Showing posts with label AD and D 2e. Show all posts
Showing posts with label AD and D 2e. Show all posts
Friday, July 17, 2015
Thursday, July 16, 2015
Wednesday, July 15, 2015
Friday, July 10, 2015
Monday, July 6, 2015
The Skin Lab
Today I received a copy of the Stronghold Zine. On the back of the envelope Boric drew a gorgeous little map. I love it! What follows is a wee dungeon description to "flesh it out" so to speak.
The Skin Lab
The crafting of flesh golems is a rather grim affair, but the citizens of Drainpipe don't mind too much provided none of their relatives end up being used for spare parts. In this secluded work space, a powerful wizard (her identity remains a secret) crafts flesh golems.
Once completed, the golem lives in the hidden caves behind the lab until a buyer can be found. Flesh golems are not cheap, so finding a buyer with adequate coin can take a while. The most recent sale was to Colin Crumb, a purveyor of extra-planar trash.
The lab is full of all kinds of jars, surgical tools, sutures, arcane manuals, and so on. Most of the work occurs on the table in the lower left corner of the map. Once the flesh golem is sewn together, it is lowered into the pool at the upper right of the map. The pool is full of electric eels that shock the golem into semi-consciousness.
The materials within the lab are worth 5,000 gp but stealing them is a death sentence. The wizard who owns the lab could locate the pilfered goods through magical means. Once located, the thieves would no doubt end up as spare parts for the next golem.
Save for the flesh golem (link to stats) in the caves, the lab is unguarded. After a few rounds of poking about, intruders will come face to face with a 7' tall Frankenstein-like monster looking to tear someone apart.
The Skin Lab
The crafting of flesh golems is a rather grim affair, but the citizens of Drainpipe don't mind too much provided none of their relatives end up being used for spare parts. In this secluded work space, a powerful wizard (her identity remains a secret) crafts flesh golems.
Once completed, the golem lives in the hidden caves behind the lab until a buyer can be found. Flesh golems are not cheap, so finding a buyer with adequate coin can take a while. The most recent sale was to Colin Crumb, a purveyor of extra-planar trash.
The lab is full of all kinds of jars, surgical tools, sutures, arcane manuals, and so on. Most of the work occurs on the table in the lower left corner of the map. Once the flesh golem is sewn together, it is lowered into the pool at the upper right of the map. The pool is full of electric eels that shock the golem into semi-consciousness.
The materials within the lab are worth 5,000 gp but stealing them is a death sentence. The wizard who owns the lab could locate the pilfered goods through magical means. Once located, the thieves would no doubt end up as spare parts for the next golem.
Save for the flesh golem (link to stats) in the caves, the lab is unguarded. After a few rounds of poking about, intruders will come face to face with a 7' tall Frankenstein-like monster looking to tear someone apart.
Labels:
AD and D 2e,
Map
Sunday, July 5, 2015
Sunday, July 20, 2014
[Planescape] Skwugs
I've been re-reading The Dinosaur Heresies by Robert Bakker. In a section discussing amphibian and reptile hunting adaptations, Bakker describes a large frog species capable of devouring rats and birds. The frogs achieve this by being effective ambush hunters. The species also has saliva that acts as an anesthetic, quickly subduing a prey item so that it can be gulped down.
Skwugs were inspired by this section of the book as a kind of amphibious goblin, but not nearly so nasty. Like the frogs in Bakker's book, skwugs have an anesthetic saliva that they can spit at foes to stun them. Once subdued, the victims can be robbed and poked at. The saliva also has powerful hallucinatory properties.
The skwugs are native to the Outlands near the Great Spire. They reside in a marshy area and mostly keep to themselves. They worship a gigantic purple toad in the middle of the swampy area and try to appease him with the items they steal from passers-by. He bestows his favor upon them by devouring a dozen of their number each full moon. The toad then belches a mighty hallucinogenic cloud that engulfs the entire tribe.
SKWUG
Alignment Neutral
No. Appearing 4d4
Armor Class 6
Move 6
Hit Dice 1-1
Hit Points 3
THAC0 20
No. of Attacks 1
Damage 1-2 (bite)
Special Attack Poison (see below)
Special Defense Leap (see below)
Size Small
XP Value 30
Poison Attack: Skwugs can spit a gob of saliva up to 30' at a single target with a +4 to hit. The target must save vs. poison or fall to the ground paralyzed for 1d4+1 rounds. The poison is quite potent, so after the paralysis wears off, the victim will trip balls for 3d6 rounds. Roll on the hallucination table below. (1d6)
1) Victim thinks he can fly. He begins running here and there, flapping his arms wildly. Kaw kaw!
2) Victim loves everyone and everything. Many bro hugs given.
3) Victim's consciousness is elevated and many truths of the Outer Planes are revealed. A permanent +1 to Intelligence is gained.
4) Non-stop giggling and laughing ensues. The victim struggles to take things seriously from that point forward. A permanent -1 to Intelligence is sustained.
5) Victim emerges from a stupor and can now speak with giant frogs, skwugs and bullywugs. Ribbit!
6) Victim strips naked and wants to swim with his new friends. Watch out for leeches.
Perhaps there is a market for skwug saliva?
Defensive Leap: A skwug can leap 3" in an instant, a technique it often employs to escape danger.
Skwugs were inspired by this section of the book as a kind of amphibious goblin, but not nearly so nasty. Like the frogs in Bakker's book, skwugs have an anesthetic saliva that they can spit at foes to stun them. Once subdued, the victims can be robbed and poked at. The saliva also has powerful hallucinatory properties.
The skwugs are native to the Outlands near the Great Spire. They reside in a marshy area and mostly keep to themselves. They worship a gigantic purple toad in the middle of the swampy area and try to appease him with the items they steal from passers-by. He bestows his favor upon them by devouring a dozen of their number each full moon. The toad then belches a mighty hallucinogenic cloud that engulfs the entire tribe.
SKWUG
Alignment Neutral
No. Appearing 4d4
Armor Class 6
Move 6
Hit Dice 1-1
Hit Points 3
THAC0 20
No. of Attacks 1
Damage 1-2 (bite)
Special Attack Poison (see below)
Special Defense Leap (see below)
Size Small
XP Value 30
Poison Attack: Skwugs can spit a gob of saliva up to 30' at a single target with a +4 to hit. The target must save vs. poison or fall to the ground paralyzed for 1d4+1 rounds. The poison is quite potent, so after the paralysis wears off, the victim will trip balls for 3d6 rounds. Roll on the hallucination table below. (1d6)1) Victim thinks he can fly. He begins running here and there, flapping his arms wildly. Kaw kaw!
2) Victim loves everyone and everything. Many bro hugs given.
3) Victim's consciousness is elevated and many truths of the Outer Planes are revealed. A permanent +1 to Intelligence is gained.
4) Non-stop giggling and laughing ensues. The victim struggles to take things seriously from that point forward. A permanent -1 to Intelligence is sustained.
5) Victim emerges from a stupor and can now speak with giant frogs, skwugs and bullywugs. Ribbit!
6) Victim strips naked and wants to swim with his new friends. Watch out for leeches.
Perhaps there is a market for skwug saliva?
Defensive Leap: A skwug can leap 3" in an instant, a technique it often employs to escape danger.
Labels:
AD and D 2e,
Planescape
Thursday, July 17, 2014
[Planescape] Denizen of Pandemonium
I was reading about the howling madness of Pandemonium in my old Planescape box set. It's an infinite network of tunnels. Through it whips a screaming, insanity-inducing wind. It's always dark. Desperate lunatics scramble through the madness, slaughtering at will and violating one another in unspeakable ways.
It's not unlike real life. Like Gaza, Ukraine or Iraq.
Below is a filthy, deranged resident of Pandemonium. His horns and tail speak of an Infernal bloodline. With tieflings, you never know.
Denizen of Pandemonium: Armor Class 9, Hit Dice 1. Hit Points 5, No. of Attacks 1, Damage 1d6+1 (spear), Save as Fighter 1, XP Value 20, Alignment CN(e)
Upon meeting the party or lone PC, the denizen will pursue one of the following courses of action:
Roll 1d4
1) aggressive fornication
2) incoherent babbling
3) cannibalism
4) murder
It's not unlike real life. Like Gaza, Ukraine or Iraq.
Below is a filthy, deranged resident of Pandemonium. His horns and tail speak of an Infernal bloodline. With tieflings, you never know.
Denizen of Pandemonium: Armor Class 9, Hit Dice 1. Hit Points 5, No. of Attacks 1, Damage 1d6+1 (spear), Save as Fighter 1, XP Value 20, Alignment CN(e)Upon meeting the party or lone PC, the denizen will pursue one of the following courses of action:
Roll 1d4
1) aggressive fornication
2) incoherent babbling
3) cannibalism
4) murder
Labels:
AD and D 2e,
Planescape
Saturday, September 21, 2013
Die, Skeletal Pirates!
Played some 2e today. In one melee, the party faced down a group of skeletal pirates who wanted to once again plunder a village they had savaged years ago. The party's druid was killed in the battle due to 2e's dead at 0 hit points rule.
Labels:
AD and D 2e,
Heroes of the Reach
Wednesday, September 18, 2013
2e Screen
I really liked the 2e DM's screen. It was yellow with a dragon on the cover. I had a hard time finding an affordable one on eBay, so I made my own. Perhaps it's even better as I am assured of having only the tables I need.
Labels:
AD and D 2e
Monday, September 16, 2013
Heroes of the Reach; Session 1
Saturday, September 14, 2013AD&D 2e
Forgotten Realms - The Dragon Reach
When play begins, the intrepid heroes are being put ashore in the wilderness along the western shore of the Dragon Reach between Scardale and Harrowdale. The ship upon which they had been travelling, the Blue Dragon, experienced a sudden change in management *cough*mutiny*cough*. This resulted in the group being dumped unceremoniously ashore.
The group consisted of the following:
Rary Zygax, a human Fighter lvl. 1 played by Greg
Alfron Treetender, a human Druid lvl. 1 played by Rod
Ark Stonecleaver, a dwarven Cleric lvl. 1 afflicted with incorrigible optimism played by Scott
The group first explored a ruined manor house. It was haunted, as the group witnessed a fabulous swan dive by a spirit who seemed to be reenacting his suicide by diving head-first onto a tile floor from a balcony. They also encountered a pack of giant rats and the skeletal remains of a former tenant in an ornate bed. The manor was in terrible repair and the party fled before the wrath of the rats.
From there, the group met a mysterious young girl wearing a dirty smock. Her pale green skin was her most striking feature. She introduced herself as Hyphaxes and claimed to be a resident of the house. She was concerned about the rats and indicated that she keeps them as both pets and dinner. Feeling unnerved, the party quickly departed from her presence.
The group next arrived at the ruins of a small village. Amid the tumbled down and burned out buildings, they met Keratha. She was a rather dark and foreboding beauty and the party's druid quickly recognized her as a dryad. The fact that she dwelled in the village's cemetery may account for her dour nature. Nevertheless, she spirited away the druid and promised to return him in two weeks.
Wondering what to do, the group headed north to meet Justin Ash, a ranger. They found Justin to be an affable man. He explained that his job was to monitor the valley and Hyphaxes specifically. She is a young green dragon who was abandoned by her mother a few years ago. She is unrelated to the downfall of the village. A few years prior, pirated raided the sleepy village and burned most of it to the ground. The village fell into ruin soon after and all manner of creatures have moved in to fill the void.

We paused at the point, with Rary, Ark and Justin drinking wine on the porch.
XP Awards
Rat encounter - 18
Treasure - 200
Meeting Hyphaxes - 350
Befriending Keratha - 98
Finding an ally in Justin - 50
---------
716 total, or 239 for each PC
Treasure Found
A silver service for four, which includes goblets, plates, bowls and ewer worth 200 gp. The pieces are engraved with an elaborate "M" for the Molwar family, who owned the manor near the village.
