Wednesday, December 22, 2021
Tuesday, December 21, 2021
Monday, December 20, 2021
Saturday, December 18, 2021
1) Lizard Men: (6)
Semi-intelligent, tribal, aquatic humanoids
with reptilian heads and tails. Often
encountered in swamps and dungeons, or
along rivers and coastlines.
AC [14], HD 2+1
(hp 12, 10, 9, 8, 7,5), Att 1 × weapon
(1d6+1 or by weapon + 1), THAC0 17
[+2], MV 60’ (20’) / 120’ (40’) in water,
SV D12 W13 P14 B15 S16 (2), ML 12, AL
Neutral, XP 25 each, NA 2d4 (6d6), TT D
▶ Weapons: Favour spears or large clubs.
▶ Man-eaters: Kidnap humans and
demihumans, whose flesh they regard as
a delicacy.
▶ Treasure: Necklace on Largest worth 1,100gp
2) Black Widow: (2)
DC12 Passive Perception to see spider webs high in trees.
AC [13], HD 3* (11hp, 10hp), Att 1 × bite
(2d6 + poison), THAC0 17 [+2], MV 60’
(20’) / 120’ (40’) in webs, SV D12 W13
P14 B15 S16 (2), ML 8, AL Neutral, XP
▶ Poison: Causes death in 1 turn (save
versus poison).
▶ Webs: Creatures caught in webs
become entangled and unable to move.
Breaking free depends on Strength: 2d4
turns for strength in the normal human
range; 4 rounds for strength above 18; 2
rounds for creatures with giant strength.
The webs can be destroyed by fire in two
rounds. All creatures in a flaming web
suffer 1d6 points of damage.
3) Raider Camp: (12)
DC12 to notice humanoid tracks.
They lead to a bandit camp.
AC 6 [13], - Leaders (2x) [15], & [16], HD 1 (4hp)
Leaders 12hp, 16hp,
Att 1 × weapon (1d6 - Leaders (2x) 1d8),
MV 120’ (40’), SV D12
W13 P14 B15 S16 (1), ML 8, AL Chaotic,
XP 10, NA 0 (1d4 × 10), TT A
▶ Treasure: Each has 3d6sp, Leaders have 3d6sp, 3d6gp
4) Hermit Encounter: Acts strange.
For many years a solitary hermit has
haunted this area of the forest, becoming progressively
wilder and crazier and more dangerous. His home is in
a huge hollow oak, the entrance to the hollow concealed
by a thick bush. Inside is a mound of leaves and
a couple of pieces of crude furniture. Even his cup and
plate are handmade of wood and are of no value.
Hermit will Hide in Shadows 20% to attack. (automatically hidden)
Mad Hermit: (3rd level thief, AC [16] due to leather armor,
and Dexterity 17, hp 15, #AT 1 at
+ 2, D 3-8, ML 10.) The hermit has a 30% chance to move
silently and a 20% chance to hide in shadows. His
madness gives him a +2 bonus to hit and a +2 bonus
on damage (thus the bonus for striking from behind is
+ 6 to hit, and double normal damage + 2 points). He
carries no treasure (other than the ring he wears!).
Mountain Lion:
AC [13], HD 3+2 (15hp), Att 2 × claw
(1d3), 1 × bite (1d6), THAC0 16 [+3],
MV 150’ (50’), SV D12 W13 P14 B15 S16
(2), ML 8, AL Neutral, XP 50, NA 1d4
(1d4)
▶ Treasure: Ring of Protection +1 (Wearing)
Under his bed is 31gp, 161sp, +1 Dagger, Potion of Invisibility
Monday, June 14, 2021
As nightfall sets in, you are your companion are making idle conversation with one another.
(DC14 to hear someone approaching your campsite) On a successful DC . . .
(Player(s) Name) hears a noise just outside of camp, you reach down, grab your weapon and quickly turn to face the direction you heard the sound come from. A figure approaches you . . .
Goblin Patrol: You enter into a nearby wooded area, tracking the trail left by the goblins, what appears to be hours ago, keeping sight of the tracks has been hard due to it being the dead of night.On a successful DC12 roll.
As you break through the treeline, you briefly spot two small forms moving about the hilltop ahead of you. It appears to be a patrol from the way the goblins are looking around as the walk.
The characters may surprise on a DC10.
The goblins will fight until one takes damage or is slain. Once this happens they will retreat to the caves to warn the others.
Goblin
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
The Dwarves Tomb
1. Entrance:
Two Goblins stand guard.
Goblin
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
On the goblins' first turn of combat, they will both attempt to retreat inside.
After they fight the Goblins at the main door . . .
As you open the door, a 60x60ft room opens up in front of you. The room is dimly liit, mostly from the light coming in through the open door you just opened. The room itself is mostly empty, with only two old, broken wells, an old tablet with a few stills sitting around it. The table has some remains of food and such on it. Along the walls you can see trash and debree, and vines grow along most of the walls. On the far side of the right wall, you clearly see it open up to a set of stone stairs that appear to go down slightly.
