20' (2d6 damage) into a rocky cavern.  There are four curious creatures there (Stone Spiders).  Combat with the Ropers, or killing the Leader Trillman will summon 1d6 Firecats from room 15 as well as 1d6 Filth Prawns from room 9.  The Trillman are each carrying 1d6x100 worth of gems and jewelry, and the Leader has a ring of cold resistance.

9. This room, much like room number 2 north of it, is depressed and full of water.  Unlike the other room, however, this room is incredibly foul smelling, and there are numerous rotting bodies (of a variety of sorts) in the water.  The room contains 10 Filth Prawns in it, as well as a Greater Filth Prawn.  The Greater Filth Prawn is similar to the Filth Prawn, only larger.


Greater Filth Prawn
Num Appearing: 1 with Filth Prawns, or 1d6 if alone
Alignment: neutral
Movement: Crawl 60'/Swim 120'
Armor Class: 2 (unlike Filth Prawns, unlikely to be tipped over)
Hit Dice: 6hd+4 (40hp)
Attacks: 1 bite, 4 claw-stabs, 4 feeler stings, cloud of filth, mental wave (3x per day)
Damage: 2d6 (bite, see below)/1d6+6 (each claw)/1d6+2 (feeler sting, see below)
Save:T6
Morale:9
The effects of the feeler stings, the cloud of filth, and the mental wave are as per a regular Filth Prawn, however this is a much larger creature with four claws rather than 2 claws.


10. There are four standard trolls in here, and also four troll spiders.  The room also has within it a large column, with numerous faces each bearing two gems for eyes.  There are a total of 4,000gp of gems on the column.


That's it for now. Monster stats coming up next (Firecats, Dark Elfs, Trillmen, Stone Spiders and more).  After that, more rooms from the dungeon...and perhaps an expanded version of the map.