Labels:
AD and D 2e,
Heroes of the Reach
Saturday, September 14, 2013
Can't Go in the Kitchen. Rats.
Rats! We played some 2e just to mess around a bit. I haven't played the game since the 90s, so it was appropriate to play some Soundgardgen.
Superunknown - great album or greatest album?
Next time we meet it will be for some Fate Accelerated. It will be nice to get back to our weird Los Angeles campaign.
Labels:
AD and D 2e
Wednesday, July 31, 2013
Back in 1994
Last night I sat and tried to remember how I used to prep all those very fun sessions back in the 90s. Somehow we were able to get a lot of mileage out of very little. Here's what I came up with in an effort to emulate my former style.
It all begins somewhere on the western shore of the Dragon Reach in the Forgotten Realms between Scardale and Harrowdale.The party has been put ashore after the vessel they were traveling upon experienced a mutiny. The above map depicts their immediate environs and who/what lives there.
Above is a map of the mouldering manor where the juvenile green dragon Hyphaxes live. She is not really meant to be fought as she would demolish a party of 1st level PCs so it's more of an interesting role-play encounter. Her house might be fun to explore, though.
This is the first page of monsters and NPCs. Basic stats and very stripped down personalities. Just the basics to jog my memory during play. I am aware that green dragons do not have the shape change ability, but I thought it would be a nice twist. With the first three NPCs/beasties there is something to kill (skeletons), something to befriend and be enamored with (the dryad) and something to fear (Hyphaxes).
Note: At the bottom of the page I added the following note: This area was once the private holding of the Molwar family. One night the village was raided by pirates hoping to plunder the manor. The attack cost most of the pirates and villagers their lives. The pirates have been cursed by Umberlee to toil in an undead state. The Molwars were already in decline, so the few remaining villagers simply left. In the absence of people, various beasties have moved in. First Keratha, then Hyphaxes.
Here is the second page of NPCs and foes. The bickering, feuding Molwar family laid to rest in the crypt under Keratha's tree in the cemetery might be fun to smash. There's no real reason to mess with the snake, but some PC might go poking around the marsh. Justin can be a nice recurring NPC. He could use some help with some nearby goblins. They killed his dog, so he wants their dumb little heads on stakes.
Two of my three players cannot stand D&D, but perhaps I could persuade them to give this little write-up a shot sometime.
Scan of the campaign map from the boxed set showing the area where play begins.
Labels:
AD and D 2e,
Forgotten Realms
Monday, July 29, 2013
Fragments: Into the Whispering Desert
Fragments: Ideas that I began to develop, but will not likely finish.
It has become necessary for the intrepid PCs to go out into the Whispering Desert. Below is a table listing various flight motivations. The PCs are encouraged to elaborate upon any entry they roll.
Weather
Before the journey begins, it is important to determine the time of year as it will have an impact on the party's survival.
Keyed Entries
Reliance
Sandstrom's Lair
Abandoned Mines
Abandoned Homesteads
| Table 1; Desert Flight Motivations; Roll 1d6 The party call roll once as group or individually to determine individual motivations. |
| 1. Flight from arrest and prosecution after a misunderstanding turned regrettably violent. |
| 2. Curiosity, always a powerful motivator. What's out there, anyway? |
| 3. Cultural differences between PCs and town residents no longer made life comfortable. |
| 4. Anguish and despair over a failed relationship. |
| 5. Economic necessity after a sudden downturn in finances. Perhaps there's gold in them thar hills? |
| 6. Spiritual yearning. The wide open expanses can be soothing to a troubled soul. |
Weather
| Table 2; Season; Roll 1d4 Roll once at the start of play. |
| 1. Spring; Wildflowers will be in bloom. The desert will teem with activity and for several weeks the Whispering Desert is quite pleasant. Temperatures are mild, with little swing from night to day. Light rain will fall on a roll of 1 on a 1d20. |
| 2. Summer; Blistering, unholy heat during the day. Hit Points can be lost (1d4) for those who travel and labor during the hottest part of the day. At night it will cool rapidly, but only a light blanket is needed. Bright moonlight makes travelling possible. Slow, but possible nonetheless. Thunderstorms that create dangerous flash floods occur on a roll of 1 on a 1d20. |
| 3. Fall; Still quite warm, but travel, combat and work can be performed with no adverse health effects. A small fire or warm blanket will be needed at night. Light rain will fall on a roll of 1 on a 1d20. |
| 4. Winter: Very cool temperatures during the day and near freezing temperatures at night. Thick blankets and/or a fire are required during the evening. A light dusting of snow will fall on a roll of 1 on a 1d20. |
Map, Scale and Rates of Travel
A simple map (see above) of a small portion of the Whispering Desert can be provided to the players. Each small hex is 3 miles across, so the large hex measures 30 miles from top to bottom.
Established game trails and paths are shown as dotted lines. Some players enjoy having a map to provide context, which enhances their role-play experience hence the inclusion of a simple, stripped down map. As the PCs explore, they can fill in the blanks as needed. There are a few keyed areas on the map that denote well-known (or vaguely known) landmarks that might appear on a map the PCs may have purchased before leaving town.
Established game trails and paths are shown as dotted lines. Some players enjoy having a map to provide context, which enhances their role-play experience hence the inclusion of a simple, stripped down map. As the PCs explore, they can fill in the blanks as needed. There are a few keyed areas on the map that denote well-known (or vaguely known) landmarks that might appear on a map the PCs may have purchased before leaving town.
On foot and using the 2nd edition AD&D rules, an unencumbered man or elf can travel 24 miles per day on foot. Due to the rocky, hilly terrain and winding paths of the desert, this value is reduced by half to 12 miles. Therefore, an unencumbered man or elf can cross four small hexes per day.
Random Encounters
Unexpected hazards and surprise meetings are a staple of exploration. Consult the tables below to determine if an encounter has occurred during the day or night. An encounter will have occurred on a roll of 1 on a 1d4. Roll just once during the day and again at night.
Random Encounters
Unexpected hazards and surprise meetings are a staple of exploration. Consult the tables below to determine if an encounter has occurred during the day or night. An encounter will have occurred on a roll of 1 on a 1d4. Roll just once during the day and again at night.
| Table 3; Day Encounter; Roll 1d6 Roll 2d10 to determine the distance in yards between the party and the encounter. |
| 1. Desert Viper; |
| 2. Wind Spirit; |
| 3. Galeb Duhr; |
| 4. Giant Trapdoor Spider; |
| 5-6. Wild Game; |
| Table 4; Night Encounter; Roll 1d6 Roll 2d10 to determine the distance in yards between the party and the encounter. |
| 1. Gambado; |
| 2. Wind Spirit; |
| 3. Galeb Duhr; |
| 4. Giant Trapdoor Spider: |
| 5-6. Wild Game; |
Keyed Entries
Reliance
Sandstrom's Lair
Abandoned Mines
Abandoned Homesteads
Labels:
AD and D 2e,
Fragments
Thursday, June 6, 2013
All Quiet on the Perrenland Front: Through the Forest
The tracks from the slain men lead through the woods. Ranger or Druid PCs will note how eerily quiet the forest is. After 20 minutes of travel, the party will emerge on the other side of the small woods. Before them, at the edge of the treeline, is a two-storey house that has fallen into disrepair.
If the characters have not delayed, it will still be early in the day. Therefore, the goblins - ten in all - will be asleep in the cellar of the abandoned farmhouse. In plain view are three men. One is armored in a fashion similar to one of the slain fellows near the road. The other two are wearing tunics, breeches and are clapped in irons. All three men have been tied to a tree. They are in a seated position, with a long length of rope wound around them and the tree.
Birds of a Feather
Perched in a nearby tree are two more of the hideous vulture-esque birds encountered on the other side of the woods. If the bird from the first encounter managed to escape, it will be present here. Upon sighting the party, the birds will start squawking loudly. The birds are hoping to feast upon the eventual corpses of the men below and are loathe to let their potential meal escape.
The next few rounds may be very tense. The birds can be driven off with a hail of effective missile fire. Effective, of course, is a relative term. If the carrion birds are not driven off, they will drop to the ground, spread their wings and advance upon the party in a threatening manner. Their cries will rouse the goblins in the house's cellar.
Shhh! Don't Wake the Goblins
Should the goblins awake, one bleary-eyed humanoid will climb up from the cellar to investigate. Squinting into the bright light, he will try to divine the source of the noise. He, too, will begin gibbering and wailing. Like the birds, he can be driven off with a hail of missile fire. If he is unharmed, he will call to the others and they will spill out of the cellar to keep their captives from being freed. (The goblins will fight at a -1 due to the sunlight.)
The ensuing melee may be chaotic, indeed, as PCs, goblins and carrion birds squabble and clash. Collectively, the goblins have a meager 25 gold pieces in the cellar.
If any goblins survive and are questioned, they will reveal that they traveled west through the Sepia Uplands from the Vesve Forest. They were part of a much larger warband comprised of various humanoids that were harassed by humans and elves. The warband splintered into many smaller groups. The carrion birds shadowed the warband, hoping to feast upon any carnage the group might produce.
The Captives
The armored fellow is Hayden, a constable from the nearby town of village of Piketon. He was transporting three prisoners to the town of Traft to the north when the group was attacked by the goblins. The two surviving prisoners were convicted of drunken brutality and are sentenced to one year hard labor.
Hayden will request that the group escort he and the prisoners back to Piketon. He is alarmed at the presence of the goblins and vicious carrion birds. It would seem that the Greyhawk Wars - or their aftermath at least - have arrived on their door.
Miniatures
For goblins I prefer the melon-headed freaks from the Pathfinder Battles series. They are rather expensive for their size, but I do like them. The trees are Woodland Scenics that I based on 2" x 2" pieces of balsa that I textured with craft sand and then painted. The ruined house is from Miniatures Building Authority.
If the characters have not delayed, it will still be early in the day. Therefore, the goblins - ten in all - will be asleep in the cellar of the abandoned farmhouse. In plain view are three men. One is armored in a fashion similar to one of the slain fellows near the road. The other two are wearing tunics, breeches and are clapped in irons. All three men have been tied to a tree. They are in a seated position, with a long length of rope wound around them and the tree.
Birds of a Feather
Perched in a nearby tree are two more of the hideous vulture-esque birds encountered on the other side of the woods. If the bird from the first encounter managed to escape, it will be present here. Upon sighting the party, the birds will start squawking loudly. The birds are hoping to feast upon the eventual corpses of the men below and are loathe to let their potential meal escape.
| Iuz Carrion Bird; Armor Class: 7, Hit Dice: 2+2, Hit Points: 14, THAC0: 19, No. of Attacks: 1, Damage: 1-4 (beak), Alignment: Neutral, Move: 3/24 flight, XP Value: 120 |
Shhh! Don't Wake the Goblins
| Goblins (10); Armor Class: 6, Hit Dice: 1-1, Hit Points: 4, THAC0: 20, No. of Attacks: 1, Damage: 1-6 (short sword or hand ax), Alignment: Lawful Evil, Move: 6, XP Value: 15 |
Miniatures
Wednesday, June 5, 2013
All Quiet on the Perrenland Front: Morning Interrupted
It is the Common Year 585 and the ruinous Greyhawk Wars have been over for one year. We begin along the eastern shore of Lake Quag in Perrenland, a region that was untouched during the raging conflict. It is spring and the characters are travelling south, optimistic about their fortunes on such a promising day.Ahead, the intrepid explorers see a wagon and draft horse. Lying nearby are two slain men. It appears that carrion birds have already descended upon the corpses, given the chunks of flesh ripped from their bodies.
Such a macabre sight definitely mars a rather beautiful spring morning.
Putrescence on Wings
If the party approaches, their advance will be halted by the sudden appearance of a huge, hideous bird that leaps from a nearby tree. Similar to a vulture, it has an elongated neck and an overall unflattering appearance. Its plumage and skin is a sickly purple. The avian's eyes burn with fury as it is keen on protecting its meal.
