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