2. Stairs & Offering Room:
It's very dark as you move down the steps and into the tomb,
the musty air cools by the step. You can hear faint, rhythmic
chatter echoing up from the heart of the structure.
Entering the Offering Room . . .
The Brazier at the center of this room gently illuminates the walls of this room well enough that you notice 4 Goblins loitering around in the room. On the far wall you can see another corridor leading out of this room.
Depending on Elora's positioning with the torch will dictate if the players get surprise or not. If not, then the Goblins will see the torch and start towards then for normal initiative.
Goblin:
AC 6 [13], HD 1–1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
After the Goblin fight . . .
On one side, a detailed carving depicts a company of armored dwarves fighting back a torrent of monsters! On the other wall, there is an inscription, it reads: "Here We Stand!".
3. Preasure Plate Trap:
A character who succeeds on a passive DC12 will notice the trap, if the DC succeeds then the faint light of the brazier just barely catching the raised bit of floor.
Any other creature who steps on the pressure plate will trigger the trap, causing a scythe to sweep down from the ceiling. The character who triggered the trap must succeed a on a DC 15 Dexterity saving throw or suffer 1d8 slashing damage. Once the trap has either been disabled, or triggered it is exhausted and will not be triggered again.
4. Hall of the Oathkeeper:
Dominated by a giant stone statue of an Armored Dwarf, dressed in a set of heavy plate armor & shield while holding a Battleaxe, raised up on a dais, standing tall with its battleaxe down between its feet.
A thick haze billows up from a makeshift altar in the center of the room where a goblin adorned with jewelery and warpaint chants rhythmically while it rocks back and forth. Behind the goblin, a young girl lies motionless, her mouth gagged, head flopped to one side, from a small cage near the foot of the statue.
Allow a DC10 to recognize the Bugbear.
Next to the goblin, you see a large hairy (Bugbear) turn to look at you and start walking your way.
Goblin Shaman:
AC 6 [15] (+1 from Barkskin), HD 3 (15hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0],
MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 7 (9 with king), AL Chaotic,
XP 5 (bodyguard: 20, king: 35), NA 2d4
(6d10), TT R (C)
▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight.
Spellcasting (Druid Spells):
1st Level (4 slots): Entangle
2nd Level (2 slots): Heat Metal x2, Cure Light Wounds
Treasure: 2 Potions of Healing
Bugbear:
AC14, HD 3+1 (14hp), Att 1 × weapon
(2d4 or by weapon +1), THAC0 16
[+3], MV 90’ (30’), SV D12 W13 P14 B15
S16 (3), ML 9, AL Chaotic, XP 50, NA
2d4 (5d4), TT B
▶ Surprise: On a 1–3, due to stealth.
Treasure: Potion of Healing (if he does not use).
Once the fight has finished . . .
The characters can inspect the little girl, she is clearly dead after an inspection from a stab wound to her stomach.
The makeshift altar is covered with bits of charcoal, cork, sulfur, and other spellcasting materials. You can see ancient drawings on the walls of warbands of heavily armored dwarves engaged with a horde of goblins. Near the cage you see a jumble of blankets, apparently where someone slept.
The blankets is littered with 2d20+10gp
The statue of a dwarf and the wall immediatley behind the statue both have an inscription at the base of the statue and at head level on the wall, it reads: If you are to keep this, you must first give it to me.
If any character speaks, "I give my word" — or anything in the spirit of that — the secret door leading to the tomb will open!
Read the following if they succeed with the riddle . . .
Directly behind the dwarf statue, you hear a loud clicking sound and the wall near the corner of the room opens slightly.
5. The Tomb of the Dwarves:
As you enter this 80x80ft chamber, you see six sarcophagi (3 on each side of the room) and one larger sarcofogai on the far side of the room which has a tome laying on top of it. Along the walls are paintings of heavily armed dwarves fighting goblins, evil looking men and even dragons.
Reading the tome . . .
We have fallen back, into the cave. We have barred the door at the entrance, but we know it will not hold for long. The door shudders from the blows coming from outside. We are trapped, we must stand our ground. A great evil is soon coming through that door, we will stand our ground - and fight . . .
If anyone other than a dwarf tries to open a sarcofogai, a Guardian Skeleton will spring out as soon as the lid opens.
Treasure: 3 Potions of Healing
Each sarcophagi holds skeletons wearing standard chainmail, as well as a normal longsword and a shield.
The dwarf lords' sarcophagus holds the lord of this company of dwarves, who wears a set of standard chainmail, and a shield with an emblem of the dwarven clan of Clan kilthdûûm, as well as a finely crafted non magical Warhammer with dwarven writing eteched into the blade that reads "Here We Stand".
6. The Staircase:
Stepping through the secret door, you see a short corridor in front of you that opens up into a small 20x20 room. The room is basically empty other than scattered refuse and a staircase that leads down. Near the staircase, you notice carved into the wall that reads "in common" "The dwarves of Clan kilthdûûm will one day return home". A dwarf can make a DC10 check. If successful, they can determine this was from around the time that Dorob kilthdûûm fell.