The bird has no interest in protracted melee, but it will lash out with its sharp beak in an attempt to deter the PCs from getting too close to the bodies. If hostilities do erupt and it is wounded, the bird will fly away and return when the pesky PCs are gone.
A character with the Animal Lore nonweapon proficiency (NWP) can diffuse the situation by shooing away the beast with a successful check. If the player asks what his character knows about the terrifying bird, call for another Animal Lore check, but this time apply a -2 penalty. If the roll is successful, the character will have heard of nightmarish vultures flying south from cursed Iuz. During the Greyhawk Wars, vultures native to Iuz grew to freakish proportions from feasting on the mountains of rotting flesh created during titanic battles. The bird flapping wildly before the group must be one of the Iuz-spawned vultures.
| Iuz Carrion Bird; Armor Class: 7, Hit Dice: 2+2, Hit Points: 14, THAC0: 19, No. of Attacks: 1, Damage: 1-4 (beak), Alignment: Neutral, Move: 3/24 flight, XP Value: 120 |
Inspecting the Dead
When the party finally gains access to the bodies, they will note that the first man is wearing chainmail and that his longsword is still in its sheath. There are three arrows in his remains. If a character rolls under their Intelligence on a 1d20, he will note that the arrows are crudely made and typical of those used by orcs or goblins. The man's beltpouch is empty, but a set of keys are nearby.
The second man is wearing a filthy tunic and breeches. His feet and hands are bound with manacles. (The nearby keys fit the locks on the manacles.) He, too, appears to have been slain by arrows.
A Promising Lead
It does not require the Tracking NWP to note that multiple tracks lead off into the woods away from the wagon. A Ranger with goblin as his favored enemy will immediately realize that his hated foe has left many of the footprints.
If the party wishes to follow the trail, the Tracking NWP will have to be used. (Please see the PHB for more details. Also note that Rangers have this ability as part of their class benefits.) An additional, successful Tracking check will reveal that the group that left the tracks is comprised of 10-12 goblins and three humans.
Miniatures
To model the carrion bird, I suggest the Lamia Kuchrima, which is #17 in the Rise of the Runelords series from Pathfinder Battles. The slain men can be represented by the Inhabited Corpse from the Savage Encounters expansion of D&D Miniatures.
In the next installment the goblins and their captives will be detailed.
Sunday, December 16, 2012
Setting Sail on the Blue Dragon
The Blue Dragon is a single-masted cog equipped with a square-rigged sail. The vessel is capable of open ocean travel and averages 5 knots per hour. If the ship is becalmed or has to navigate in a harbor, long oars can be deployed from the portholes on the cargo deck to achieve 1 knot per hour. Each oar can be pulled by two men, with the bosun coordinating their efforts and the captain manning the rudder from the quarterdeck.
Per the Player's Handbook, the cog is worth 10,000 gp.
The Blue Dragon requires a minimum crew of ten. The ten positions are listed below. In parenthesis are the Nonweapon Proficiency(ies) (See AD&D 2e Player's Handbook) that each position requires. Also listed is the monthly salary for the position.
-Captain (Navigation, Rope Use, Seamanship, Weather Sense) 10 gp
-Navigator (Navigation, Seamanship, Weather Sense) 5 gp
-Navigator (Navigation, Seamanship, Weather Sense) 5 gp
-Bosun (Rope Use, Seamanship, Weather Sense) 5 gp
-Cook (Cooking) 3 gp
-Carpenter (Carpentry, Seamanship) 3 gp
-Sailors (5) (Rope Use, Seamanship and Tailor or Fishing) 1 gp
The PCs can choose which positions they want to hold, then NPCs can be created to round out the roster. It is not necessary for a PC playing the role of captain to have all four NWPs, but he will garner more respect from the crew if he does.
Ten is the minimum number of crew for the Blue Dragon. Eighteen is ideal and ensures that the vessel can operate at peak efficiency. The DM should occasionally mention slow progress at sea, fatigued sailors and lingering repairs that never get done. Conversely, ten is an easily managed number of NPCs/PCs and may allow the DM to give each crewman a memorable personality.
Anyone familiar with boats is familiar with the adage, "A boat is a hole in the water lined with a hull into which one pours money." With that in mind, the Blue Dragon requires 100 gp/month in upkeep in order to remain seaworthy. This is separate from any salaries owed to crew members.
In addition to the 100 gp/month upkeep and crew salaries, each crewman eats 3 sp worth of food per day. Doing some quick math, the cost of operating the Blue Dragon per month is as follows:
100 gp upkeep
90 gp food for the crew (10 crewmen at 30 sp/day x 30 days)
-----
190 gp (This figure still does not take into account crew salaries.)
Ten is the minimum number of crew for the Blue Dragon. Eighteen is ideal and ensures that the vessel can operate at peak efficiency. The DM should occasionally mention slow progress at sea, fatigued sailors and lingering repairs that never get done. Conversely, ten is an easily managed number of NPCs/PCs and may allow the DM to give each crewman a memorable personality.
Anyone familiar with boats is familiar with the adage, "A boat is a hole in the water lined with a hull into which one pours money." With that in mind, the Blue Dragon requires 100 gp/month in upkeep in order to remain seaworthy. This is separate from any salaries owed to crew members.
In addition to the 100 gp/month upkeep and crew salaries, each crewman eats 3 sp worth of food per day. Doing some quick math, the cost of operating the Blue Dragon per month is as follows:
100 gp upkeep
90 gp food for the crew (10 crewmen at 30 sp/day x 30 days)
-----
190 gp (This figure still does not take into account crew salaries.)
A rough map of the Blue Dragon follows. There is no scale provided, but the Blue Dragon is 20' wide and 55' long. The fore and aft cabins can sleep two crew members each, although the bosun may wish to have his own cabin. The remaining five (or six) crew members can sleep in hammocks hung in the cargo hold.
Labels:
AD and D 2e,
Voyage of the Blue Dragon
Saturday, December 8, 2012
The Petrified Giant
Abel, recently deceased, furrowed his brow at the sight before him. It was definitely a she—that much was sure. She had shoulder-length, chestnut hair, a thin, athletic build and delightful breasts concealed by a snug fitting leather vest.
But she also had the lower body of a mountain goat. What the hell was she, some kind of weird centaur? Not that it mattered. She was pretty nonetheless, and Abel was quite sure that he had faced stranger beings while he was alive. He just couldn't remember any of them.
The female trotted up to Abel, stopped, put her hands on her hips then flatly stated, “Eyes up here, berk.”
Abel abruptly took his eyes off her breasts and midriff before managing an awkward apology. “Uh, yeah. Sorry. I’m new around here.”
He smiled broadly, but she seemed rather displeased.
“Clueless and a petitioner—that’s great. That’ll make it much easier for the Mercykillers to press you into their little band.”
“Mercykiller?” inquired Abel. “What’s that? Not that I’m afraid. In fact, I’m pretty sure I stood toe to toe with a giant. That’s how I got here.”
Abel tried to puff up his chest and cocked his head back to impress her, but she still displayed a rather annoyed expression.
“Gods help you. Come with me if you don’t want to be drafted, given a dull sword and sent into battle against who knows what on Acheron.”
She said all of this while looking back over her shoulder.
“Is she nervous about something?” Abel thought.
Regardless of how she felt, he knew that he was terribly anxious when he heard the word Acheron and the implication that he might be taken taken there. He had no idea what an Acheron or a Mercykiller was, but something in his very being rebelled at the thought of going anywhere other than where he was right now. Not that he knew where he was, exactly. The female interrupted his thoughts, clearly impatient.
“Stare blankly into space on your own time, berk. We need to beat it before the Mercykillers either arrest us or give us the rope.”
“Rope?” queried Abel. “What do you mean by rope?”
Again, Abel was feeling very threatened and he wasn’t sure why.
In a tone and delivery that came very natural to him he spat, “Listen, lady, I don’t know what the hell you are, or what the hell you’re talking about. Granted, the human part of you is really nice to look at, but I don’t even know you. Why don’t you take your talk of ropes and Mercykillers and get on down the road?”
When he was alive, Abel’s speeches usually ended up with him getting stabbed or smashed with heavy weapons like maces and clubs. This time however, the object of his ire just shook her head. She looked at the ground, took a deep breath and continued, but this time with a softer tone and a more gentle expression on her face.
“Okay, I get it. You’re new and not wise to the dark of things. My name is Mora and I belong to a group of thinkers who feel that every being needs the freedom to do as they please and to believe what they want without some basher telling them otherwise. There are some vile bastards combing these hills looking for people like you and me for slave labor. Come with me and I’ll look after you, and make sure that you get where you need to be. Wherever that is, I assure you it’s not here.”
Abel took it all in and smiled. Damn, she was gorgeous, even if she had a curious form and spoke a lot of gibberish. “Okay, Mora, I believe you. Where are we going?”
As they started to walk, Mora spoke, “Some of my friends—Indeps like myself—have a kip in the hollowed-out remains of a fossilized giant. I think you’ll like it.”
“Giant? That’s great. Just great.”
Abel shook his head in disbelief, but eventually felt better after stealing sideways glances at Mora’s torso. Being dead was turning out to be quite interesting...
The Kip
Skagir, Lord of Stone, walked the Outlands for decades. As he navigated the Great Ring, Skagir’s thoughts were focused on doing no harm and no good. He simply wanted to exist. He thought that if he purged himself of all philosophical motivations, then he would attain a perfect state of balance and merge with the plane. The fact that he was an 80 foot tall stone giant certainly helped him on his spiritual quest. No one gets in the way of a philosopher who weighs several tons.
When Skagir eventually laid down for his eternal slumber, he hoped that his body might be used as a refuge for other travelers. His will was great, so rather than rotting, his flesh turned to stone. Rain fell onto the great statue, seeped in, and leached away the minerals within to form chambers. Eventually, a hole in the giant’s side weathered away and the secure abode was complete.
Currently, Skagir’s remains are being used by a trio of Indeps, who learned about the lair from one of their faction brethren in Sigil. They are searching for a gate key that was flung from Sigil and tumbled down the length of the Spire. The key leads to an Indep haven on Pandemonium. It was tossed out of the city by a zealous (aren’t they all?) member of the Harmonium. The Indeps have little hope of finding the key, but it’s worth a shot. The small band consists of Mora, a bariaur wizard, a human fighter named Jericho and a gnome illusionist named Gribble.
Mora
Mora is native to the gate town of Tradegate. She is proud of her education and training and is fiercely independent. She believes in individual freedom and does not suffer bullies or ideologues well. Males of most species find her attractive, but she is often offended at their advances. She refuses to be seen as an object. Mora has a soft spot for petitioners, and doesn’t like to see them mistreated. She hopes that what goes around comes around. Perhaps, when she’s been written into the dead book, people will leave her alone when she arises as a petitioner herself.
Jericho
Jericho hails from Hopeless, where his family eked out a miserable existence. His father died of dehydration after he decided it was too much effort to get out of bed. His mother, hollowed out and passionless, threw herself into the great pit of black, tar-like ooze at the center of the city. Jericho thinks he had a sister, but he’s not sure. He recalls a mute, young woman who used to slump against the wall near the hearth for days on end.
Somehow, Jericho found the will to leave the city. He threw his lot in with the Indeps, excited by the plethora of ideas and opinions they hold. Jericho is quiet and of average looks. He rarely laughs, but he does display the occasional grin. He’s still trying to understand all of the emotions he is experiencing, since Hopeless was a spirit-crushing place.
Gribble
Born on Dothion, the bucolic layer of Bytopia, Gribble has always been something of a rascal. From an early age he delighted in tricks, practical jokes and was fascinated by illusions. Few were surprised when he eventually got himself into quite a bit of trouble when one of his pranks went horribly wrong.
No one could figure out how Yeoman Guidry’s cow got onto the roof of his cottage. Yes, there were a few giggles in the crowd at first, but the laughter turned to cries of despair when the cow fell through the roof. It landed square on Yeoman Guidry’s wife, breaking both of her legs and several ribs. Gribble was banished and soon took up with the Free League. They don't mind his pranks too much, provided he uses his illusions to great effect in service to the cause. Gribble is not much of a fighter, and prefers to let gullible bashers do all the bleeding.
The Mercykillers
Sergeant Gev understands that dreams are fragile things. All it takes is a sword thrust or the bite of an axe to put an end to that kind of nonsense. A man has to have his mind rooted firmly in the here and now. In the place of dreams and hope there are orders and steel. Life makes more sense that way. Sergeant Gev is on a mission to redirect idleness and frivolous pursuits. To that end he needs to round up some layabouts. The Outlands are full of lazy sods with nothing to do except wait for the long sleep that comes when they merge with the plane; what a waste.
There are wars to be fought and criminals to be executed so Gev refuses to let right-thinking cutters do all of the fighting and dying. He and some underlings are prowling the Outlands near the spire. Their goal is to press into service some petitioners or whoever else they can find. Sergeant Gev likes to hunt near the base of the spire when trying to fill the ranks of the Mercykiller armies. Being so close to the center of the Outlands means that magic is cancelled out. He feels that it makes fights more even. When he draws steel on some leatherhead, he can be sure that he’s not going to catch a lighting bolt.
Sergeant Gev and his fellow members of the Red Death haven’t had much luck on their hunt, but perhaps all of that is about to change. Their hound has caught the scent of something that could be a bariaur, judging by the tracks. Perhaps they won’t go home empty-handed after all.
---
The Mercykillers and their snarling beast stood in a semi-circle in front of Abel, Mora and her Indep friends. Everyone except Abel had pulled out a weapon, and things were looking tense. Abel was oddly calm. He decided to step forward to see what he could do. How bad could it go? He was already dead, right?
“Listen friend, I don’t know who you are, but why don’t you, that ugly dog and your boyfriends get out of here before something bad happens to you?”
Sergeant Gev raised an eyebrow. He wasn’t used to being insulted. The petitioner in front of him must be a new arrival. Either that or he had balls the size of a wyvern’s egg. He decided to humor the petitioner and play along. Perhaps the banter might give him some time to assess the potential threat. He responded in a deliberate, firm tone.
“Okay petitioner, this is how it’s going to go. You can walk. Go do whatever it is that your kind does out here. I’ll take the Indeps. They’ll do nicely. Every army needs arrow catchers, right?”
Abel scratched his head, kicked absently at a stone, then said. “Nope. I really don’t see that happening. See, I like the lady. I mean, have you seen her face? Gorgeous. She’s not going anywhere. But those other two bags of crap? You can take them.” Jericho, Gribble and Mora collectively gasped. Leave it to an Outlands petitioner to act in such a barmy manner.
Sergeant Gev chuckled. “You’re something else, petitioner. The bariaur does have certain charms. This being the Outlands, let’s play it like so: You and the female leave, and we take the human and the gnome. Two leave in freedom, two leave in chains. Nice and balanced, right?”
“Sure thing, chief,” agreed Abel. “Mora, time to go.”
With that said, Abel started walking away without a care in the world as Jericho and Gribble attempted to flee. Mora stood dumbfounded as chaos erupted around her.
The female trotted up to Abel, stopped, put her hands on her hips then flatly stated, “Eyes up here, berk.”
Abel abruptly took his eyes off her breasts and midriff before managing an awkward apology. “Uh, yeah. Sorry. I’m new around here.”
He smiled broadly, but she seemed rather displeased.
“Clueless and a petitioner—that’s great. That’ll make it much easier for the Mercykillers to press you into their little band.”
“Mercykiller?” inquired Abel. “What’s that? Not that I’m afraid. In fact, I’m pretty sure I stood toe to toe with a giant. That’s how I got here.”
Abel tried to puff up his chest and cocked his head back to impress her, but she still displayed a rather annoyed expression.
“Gods help you. Come with me if you don’t want to be drafted, given a dull sword and sent into battle against who knows what on Acheron.”
She said all of this while looking back over her shoulder.
“Is she nervous about something?” Abel thought.
Regardless of how she felt, he knew that he was terribly anxious when he heard the word Acheron and the implication that he might be taken taken there. He had no idea what an Acheron or a Mercykiller was, but something in his very being rebelled at the thought of going anywhere other than where he was right now. Not that he knew where he was, exactly. The female interrupted his thoughts, clearly impatient.
“Stare blankly into space on your own time, berk. We need to beat it before the Mercykillers either arrest us or give us the rope.”
“Rope?” queried Abel. “What do you mean by rope?”
Again, Abel was feeling very threatened and he wasn’t sure why.
In a tone and delivery that came very natural to him he spat, “Listen, lady, I don’t know what the hell you are, or what the hell you’re talking about. Granted, the human part of you is really nice to look at, but I don’t even know you. Why don’t you take your talk of ropes and Mercykillers and get on down the road?”
When he was alive, Abel’s speeches usually ended up with him getting stabbed or smashed with heavy weapons like maces and clubs. This time however, the object of his ire just shook her head. She looked at the ground, took a deep breath and continued, but this time with a softer tone and a more gentle expression on her face.
“Okay, I get it. You’re new and not wise to the dark of things. My name is Mora and I belong to a group of thinkers who feel that every being needs the freedom to do as they please and to believe what they want without some basher telling them otherwise. There are some vile bastards combing these hills looking for people like you and me for slave labor. Come with me and I’ll look after you, and make sure that you get where you need to be. Wherever that is, I assure you it’s not here.”
Abel took it all in and smiled. Damn, she was gorgeous, even if she had a curious form and spoke a lot of gibberish. “Okay, Mora, I believe you. Where are we going?”
As they started to walk, Mora spoke, “Some of my friends—Indeps like myself—have a kip in the hollowed-out remains of a fossilized giant. I think you’ll like it.”
“Giant? That’s great. Just great.”
Abel shook his head in disbelief, but eventually felt better after stealing sideways glances at Mora’s torso. Being dead was turning out to be quite interesting...
There is a fire ring in the giant’s chest. Smoke vents from a small hole directly above in the ceiling. It’s said that if someone falls asleep in the giant’s head, they will have visions of the things Skagir saw when he travelled the Great Ring.
The Kip
Skagir, Lord of Stone, walked the Outlands for decades. As he navigated the Great Ring, Skagir’s thoughts were focused on doing no harm and no good. He simply wanted to exist. He thought that if he purged himself of all philosophical motivations, then he would attain a perfect state of balance and merge with the plane. The fact that he was an 80 foot tall stone giant certainly helped him on his spiritual quest. No one gets in the way of a philosopher who weighs several tons.
When Skagir eventually laid down for his eternal slumber, he hoped that his body might be used as a refuge for other travelers. His will was great, so rather than rotting, his flesh turned to stone. Rain fell onto the great statue, seeped in, and leached away the minerals within to form chambers. Eventually, a hole in the giant’s side weathered away and the secure abode was complete.
Currently, Skagir’s remains are being used by a trio of Indeps, who learned about the lair from one of their faction brethren in Sigil. They are searching for a gate key that was flung from Sigil and tumbled down the length of the Spire. The key leads to an Indep haven on Pandemonium. It was tossed out of the city by a zealous (aren’t they all?) member of the Harmonium. The Indeps have little hope of finding the key, but it’s worth a shot. The small band consists of Mora, a bariaur wizard, a human fighter named Jericho and a gnome illusionist named Gribble.
Mora
Mora is native to the gate town of Tradegate. She is proud of her education and training and is fiercely independent. She believes in individual freedom and does not suffer bullies or ideologues well. Males of most species find her attractive, but she is often offended at their advances. She refuses to be seen as an object. Mora has a soft spot for petitioners, and doesn’t like to see them mistreated. She hopes that what goes around comes around. Perhaps, when she’s been written into the dead book, people will leave her alone when she arises as a petitioner herself.
| Mora; Bariaur Wizard lvl. 3; Armor Class: 10; Hit Dice: 3d4; Hit Points: 9; THAC0: 20; No. of Attacks: 1; Damage: 1d4 (dagger); Move: 15, Alignment: Neutral Good Abilities: Strength 10, Dexterity 14, Constitution 12, Intelligence 15, Wisdom 15 (+1 bonus to magical saves), Charisma 16 Spells: Armor, Color Spray, Invisibility Saving Throws: Paralyzation, Poison or Death Magic 14, Rod, Staff or Wand 11, Petrification or Polymorph 13, Breath Weapon 15, Spell 12 Special Abilities: Infravision (60’), +2 bonus on surprise rolls, +3 bonus to saving throws vs. spells, +2 bonus to saving throws vs. charm. Languages: Common, bariaur, elf, githzerai, woodland creatures |
Jericho
Jericho hails from Hopeless, where his family eked out a miserable existence. His father died of dehydration after he decided it was too much effort to get out of bed. His mother, hollowed out and passionless, threw herself into the great pit of black, tar-like ooze at the center of the city. Jericho thinks he had a sister, but he’s not sure. He recalls a mute, young woman who used to slump against the wall near the hearth for days on end.
Somehow, Jericho found the will to leave the city. He threw his lot in with the Indeps, excited by the plethora of ideas and opinions they hold. Jericho is quiet and of average looks. He rarely laughs, but he does display the occasional grin. He’s still trying to understand all of the emotions he is experiencing, since Hopeless was a spirit-crushing place.
| Jericho; Human Fighter lvl. 2; Armor Class: 4 (chain mail, dex); Hit Dice: 2d10+2; Hit Points: 12; THAC0: 19; No. of Attacks: 1; Damage: 1d10+1 (halberd) or 1d4+1 (dagger); Move: 12; Alignment: Neutral Abilities: Strength 16 (+1 to damage), Dexterity 15 (+1 to AC), Constitution 15 (+1 hit point), Intelligence 9, Wisdom 9, Charisma 10 Saving Throws: Paralyzation, Poison or Death Magic 14, Rod, Staff, Wand 16, Petrification or Polymorph 17, Breath Weapon 12, Spell 19 Special Abilities: +2 bonus to saving throws vs. charm Languages: Common, Night Hag |
Gribble
Born on Dothion, the bucolic layer of Bytopia, Gribble has always been something of a rascal. From an early age he delighted in tricks, practical jokes and was fascinated by illusions. Few were surprised when he eventually got himself into quite a bit of trouble when one of his pranks went horribly wrong.
No one could figure out how Yeoman Guidry’s cow got onto the roof of his cottage. Yes, there were a few giggles in the crowd at first, but the laughter turned to cries of despair when the cow fell through the roof. It landed square on Yeoman Guidry’s wife, breaking both of her legs and several ribs. Gribble was banished and soon took up with the Free League. They don't mind his pranks too much, provided he uses his illusions to great effect in service to the cause. Gribble is not much of a fighter, and prefers to let gullible bashers do all the bleeding.
| Gribble; Gnome Illusionist lvl. 2; Armor Class: 8 (dex); Hit Dice: 2d4; Hit Points: 5; THAC0: 20; No. of Attacks: 1; Damage: d4+1 (sling); Move: 6; Alignment: Neutral Good Abilities: Strength 8, Dexterity 16 (+1 reaction adj, +1 missile adj, -2 AC), Constitution 11, Intelligence 16, Wisdom 8, Charisma 10 Spells: Change Self, Audible Glamer, Phantasmal Force Saving Throws: Paralyzation, Poison or Death Magic 14, Rod, Staff, Wand 11, Petrification or Polymorph 13, Breath Weapon 15, Spell 12 Special Abilities: +1 to hit kobolds and goblins, racial foes have a -4 penalty to hit Gribble (see page 22 PHB), infravision 60’, +1 bonus when rolling a save against illusions. Opponents have a -1 to save when rolling against his illusions, +3 to save vs. magic, +2 bonus to saving throws against charm Languages: Common, dwarf, gnome, burrowing mammals, halfling |
The Mercykillers
Sergeant Gev understands that dreams are fragile things. All it takes is a sword thrust or the bite of an axe to put an end to that kind of nonsense. A man has to have his mind rooted firmly in the here and now. In the place of dreams and hope there are orders and steel. Life makes more sense that way. Sergeant Gev is on a mission to redirect idleness and frivolous pursuits. To that end he needs to round up some layabouts. The Outlands are full of lazy sods with nothing to do except wait for the long sleep that comes when they merge with the plane; what a waste.
There are wars to be fought and criminals to be executed so Gev refuses to let right-thinking cutters do all of the fighting and dying. He and some underlings are prowling the Outlands near the spire. Their goal is to press into service some petitioners or whoever else they can find. Sergeant Gev likes to hunt near the base of the spire when trying to fill the ranks of the Mercykiller armies. Being so close to the center of the Outlands means that magic is cancelled out. He feels that it makes fights more even. When he draws steel on some leatherhead, he can be sure that he’s not going to catch a lighting bolt.
Sergeant Gev and his fellow members of the Red Death haven’t had much luck on their hunt, but perhaps all of that is about to change. Their hound has caught the scent of something that could be a bariaur, judging by the tracks. Perhaps they won’t go home empty-handed after all.
| Sergeant Gev; Human Fighter lvl. 3; Armor Class: 3 (plate mail); Hit Dice: 3d10+3 Hit Points: 24; THAC0: 18; No. of Attacks: 3/2 (longsword); Damage: d8+3 (longsword); Move: 12; Alignment: Lawful Neutral (evil) Abilities: Strength 17 (+1 to hit and damage), Dexterity 12, Constitution 15 (+1 hit point), Intelligence 11, Wisdom 12, Charisma 12 Saving Throws: Paralyzation, Poison, or Death Magic 13, Rod, Staff, or Wands 15, Petrification or Polymorph 14, Breath Weapon 16, Spell 16 Special Abilities: Can Detect Lie to a single question, once per day Languages: Common, orc, goblin |
| Mercykiller Trooper (5); Human Fighter lvl. 1; Armor Class: 4 (chain mail, shield); Hit Dice: 1d10+1 Hit Points: 8; THAC0: 10; No. of Attacks: 1; Damage: d8+1 (longsword) or 1d4 (crossbow); Move: 12; Alignment: Lawful Neutral (evil) Abilities: Strength 16 (+1 to damage), Dexterity 12, Constitution 15 (+1 hit point), Intelligence 9, Wisdom 10, Charisma 10 Saving Throws: Paralyzation, Poison, or Death Magic 14, Rod, Staff, or Wands 16, Petrification or Polymorph 15, Breath Weapon 17, Spell 17 Special Abilities: Can Detect Lie to a single question, once per day Languages: Common, orc, goblin |
| Acheron War Hound; Armor Class: 6; Hit Dice: 2+2; Hit Points: 14; THAC0: 19; No. of Attacks: 1; Damage: 2-8 (2d4); Movement: 12; XP value: 65 Acheron war hounds are used extensively on the battle plane by the Mercykillers. Their rust-colored fur is coarse, like the bristles of a brush. The burly hounds are used as sentries and can produce a variety of barks and growls based upon what they detect with their keen senses. A trained handler can translate the vocalizations to determine an intruder’s racial type (human, humanoid, demi-human, etc), a rough idea of how many are in the party and how far away they are. |
---
The Mercykillers and their snarling beast stood in a semi-circle in front of Abel, Mora and her Indep friends. Everyone except Abel had pulled out a weapon, and things were looking tense. Abel was oddly calm. He decided to step forward to see what he could do. How bad could it go? He was already dead, right?
“Listen friend, I don’t know who you are, but why don’t you, that ugly dog and your boyfriends get out of here before something bad happens to you?”
Sergeant Gev raised an eyebrow. He wasn’t used to being insulted. The petitioner in front of him must be a new arrival. Either that or he had balls the size of a wyvern’s egg. He decided to humor the petitioner and play along. Perhaps the banter might give him some time to assess the potential threat. He responded in a deliberate, firm tone.
“Okay petitioner, this is how it’s going to go. You can walk. Go do whatever it is that your kind does out here. I’ll take the Indeps. They’ll do nicely. Every army needs arrow catchers, right?”
Abel scratched his head, kicked absently at a stone, then said. “Nope. I really don’t see that happening. See, I like the lady. I mean, have you seen her face? Gorgeous. She’s not going anywhere. But those other two bags of crap? You can take them.” Jericho, Gribble and Mora collectively gasped. Leave it to an Outlands petitioner to act in such a barmy manner.
Sergeant Gev chuckled. “You’re something else, petitioner. The bariaur does have certain charms. This being the Outlands, let’s play it like so: You and the female leave, and we take the human and the gnome. Two leave in freedom, two leave in chains. Nice and balanced, right?”
“Sure thing, chief,” agreed Abel. “Mora, time to go.”
With that said, Abel started walking away without a care in the world as Jericho and Gribble attempted to flee. Mora stood dumbfounded as chaos erupted around her.
Labels:
AD and D 2e,
Planescape
Friday, December 7, 2012
New Arrival
Abel hadn’t been dead for very long, but so far it wasn’t too bad. He was resting on his back in the grass, gazing up at an incredible spire. It had to be several hundred feet in diameter and miles high. At the top was a ring of stone, with what looked to be a city on the interior edge. How could such a thing exist?
Abel didn’t think too hard on that; he just tried to relax and to take it all in. He wasn’t sure how he knew that he was dead. It was just something he sensed. He wasn’t in any kind of pain or emotional distress. Curiously, he could not recall anything concrete about his former life. As he watched the city rotate at the top of the spire miles above, fleeting images passed through his mind.
There was the kind face of a young, elven male, a curvaceous human female and finally a stern-faced, elven woman. Who were they? As their faces flitted though his mind he felt a mix of sadness and joy. More immediate was the realization that he had no idea where he was at the moment, but he wasn’t bothered by it. There was an overriding sense that all was well and exactly as it should be.
He soon drifted off to sleep. While he slumbered the details of his death played out in stunning detail. In life, Abel could really take a beating. That fact came to him as his dream self stood toe to toe with a giant. What an ugly son of a bitch! Abel stood his ground – sword in hand, shield broken, as that big bastard charged him. Why would he stand there like that? Why didn’t he run? He didn’t run, however, and that’s how he ended up dead and laying in the grass next to an impossibly high spire.
Abel jolted awake as the giant’s club came down upon him with terrifying speed and force. He heard hooves approaching. He immediately sat up and his warrior’s instinct – yes, he must have been some kind of warrior he realized – caused his hand to reach to his side for a sword and scabbard that weren’t there.
Whatever and whoever was approaching would have to be faced with Abel’s most basic weapons – foul language and a cocky attitude.
Abel didn’t think too hard on that; he just tried to relax and to take it all in. He wasn’t sure how he knew that he was dead. It was just something he sensed. He wasn’t in any kind of pain or emotional distress. Curiously, he could not recall anything concrete about his former life. As he watched the city rotate at the top of the spire miles above, fleeting images passed through his mind.
There was the kind face of a young, elven male, a curvaceous human female and finally a stern-faced, elven woman. Who were they? As their faces flitted though his mind he felt a mix of sadness and joy. More immediate was the realization that he had no idea where he was at the moment, but he wasn’t bothered by it. There was an overriding sense that all was well and exactly as it should be.
He soon drifted off to sleep. While he slumbered the details of his death played out in stunning detail. In life, Abel could really take a beating. That fact came to him as his dream self stood toe to toe with a giant. What an ugly son of a bitch! Abel stood his ground – sword in hand, shield broken, as that big bastard charged him. Why would he stand there like that? Why didn’t he run? He didn’t run, however, and that’s how he ended up dead and laying in the grass next to an impossibly high spire.
Abel jolted awake as the giant’s club came down upon him with terrifying speed and force. He heard hooves approaching. He immediately sat up and his warrior’s instinct – yes, he must have been some kind of warrior he realized – caused his hand to reach to his side for a sword and scabbard that weren’t there.
Whatever and whoever was approaching would have to be faced with Abel’s most basic weapons – foul language and a cocky attitude.
| Abel Artone, Petitioner; Level 0; Human Armor Class: 9 (-1 dex); Hit Dice: 1d6; Hit Points: 8; THAC0: 20; No. of Attacks: 1; Damage: 0*; Move: 12; Alignment: Neutral Abilities: Strength 16 (+1 dam), Dexterity 15 (-1 AC), Constitution 17 (+3 hp), Intelligence 9, Wisdom 10, Charisma 8 Saving Throws: Paralyzation, Poison or Death Magic 16, Rod, Staff or Wand 18. Petrification or Polymorph 17, Breath Weapon 20, Spell 19 *Abel is currently unarmed. |
Labels:
AD and D 2e,
Planescape
Saturday, December 1, 2012
Freeman's Keep
Freeman’s Keep was constructed 25 years ago by Freeman Grewe, a man of low moral character and mixed lineage. Freeman’s frame was truly massive and it was hinted that his mother was a half-ogress. He earned his fortune by preying upon the heavily laden merchant wagons that ply the road between Triboar and Longsaddle.
Repeated attempts were made to end Freeman’s predation, but the man (or half-man?) evaded all efforts. In time Freeman grew so confident that he began construction of a small keep to be used as a permanent base of operations. After the completion of the keep, officials from both Triboar and Longsaddle realized that they would not be able to get rid of Freeman and his henchmen without a tremendous expense in gold and lives.
With few appealing options remaining, the officials decided to co-opt the robber baron. They offered amnesty and the right to collect a “road tax” on all traffic that passed by the keep. Advancing in age, Freeman saw this as an excellent opportunity to retire from cutting down caravan guards and having his hide peppered with arrows. He accepted the offer and then settled down to a life of tax collecting and gluttony.
Freeman died five years later after choking to death on a chicken bone. Those years had not been kind to Freeman’s waistline. Already large, he gained a tremendous amount of weight, so much in fact that his underlings decided not to bury him in a nearby copse of woods. Instead, they dragged his body out into the courtyard and interred him in a shallow grave. A simple headstone marked the grave. “Here lies Freeman Grewe, a foul tempered bastard.”
For nearly two decades following Freeman’s death, the ownership of the keep was in dispute. Initially, Freeman’s underlings began slaughtering one another in a power struggle. Triboar and Longsaddle tried to garrison the keep, but they, too, met with failure. With banditry on the rise and beasties on the prowl, the keep was mostly abandoned, save for a few desperate souls.
At long last, a group of iron-willed adventurers settled the issue. The itinerant sell-swords were a mixed bag. They called themselves the Stone Striders after successfully clearing an underground complex of nasty spider creatures who made the lair beneath some ancient standing stones.
They had a reputation for being skilled, albeit ruthless, fighters, so their questionable morals would have no doubt appealed to Freeman. The adventuring band consisted of two fighting men, a forester, and a rather vicious cutpurse. There was originally a fifth member, an elven spellcaster, but he was assassinated. No one claimed responsibility, but the thief was an obvious suspect.
Within weeks of arriving at the keep, the Stone Striders killed many wandering monsters, ran off anyone who would not accept their rule and beat up a few surly holdouts as a lesson to the rest. The forester of the group retreated to the seclusion of the nearby woods, wanting nothing to do with the butchery. The rogue, of course, loved all the purging.
Next, the company began administering to the day to day affairs of the keep. They secured for themselves lucrative enterprises within the keep’s walls, while hiring loyal retainers for others. Within a year the character of Freeman’s Keep changed dramatically. Merchants no longer felt the need to take long detours around the place. A few farmers were attracted to the area’s fertile soil and settled down, bringing with them their families and a sense of stability. The keep still retains some its rough characteristics, but the atmosphere has changed a great deal.
The four adventurers (Pike, Nestor, Pel, and Merrick), available services, a map of the keep, a few NPCs and additional information appear below.
The Keep
a) Main Gate
At first glance, the keep is not much to look at. The architecture is utilitarian in all respects. This suits the inhabitants just fine, because what Freeman’s Keep lacks in aesthetics, it makes up for in security.
Visitors are always stopped at the gate, where they are asked a series of questions by Marina Buehl (Fighter 4). A long-time resident of the keep, Marina has acquired a serious demeanor and an ability to handle herself in a fight. The adventurers who tamed the keep respected those qualities, so they appointed her Captain of the keep’s contingent of warriors. Marina believes in solving problems before they have a chance to get worse. Therefore, she likes to personally oversee all traffic entering the keep. She is backed up by four other guards (Fighter 2) and a rather unusual leucrotta named Sinchin, who lives in a doghouse just outside the gate.
Visitors to the gate must pay a 2 sp entry duty. Wagons can enter the keep for a fee of 1 gp.
b) Guard Towers
These towers are used to access the battlements atop the walls. Each tower has three floors, as well as a roof that can be used for observation. None of the towers are equipped with siege engines. The towers are used to house the warriors hired by the adventurers to guard the keep. In all, there are 30 fighting men. Several of the warriors are family men and have been allowed to convert one or two floors of each tower into a dwelling. The single men bunk in any unused floors.
The guards are well-paid and loyal. A few of the older men have lived in the keep for many years. They enjoy the renaissance that has taken place and hope to retire there someday. The guards man the walls and gates constantly. A small group of four patrols the grounds at night.
c) Pike’s Tower
This tower overlooking the main gate was converted into a home by one of the adventurers who helped stabilize the keep. His name is Pike, an intimidating man partial to pole arms, such as halberds and glaives. If an adversary comes inside the reach of his pole arm, Pike is always ready with a short sword that he refers to as his “fillet knife.”
While serving as a mercenary, Pike learned to capitalize on lucrative opportunities. Once it appeared that he and his fellow adventurers would be running things at the keep, Pike took control of the stable and the collection of duties at the gate. He carefully records the coins taken in and the turns the money over to the keep’s coffers, minus a small commission of course. Pike owns the stable outright and keeps all of those profits for himself.
Finally, it should be noted that Pike and Marina Buehl are lovers. Because he is so fond of her, Pike takes a special interest in anyone who makes trouble at the gate.
d) Stable
Owned by Pike, the stable offers the usual services, such as boarding, grooming and shoeing. It costs 5 cp to stable a horse for one day. The stable hand is a withdrawn adolescent by the name of Owen. Owen is a neat freak. The stable is very clean and tidy and visitors are always impressed. Owen does not tolerate disorder and this extends to the property of his customers.
The young man has been known to empty and repack the contents of saddlebags in a more efficient manner. Owen will even go so far as to balance the newly repacked saddle on a beam to ensure that each side is evenly weighted. If the saddle leans to one side, he will rearrange the contents until he is pleased. This behavior unnerves some, but to his credit, Owen has never stolen a single item. Customers are strongly urged by Pike to “just let Owen do his thing.”
e) Inner Gate and Courtyard
Once past the inner gate, which is guarded at all times by two men, a visitor sees that Freeman’s Keep might be better described as a fortified village or hamlet. The sturdy towers and walls provide an excellent defense, but the spirit of the place is captured in and among the buildings of the courtyard. In this space, nearly 200 residents go about their daily business. At any given time there are 4d20 visitors who can also be found here.
f) Brothel
This house of ill repute does not have a provocative name, a cosmopolitan madame nor any diamonds in the rough. The women here are shameless, bawdy slatterns with enough emotional baggage to cripple a pack mule. Freeman’s Keep can be a rather dull place for young, single men, so carnal pleasure is a popular pastime.
As Freeman’s Keep has stabilized, more respectable people have settled within the walls. These civic-minded individuals have suggested that it might be time to close the place down. This has met with stiff resistance from the owner, Nestor of the Axe. Nestor was one of the adventurers who tamed the keep and he took a keen interest in the brothel as soon as he walked through the front gate.
Nestor is a broad shouldered, tall man with a drooping mustache and an ever-present smile. He enjoys a good fight and a strong drink. Nestor keeps a tight reign on the girls who work for him and quickly handles rowdy customers. Should anyone get out of hand, they are invited to kiss the blade of his battle-axe.
g) The Ogre
Named with Freeman Grewe in mind, the Ogre is a tavern where wine, ale, and beer flow freely. Since the keep has calmed measurably, an increasing number of merchants and travelers stop over. When they do, the Ogre is a decent place to find a drink. The atmosphere can get a bit rowdy at times, but the tavern’s unassuming owner is often present to settle disputes.
Pel the Rogue, the third member of the adventuring band, owns the tavern. Pel must works very hard to keep his temper under control. Even an angry exchange of insults can lead to a knifing. Pel watches all travelers closely, attempting to divine their true nature. The keep is quite a prize and there are those who would try to wrest it from the four adventuring companions. Pel is always on the lookout for any spies or rival adventurers. Because he rarely draws attention to himself, Pel is able to surprise those who are visiting the keep for the sole purpose of causing problems.
In addition to Pel, visitors might meet Gage (Fighter 3), the rather bitter second in command of the garrison at the keep. He resents playing second fiddle to Marina Buehl. He believes that if she were not Pike’s lover, then he’d be in command. What Gage refuses to accept is the fact that Marina shows a lot more promise as a warrior. She would mostly likely beat him down in a fight. Anyone who buys Gage a few pints will be told the keep’s long and colorful past. The man likes to talk, so a few more pints will reveal his bitterness. Anyone looking to undermine the keep might gain a foothold by exploiting Gage.
Twice a month, the Ogre is closed for a few hours during the day while Pike, Nestor, Pel, and Merrick (the fourth and final member of the band) discuss the keep’s business. These meetings are the only time Merrick will be seen inside the keep’s walls, since he prefers the solitude of his cabin in the nearby woods.
h) Trade Office
Freeman’s Keep has a trade office to facilitate commerce. It was built by Pike and dedicated to the goddess Waukeen. Guards can inquire about work, caravan masters can trade news regarding road conditions, and goods can be exchanged. Local farmers, drovers, merchants and guards can be found here throughout the day. The office charges a small commission on all contracts that are forged within the keep.
An honest man named Geoffrey Kent manages the office. Pike, who knew Geoffrey during their days together as mercenaries, recommended him for the post. Geoffrey served as paymaster and earned a good reputation among the men. If he has a fault, it’s that he often regrets living his life behind a desk, instead of out in the world. This makes him sad at times, but he never allows these feelings to detract from his work.
i) Pel’s Tower
Pel has claimed this tower for his home and it is rumored to be heavily trapped. Pel receives frequent visitors from as far away as Waterdeep. These visitors fuel rumors that Pel is involved in a rather extensive network of crime. Many believe that Pel is a worshipper of Mask, but this in untrue. In fact, the visitors are merely old partners in crime who simply need a quiet place to lay low after a heist. Pel harbors them so that he can stay apprised of news beyond the keep’s wall. Pel is very loyal to Pike, Nestor and Merrick. He considers them brothers and will kill without hesitation anyone who threatens them without hesitation.
j) Chapel
As the number of families and permanent residents in Freeman’s Keep have increased, so have the spiritual needs. Well, at least some folks feel that the keep could use some spiritual nourishment. Answering the call to serve is Brother Samuel (Cleric 2) of Lathander. He has high hopes of building a dynamic, supportive community.
Brother Samuel uses a small warehouse as a chapel. It’s not much, but it’s a start. Brother Samuel is keenly aware of the keep’s turbulent past, so he is careful not to condemn those who still engage in shady acts. He believes that if he is patient, then more and more citizens of the keep will be inspired by Lathander’s teachings. Brother Samuel is generally well-regarded because of his kind, generous nature.
k) Inn
The keep’s inn is an informal affair; it even lacks a proper name. The inn is a two-story building that can house up to 40 guests in 12 rooms. There is a rather cozy (although some would call it cramped) common area where hungry travelers can enjoy a meal and a pint before retiring. A night’s stay (2 gp) includes an evening and morning meal. There are no private rooms so guests must share quarters. The inn is a vital component of the keep’s economy, since the profits help to pay the salaries of the garrison.
Other NPCs
Merrick
Merrick is the fourth member of the adventuring band that secured Freeman’s Keep. He is ill at ease within the walls of the keep, so he built a cottage in the nearby woods. During his time in the forest, Merrick befriended a race of sentient squirrels called kercpa. He has also met an enchanting fellow ranger by the name of Talia. A member of the Harpers, Talia passes through the area from time to time. Merrick is enamored with the woman, as well as the organization she belongs to. He hopes to one day prove his worth and join their cause.
Sinchin
Sinchin is an unusual leucrotta. He never grew to full size after being cast out of the litter by his mother. Being a runt was actually a blessing in disguise. Moments after being expelled, a band of determined halflings slaughtered his mother and her brood. Sinchin’s mother had been plaguing a nearby halfling village, killing livestock and a few villagers. The villagers mobilized and struck when the mother was still weak after birthing her pups. Sinchin witnessed the slaughter from a distance, horrified.
The event had a profound effect on Sinchin. As a result of being abandoned, Sinchin craves attention. He has been able to suppress his evil nature in order to gain companionship. Merrick has taken a keen interest in Sinchin and spends a great deal of time training him to be obedient. The keep’s populace has reluctantly accepted Sinchin, although most have no idea what a leucrotta is. They think he’s a deformed, talking dog – perhaps the result of some wizard’s bizarre breeding program.
Sadly, one aspect of Sinchin’s instincts cannot be suppressed – his uncontrollable hatred of halflings. He will attack any halfling on sight unless restrained. When asked about his penchant for halflings, Sinchin merely wags his tail, perks up his ears and responds, “I like to eat halfies. I eat them up good.”
Warning signs have been placed along the road advising halflings that they should detour around the keep. Fortunately for Sinchin, the powers that be (Pike, Nestor, Pel and Merrick) like Sinchin more than halflings, so they will always choose his side in a conflict. Sinchin is smart enough to distinguish dwarves, human children, and gnomes from halflings, although he will give anyone under 4’ tall a thorough sniffing just to be sure.
When visitors to the keep first meet Sinchin, he will be lying in the dirt outside his doghouse, belly to the sun, tongue hanging out of his mouth. He responds well to scratching behind the ears and food. Sinchin does not exude evil, so an unprovoked attack on him will bring down the wrath of Merrick and his friends.
Trash Ogres
Like any community, the keep generates a large amount of refuse. Some of the trash can be given to animals for feed or be used to fertilize plants. What’s left over must go somewhere. That somewhere is the domain of a disgusting group of ogres called, appropriately enough, trash ogres.
The trash ogres are typical of their species. They are large, hot-tempered, and dim-witted. What makes them unique is their shocking level of filth. Their bodies are covered with large, oozing sores. Huge chancres scar their mouths and their own fecal matter drips down their legs. Few can bear the sight of the plague-infested creatures, much less tolerate their stench.
The trash ogres have lurked in the area since before Freeman Grewe and his band of outlaws arrived. Outcasts from their own kind, the trash ogres inhabit a dark cave complex stuffed with the refuse they collect from the keep. For years no one knew how they came to be in this state until a visiting wizard was able to shed light on the subject.
The wizard had read about a clan of ogres from the Sword Mountains known for their ferocity and fanatical devotion to a deity with an insatiable thirst for blood. In his name, they battled others of their own kind and anyone else who crossed their path. They were eventually defeated in battle and cursed by their god for causing him shame. Because their god now considered them filth, the ogres were doomed to live in it. During the ensuing years, the trash ogres developed a tolerance for their wretched state and have grown remarkably patient.
What the wizard did not know was that the ogres were promised a second chance if they accepted their penance with quiet shame. After 35 years of suffering, their time of deliverance is nearly at hand. The ogres have had great and terrible dreams sent by their god, letting them know that soon they will rise up and slaughter the inhabitants of Freeman’s Keep. Their stench and filth will be washed away with the blood of the humans. The ogres’ trash collecting duties have now taken on a new urgency. With each trip to the keep, the ogres study the guards, their number, placement, and other defenses.
It’s hard for the residents of the keep to calculate the exact number of ogres living in the caves, which are located just a few miles from the keep. Only a dozen or so have ever been seen at any given time. The caves are far too filthy to venture into and the ogres certainly aren’t telling, since they rarely talk to outsiders. In fact, there are nearly 40 adults and 15 young tucked away in the refuse-strewn tunnels.
The Gnome Engineer
Silas Weatherstop (Thief 3/Illusionist2) was hired to see if there was any credence to the rumors that Freeman had hidden gold away in a secret vault under the keep. Being a rather typical gnome, Silas declared that if a vault existed, then he would certainly be able to find it. He spoke in a steady stream of techno-babble, going on and on about “the detection of certain anomalies while performing soundings of the bedrock.” The adventurers had no idea what he was talking about so they left him alone to investigate. Silas began tunneling under the keep and no one has seen him since.
The tunnel that Silas dug is too narrow for a man to enter and certainly no one wishes to send in a child. A halfling could fit down the tunnel, but Sinchin has scared any away. The gnome is definitely alive because scraping and digging can be heard occasionally under people’s floors. Just last week, someone saw a few cobblestones in the courtyard get pushed aside. The face of the dirty gnome appeared briefly, then disappeared like some two-legged prairie dog.
The inhabitants of the keep fear that Silas is digging a maze of tunnels beneath their feet that might cause buildings to collapse. People have tried calling into the tunnels, begging him to come out, but there has been no response.
Merrick has determined from tracks in the dirt around the tunnel entrance that Silas has been exiting at regular intervals. A guard was posted, but he fell asleep. A snare was set, but that was disabled. It was suggested that Sinchin go into the tunnel, but the leucrotta refused, citing a fear of the dark. For now, there just isn’t much to be done and the story of the “Gnome Gopher of Freeman Keep” is beginning to spread, much to the embarrassment of the locals.
Repeated attempts were made to end Freeman’s predation, but the man (or half-man?) evaded all efforts. In time Freeman grew so confident that he began construction of a small keep to be used as a permanent base of operations. After the completion of the keep, officials from both Triboar and Longsaddle realized that they would not be able to get rid of Freeman and his henchmen without a tremendous expense in gold and lives.
With few appealing options remaining, the officials decided to co-opt the robber baron. They offered amnesty and the right to collect a “road tax” on all traffic that passed by the keep. Advancing in age, Freeman saw this as an excellent opportunity to retire from cutting down caravan guards and having his hide peppered with arrows. He accepted the offer and then settled down to a life of tax collecting and gluttony.
Freeman died five years later after choking to death on a chicken bone. Those years had not been kind to Freeman’s waistline. Already large, he gained a tremendous amount of weight, so much in fact that his underlings decided not to bury him in a nearby copse of woods. Instead, they dragged his body out into the courtyard and interred him in a shallow grave. A simple headstone marked the grave. “Here lies Freeman Grewe, a foul tempered bastard.”
For nearly two decades following Freeman’s death, the ownership of the keep was in dispute. Initially, Freeman’s underlings began slaughtering one another in a power struggle. Triboar and Longsaddle tried to garrison the keep, but they, too, met with failure. With banditry on the rise and beasties on the prowl, the keep was mostly abandoned, save for a few desperate souls.
At long last, a group of iron-willed adventurers settled the issue. The itinerant sell-swords were a mixed bag. They called themselves the Stone Striders after successfully clearing an underground complex of nasty spider creatures who made the lair beneath some ancient standing stones.
They had a reputation for being skilled, albeit ruthless, fighters, so their questionable morals would have no doubt appealed to Freeman. The adventuring band consisted of two fighting men, a forester, and a rather vicious cutpurse. There was originally a fifth member, an elven spellcaster, but he was assassinated. No one claimed responsibility, but the thief was an obvious suspect.
Within weeks of arriving at the keep, the Stone Striders killed many wandering monsters, ran off anyone who would not accept their rule and beat up a few surly holdouts as a lesson to the rest. The forester of the group retreated to the seclusion of the nearby woods, wanting nothing to do with the butchery. The rogue, of course, loved all the purging.
Next, the company began administering to the day to day affairs of the keep. They secured for themselves lucrative enterprises within the keep’s walls, while hiring loyal retainers for others. Within a year the character of Freeman’s Keep changed dramatically. Merchants no longer felt the need to take long detours around the place. A few farmers were attracted to the area’s fertile soil and settled down, bringing with them their families and a sense of stability. The keep still retains some its rough characteristics, but the atmosphere has changed a great deal.
The four adventurers (Pike, Nestor, Pel, and Merrick), available services, a map of the keep, a few NPCs and additional information appear below.
The Keep
a) Main Gate
At first glance, the keep is not much to look at. The architecture is utilitarian in all respects. This suits the inhabitants just fine, because what Freeman’s Keep lacks in aesthetics, it makes up for in security.
Visitors are always stopped at the gate, where they are asked a series of questions by Marina Buehl (Fighter 4). A long-time resident of the keep, Marina has acquired a serious demeanor and an ability to handle herself in a fight. The adventurers who tamed the keep respected those qualities, so they appointed her Captain of the keep’s contingent of warriors. Marina believes in solving problems before they have a chance to get worse. Therefore, she likes to personally oversee all traffic entering the keep. She is backed up by four other guards (Fighter 2) and a rather unusual leucrotta named Sinchin, who lives in a doghouse just outside the gate.
Visitors to the gate must pay a 2 sp entry duty. Wagons can enter the keep for a fee of 1 gp.
b) Guard Towers
These towers are used to access the battlements atop the walls. Each tower has three floors, as well as a roof that can be used for observation. None of the towers are equipped with siege engines. The towers are used to house the warriors hired by the adventurers to guard the keep. In all, there are 30 fighting men. Several of the warriors are family men and have been allowed to convert one or two floors of each tower into a dwelling. The single men bunk in any unused floors.
The guards are well-paid and loyal. A few of the older men have lived in the keep for many years. They enjoy the renaissance that has taken place and hope to retire there someday. The guards man the walls and gates constantly. A small group of four patrols the grounds at night.
c) Pike’s Tower
This tower overlooking the main gate was converted into a home by one of the adventurers who helped stabilize the keep. His name is Pike, an intimidating man partial to pole arms, such as halberds and glaives. If an adversary comes inside the reach of his pole arm, Pike is always ready with a short sword that he refers to as his “fillet knife.”
While serving as a mercenary, Pike learned to capitalize on lucrative opportunities. Once it appeared that he and his fellow adventurers would be running things at the keep, Pike took control of the stable and the collection of duties at the gate. He carefully records the coins taken in and the turns the money over to the keep’s coffers, minus a small commission of course. Pike owns the stable outright and keeps all of those profits for himself.
Finally, it should be noted that Pike and Marina Buehl are lovers. Because he is so fond of her, Pike takes a special interest in anyone who makes trouble at the gate.
| Pike, Male Human, Fighter 7; Armor Class: 0 (+1 plate mail, Dexterity bonus); Hit Dice: 7d10: hp 60; THAC0 13 (9 with +2 halberd, Strength bonus, Weapon Specialization); No. of Attacks: 2; Damage: 1d10+5 (+2 halberd, Strength bonus, Weapon Specialization) or 1d6+2 (short sword, Strength bonus); Alignment: Neutral; Move: 12 Strength: 17, Dexterity: 16, Constitution: 16, Intelligence: 11, Wisdom: 11, Charisma: 11 Saving Throws: Parlayzation, Poison, Death Magic: 10, Rod, Staff, Wand: 12, Petrification or Polymorph: 11, Breath Weapons: 12, Spell 13 Equipment: +2 ha;berdd, +2 plate mail, ring of free action (conferring immunity to web, slow and hold spells), potion of extra-healing, 500 gp, 200 pp and two gems worth 1,000 gp each |
d) Stable
Owned by Pike, the stable offers the usual services, such as boarding, grooming and shoeing. It costs 5 cp to stable a horse for one day. The stable hand is a withdrawn adolescent by the name of Owen. Owen is a neat freak. The stable is very clean and tidy and visitors are always impressed. Owen does not tolerate disorder and this extends to the property of his customers.
The young man has been known to empty and repack the contents of saddlebags in a more efficient manner. Owen will even go so far as to balance the newly repacked saddle on a beam to ensure that each side is evenly weighted. If the saddle leans to one side, he will rearrange the contents until he is pleased. This behavior unnerves some, but to his credit, Owen has never stolen a single item. Customers are strongly urged by Pike to “just let Owen do his thing.”
e) Inner Gate and Courtyard
Once past the inner gate, which is guarded at all times by two men, a visitor sees that Freeman’s Keep might be better described as a fortified village or hamlet. The sturdy towers and walls provide an excellent defense, but the spirit of the place is captured in and among the buildings of the courtyard. In this space, nearly 200 residents go about their daily business. At any given time there are 4d20 visitors who can also be found here.
f) Brothel
This house of ill repute does not have a provocative name, a cosmopolitan madame nor any diamonds in the rough. The women here are shameless, bawdy slatterns with enough emotional baggage to cripple a pack mule. Freeman’s Keep can be a rather dull place for young, single men, so carnal pleasure is a popular pastime.
As Freeman’s Keep has stabilized, more respectable people have settled within the walls. These civic-minded individuals have suggested that it might be time to close the place down. This has met with stiff resistance from the owner, Nestor of the Axe. Nestor was one of the adventurers who tamed the keep and he took a keen interest in the brothel as soon as he walked through the front gate.
Nestor is a broad shouldered, tall man with a drooping mustache and an ever-present smile. He enjoys a good fight and a strong drink. Nestor keeps a tight reign on the girls who work for him and quickly handles rowdy customers. Should anyone get out of hand, they are invited to kiss the blade of his battle-axe.
| Nestor, Male Human, Fighter 7; Armor Class: 1 (+2 chain mail, +1 shield, +4 vs missiles, Dexterity bonus); Hit Dice: 7d10; Hit Points: 60; THAC0: 13 (9 with +2 battle axe, Strength bonus, Weapon Specialization); No. of Attacks: 2; Damage: 1d8+5 (+2 battle axe, Strength bonus, Weapon Specialization); Alignment: Neutral; Move: 12 Strength: 17, Dexterity: 16, Constitution: 16, Intelligence: 10, Wisdom: 10, Charisma: 13 Saving Throws: Parlayzation, Poison, Death Magic: 10, Rod, Staff, Wand: 12, Petrification or Polymorph: 11, Breath Weapons: 12, Spell 13 Equipment: Rope of climbing, potion of extra-healing, 200 gp, 100 pp, 3 gems worth 1,000 gp each |
g) The Ogre
Named with Freeman Grewe in mind, the Ogre is a tavern where wine, ale, and beer flow freely. Since the keep has calmed measurably, an increasing number of merchants and travelers stop over. When they do, the Ogre is a decent place to find a drink. The atmosphere can get a bit rowdy at times, but the tavern’s unassuming owner is often present to settle disputes.
Pel the Rogue, the third member of the adventuring band, owns the tavern. Pel must works very hard to keep his temper under control. Even an angry exchange of insults can lead to a knifing. Pel watches all travelers closely, attempting to divine their true nature. The keep is quite a prize and there are those who would try to wrest it from the four adventuring companions. Pel is always on the lookout for any spies or rival adventurers. Because he rarely draws attention to himself, Pel is able to surprise those who are visiting the keep for the sole purpose of causing problems.
In addition to Pel, visitors might meet Gage (Fighter 3), the rather bitter second in command of the garrison at the keep. He resents playing second fiddle to Marina Buehl. He believes that if she were not Pike’s lover, then he’d be in command. What Gage refuses to accept is the fact that Marina shows a lot more promise as a warrior. She would mostly likely beat him down in a fight. Anyone who buys Gage a few pints will be told the keep’s long and colorful past. The man likes to talk, so a few more pints will reveal his bitterness. Anyone looking to undermine the keep might gain a foothold by exploiting Gage.
Twice a month, the Ogre is closed for a few hours during the day while Pike, Nestor, Pel, and Merrick (the fourth and final member of the band) discuss the keep’s business. These meetings are the only time Merrick will be seen inside the keep’s walls, since he prefers the solitude of his cabin in the nearby woods.
h) Trade Office
Freeman’s Keep has a trade office to facilitate commerce. It was built by Pike and dedicated to the goddess Waukeen. Guards can inquire about work, caravan masters can trade news regarding road conditions, and goods can be exchanged. Local farmers, drovers, merchants and guards can be found here throughout the day. The office charges a small commission on all contracts that are forged within the keep.
An honest man named Geoffrey Kent manages the office. Pike, who knew Geoffrey during their days together as mercenaries, recommended him for the post. Geoffrey served as paymaster and earned a good reputation among the men. If he has a fault, it’s that he often regrets living his life behind a desk, instead of out in the world. This makes him sad at times, but he never allows these feelings to detract from his work.
i) Pel’s Tower
Pel has claimed this tower for his home and it is rumored to be heavily trapped. Pel receives frequent visitors from as far away as Waterdeep. These visitors fuel rumors that Pel is involved in a rather extensive network of crime. Many believe that Pel is a worshipper of Mask, but this in untrue. In fact, the visitors are merely old partners in crime who simply need a quiet place to lay low after a heist. Pel harbors them so that he can stay apprised of news beyond the keep’s wall. Pel is very loyal to Pike, Nestor and Merrick. He considers them brothers and will kill without hesitation anyone who threatens them without hesitation.
| Pel, Male Human, Thief 9: Armor Class: 0 (+3 leather armor, boots of striding and springing, Dexterity bonus); Hit Dice: 9d6; Hit Points: 35; THAC0: 16 (14 with +2 short sword, 13 with +1 short bow); No. of Attacks: 1 or 2; Damage: 1d6+2 (+2 short sword) or 1d6+1 (+1 short bow); Alignment: Neutral(evil); Move: 12 + special (boots: can leap 30’ forward, 9’ back, or 15’ straight up) Strength: 11, Dexterity: 18, Constitution 10, Intelligence 15, Wisdom 15, Charisma 14 Thief Skills: Pick Pockets: 55%, Open Locks: 65%, Find &Remove Traps: 30%, Move Silently:70%, Hide in Shadows: 85%, Hear Noise: 45%, Climb Walls: 90%, Read Languages: 30% Saving Throws: Parlayzation, Poison, Death Magic: 11, Rod, Staff, Wand: 10, Petrification or Polymorph: 10, Breath Weapons: 14, Spell 11 Special Attacks: +4 to attack rolls and quadruple damage on backstab, can attack and leap away before counterattacked if wins initiative (2% chance of stumbling) Equipment: Ring of invisibility, 50 gp, two exquisite rubies worth 2,000 gp each, +1 short bow, +2 short sword, +3 leather armor |
j) Chapel
As the number of families and permanent residents in Freeman’s Keep have increased, so have the spiritual needs. Well, at least some folks feel that the keep could use some spiritual nourishment. Answering the call to serve is Brother Samuel (Cleric 2) of Lathander. He has high hopes of building a dynamic, supportive community.
Brother Samuel uses a small warehouse as a chapel. It’s not much, but it’s a start. Brother Samuel is keenly aware of the keep’s turbulent past, so he is careful not to condemn those who still engage in shady acts. He believes that if he is patient, then more and more citizens of the keep will be inspired by Lathander’s teachings. Brother Samuel is generally well-regarded because of his kind, generous nature.
k) Inn
The keep’s inn is an informal affair; it even lacks a proper name. The inn is a two-story building that can house up to 40 guests in 12 rooms. There is a rather cozy (although some would call it cramped) common area where hungry travelers can enjoy a meal and a pint before retiring. A night’s stay (2 gp) includes an evening and morning meal. There are no private rooms so guests must share quarters. The inn is a vital component of the keep’s economy, since the profits help to pay the salaries of the garrison.
Other NPCs
Merrick
Merrick is the fourth member of the adventuring band that secured Freeman’s Keep. He is ill at ease within the walls of the keep, so he built a cottage in the nearby woods. During his time in the forest, Merrick befriended a race of sentient squirrels called kercpa. He has also met an enchanting fellow ranger by the name of Talia. A member of the Harpers, Talia passes through the area from time to time. Merrick is enamored with the woman, as well as the organization she belongs to. He hopes to one day prove his worth and join their cause.
| Merrick, Male Human, Ranger 6: Armor Class: 4 (+1 leather armor, Dexterity bonus); Hit Dice: 6d6; Hit Points: 35; THACO: 15 (14 with +1 long sword, 13 with bow or +2 dagger); No. of Attacks: 1 or 2; Damage: 1d8+2 (+1 long sword, Strength bonus) or 1d4+3 (+2 dagger, Strength bonus) or 1d6 (composite longbow and flight arrows); Alignment: Neutral Good, Move: 12 Strength: 16, Dexterity: 17, Constitution: 15, Intelligence: 16, Wisdom: 14, Charisma: 13 Saving Throws: Parlayzation, Poison, Death Magic: 11, Rod, Staff, Wand: 13, Petrification or Polymorph: 12, Breath Weapons: 13, Spell 14 Special Abilities: Attack with two weapons; Ranger Abilities: Tracking (16), Hide in Shadows (42%), Move Silently (52%). Equipment: +1 longsword, +2 dagger. +1 leather armor, potion of extra healing and a ring of feather falling |
Sinchin
Sinchin is an unusual leucrotta. He never grew to full size after being cast out of the litter by his mother. Being a runt was actually a blessing in disguise. Moments after being expelled, a band of determined halflings slaughtered his mother and her brood. Sinchin’s mother had been plaguing a nearby halfling village, killing livestock and a few villagers. The villagers mobilized and struck when the mother was still weak after birthing her pups. Sinchin witnessed the slaughter from a distance, horrified.
The event had a profound effect on Sinchin. As a result of being abandoned, Sinchin craves attention. He has been able to suppress his evil nature in order to gain companionship. Merrick has taken a keen interest in Sinchin and spends a great deal of time training him to be obedient. The keep’s populace has reluctantly accepted Sinchin, although most have no idea what a leucrotta is. They think he’s a deformed, talking dog – perhaps the result of some wizard’s bizarre breeding program.
Sadly, one aspect of Sinchin’s instincts cannot be suppressed – his uncontrollable hatred of halflings. He will attack any halfling on sight unless restrained. When asked about his penchant for halflings, Sinchin merely wags his tail, perks up his ears and responds, “I like to eat halfies. I eat them up good.”
Warning signs have been placed along the road advising halflings that they should detour around the keep. Fortunately for Sinchin, the powers that be (Pike, Nestor, Pel and Merrick) like Sinchin more than halflings, so they will always choose his side in a conflict. Sinchin is smart enough to distinguish dwarves, human children, and gnomes from halflings, although he will give anyone under 4’ tall a thorough sniffing just to be sure.
When visitors to the keep first meet Sinchin, he will be lying in the dirt outside his doghouse, belly to the sun, tongue hanging out of his mouth. He responds well to scratching behind the ears and food. Sinchin does not exude evil, so an unprovoked attack on him will bring down the wrath of Merrick and his friends.
| Sinchin: Armor Class: 4; Move: 18”; Hit Dice: 6+1; Hit Points: 13; No. of Attacks: 1; Damage: 3-18; Special Attacks: mimic speech; Special Defenses: Kick in retreat; Alignment: Neutral; Size: Medium |
Trash Ogres
Like any community, the keep generates a large amount of refuse. Some of the trash can be given to animals for feed or be used to fertilize plants. What’s left over must go somewhere. That somewhere is the domain of a disgusting group of ogres called, appropriately enough, trash ogres.
The trash ogres are typical of their species. They are large, hot-tempered, and dim-witted. What makes them unique is their shocking level of filth. Their bodies are covered with large, oozing sores. Huge chancres scar their mouths and their own fecal matter drips down their legs. Few can bear the sight of the plague-infested creatures, much less tolerate their stench.
The trash ogres have lurked in the area since before Freeman Grewe and his band of outlaws arrived. Outcasts from their own kind, the trash ogres inhabit a dark cave complex stuffed with the refuse they collect from the keep. For years no one knew how they came to be in this state until a visiting wizard was able to shed light on the subject.
The wizard had read about a clan of ogres from the Sword Mountains known for their ferocity and fanatical devotion to a deity with an insatiable thirst for blood. In his name, they battled others of their own kind and anyone else who crossed their path. They were eventually defeated in battle and cursed by their god for causing him shame. Because their god now considered them filth, the ogres were doomed to live in it. During the ensuing years, the trash ogres developed a tolerance for their wretched state and have grown remarkably patient.
What the wizard did not know was that the ogres were promised a second chance if they accepted their penance with quiet shame. After 35 years of suffering, their time of deliverance is nearly at hand. The ogres have had great and terrible dreams sent by their god, letting them know that soon they will rise up and slaughter the inhabitants of Freeman’s Keep. Their stench and filth will be washed away with the blood of the humans. The ogres’ trash collecting duties have now taken on a new urgency. With each trip to the keep, the ogres study the guards, their number, placement, and other defenses.
It’s hard for the residents of the keep to calculate the exact number of ogres living in the caves, which are located just a few miles from the keep. Only a dozen or so have ever been seen at any given time. The caves are far too filthy to venture into and the ogres certainly aren’t telling, since they rarely talk to outsiders. In fact, there are nearly 40 adults and 15 young tucked away in the refuse-strewn tunnels.
The Gnome Engineer
Silas Weatherstop (Thief 3/Illusionist2) was hired to see if there was any credence to the rumors that Freeman had hidden gold away in a secret vault under the keep. Being a rather typical gnome, Silas declared that if a vault existed, then he would certainly be able to find it. He spoke in a steady stream of techno-babble, going on and on about “the detection of certain anomalies while performing soundings of the bedrock.” The adventurers had no idea what he was talking about so they left him alone to investigate. Silas began tunneling under the keep and no one has seen him since.
The tunnel that Silas dug is too narrow for a man to enter and certainly no one wishes to send in a child. A halfling could fit down the tunnel, but Sinchin has scared any away. The gnome is definitely alive because scraping and digging can be heard occasionally under people’s floors. Just last week, someone saw a few cobblestones in the courtyard get pushed aside. The face of the dirty gnome appeared briefly, then disappeared like some two-legged prairie dog.
The inhabitants of the keep fear that Silas is digging a maze of tunnels beneath their feet that might cause buildings to collapse. People have tried calling into the tunnels, begging him to come out, but there has been no response.
Merrick has determined from tracks in the dirt around the tunnel entrance that Silas has been exiting at regular intervals. A guard was posted, but he fell asleep. A snare was set, but that was disabled. It was suggested that Sinchin go into the tunnel, but the leucrotta refused, citing a fear of the dark. For now, there just isn’t much to be done and the story of the “Gnome Gopher of Freeman Keep” is beginning to spread, much to the embarrassment of the locals.
Labels:
AD and D 2e,
Forgotten Realms,
Sword Coast
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